Fighter
Base Class: Fighter

Slayers are specialized Fighters that rely on speed and movement to vanquish enemies. Slayers also care heavily about style, and are often capable of pulling off fantastical feats due to the magic that resides within them. No matter how a Slayer got that power, they use it aggressively and stylistically, rather than intellectually like Sorcerers. Slayers have the power to claim a special weapon, and imbue it with elemental energy. Slayers also move faster and jump higher than your average being. They  like to have a personality and style that sets them apart.  (This subclass is largely inspired by Dante from Devil May Cry.)

Slayer Soul

The soul of a Slayer is imbued with a special magic that grant the Slayer a strong constitution, and speedier movements. Starting at 3rd level, your hit point max increases by 1, and it increases by 1 again whenever you gain a level in this class. Also starting at 3rd level, your base speed increases by 5.

Unarmored Defense of the Slayer

Upon choosing the Slayer archetype, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Slayer Arms

Starting at 3rd level, players can choose a martial melee weapon to make their Slayer Arm. The weapon appears in the empty hand of the player whenever they summon it. In combat, the player can summon their weapon as a bonus action. Magical weapons cannot become Slayer Arms.

The Slayer Arm will also gain fire, cold, or lightning elemental damage permanently chosen once by the player. This adds 1d4 of elemental damage to all attacks made with the Slayer Arm. At 10th level, it becomes 2d4 elemental damage.

Players get to choose an additional Slayer Arm at 10th level.

The Slayer Arm does not disappear as long as it is in the hand of the player.

 To change Slayer Arms requires an hour long ritual, and the permanent price of -1 per level of the players max hit points.

Slayer Style

Slayers aren't worried about if they kill their enemy or not, they're worried about how they kill their enemy. Style is key when it comes to being a Slayer.

Style Points. Starting at 3rd level, You gain style points equal to your charisma modifier (minimum of 1). Style points can be spent on various style moves. Style points are regained every short or long rest, or when rolling a 20 on the d20 on an attack roll. At 7th level, you gain style points equal to your charisma modifier x2. At 15 level, you gain style points equal to your charisma modifier x3. At 3rd level, you may have 2 style points with a CHA modifier of 2. At 3rd level, you have 4 with that same modifier, and at 15th level, you have 6 with that same modifier. 

Style Moves. You learn two style moves at 3rd level, and you learn an additional style move of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new style move, you can also replace one style move you know with a different one. All style moves count as actions, unless otherwise stated. All style moves come from a list of S, SS, or SSS ranks. 

Saving Throws. Some of your style moves require your targets to make a saving throw to resist the move's effects. The saving throw DC is calculated as follows:

Style Move save DC = 8 + your proficiency bonus + your Charisma modifier

 

Style Moves

These Style Moves are ranked into S, SS, or SSS rank. S rank style moves are unlocked at 3rd level. SS rank style moves are unlocked at 7th level. SSS rank style moves are unlocked at 15th level. 

Bounce

After you make a melee attack, you can expend one style point to instantaneously dash from one enemy to another within 10ft and make another melee attack without bonuses.

Crazy Rapid Fire

When firing a hand crossbow, You can expend two style points to make two more attacks with the hand crossbow.

Cyclone

You can expend three style points to perform a Whirlwind, with the bonus of extending the range by 5 feet. The extra 5 feet counts only as elemental damage. 

Element Charge

You can expend two style points to charge your Slayer Arm with elemental energy for a turn. For the next three turns, you deal double elemental damage.

Element Wave

You can expend one style point to charge your Slayer Arm with elemental energy and send it out as projectile for 1d10 elemental damage at a target within 30ft.

INSANE Rapid Fire

When firing a hand crossbow, players can expend three style points to make three more attacks with the hand crossbow.

Pinball

After a melee attack, you can expend two style points to Bounce from one enemy to another enemy within 10ft. If your melee attack succeeds, you may Bounce to another enemy within 10ft. If that melee attack succeeds, you may Bounce to another enemy within 10ft. If that melee attack succeeds, you may instantaneously dash anywhere within 10ft.

For reference, a Bounce means that you instantaneously dash from one enemy to another and make a melee attack without bonuses. 

Rapid Fire

When firing a hand crossbow, you can expend one style point to make another attack with the hand crossbow. 

