Fiend Slayer (5e Class)

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Fiend Slayer[edit]

Fiend slayers feed of the corrupted magic in evil fey and fiends, they use their less than holy powers to kill and gain the power of a magical creature. the demon slayers started off as paladin who broke their oath but still wanted to do good in the world, so they started taking cult like approaches in their quests, killing fiends and stealing their power for themselves.

Creating a Fiend Slayer[edit]

do you like demons death and destruction to all tings evil natured, well this is the class for you. demon slayers are very effective both as half casters and as melee units. each subclass has a unique take on what it means to use demonic power. the demonic blade has a knack or using his weapon to deal tremendous amounts of damage to enemies.

Quick Build

a good Fiend slayer is not only strong but wise, having their origins being rooted in clergy the Fiend Slayers use wisdom as their spell casting stat, for your second stat invest in whatever your primary weapon is based off of.

Class Features

As a Fiend Slayer you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple Weapons, martial weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Pick two from animal handling, insight, perception, arcana, acrobatic, history, persuasion. intimidation and religion are already known.

Equipment

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

  • (a) martial weapon or (b) two simple weapons
  • (a) chain mail and shield` or (b) leather, long bow with 20 arrows
  • (a) Explorer's Pack or (b) Dungeoneer's Pack

Table: The Fiend Slayer

Level Proficiency
Bonus
Features Fiendish Points
1st +2 Unarmored Defense, Soul Path, Fiendish Transformation -
2nd +2 Fiendish Energy 2
3rd +2 Fiend Slayer Tradition 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 Hell Gate 6
7th +3 Tradition Feature 7
8th +3 Ability Score Improvement 8
9th +4 Destruction Master 9
10th +4 Tradition Feature 10
11th +4 Slayer's Strike 11
12th +4 Ability Score Improvement 12
13th +5 Back Up From Hell 13
14th +5 Absorb Energy 14
15th +5 Tradition Feature 15
16th +5 Ability Score Improvement 16
17th +6 Infernal Power 17
18th +6 Fiendish Resilience 18
19th +6 Ability Score Improvement 19
20th +6 Tradition Feature 20

Unarmored Defense[edit]

Starting at 1st level, while not wearing armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Soul Path[edit]

As a fiend slayer, you are infused with demonic energy, granting you access to a range of powers. At 1st level, your very soul starts to change, as you choose one of the following soul paths below. Your choice will affect some Fiend Slayer features you will gain as you level in this class:

Path of power. it manifest as force damage
Path of storms. it manifests as lightning damage
Path of frost. it manifests as cold damage
Path of flames. it manifests as fire damage
The Price

The infusion of demonic energy inside your body carries a price to pay. You are affected by spells and magical effects that detect or damage fiends as a fiend (such as the detect magic spell, or the divine smite of a paladin). In addition, you have vulnerability to Radiant damage.

Fiendish Transformation[edit]

Also at 1st level, you learn to harness the unholy energy you possess to transform you physical body to that of a fiend. You can use this feature once, and regain expended uses when you finish a short or long rest. For 1 minute or until you are incapacitated, you gain the following benefits:

Infernal Might: You cause additional soul path damage with melee damage rolls equal to half your proficiency bonus (rounded down). You also have Advantage on Strength checks and Strength saving throws.
Hide of the Nine Hell's: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered. While you are not wearing heavy armor, you gain a +1 bonus to your AC.
Demonic Strikes: You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action. Your unarmed strikes deal 1d6 soul path damage.

Fiendish Energy[edit]

At 2nd level, you learn how to manifest magical powers through the harnessing of fiendish energy. You have a number of Fiendish Points equal to the amount shown on the Fiendish Energy column on the Fiend Slayer table. Your regain your spent points after completing a short or a long rest. These fiendish energy features cause twice the amount of the listed damage when used against fiends.

The maximum amount of fiendish points you can use to fuel the following features in a single turn equals your proficiency bonus.

Corrupt Smite (1-6 points)

As an Action, you can spend up to 6 points or more to throw a slash of fiendish energy forward. All creatures in a line 10-foot wide and 15 feet long must succeed on a Dexterity saving throw, or take 1d8 damage per point spent, from your path type on a failed save (or half as much on a failed one).

