Barbarian
Base Class: Barbarian

Restriction: Dwarves Only

Slayers are the strangest and most deadly of all dwarven warriors. They are outlandish doom-seekers, individuals who have wholly dedicated the entirety of their being to the hardest and most destructive life of battle that they can possibly muster. Dwarves 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 unconscionable to a dwarf. Events like this can seriously unhinge their obsessive minds. Eventually these burdens become far too heavy to bear, and a dwarf could 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 dwarves leave behind all possessions save for their own axes.

Only dwarves can follow the Path of the Slayer. The Slayer represents a particular mindset in dwarven society and culture.

Your DM can lift this restriction to better suit the campaign. The restriction exists in all Realms, but it may not apply to your DM’s setting or your DM’s version of the Realms.

This sub-class is my D&D interpretation of the Dwarven Slayer unit from Warhammer: Fantasy. This ruleset is also inspired by jrlilly93's version of The Slayer sub-class.

Death, a Decision

When you choose this path at 3rd level you begin to actively seek your doom; however, only an honorable and glorious death will satisfy you. When you make a death saving throw, you may spend one Hit Die and add that number to the roll. Once you have met your death you may not be brought back to life by any means as your soul has found honor and atonement in death. You are immune to the effects of spells and abilities (including the wish spell) that would restore you to life.

This One's Mine!

A Dwarven Slayer's goal in life is to atone for the misdeed that led them to take The Slayer's Oath in the first place. This atonement can only be earned with an honorable and glorious death, and to be remembered in the sagas of their people for all time. As a Slayer you will always choose the biggest and most challenging foes in combat, and you will kill that foe or die trying.

After choosing this Path, when you use your Barbarian Rage ability make a Perception (Wis) check (this may be a passive check). The DC for this check is determined by the DM, and on a successful check you mark the opponent with the highest Challenge Rating as your Foe. A failed check means the DM determines which creature becomes your Foe. Attacks against any creatures other than your Foe are rolled with disadvantage unless that creature is blocking the path to your Foe. You may use your bonus action to move up to half your normal walking speed in a straight line towards your Foe. Additionally, any actions taken by your Foe that don't target you specifically allows an opportunity attack against your Foe as a reaction.

Dauntless Slayer

You have faced some of the mightiest terrors of the realm and defeated them all. Yet, every new foe grants the possibility of an honorable end and as such fear of death no longer has any power over you. Beginning at 6th level, you are immune to the frightened condition.

Runes of Grimnir

Your exploits have garnered you the right to bear ancient dwarven runes as tattoos - a tradition among elite Dwarven Slayers. These tattoos covering your body grant some protection against devious magic that might deprive you of a glorious death. Beginning at 10th level if a spell is cast that would require you to make a saving throw, you can use your reaction to gain advantage on that saving throw. You can use this feature a number of times equal to your Constitution modifier and regain all expended uses when you finish a long rest.

This class feature does not allow the use of magical tattoos, such as the Absorbing Tattoo.

Final Blows

The closer you are to death, the more inspired you are to make your final battle the stuff of legend. Starting at 14th level, when you are at or below 1/2 your hit point total you gain +1 to hit and +2 to your damage rolls, and your weapon attacks score a critical hit on a roll of 19 or 20. At or below 1/4 your hit point total this bonus increases to +2 to hit and +4 to your damage rolls, and your weapon attacks score a critical hit on a roll of 18–20.

Previous Versions

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