Base Class: Fighter
The Wild Slayer is a class focused on exploiting your foe's weaknesses, as well as preparing themselves for any combat situation.
They utilize alchemy, druidic magic, and trained martial ability to weave their way through combat, either alone or in a group. When new members are inducted into their ranks, they are put through a process known as the Slayer's Trials, which prepare them for life as a Wild Slayer. They are taught through the teachings of their ancestors, history, combat, alchemy, and knowledge of the natural world.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
Spell Slots
The Wild Slayer Spellcasting table shows how many spell slots you have to cast your Druid 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 Druid spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Wild Slayer Spellcasting table shows when you learn more druid 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 this class, you can replace one of the druid spells you know with another spell of your choice from the druid 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
Wild Slayer Spellcasting
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
---|---|---|---|---|---|---|
1st |
2nd |
3rd |
4th |
|||
3rd |
2 |
3 |
2 |
1 |
|
— |
4th |
2 |
4 |
3 |
2 |
1 |
— |
5th |
3 |
5 |
4 |
3 |
2 |
1 |
6th |
3 |
6 |
4 |
3 |
3 |
2 |
7th |
4 |
7 |
4 |
3 |
3 |
2 |
8th |
4 |
8 |
4 |
3 |
3 |
2 |
9th |
4 |
9 |
4 |
3 |
3 |
2 |
10th |
4 |
10 |
4 |
4 |
3 |
3 |
11th |
5 |
10 |
4 |
4 |
3 |
3 |
12th |
5 |
10 |
4 |
4 |
3 |
3 |
13th |
5 |
10 |
4 |
4 |
3 |
3 |
14th |
5 |
10 |
4 |
4 |
3 |
3 |
15th |
5 |
10 |
5 |
4 |
3 |
3 |
16th |
6 |
12 |
5 |
4 |
4 |
3 |
17th |
6 |
12 |
5 |
4 |
4 |
3 |
18th |
6 |
12 |
5 |
4 |
4 |
3 |
19th |
6 |
12 |
5 |
4 |
4 |
3 |
20th |
6 |
14 |
5 |
4 |
4 |
3 |
Ancestral Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
-Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
-You can have only one bonded weapon, but can attempt to bond with another weapon by breaking the bond with the first.
-This bonded weapon signifies the teachings and ways of your ancestors, and gives you bonuses based upon weapon type.
Bludgeoning Weapons: You gain proficiency in Athletics checks, or if you are already proficient, gain advantage.
Slashing Weapons: You gain proficiency in Acrobatics checks, or if you are already proficient, gain advantage.
Piercing Weapons: You gain proficiency in Perception checks, or if you are already proficient, gain advantage.
Bludgeoning Weapon
You gain proficiency in Athletics checks, or if you are already proficient, gain advantage.
Piercing Weapon
You gain proficiency in Perception checks, or if you are already proficient, gain advantage.
Slashing Weapon
You gain proficiency in Acrobatics checks, or if you are already proficient, gain advantage.
Slayer's Focus
At 3rd level, you gain access to your Slayer's focus, a powerful ability granted only to Wild Slayer's.
- As an action, you may designate a specific foe on the battlefield, holding them in your Slayer's Focus. This effect ends if the Focused Enemy is killed, you dismiss it, or you drop to 0 hit points. You can do this a number of times equal to your proficiency bonus. You regain all uses of this ability on a short rest.
- You learn that creatures origin, as well as it's immunites, vulnerabilities and resistances.
-Once per turn, when hit your Focused Enemy with melee attack or ranged weapon attack, you can add 1d8 of the attacks damage type to the roll.
- If you deliver the killing blow to your focused enemy, you regain a use of your Slayer's Focus.
- If you lose sight of the creature, your focus allows to continue tracking it. As an action, you can discern the targets exact location if it is within 30ft of you. If it is farther than 30ft, you know the direction of the target, and have advantage on any Survival, Perception, or Investigation checks made to find it.
Wild Alchemist
-At 7th level, you gain the ability to create elixirs that provide you combat assistance. Each have a set gold cost of ingredients required, and take an hour to craft. This can be done at any time, even during short or long rests. These mixtures will last until you use them, and all materials are consumed upon creation. You may have up to three elixirs active at one time, but their effects do not stack. These elixirs were first crafted by your ancestors and were formulated for use by the Wild Slayer's, and will not have any effect on creatures or humanoids other than you.
- You can consume or use a Mixture as a bonus action.
Natural Wrath, 70gp of Materials: You create a mixture that allows you to oil your weapons with elemental damage. Once crafted, you can apply this to one melee weapon for three hits, or three pieces of ammunition, as a bonus action. You choose the damage type of the oil when it is applied, from Fire, Cold, Poison, Acid, Lightning, Thunder, Necrotic, or Radiant, by channeling Nature's chaotic elements into the mixture. When an attack from an oiled weapon or ammunition hits, add 2d8 of that damage type to your damage roll.
Eagle Eye's, 45gp of Materials: You craft a potion that, when consumed, focuses and enhances your eyesight for 10 minutes. Your ranged attacks effective range is doubled, and you don't get disadvantage for attacking at long range. If you make a ranged attack on your turn and don't move, you gain advantage on that attack roll. You gain the ability to see clearly up to 1 mile, and any sight based checks you make have advantage.
Mountain Troll, 50gp of Materials: You create a potion that bolsters your external resilience. When consumed, this potion protects your body from the elements for 1 minute, granting you a +1 to AC and resistance to Fire, Cold, Lightning, and Poison damage.
Cold Blooded, 55gp of Materials: You create a magic oil that, when applied to your body, helps keep you hidden from your enemies senses. As a bonus action, you cover yourself in this oil, muting the perception of your physical body, and are granted the following effects for 10 minutes. You have advantage on all stealth checks, and any creatures or humanoids that attempt to find you have disadvantage. You are invisible to any creature that uses Blind Sight or Tremor Sense, and have advantage on attack rolls on enemies that can't see you.
Nature's Confidant
At 10th level, when in a natural environment, you may spend ten minutes to become attuned to the ecosystem/biome you are currently in. You, and creatures friendly to you, gain one of the following bonuses for 8 hours, or until you finish a long rest.
Awareness - You gain advantage on perception checks and cannot be surprised by enemies.
Gumption - You gain advantage on strength checks and can travel through long distances with no rest, without gaining a point of exhaustion.
Stride - You gain advantage on dexterity checks and can travel at a fast pace without any disadvantages.
- You also gain proficiency in the Nature skill, and can cast Identify on any natural plant, creature or object without expending a spell slot.
Greater Alchemist
At 15th level, you gain the ability to further refine your craft, extending the duration and potency of your elixirs, or crafting basic ones more quickly.
- When using your Wild Alchemy, you may create basic elixirs in ten minutes (as long as you have the required materials), due to your constant practice and improvement.
- You can now cast Greater Versions of your basic elixirs, increasing their power and effective duration for three times the gold (material) cost.
Natural Wrath's damage bonus becomes 6d8.
Eagle's Sight lasts for one hour.
Mountain Dweller grants a +3 bonus to AC.
Cold Blooded gives disadvantage to all enemies that attempt to hit you.
Wild Slayer's Trance
At level 20, you gain the ability to fall into a battle trance, bolstering yourself by channeling the flow of natural energy through your body. This trance lasts until you drop below 5% of your hit point maximum.
-As an action, you enter a trance, and gain resistance to all damage except psychic. When you take half-damage in this state, you can add half the damage you received to your next damage roll, as the flow of energy was recycled.
-Once per turn, you can use your bonus action to regain ten hit points.
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