Ranger
Base Class: Ranger

Slayers are a fabled conclave of rangers often associated with high-value assassination targets, the protection of many manner of secret societies, and for some the erasure of entire camps, tribes, and villages before dawn breaks. They look to master various weapons that are best suited to their preferred style of death dealing, learning techniques to deal with any target they're tasked with eliminating. Whether from long distance or close and personal, slayers are the most skilled in the occupation of death.

Slayer's Signature

At 3rd level, you gain one of the following features of your choice.

Defuser

You are quick to fend off any threats to your employers, ensuring their are no survivors. When a creature you can see either within the range of your melee weapon or minimum range of your ranged weapon hits or misses an ally with an attack, you can use your reaction to attack that creature immediately after its attack, reducing its speed by half upon a successful hit, provided that you can see the creature.

Massacre Artist

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.  The additional attack deals an extra 1d8 damage to the creature if it's below its hit point maximum. 

One Shot Slayer

You never give your foes a chance to retaliate, aiming to end an encounter before it even begins.. During your first turn at the start of combat, when you hit a creature with a weapon attack, the creature takes an extra 2d8 damage if it’s at full health, and an extra 1d8 if the creature is surprised. You can deal this extra damage only once during your first turn of combat.

Slayer Techniques

At 7th level, you gain one of the following features of your choice.

Killer Obsession

You have advantage on saving throws against being frightened.

Rapid Reflexes

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Sly Assailant

Opportunity attacks against you are made with disadvantage.

Merchant of Death

If you kill a creature with a weapon attack, you can immediately make an attack on a different creature within the range of the weapon used to kill the previous creature. Additionally, the extra damage dealt by Slayer's Signature increases by 1d8. You can continue to attack different creatures until you are unable to kill a creature with an attack or do not have the ammunition to do so. The number of times you can use this ability is equal to your proficiency bonus and is replenished after a long rest.

Slayer Savant

At 11th level, you gain one of the following features of your choice.

Clean Retreat

When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Seamless Assault

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.  This causes their attack to deal an extra 1d10 damage to the creature you choose.

Slayer Speed

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you,  and you move 10 ft. away from the attacker.

Slayer Legacy

At 15th level, you have become a slayer of renown skill and notoriety, so much so that your visage inspires fear into your enemies, leaving them open for a quick kill. At the start of combat, on your turn, pick a number of creatures that you can see equal to your proficiency bonus. They must make a WIS saving throw against your spell DC or become frightened. If they fail the save, you can use your action to make an attack against any creature that failed. These attacks deal normal damage and an extra 8d8 damage, as you attempt to quickly dispatch your enemy through the panic, and you make a separate attack roll for each target.

If you are using a ranged weapon, the enemies' fear makes them see your attack as a storm of shadowy projectiles, blotting out the sky.

If you are using a melee weapon, you teleport to each target and assault them with a flurry of shadowy blows.

If the creature succeeds on the WIS save, they are immune to the frightened condition for 24 hours, and you are unable to target them for your assault.

This is under the effects of Merchant of Death.

Previous Versions

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11/6/2022 6:18:30 AM
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