Dark Slayer (5e Class)

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Dark Slayer[edit]

<!-Introduction Leader->[edit]

Creating a Dark Slayer[edit]

Quick Build

You can make a Dark Slayer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Assassin background.

Class Features

As a Dark Slayer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Dark Slayer level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Dark Slayer level after 1st


Armor: None.
Weapons: Simple Weapons, Martial Weapons
Tools: None.
Saving Throws: Dexterity, Charisma
Skills: Choose two from Intimidation, Perception, Deception, Acrobatics, Investigation, Persuasion.


You start with the following equipment, in addition to the equipment granted by your background:

  • One Katana
  • A Cloak
  • Gauntlets and Boots
  • Fancy Clothes

Table: The Dark Slayer

Level Proficiency
Demonic Energy Features
1st +2 1 Devil Arm, Unarmored Defense, Summoned Swords
2nd +2 1 Rapid Slash, Air Trick
3rd +2 2 Devil Arm Mastery
4th +2 2 Ability Score Improvement
5th +3 3 Extra Attack
6th +3 3 Manipulator
7th +3 4 Devil Arm Mastery feature
8th +3 4 Ability Score Improvement
9th +4 5 Blademaster, Devil Arm (2)
10th +4 5 The Weak Shall Tremble
11th +4 6 Devil Arm Mastery feature
12th +4 6 Ability Score Improvement
13th +5 7 Extra Attack (2)
14th +5 7 True Demon
15th +5 8 Improved Critical
16th +5 8 Ability Score Improvement
17th +6 9 Rapid Slash (2)
18th +6 9 Devil Arm Mastery feature
19th +6 10 Ability Score Improvement, Mastery over Weapons and Body
20th +6 10 Improved Critical (2), Sin Devil Trigger

Devil Arm[edit]

You Choose two weapons as your Devil Arms and create a bond between the weapon and you. Once you have bonded a weapon to you, you cannot be disarmed of this weapon unless knocked unconscious. If your weapon is in the same plane of existence, you can summon or desummon with a free action, in your turn, but you can only summon once per turn. The Weapon stays on it's own extradimensional space. If you fall unconscious the weapon goes back to its dimension. This weapons count as finesse and magic with the proposition of overcoming resistance and immunity to non-magic attacks. At level 9 you can add your wisdom mod to the hit and damage rolls of your bond weapon.

Demonic Energy[edit]

You have inherited the demonic energy of one of your parents and can use them as you wish. Starting at 1st level you have the ability to use your demonic energy to do certain spells that are unique to you. Anytime that you get the last hit on a creature you gain back 1 Demonic Energy otherwise you gain back your Demonic Energy after completing a long rest. List of spells you can cast are at the bottom of the page.

Spell attack modifier = Your proficiency bonus + your Wisdom modifier.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.

Unarmored Defense[edit]

From 1st level, when you are not wearing any armor or wielding a shield, your Armor Class will be 10 + your Dexterity modifier + your Wisdom modifier.

Summoned Swords[edit]

From 1st level, you have the ability to summon spectral swords as a bonus action that deal 1d6+ Wisdom mod slashing or piercing damage and have a range of 80/120.

Rapid Slash[edit]

From 2nd level you can use your bonus action as an attack action, you do not add your modifier to the damage of this attack. At 17th level you start adding your modifier to the damage die.

Air Trick[edit]

From 2nd level whenever your Summoned Swords hits a creature or location it becomes embedded where it hit. Once embedded you can teleport to wherever your Summoned Swords are embedded into a empty space next to the creature or location.

Devil Arm Mastery[edit]

At 3rd level, you choose a Devil Arm Mastery which you will focus on your techniques and combat style. Choose between Yamato and Beowulf, both detailed at the end of the class description. Your choice will grant you characteristics at the 3rd level and again at the 7th, 11th and 18th levels.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

From 5th level, you can attack twice, instead of once, when using the Attack action during your turn. The number of attacks increases to three when you reach the 13th level of Dark Slayer.


You have learned to be cool and calm, being cautious with those around you. From level 6 on, you can choose to have an advantage on a charisma check. You can use this feature a number equal to your charisma modifier, recovering all its uses in a long rest.


Starting at Level 9 when attacking with your Devil Arm, whenever you get a result of 5 or less on the roll, roll again. You must use the new roll

The Weak Shall Tremble[edit]

From 10th level whenever you kill a creature, gain 4 temporary life points that last 1 hour.

True Demon[edit]

From 14th level whenever you kill a creature, gain 2 Demonic Energy.

Improved Critical[edit]

From the 15th level, your weapon attacks acquire a critical hit margin of 18 to 20 in the plays of attack. At the 20th level, this margin becomes 17 to 20

Mastery over Weapons and Body[edit]

You have achieved mastery over your weapons and your body. At level 14 gain all the features of the other subclass, but half the damage of the final subclass feature the other subclass has at level 18. Whenever you enter Devil Trigger you can use 1 Demonic Energy to increase the duration of your Devil Trigger by 1 additional minute.

