Base Class: Warlock
The Slayer has made a pact with an entity to vanquish evil creatures and their creators using martial skills and ancient magic.
Expanded Spell List
The Slayer lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Slayer Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | shield of faith, burning hands |
| 2nd | scorching ray, spiritual weapon |
| 3rd | fireball, spirit guardians |
| 4th | divination, wall of fire |
| 5th | flame strike, greater restoration |
Technique of Ages Past
1st-level Slayer feature
At 1st level, you have acquired the knowledge necessary to track down fearsome enemies and effectively eliminate them in battle. You gain proficiency with medium armor and martial weapons. You also gain proficiency in Survival.
The power your patron has given you allows you to mystically bond to one magical weapon that lacks the heavy property. You perform a ritual over the course of 1 hour, which can be done during a short rest, in which you must stay in contact with the weapon the whole time. After the ritual, this weapon becomes your bonded weapon, which you may use as a spellcasting focus for your Warlock spells. You may dismiss your bonded weapon(no action required), shunting it into an extradimensional space, no matter how far from you the weapon is. Once it is there, you may use a bonus action to summon the weapon into your hand once more.
When you attack with your bonded weapon, you may use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. These benefits last until you choose another weapon or until you die.
If you later gain the Pact of the Blade feature, you may also use your Charisma modifier for attack and damage rolls with your pact weapons you conjure with that feature, regardless of properties.
When you reach 6th level in this class, you may choose an additional weapon to mystically bond with. That weapon must also lack the heavy property. You may summon both of your bonded weapons into your hands with the same bonus action.
Slayer's Hex
1st-level Slayer feature
At 1st level, when you hit a creature within 90 feet of you with an attack from one of your bonded weapons, you may brand them with your Slayer's Hex. You may Hex a creature this way a number of times equal to half your proficiency bonus(rounded down) per long rest. When you Hex a creature using this ability, it is permanent until dispelled, until this feature is used again, or until you fall unconscious. For the purpose of Dispel Magic, the Slayer's Hex counts as a spell that's level is equal to half your levels(rounded down) in this class(max 9th). While a creature is Hexed this way you gain the following benefits:
- You deal an additional 1d6 of radiant damage on each attack with your bonded weapon and you always know the target's direction.
- At 6th level you know the creature's damage vulnerabilities, resistances, and immunities, and when you hit the target with a weapon attack they have disadvantage on Constitution saving throws to maintain concentration on spells or abilities.
- At 10th level, the additional damage per attack from your bonded weapon increases to 1d8, and the target has disadvantage on saving throws against your spells and abilities.
- At 14th level, you may cast Scrying on the target once per long rest without needing material components.
Hex Warrior
This is here for the bonded weapons to somewhat work properly on the character sheet. Manually adjust bows if they are one of your bonded weapon.
Advanced Martial Skill
6th-level Slayer feature
Beginning at 6th level, you can attack twice with one of your bonded weapons, instead of once, whenever you take the Attack action on your turn.
Enhanced Arcane Reflexes
10th-level Slayer feature
At 10th level, when a creature you can see within 60 feet begins to cast a spell, you may use your reaction to move up to half your movement speed and make a single attack with one of your bonded weapons. If this attack hits, the target creature must make a Constitution saving throw against your spell save DC. On a fail, the target takes radiant damage equal to your Charisma modifier + the spell's level and is unable to cast the spell but the spell slot or usage is still expended. You make this special attack an amount of times equal to your proficiency bonus per long rest.
At 14th level, you may also teleport to within 5 feet of the target before or after you make the attack, but not before you learn if the target has failed the saving throw or not.
Knowledge of Power
14th-level Slayer feature
Slayer's Sense
At 14th level, you become vigilant against other casters. You learn Detect Magic and can cast it at will and without concentration. When you sense another creature that gives off a magical aura you can see, you may pry into the nature of their magical knowledge. As a bonus action while Detect Magic is active, you may force a creature within the range of the spell to make a Wisdom saving throw against your spell save DC. On a success, the target becomes immune to this feature for 24 hours. On a a failure, you learn of any spells or other magical effects currently on the target, the spells it has prepared or memorized, and how many spell slots it has.
Siphon Arcane Energy
After you discover the information provided by your Slayer's Sense and while Detect Magic is still active, you may use an action on a subsequent turns to siphon the creature's magical energy. Roll a Charisma saving throw against the target's spell save DC. On a failure, the target becomes immune to this feature for 24 hours. On a success, you regain one of your pact magic spell slots and a number of the target's spell slots that's total level is equal to the regained pact magic slot are expended. If the target does not have enough spell slots to siphon, or you have not expended any of your pact magic spell slots, then you do not regain a pact magic spell slot, this subsequent ability ends, and the target becomes immune to this feature for 24 hours. You may use this feature an amount of times equal to half your proficiency bonus(rounded down) per long rest.
Magical Resilience
14th-level Slayer feature
At 14th level, you gain advantage on saving throws against the spells and abilities from the target of your Slayer's Hex.
Comments