Base Class: Fighter
One of the most ancient organizations in the world, the Slayer Orders have served as guardians of the realm. Their main purpose is to seek out and vanquish the devils and fiends who are threats to the balance of the world. Oftentimes, Slayers have experienced great tragedy - their families and homes have been decimated by fiends or devils. To gain the power needed to vanquish their enemies, Slayers drank the blood of powerful devils to gain their powers. This is a grueling and arduous process for a Slayer initiate - it takes anywhere from three full days to a week of transformation time to completely absorb the devil's power. Not all initiates pass this stage - more than half that attempt it will succumb to the devil's power and will be killed before a full possession can take place. After an initiate has passed this stage, they are immediately imbued with runic tattoos - meant to keep the devil powers at bay.
The Orders in the Slayer corps are split in two - Chaos & Reckoning. The Order of Chaos seek out the most powerful devils to imbue within. At the cost of their own defenses, they may even transform into these devils for a short period of time.
Runic Tattoos
Your body is covered in runic tattoos, meant to keep the devil inside at bay. Add your Intelligence modifier to your Armor Class. Wearing armor negates this effect.
Runic Tattoos: AC = {{modifier:int + modifier:dex}}
Metamorphosis
As a bonus action, you transform into a devil figure shrouded in shadow. You experience the following effects for 30 seconds:
- Deal an additional 2d6 fire damage to each successful weapon attack made on an enemy. This increases to 3d6 at level 11 and 4d6 at level 18.
- You gain a flying speed of 30 feet
- Your Armor Class is reduced by 3.
Control Loss:
After 30 seconds, the player can choose to revert back to their original form. If the player chooses to stay in metamorphosis, they must make a constitution saving throw, to maintain control. The player must repeat this saving throw for each subsequent turn they are in metamorphosis past the allotted time. After each successful save, add +2 to the DC.
Should the player fail their saving throw, they will succumb to the devil's primal instinct - all creatures become hostile in their sight. They attack recklessly - any attacks the player makes are with advantage, and all attacks made against the player are with advantage. Control loss may only be dispelled by rendering the player unconscious. After experiencing a control loss, the player will take one point of exhaustion.
Slayer Mobility
You are able to move nimbly across the battlefield, you may Dash or Disengage as a bonus action.
Netherwalk
Once per short rest, you may move in and out of melee range of hostile creatures without incurring opportunity attacks for one minute.
Devil Slayer Mastery
A rolled 19 also counts as a critical hit when fighting a fiend or devil. You gain advantage on dice rolls when tracking (perception and investigation) fiends or devils, initiative rolls against those same creatures, and rolls to recall knowledge (history) about them.
Momentum
After using your bonus action to dash at least 30 ft., add 3d6 weapon damage to the first attack you make against a creature.
Metamorphosis Mastery
Metamorphosis now lasts one minute before control loss, and you no longer suffer a penalty to AC while in devil form.
- Your fire damage dice are now d8.
- Your fly speed becomes 45ft.
- While in devil form, you may roll one extra weapon damage die after landing a critical hit against a fiend or devil.
Previous Versions
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7/20/2021 4:52:50 AM
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7/20/2021 5:24:44 AM
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