Barbarian
Base Class: Barbarian
 

The path of the slayer isn’t chosen lightly. It is often only taken when a Dwarf has been greatly wronged or has committed a great offence. In other cases its for honour or just glory, and for some, it's about showing their devotion to Haela Brightaxe (pronounced HUH-ae-la BRITE-ax).

 When first the path is chosen, days are spent in meditation to Haela before finally all hair is removed and the first of the tattoos are applied.  

 Thereafter, all who see a slayer, know by the length of their beards and hair how far down the path that slayer is

 In Dwarven society a slayer is held in respect, for the path they have chosen, all know it is a death sentence.  Thus it is seen as a boon to be in the presence of one or have one in your establishment, with drinks, food and other services being given to them freely as a matter of honour and prestige. 

 

You will easily recognise a Slayer, they are often wearing simple but bright clothing.  Their bodies are often covered in runic tattoos of the deeds they have done or the wrongs they have set out to right and their hair is often coloured brightly and styled strangely as are their beards.

 

When it comes to their weapons, these are meticulously maintained, often large warhammers, great swords or a battleaxe that are highly polished and gleam in the sunlight.  Much like their bodies, these weapons are often covered in runes, telling their own story.

Oaths of the Slayer

  • I’m already dead, and only remain on the mortal plain to bring honour to my ancestors before I join them in the afterlife
  • I will not wear armour, as my righteousness and oath is the only protection I need
  • I will face my enemies, so that they know it was at my hands that they met their demise.
  • I will face the the foulest creatures of this world or any other and defeat them or die trying
  • I will not retain wealth, only that which I need to fulfill my oath
 
 
 
 
 
 
 
 
 
 

Marked for Slaying

 

When you take this archetype at 3rd level, as a bonus action you can designate a target for slaying.  When you do so, you gain the following benefits against that target only.  If the marked target dies, you can spend a bonus action to move the mark of slaying to a new target.

  • You gain a bonus to damage rolls against the target. The bonus equals your Constitution bonus
  • Any attack roll you make against the target is a critical hit on a roll of 19 or 20 on the d20
 You can use these feature a number of times equal to your proficiency bonus, before a long rest.
 
 
 
 

Devotion to Slaying

 

At 3rd level you have a number of Slayer D6's equal to your Proficiency bonus. These can be spent on the following actions, against your marked target.  Pick 3 at 3rd level and an additional 1 at 6th & 9th levels.  Each time you gain one you can swap one out.

These can be regained on a short or long rest. In addition if you kill a marked target or score a critical hit you can regain a spent D6.

 
 
 
 
 
 
 
 
 
Blessing of Haele

 

Using a D6 and a bonus action you can heal yourself.  Use and roll the D6 adding your constitution modifier to the roll.

 
 

Follow through

 

On a hit you can use a D6 and make an extra attack against the same target, as you create an opening. Roll to hit as normal for this attack and if you hit, roll the D6 and add this to the damage.

 
 
 

Have Faith

 

As a reaction you can add a D6 to a saving throw caused by your marked target. You use this feature after rolling your save, but before you know the result.

 
 

Leaping Attack

 

If you take the attack action and use a D6, you can make a leaping attack using your bonus action. In addition to your movement, you can take a 10ft jump and attack as part of this jump. On a hit add D6 to the damage.

 
 

Mighty Strike

 

On a hit you can choose to use your bonus action to do a mighty strike. Roll one dice, double it, adding the result to your damage for one hit

 
 
 
 

Opening

 

When your marked target misses you with an attack, you can use your reaction and a D6, to counter attack, adding the D6 to the damage.

 
 

Opportunist

 

If your marked target grants you an opportunity attack, you can use your reaction and a D6, to make two opportunity attacks, instead of the usual one.

 

Shoulder Barge

 

On hit you can use a D6 to use shove as a bonus action. Roll a D6 and add this to your strength athletics check.

 
 

Sway and Weave

 

As a bonus action you can use a D6 to take the Dash or Dodge actions

 

Twist and Pull

 

On a hit you can use a D6 to initiate a grapple as a bonus action, as long as you have one free hand.  Roll the D6 and add the result to your grapple check.

 
 

Fighting Style

 

At 6th level you've honed your skills in one area, choose a fighting style.

 
 
 
 
 
 
 
Blind Fighting

 

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

 

Dueling

 
 

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

 
 

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Thrown Weapon Fighting

 

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

 

Two-Weapon Fighting

 

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

 

Unarmed Fighting

 

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

 

Already Dead, your body just doesn’t know it

 

At 10th level you've accepted your faint, but your oath ensures you continue beyond what your body can normally take.

If a blow from your marked target drops you to 0hp you fall to the ground.  At the end of the marked targets turn, you can roll a death saving throwing, if you pass, you regain 
a number of hit points equal to one Hit Dice + your constitution modifier. 

This ability is a used up to number of times equal to your constitution modifier before taking a long rest.

 
 
 
 
 

My body is my Weapon

 

At 14th level you can literally put your body behind your weapon blows.  By using a hit dice, roll the dice and add your constitution modifier and add this as damage to one hit.  This can be used after the to hit roll is made, but before the DM declares it a hit or not.

You can use this ability and number of times equal to the number of hit dice you have.

 
 
 
 

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