Base Class: Barbarian
The countless tribes, clans, and kingdoms of Dwarfkind across the endless hills, mountains, and caverns of the world are held together by funadmental social contracts: To be good citizens, to be loyal one's friends and families, and to be faithful to one's obligations, be they as a spouse, a soldier, or a king. The dwarvish people call these contracts "Oaths", forged in blood and carved in stone. The breaking of these oaths is the foulest crime in Dwarven society, a dishonour only to be lifted by one way: Taking up the mantle of a Slayer.
Although the tradition of the Slayer Oath comes from Dwarvish society, the great myths and legends of dwarf slayers across the land has inspired warriors from all walks of life to redeem their past wrongs as a Slayer. Gotrek Gurnisson, Drungi of Nowhere, and Kirkhaad Fireslayer are all prime examples.
Path of the Slayer Features
| Barbarian Level | Feature |
|---|---|
| 3rd | Slayer Oath, Unbreakable |
| 6th | Resolute |
| 10th | Slayer's Fury |
| 14th | Living Paradox |
Level 3: Slayer Oath
At 3rd level, your soul weighs heavy beneath your stains of dishonour. You have only one route to redemption: Seeking a glorious death in battle against a worthy foe. You cannot wear armour, carry a shield, or benefit from any magical protections (Such as temporary HP, Mage Armour, or the Shield Spell). You can agree with your DM any additional oaths you hold yourself to. If you fulfil these oaths with valour and pride, you can rebuild the fragments of your shattered honour, allowing you to bypass the above restrictions to some extent. If you violate them, you sink further into the well of disgust and despair, losing any of the liberties your previous achievements allowed, and potentially even suffer further limitations on your abilities at the DM's discretion. If you take "Slayer" feats, increase any of your ability scores by 1 in addition to the normal benefits.
Unbreakable
Starting when you choose this path at 3rd level, you become immune to the Frightened and Charmed conditions. In addition, when you drop to zero hit points, you break into a paroxysm of violent mayhem. You can immediately make the attack action. When your attack(s) have been completed, you then fall unconscious as normal. This increases to two attack actions at level 6, three attack actions at level 10, and four attack actions at level 14.
Resolute
Starting at 6th level, your suicidal fury has desensitised you to even the most impossible of situations, allowing you to keep the upper hand in the toughest of brawls. You can make one attack of opportunity per turn without expending your reaction, and you make attacks of opportunity with advantage. In addition, when you move adjacent to an enemy you were not adjacent to at the start of your turn, attacks you make against them are made with advantage until the end of their next turn.
Slayer's Fury
At 10th level, your constant exposure to a prolonged state of raging has broken the normal limitations of a barbarian, allowing you to expand your rage in ways never thought possible.
Choose one of the following:
Arcane Rage
You can now cast and concentrate on spells while raging. Your rage doesn't end on a turn in which you have dealt damage with a spell.
Enduring Rage
Your rage now lasts for an hour rather than a minute. Instead of your rage ending early on a turn in which you have not attacked or taken damage, it instead ends early if you have not attacked or taken damage for the past minute. If your rage lasts longer than a minute, you cannot rage again until you finish a short rest.
Micro Rage
You can enter and exit a rage as a free action. Your rages replenish on a short rest rather than a long rest.
Living Paradox
At 14th level, you begin to fear that your glorious death will never be granted, as you have surpassed all foes that have come before you.
You are resistant to slashing, bludgeoning, and piercing damage, along with one damage type of your choice. While raging, you are immune to those damage types, and resistant to all others.
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