Sick Stinger

You can expend three style points to dash forward to a target creature within 20 feet, weapon first, dealing the appropriate damage. If the damage type is piercing, the creature is impaled (grappled) and takes an extra 1d4 of elemental damage. If the damage type is bludgeoning, the creature is knocked back 10 feet. If the damage type is slashing, add 2d4 additional slashing damage.

Slayer Trigger

You can expend three style points to enter Slayer Trigger. For a minute, your elemental damage is doubled. Depending on your current Slayer Arm’s element attribute, you will also gain the use of Fire Bolt, Ray of Frost, or Shocking Grasp.

Sleek

As a reaction, you can expend two style points to deflect a projectile with your weapon back at the attacker, or at another target within range, whether it be physical or magical. The projectile must only be targeting you, and you make an attack roll when you choose a target to see if the projectile hits.

Stinger

You can expend one style point to dash forward to a target creature within 15 feet, weapon first, dealing the appropriate damage. On a successful attack roll: If the damage type is piercing, the creature is impaled (grappled). If the damage type is bludgeoning, the creature is knocked back 5 feet. If the damage type is slashing, add 1d4 additional slashing damage. 

Taunt

You can expend one style point to Taunt. Depending on the Slayer Arm’s elemental damage, enemies that fail a wisdom saving throw within hearing distance will either: Target the player on their next turn (fire), have disadvantage on attacks their next turn (cold), or will have vulnerability to slashing, piercing, or bludgeoning damage (you choose) until their next turn (lightning).

Whirlwind

You can expend two style points to spin around with your weapon, dealing damage to any creature within a 5-foot radius. Add strength modifier to damage dealt if the damage type is slashing.

Wicked Focus

You can expend three style points to enter a combo phase. During this phase, enemies have disadvantage on attacks targeting only you. The phase ends when the player is hit. For every turn the player avoids a hit, add 1 to a combo counter. When the phase ends, the combo counter is converted to style points until the next short or long rest.

Slayer Acrobatics

Starting at 7th level, the player gets advantage on acrobatics and inner energy allows the player to do gravity defying moves. Players can do a standing high jump of 10 feet.  If moving 10 feet before the jump, it becomes 10 feet plus strength modifier. Players can also do a standing long jump that covers a number of feet equal to the strength score. If moving 10 feet before the jump, it becomes that number plus half of the strength score. On top of that, players can run up walls for a max of 15 feet, and across walls for a max of 20 feet.

Focused Style

At 10th level, players choose from either Trickster or Boltslinger  as a Focused Style.

Boltslinger

If you choose Boltslinger as their focused style, you now can turn a hand crossbow into an additional Slayer Arm. If using this crossbow, you can fire an unlimited amount of bolts without loading. Bolts fired cannot be retrieved, used, or handled by any creature other than the player, nor can they be used by any other crossbow. Bolts disappear after 6 seconds. The crossbow does not gain elemental damage, however.

Trickster

If you choose Trickster as your focused style, they now have the ability to teleport up to a distance of 5 feet as an action or bonus action as many times as their Charisma modifier (minimum of 1) every short or long rest.

Focused Style 2

At 15th level, players choose from either Swordmaster, Trickster, or Boltslinger. 

Boltslinger

If this is the players first time choosing Boltslinger, see Focused Style. If it is their second time, players now choose a permanent elemental damage type between fire, cold, or lightning for their hand crossbow Slayer Arm. Add 1d4 elemental damage to each attack made with this weapon. 

Swordmaster

If you choose to add Swordmaster to their focused styles, choose 1 style move that you know. That style move permanently costs one less style point to use.

Trickster

If this is your first time choosing Trickster, see Focused Style. If it is your second time, you can now teleport up to 10 feet as an action or bonus action as many times as your Charisma modifier (minimum of 1) every short or long rest.

Focused Style 3

At 18th level, players choose a focused style between Swordmaster or Royal Guard.

 

Royal Guard

If you choose to add Royal Guard to your focused styles, once every short or long rest, you can use your reaction to completely absorb the damage from any attack. On your next turn, you deal that much damage back to the attacker.

Swordmaster

If this is your first time choosing Swordmaster, see Focused Style 2. If it is their your time, you choose an additional style move that you know. That style move permanently costs 1 style point less.

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