Brave. The vampire slayer has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the vampire slayer hits with it (included in the attack).
Multiattack. The vampire slayer makes three melee attacks.
Lance. The vampire slayer makes a melee attack with the lance. On a hit, this deals 4d6 piercing damage
Viscous Longsword. On a hit, this weapon deals 2d6 slashing damage. When a 20 is rolled, the vampire slayer adds 10 to the damage.
Shield Bash. If the target is medium or small, it must make a DC 15 strength check or be knocked prone.
Blinding Smite. (3 per day) The next time the vampire slayer hits a creature with a melee weapon attack during this spell’s duration, the vampire slayer's weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the creature's next turn.
Parry. The vampire slayer adds 3 to its AC against one melee attack that would hit it. To do so, the vampire slayer must see the attacker and be wielding a melee weapon.
Description
Clad in shining armor, vampire slayers are hired to save towns and villages from the clutches of evil vampires. They believe that vampires and other undead should be wiped from the face of the earth, going out of their way to kill one skeleton.
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