Base Class: Fighter
Blood is the currency of the battlefield, and the reason why you fight. Your style edges on brutality, focusing only on the essence of victory and nothing more; to be a Slayer is to stain your hands eternally red for the thrill. Fighters of this archetype usually abuse their disciplined training for this purpose, hungrily seeking battle for more worthy combatants to test their prowess.
Terror Strike
3rd-level Slayer feature
At 3rd level, you induce fear with savagery. You gain the following:
- Once per turn, when you hit with a melee weapon attack, the target must make a Wisdom saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or be frightened of you until the end of your next turn.
- You can use this feature a number of times equal to your Constitution modifier (minimum of 1) and you regain all expended uses on a short or long rest.
Killer's Instinct
3rd-level Slayer feature
Also beginning at 3rd level, you can always reach your next victim, gaining the following:
- Immediately before you make a melee weapon attack, you can use your bonus action to move up to your speed towards the target.
- After taking this bonus action, the first time you hit a frightened creature with a melee attack this turn, you can choose to gain temporary hit points or deal additional damage equal to half your Fighter level + your Constitution modifier.
Blood Hound
7th-level Slayer feature
Beginning at 7th level, your thirst for blood sharpens your senses, granting you the following:
- You can't be surprised if you're conscious. Additionally, any creature that isn't an undead or construct within 60 feet of you cannot benefit from being hidden or invisible to you when they are below half of their maximum hit points.
- You gain advantage on perception, nature, and survival checks made using smell.
Thrill of Battle
10th-level Slayer feature
Beginning at 10th level, you feel at home in the chaos of battle, granting you the following:
- You have advantage on initiative rolls.
- You gain a second use of your Second Wind feature. Additionally, when you use your Second Wind feature, you can make a melee attack against a creature within range as part of the same bonus action.
Harbinger
15th-level Slayer feature
Beginning at 15th level, your very presence on the battle field precedes massacres. You gain the following:
- You are immune to the frightened condition.
- When you use your Killer's Instinct to move towards a target, this movement doesn't provoke opportunity attacks and ignores difficult terrain.
- Additionally, when you use Killer's Instinct, you can make a melee attack as part of the same bonus action.
Mors Omnibus
18th-level Slayer feature
Beginning at 18th level, death cannot sate your bloodlust, and you gain the following:
- When you succeed on a death saving throw, you can choose to stand up and take your turn as though you started your turn conscious.
- During this turn, you have advantage on attack rolls against creatures below their hit point maximum, and each attack you make this turn deals an additional 1d8 damage of the weapon's type, increasing by 2d8 for each subsequent hit.
- During this turn, taking damage while at 0 hit points still results in death saving throw failures as normal, but you do not die until the end of your turn. If you still have 0 hit points, you fall unconscious at the end of your turn.
Once you use this feature, you may not use it again until you finish a long rest.
Comments