Demonic Beam (1-6 points)

When you take the Attack action, you can spend up to 6 points replace any of your attacks to instead hurl beams of fiendish energy against a target you can see within 120 feet. Your beam causes damage from your path type on a hit equal to your Charisma modifier (minimum 1) plus 1d10 damage per point spent, and requires a ranged attack using your Charisma rather than Dexterity to hit.

Fiendish Magic (1-6 points)

You gain the ability to replicate the effect of spells, based on your chosen Soul Path. The options for spells are shown under the Path Spells section at the end of the class description.

Fiend Slaying Tradition[edit]

Starting at 3rd level, you can choose one tradition of fiend slaying. Your options are shown at the end of the class description. Your choices grant you features at 3rd level, and again at 10th, 7th, 15th and 20th levels.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, 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]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you can forgo one attack to use one of your Fiendish Energy features.

Hell Gate[edit]

Starting at 6th level, you you can use an action to create a glowing sigil (dim light 5-foot radius) in an unoccupied space on the ground you can see within 30 feet. The sigil lasts for 1 minute, ending earlier if you lose concentration (as if concentrating on a spell). For the duration, if you can see the sigil and are within 30 feet of it, you can use a bonus action to teleport to the sigil if it remains unoccupied.

Creatures other than you must succeed on a Charisma saving throw against your Slayer's save DC to move within the sigil space.

Destruction Master[edit]

Starting at 9th level, you ignore the resistance to damage from creatures resistance to your Soul Path damage type. In addition, whenever you cause damage with a critical hit from an attack that causes your Soul Path damage, that creature loses resistance to that damage type until the end of your next turn, and any immunity it has becomes resistance instead.

Slayer's Strike[edit]

Starting at 11th level, you cause additional 1d6 damage with your melee weapon attacks, from your Soul Path's type. This increases to 2d6 damage against fiends

Back Up From Hell[edit]

Starting at 13th level, you can invoke a hell hound to aid you in battle. While your Hell Gate is active, you can conjure a Hell Hound on the sigil area as an Action. The hell hound lasts for the duration of the sigil, unless it is destroyed earlier. The hell hound can't leave an area of 30 foot radius from the sigil, and can use it for teleportation as if it were you. Otherwise, the hell hound behaves as if conjured by the Infernal Calling spell (you know the hound's name).

Absorb Energy[edit]

At 14th level, you can absorb the energy of a slain demon to recover your own power. When you hit a fiend that is at half its maximum hit points or lower, whose CR is equal or lower than your level, you can attempt to absorb it. When you hit that creature with a melee attack, you can force it to make a Constitution saving throw against your Slayer save DC. On a failed save, that creature is instantly reduced to 0 hit points, and you regain Fiendish Points equal to its CR.

If you gain more fiendish points than your maximum, you gain five temporary hit points for each fiendish points above your maximum.

Infernal Power[edit]

At 17th level, as you slay enemies, you grow in power, satisfying the demonic bloodlust inside you. When you reduce a creature to 0 hit points, you gain 1 power level. Your power level maximum equals half your Fiend Slayer level (rounded up). You lose all your power levels after 1 minute. You gain certain benefits, depending on your power level as shown below:

  • Each power level increase the damage of your attacks in +1. This additional damage is from your soul path damage type.
  • When you reach power level 5, your Strength score becomes 20, if it is lower, for the duration.
  • When you reach power level 10, your size becomes Large, and all your attacks are considered critical for the duration.

Fiendish Resilience[edit]

At 18th level, the fiendish energy that infuses your body changes the very nature of your being, granting you hellish resistance. You gain resistance to the damage of spells, and have Advantage on saving throws against spells.

Slaying Traditions[edit]

Way of the Fiend Binder[edit]

Fiend binders are Fiend Slayers who enslave the souls of demons and devils to increase their own power, essentially fighting fire with fire. Binders trail a dangerous path, since letting themselves to be possessed by fiends can result in a lasting corruption, a tainting of the soul that can turn them into the very thing they dedicated their lives to destroy.

