Fighter
Base Class: Fighter

The Slayer Master is a versatile subclass for adventurers who excel at hunting down and eliminating specific creatures with efficiency and precision. They have honed their skills to specialize in combating various types of foes.

Slayer's Lore

At 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it.

Slayer Task

Starting at 3rd level, you gain the ability to focus your attention on a particular creature, marking it as your slayer task. As a bonus action, you can designate one creature as a slayer task. You can designate a creature that you can see, or you can designate any creature from memory as a task. You gain the following benefits against the creature you have designed as a task:

  • You have advantage on Wisdom (Perception) checks to detect the creature.
  • You have advantage on attack rolls against the creature.
  • If the creature hits you with an attack, you can use your reaction to make a melee weapon attack against it.

Upon successfully slaying a creature for the task, you gain one slayer point. a single slayer point may be consumed as a bonus action to perform the following abilities:

  • Instantly identify information about a creature that you have assigned as a slayer task, such as it's AC, health points, weaknesses, and other information that may be important to slay it.
  • Track down a creature that you have as a task.
  • Turn a non-magical weapon into a magical weapon for the purposes of overcoming non-magical resistance for that task only.
  • If the creature you have as your slayer task makes an attack against another creature within 30 feet of you, you can use your reaction to redirect their attack to you instead.

Once you begin a task, you cannot start a new task unless you complete your current one. If you wish to end your task, you must consume one slayer point. If you have no points available, then you end your task, but your next task provides no points and you gain no benefits from this feature against that task.

This ability can be used once per long rest.

Slayer Tactics

At 7th level, you gain the ability to adapt your combat style to exploit the weaknesses of your slayer task. You may spend a slayer point to gain the following abilities against a creature you have designated as a slayer task:

  • Precise Strikes: For the next minute, you gain a +2 bonus to your attack rolls against the creature and your weapon attacks deal additional damage to the creature equal to your proficiency bonus.
  • Safe spotting: For the next minute, you gain a +2 bonus to your AC against the creature. Additionally, you do not provoke reaction attacks when moving away from the creature.
  • Protect from Magic: For the next minute, you gain a one time use of counter spell which can only be directed toward that creature. The counter spell is equal to a level 3 counter spell.

Only one ability may active at a time. If you activate a different ability, your previous ability is deactivated.

Slayer's Arsenal

Starting at 10th level, you have gained the ability to magically conjure special equipment to deal with certain types of monsters. As a bonus action, you may create one of the following equipment:

  • Salve Amulet: A magical amulet that enhances one's strength against undead creatures. When making a weapon or spell attack against an undead creature, roll 1d8. Add the results to your attack and damage roll.
  • Dragonbane bolts: A magical quiver which holds special ranged ammunition. The ammunition function as normal arrows, but have a +5 bonus to attack and damage rolls against dragons and draconic creatures, such as wyverns. Upon conjuration, the quiver holds 20 arrows. When the arrows run out, the quiver magically resummons 20 more the next day.
  • Ancient Shard: A special crystal that wards off evil. When held with any non-magical sword, the sword absorbs the essence of the crystal and becomes enhanced. The shard turns to dust, but the sword gains the following properties:
    • It becomes magical for the sake of overcoming non-magical resistance.
    • The sword emits a bright purple glow which can illuminate magical darkness.
    • The sword has an additional +5 attack bonus against demons and demonic creatures (but not with damage rolls). When rolling damage against demons and demonic creatures, double your damage dice.
    • This enhancement lasts for 20 minutes, at which the sword turns back into an ordinary sword.
  • Keris Partisan: A special spear designed to pierce the exoskeleton of kalphites and insect-like creatures. When fighting Kalphite or insect-like creatures, you can turn any attack roll of 10 or less into a 10. Additionally, the weapon deals critical hits on a roll of 15-20.
  • Slayer's Helmet: A special helmet made with a black mask of a Cave Horror. The helmet provides a +3 weapon and spell attack and damage bonus against your slayer tasks.

Only one equipment may be present at any given time. Summoning another piece of equipment causes your current one to vanish into dust. 

Potion Crafting

Starting at 15th Level, you may use an action and spend some gold to craft the following potions:

  • Super Combat Potion (100 gold): Increase your strength and dexterity modifier by +1 for the next minute.
  • Ranging Potion (100 gold): Increase the damage of your ranged attacks by an extra 1d6 damage for the next minute.
  • Magic Potion (100 gold) Increase the damage of your spell attacks by an extra 1d6 damage for the next minute.
  • Super-antifire potion (75 gold): Gain resistance to fire damage for the next minute.
  • Anti-venom (50 gold): Gain immunity to the poisoned status and gain resistance to poison damage for the next minute.
  • Saradomin Brew (200 gold): Decrease your strength modifier by -2, but increase your dexterity and constitution by +2 for the next minute and heal your health by 3d12 + 8.
  • Stamina Potion (100 gold): Increase your movement speed by +10 feet and you may use your dash as a bonus action for the next minute.

Other players are allowed to consume the potions. However, if other creatures not controlled by players attempt to consume the potion, they must pass a DC 15 constitution check. On a failure, the potion has no effect and they instead take 2d10 damage.

99 Slayer

At 18th level, you have maxed out your slayer level and have obtained mastery of the slayer skill. As a bonus action, you can conjure a special cape. While wearing the cape, you gain the following benefits:

  • When your successfully complete your slayer task, you may automatically assign yourself a new task without needing to take a long rest.
  • You may cancel and assign yourself new tasks without needing to spend a point.
  • You may provide up to 5 other allies a slayer task as well. They gain the benefits when fighting against their slayer task, but cannot gain or spend slayer points.

Comments

Posts Quoted:
Reply
Clear All Quotes