Dark Slayer (5e Class)

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Dark Slayer[edit]

Introduction[edit]

You have some demonic power within you, and use this power to infuse your weapons, or to power your summon capabilities. You follow a path of murder and death, and had to always deal with the fact that you are different from others.

Creating a Dark Slayer[edit]

How did you get your demonic powers? how do you usually fight? and why did you decided to follow the path of continous murder and death?

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: 1d10 per Dark Slayer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dark Slayer level after 1st

Proficiencies

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

Equipment

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
Bonus
Features
1st +2 Devil Arm, Unarmored Defense
2nd +2 Rapid Slash
3rd +2 Style Mastery
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Manipulator
7th +3 Style Mastery feature
8th +3 Ability Score Improvement
9th +4 Blademaster, Devil Arm (2)
10th +4 The Weak Shall Tremble
11th +4 Style Mastery feature
12th +4 Ability Score Improvement
13th +5 Extra Attack (2)
14th +5 Ability Score Improvement
15th +5 Improved Critical
16th +5 Ability Score Improvement
17th +6 Rapid Slash (2)
18th +6 Style Mastery feature
19th +6 Ability Score Improvement
20th +6 Improved Critical (2)

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.

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.

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.

Style Mastery[edit]

At 3rd level, you choose a Style Mastery which you will focus on your techniques and combat style. Choose between Yamato, Beowulf and Summoned Swords, all 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, 14th, 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.

Manipulator[edit]

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.

Blademaster[edit]

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.

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

Style Mastery[edit]

Yamato[edit]

You choose the path of the katana known as Yamato.

Judgment Cut

At 3rd level if you are attacking with Yamato, instead of the normal attack, you can attack using your wisdom modifier, sending a burst of Slashs at a range of up to 12m.

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 3 meters 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 2 Devil Trigger Points and use your bonus action to release part of your Yamato's true power for 1 minute, changing your appearance in the process. In this form Yamato deals 2d4 + your Dexterity modifier as extra necrotic damage. You recover half your Devil trigger points in a long rest, and you can only store two at a time, this limit increases to 4 at the 18th level

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 12 meters must perform a dexterity check (DC = 10 + proficiency + wisdom modifier), receiving 20d8 slashing damage on a failure, or half of that on a success. You can use this feature once every time you enter and are out of Devil Trigger.

Beowulf[edit]

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.

Deflect

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

Uppercut

From the 7th level when you have Beowulf equipped you can use your action to make a uppercut attack, that causes a damage of 1d12 + your dexterity modifier, and causes the target to roll a strength test of DC 8 + your proficiency + your wisdom modifier, on a failure the target is knocked prone.

Devil Trigger

At the 11th level you can use your bonus action to unleash the real power of your Beowulf for 1 minute, changing its appearance in the process. In this form Beowulf deals 1d4 + your Wisdom modifier extra necrotic damage. You can only use this feature again after a long rest, at level 18th you can use this feature twice per long rest.

Starfall

From 18th level, if you are in your Devil Trigger form you can spend an action to jump 20 meters and fall like a meteor at a location of your choice, ignoring fall damage, creatures in an area 4 meters from the impact zone suffer 20d6 bludgeoning damage, and creatures within 12 meters of the impact zone take half damage, all creatures within 20 meters are stunned. You can use this feature once every time you enter and are out of Devil Trigger.

Summoned Swords[edit]

You choose the path of the Summoned Swords, and you gain the capacity to utilize summon energy to cast spells.

Level Summon Energy
3 2
4 2
5 3
6 3
7 4
8 4
9 5
10 5
11 6
12 6
13 7
14 7
15 8
16 8
17 9
18 9
19 10
20 10
Summon Energy

Starting at 3rd level you have the ability to use your Summon energy to do certain spells that are unique to you. Anytime that you get the last hit on a creature you gain back 1 Summon Energy otherwise you gain back your Summon Energy after completing a long rest, at level 11th you gain back 2 summon energy when last hitting a cruature. 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.

Spectral Swords

From 3rd level, you have the ability to summon spectral swords as a attack action that deal 1d6 + Dextery + Wisdom mod slashing or piercing damage and have a range of 80/120.

Air Trick

From 7th level whenever your Summoned Swords hits a creature or location it becomes embedded where it hit. Once embedded you can use half your total movement to teleport to wherever your Summoned Swords are embedded into a empty space next to the creature or location.

Devil Trigger

At the 11th level you can use your bonus action to unleash your power for 1 minute, changing your appearance in the process. In this form you can cast your spells as a bonus action, and they cost 1 less summon energy.

Sword Barrage

From 18th level, if you are in your Devil Trigger form you can spend an action to cast "Heavy Sword Rain" as 0 cost and with maximized damage. Once you use this feature, you need to end a long rest before using it again.


Spell List[edit]

Spiral Swords

Cost: 1 Summon 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 within the 15ft cube they take 1d6 slashing damage until they leave the 15ft cube.


Sword Storm

Costs: 2 Summon 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 Summon 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 Summon 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.

Multiclassing[edit]

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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