Base Class: Barbarian
To become a Slayer is to become an engine of mass destruction, a warrior that seeks nothing more in life than an honorable and glorious death, and to be remembered in the saga's of his people for all time. The life of a Slayer is a solitary existence after battle. Most warriors would die upon their first or second battle against their enemies, but those that survive these battles whether by their sheer martial skills, toughness or determination have been molded into a magnificent whirlwinds of destruction. This natural selection weeds out all but the most exceptional of their kind, meaning that any Slayer met is most likely psychopathically dangerous.
Level 3: Slayers Arsenal
You fight with savage fury, wielding a weapon in each hand as you unleash a relentless storm of steel. Whether striking at arm's length or hurling your weapons at distant foes, every attack is delivered with brutal force, and no enemy is safe from your reach. You gain the following benefits:
- Weapon Toss. Weapons you wield gain the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The weapon’s benefits are suppressed while a creature other than you wields it.
- Paired Predators. While wielding a melee weapon in each hand, you can use the Nick weapon mastery property with either weapon, even if that weapon doesn't have the Nick mastery property. This doesn't replace or remove any other weapon mastery properties the weapons possess.
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Relentless Assault. While your Rage is active, when you use Reckless Attack, you can add your Strength modifier to the damage of any extra attack you make using the Two-Weapon Fighting rule or the Nick weapon mastery property, if you aren't already adding it to the damage.
Level 6: Battle Shout
As part of the Bonus Action you take to enter your Rage, you can let out a mighty Battle Shout striking terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature’s turns, the creature repeats the save, ending the effect on itself on a success. Creatures with the Deafened condition automatically suceed on the save.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it..
Level 10: Meteor Crash
You become a living projectile, leaping into battle and crashing down upon your enemies with the force of a falling meteor.
Meteor Leap. When you take the Bonus Action to enter your Rage, you cast the Jump spell on yourself. Additionally, when you land after a jump or fall and take damage from the landing, you don't fall Prone as a result.
Meteor Impact. When you land after a jump or fall, you can use your Reaction to unleash a devastating impact. Each creature within 5 feet of the space where you land must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your Proficiency Bonus.
On a failed save, a creature takes 1d4 Bludgeoning damage for every 10 feet you traveled during the jump or fall and is knocked Prone if it is your size or smaller. If you land on a creature, that creature instead takes 1d6 Bludgeoning damage for every 10 feet you traveled.
On a successful save, a creature takes half as much damage and isn't knocked Prone.
Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend one use of your Rage (no action required) to restore its use
Level 14: Whirlwind of Destruction
You become a whirlwind of steel, striking out at every foe within your reach. As an Action, you can make one melee attack with each weapon you are wielding against any number of creatures of your choice within your reach. You make a separate attack roll for each weapon against each target.
Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend one use of your Rage (no action required) to restore its use.
Previous Versions
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11/5/2026 5:25:24 PM
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Coming Soon
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