Fighter
Base Class: Fighter

The Slayers are fighters who dedicate their lives to honing their physical prowess and accuracy. They can conquer any enemy that comes their way, exploiting potential vulnerabilities and weak points. Through their intense training regimes, they master various techniques that are designed to slay their enemies as swiftly and efficiently as possible.

Unnatural Sense

When you reach 3rd level, through intense study and training, you can instinctively identify weaknesses and flaws within enemies you encounter. If you spend 1 minute observing a creature within a clear visible range of you, you immediately learn whether the creature has one of the following (your choice): damage resistances, damage vulnerabilities, damage immunities or conditions immunities, and what it is. Once you obtain this information, you can accurately recall this from memory. If the creature is hidden from divination, you sense that it has no resistances, immunities or vulnerabilities. 

Quickened Strike

When you reach 3rd level, you understand how to overwhelm your enemies immediately. When you take the Attack action against a creature for the first time, you can make one additional weapon attack as part of that action. This can only be used on the same creature once.

Crippling Blow

Starting at 7th level, you accurately strike an enemy in a weak spot to cripple them. When you hit a creature with a weapon attack, you can attempt a crippling blow. The target must make a Constitution saving throw. On a failed save, the creature has disadvantage on attack rolls on their next turn. On a successful save, the creature is not affected. The DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) for this feature. You can use this feature a number of times equal to Strength modifier (a minimum of once). You regain any expended uses when you finish a short or long rest

Slayer’s Prowess

At 10th level, you have truly mastered the potency of all weapons and your physical stance. At the start of your turn, you can forgo your movement, action and bonus action, gaining a +2 to your AC. At the start of your next turn, you lose your AC bonus but gain a +1 to all attack and damage rolls made with any weapon and you gain an extra 5 feet of movement speed. If you take any form of damage in the time between you declaring this feature and your next turn, you must make a Constitution saving throw in order to keep concentration of this, as if it were a spell.

Adaptable Will

At 15th level, your mind and spirit become as adept as your body. Choose one of the following ability modifiers: Dexterity, Intelligence, Wisdom or Charisma. You become proficient in saving throws of your chosen ability modifier. Additionally, you have advantage on saving throws against being charmed or frightened

Unchained Fury

Starting at 18th level, your ferocity in the heat of battle knows no bounds. When you take the Attack action on your turn, you can double the number rolled for damage on successful attacks. This feature does not benefit any other bonuses you add to your damage rolls (ability modifiers, class features or magical weapons and items). Once you use this feature, you can’t use it again until you finish a long rest

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