Fighter
Base Class: Fighter

Restriction: Adept (Earth) Background only
The Slayer draws upon the power of elemental earth, and as such, only those with a natural affinity for earth magic have the aptitude to excel as a Slayer.

A Slayer is first and foremost a warrior, wielding weapons with skill unmatched by most other Adepts. They supplement their powerful martial abilities with earth-aligned magic. Those who model themselves after this archetype can be counted on to be a staunch ally in battle.

 

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips

You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spell Slots

The Slayer Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric spells of your choice.

The Spells Known column of the Slayer Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells, as you draw from the timeless experience of the earth. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Slayer Spellcasting

FIGHTER LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Protection of the Earth

Starting at 3rd level, as a bonus action, you can call upon the protection of the earth for one minute, granting you increased protection from weapon attacks. The effect ends early if you die or you are incapacitated. Until the protection of the earth ends, whenever you are hit with a weapon attack, you can use your reaction to gain bonus AC against the triggering attack. The AC bonus is equal to your proficiency bonus.

Once you use this feature, you can't use it again until you finish a long rest.

Grounding Strike

Starting at 7th level, you learn to put the full force of the earth behind your weapon attacks. When you hit a creature with a weapon attack, you can use your reaction to have that creature make a Strength saving throw. On a failure, you knock the target prone from the weight of your attack. The DC of the saving throw is your Spell Save DC.

You can use this feature twice, and you regain all uses of it when you finish a short or long rest.

Sapping Attacks

Starting at 10th level, you learn use your earth magic to invigorate yourself and your allies by sapping energy from your enemies. As a bonus action, you can cause a melee weapon you wield to be covered in sticky tree sap for one minute. The effect ends early if you die or you are incapacitated. For the duration, you gain the following benefits:

  • Whenever you hit a creature with an attack using the sapping weapon, you can restore Hit Points equal to your Wisdom modifier to yourself or an ally within 5 feet of the target.
  • Any creature hit by the sapping weapon cannot willingly move farther away from you until the end of its next turn.

Once you use this feature, you can't use it again until you finish a long rest.

Improved Grounding Strike

Starting at 15th level, you learn to improve your Grounding Strike to keep the affected creature held in place. Whenever a target is knocked prone by your Grounding Strike feature, it is also grappled and restrained as enchanted soil covers it and weighs it down. At the end of each of its turns, the creature can make a Strength saving throw to free itself from the soil. The DC for the saving throw is your Spell Save DC.

Iron Resistance

Starting at 18th level, your earth magic defends you from physical harm. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Slayer Image

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