Base Class: Fighter
Taken in as children, slayers-to-be are subjected to intense alchemical and magical processes, consumption of mutagenic compounds, and relentless physical and magical training to make them dangerous and highly versatile against their vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers. These procedures ultimately mean that each fully-trained monster slayer is a mutant built specifically to hunt and kill inhuman prey.
Advanced Metabolism
When you roll to recover hit dice on a short rest, you may roll an additional 1d10.
Favored Enemy
Beginning at 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose two types of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.
Spellcasting
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
Please refer to the Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, one of which you must choose from the abjuration or evocation spells on the wizard spell list.
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in the Monster Slayer class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
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.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Keen Senses
At 4th level, you gain proficiency in the Perception skill. If you already have proficiency in Perception, you gain expertise.
Mutagen: Aspect of the Beast
At 7th level, you gain more benefits from your mutated genetics as the mutagens begin to finalize in your body. Choose one of the following benefits. You gain another bestial aspect at 10th level, and a third bestial aspect at 15th level. Choose one of the following benefits.
Dragon: Small scales cover areas of your skin. You gain resistance to fire damage.
Wolf: Hunting in packs is in your nature. Once on your turn, you may gain advantage on one melee weapon attack roll if an ally is within 5ft of your target.
Panther: With cat like reflexes, you may take an additional reaction once per long rest.
Bear: With the endurance of a bear, you may use your reaction to halve incoming non-magical bludgeoning, piercing, or slashing damage, from an attack that you can see, once per long rest.
Viper: With the resilience of a viper, you gain resistance to poison damage.
Owl: With the keen senses of an owl, you gain darkvision out to a range of 60ft
Quick on your Feet
Starting at 10th level, as long as you have at least one spell slot remaining, you have advantage on initiative rolls.
Silver for Monsters, Steel for Humans.
At 15th level, you have gained mastery over your steel and silver weapons.
When you make an attack using your silver longsword against one of your favored enemies, you may add +5 to your damage roll.
When you attack with your steel longsword and land a critical against a humanoid, you may add +5 to the damage roll
Mutated Resilience
At 18th level, your specialized mutagens keep you alive in the heat of battle. At the start of each of your turns, provided you haven't taken poison damage, you regain hit points equal to 5 + your constitution modifier if you have no more than half your hit points remaining. You don't gain this benefit if you have 0 hit points, if you take poison damage, or if you are concentrating on a spell.
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