Base Class: Barbarian
(A slight alteration of other versions of this same subclass.)
Slayers are the strangest and most deadly of all Dwarf warriors. They are outlandish doom-seekers, individuals who have wholly dedicated the entire fibre of their being to the hardest and most destructive life of battle that they can possibly find. Dwarfs are a proud people, and none of them cope well with failure or personal tragedy no matter how small. The loss of a single family member or a hoard of treasures is inconsolable to a Dwarf, a fate that can seriously unhinge their obsessive minds. Eventually these burdens become far to heavy to bear, and a Dwarf would eventually snap, making him forswear the fellowship and comforts of family, clan, and hold, opting instead for a life of self-imposed exile. Having broken ties with everything they once held dear, these Dwarfs leave behind all possessions save for their own axes.
To become a Slayer is to become an engine of mass destruction, a warrior that seeks nothing more in life than an honourable and glorious death that shall expunge the shame that has pushed him upon this path, and to be remembered in the saga's of his people for all time. To first become a Slayer, the Dwarf must make a pilgrimage towards the holy Shrine of Grimnir located within the treacherous peaks of Karak Kadrin, also known as Slayers Keep. There the Dwarf would ritually shave his head save for a solitary crest -- a fearsome plume which they dye bright orange and stiffen with pig grease. The larger the crest, the deadlier the Dwarf. After the ritual, the Dwarf would cut a name upon a pillar, where the names of many other Slayers have been carved over the millennium. With his pilgrimage finished, the Dwarf would march upon the treacherous wilderness and deliberately seek out mighty battles towards fearsome foes and against overwhelming odds.
The life of a Slayer is a solitary existence of battle after battle. Most Slayers would die upon their first or second battle against their enemies, but those that survive these battles are considered the unlucky ones. Whether by their sheer martial skills, toughness or determination, these Dwarfs, though unsuccessful in their quest, have inadvertently been molded into a magnificent warriors. This natural selection weeds out all but the most exceptional of their kind, meaning that any Slayer met is most likely psychopathically dangerous. As a Slayer continues to carve a massive toll of beast upon his axe, they often take the names of the beast they slay. Such names includes becoming a Trollslayer, or a Giantslayer. The greatest of these already formidable warriors are the infamous Daemonslayer or Dragonslayer, warriors who have managed to survive the encounter with two of the most ferocious creatures to ever live, slaying it and surviving to tell the tale.
Slayer's Prey
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. When you hit the target with a weapon attack it takes an extra 1D4 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
In addition to this the damage will increase in levels.
Levels 3-4 = 1d4
Levels 5-8 = 1d6
Levels 9-12 = 1d8
Levels 13-16 = 1d10
Levels 17-20 = 1d12
Slayer's Sense
At 3rd level, you gain the ability to peer at a creature and intuitively discern how best to hurt it. As an action, choose one of the creatures you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances or vulnerabilities.
You can use this feature a number of times equal to your Wisdom Modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Resilient Defense
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. In addition, while raging, you gain resistance to all damage types, except psychic.
Devastating Charge
Beginning at 10th level, you learn to charge your foes to a devastating effect.
You can use a bonus action to dash as long as you take the attack action at the end of the dash. If your first attack hits after making this charge, you can add 1 damage die of the weapons damage type to the damage roll. If either of the dice roll maximum damage on this attack, you can roll one of the weapons damage dice one additional time.
Slayer's Counter
At 14th level, you gain the ability to counter attack when your prey tries to sabotage you. If the target of your Slayers Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attacks normal effects.
Comments