Sin Devil Trigger[edit]

You have fully awakened the demonic heritage inside of you and have finally unlocked the full manifestation of your demonic origin. From the 20th level, whenever you use your Devil Trigger and you are under half of your health you instead go into Sin Devil Trigger multiply your Ability Scores by 2.5, gain 25 health on each of your turns, add 2 damage die to your weapons damage combined with the damage regular Devil Trigger does, gain 8 AC, and you gain wings that give you a flying speed of 60ft.

Devil Arm Mastery[edit]


You choose the path of the katana known as Yamato.

Judgment Cut

At 3rd level if you are attacking with Yamato, you can use your attack action or a bonus action to send a burst of slashes up to 40ft away this attack using your wisdom modifier.

Sharp Reflex

From level 3 onwards if you can see the attack coming, and you're wielding Yamato, you can use your reaction to add half your attack bonus with that weapon to your AC

Nimble Movement

From the 7th level you can move faster across the battlefield, gaining 10 feet of movement and not provoking attacks of opportunity for the rest of the turn, you can use this feature a number of times equal to your dexterity modifier. Recovering its uses after a long rest

Devil Trigger

At the 11th level you can spend two Demonic Energy to unleash your true form as well as Yamato's true power for 1 minute, changing your appearance in the process. In this form Yamato deals 3d8 necrotic damage, double your Ability Scores, regaining 10 health at the start of your turn and 5 more AC.

Judgment Cut End

From 18th level, if you are in your Devil Trigger form you can spend an action to concentrate your demonic energy by making a series of different cuts, all creatures within a range of 40 feet must perform a dexterity check (DC = 10 + proficiency + wisdom modifier), receiving 40d6 slashing+ wisdom + dexterity modifier on a failure, or half of that on a success. You can use this feature once every time you enter Devil Trigger.


You choose the path of Beowulf the gauntlet.

Fast Hit

From the 3rd level when you hit an attack with Beowulf, you can make a second attack against the same target, you do not add your modifier to the damage of that attack.


From the 3rd level when you are equipped with Beowulf, get a +2 bonus on your AC.

Charge Fists

From the 7th level when you have Beowulf equipped you can choose to instead of attacking this turn choose to charge your energy into your arms and legs to double the damage that you deal on your next hit.

Devil Trigger

At the 11th level you can spend 2 Demonic Energy to unleash your true form as well as Beowulf's true power for 1 minute, changing its appearance in the process. In this way Beowulf gains 2d6 necrotic damage, double your Ability Scores, regain 10 health at the start of your turn and 5 more AC. You also gain wings which give you a flying speed of 40ft.


From 18th level, if you are in your Devil Trigger form you can spend an action to jump 60ft and fall like a meteor at a location of your choice, creatures in an area 15ft from the impact zone suffer 20d8 damage bludgeoning + wisdom + dexterity, and creatures within 60ft of the impact zone take half damage, all creatures within 20 feet are stunned. You can use this feature once every time you enter Devil Trigger.

Spell List[edit]

Spiral Swords

Cost: 1 Demonic Energy

Range: Self (15ft cube)

Components: V

Duration: 1 minute

You summon multiple spectral swords that spin around you and damage anyone that comes close. Each creature that enters a 15ft cube around you take 1d6 slashing damage additionally if a creature starts its turn withing the 15ft cube they take 1d6 slashing damage until they leave the 15ft cube.

Sword Storm

Costs: 2 Demonic Energy

Range: 120ft

Components: V

Duration: Instantaneous

You summon spectral swords around one creature that pierce into the creature. The creature must make a Dexterity-saving throw and on a fail they take 5d6, or half as much on a successful save.

Blistering Swords

Costs: 3 Demonic Energy

Range: 150ft

Components: V

Duration: Instantaneous

You summon 6 spectral swords around you facing any creature in range that you choose. You can shoot them at one target or several targets. Make a ranged spell attack for each sword. On hit, each sword deals 2d6 piercing damage.

Heavy Sword Rain

Costs: 4 Demonic Energy

Range: 200ft (20ft cube)

Component: V

Duration: Instantaneous

You summon tens of spectral swords above all creatures within a 20ft cube. Creatures under the swords must make a Dexterity saving throw or take 10d6 slashing damage and are stunned, half as much on a successful save and they are not stunned.


Prerequisites. To qualify for multiclassing into the Dark Slayer class, you must meet these prerequisites: 13 Dexterity and 13 Wisdom

Proficiencies. When you multiclass into the Dark Slayer class, you gain the following proficiencies: Simple Weapons and Martial Weapons

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