Fiendish Wrath

Starting at 3rd level, when you activate your Fiendish Transformation, you invoke the rage of a true fiend. When you first activate your transformation and as a bonus action in each subsequent turn, you can make an unarmed strike using your natural weapon. In addition, your attacks with natural weapons are considered magical for the duration.

Shifting Soul

At 7th level, you can invoke a different demonic energy to attune to. You can replace your soul type for another during your transformation. In addition, you gain resistance to the damage type of your current soul for the duration of the transformation.

Corrupted Body

At 10th level, while you are transformed by Fiendish Transformation, you can't be charmed, frightened, paralyzed, petrified, or poisoned. In addition, you are immune to poison damage.

Demonic Wings

At 15th level, during your fiendish transformation, you grow demonic wings from your back. You gain a flying speed equal to twice your movement speed for the duration. In addition, when a creature moves within 10 feet of you, you can use a reaction to make an opportunity attack to that creature with the wings, causing bludgeoning damage equal to the damage of your natural weapons on a hit.

Vile Ascension

At 20th level, you reach the peak of your Fiendish Transformation. When you use your Fiendish Transformation, you can assume the form of a Demon or Devil of your choice, as if transmuted by the Shapechange spell, but lasting for 1 minute and not requiring concentration. You also retain any benefits of your Fiendish Transformation and your class features.

Once you use this feature, you can't use Fiendish Transformation again until you finish a long rest.

Way of the Demonic Blade[edit]

Demonic blades are fiend slayers who master their ability to harness the fiendish energy. They learn how to use this energy to manifest their soul power into ethereal blades of energy, that can cut through the hide of fiends with ease. These slayers both excel in martial ability, and develop their core abilities beyond the limits of regular demon slayers.

Soul Blade

Starting at 3rd level, when you activate your Fiendish Transformation, you manifest a weapon of pure demonic energy. You can make a melee weapon attack with it using your proficiency bonus, and causing 2d8 damage from your path type plus your Strength or Dexterity modifier. This damage ignore any resistance or immunity to damage a fiend has. In addition, once per turn when you miss an attack with your soul blade, you can reroll the attack, choosing the new result.

Hell Charge

At 7th level, you can open your Hell Gate on a creature, instead of an unoccupied space, placing a glowing sigil on that creature. When you do so, for the duration you can teleport to an unoccupied space within 5 feet of that creature. In addition, whenever you use your Bonus Action to teleport, you can make an attack against that creature as part of the same bonus action.

When you use your Backup from Hell, it also appears within 5 feet of the marked creature, instead of appearing within the same space, and the Hellhound also benefits from this feature.

Traveling Strike

At 10th level, whenever your sigil is active, you can make your attacks appear from that position, as long as you are within 30 feet of your sigil. Creatures leaving the area of your sigil also provoke opportunity attacks

Soul Channeling

Starting at 15th level, you can channel the power of your soul through your blade. Whenever you use your Action for a feature that costs Fiendish Energy (including Path Spells), you can make an attack with a melee weapon you wield as a bonus action. This attack causes additional 1d6 per point spent on the feature, from your soul path type.

Soul Mastery

At 20th level, you can manifest the true fiendish power of your soul. While in your Fiendish Transformation, you can use an action to gain 11 special fiendish points that you can spend to cast multiple Path Spells at once, during that action. If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them.

Any unspent points will cause you to regain fiendish points (up to your maximum).

Path Spells[edit]

Path of Power[edit]

  • Blade Ward (Cast as a bonus action, 1 point)
  • Shield (2 points)
  • Kinetic Jaunt (3 points)
  • Haste (4 points)
  • Staggering Smite (5 points)
  • Steel Wind Strike (6 points)

Path of Storms[edit]

  • Shocking Grasp (Cast as a bonus action, 1 point)
  • Thunderous Smite (2 points)
  • Shatter (3 points)
  • Thunder Step (4 points)
  • Storm Sphere (5 points)
  • Destructive Wave (6 points)

Path of Frost[edit]

  • Frostbite (Cast as a bonus action, 1 point)
  • Armor of Agathys (2 points)
  • Snilloc’s Snowball Swarm (3 points)
  • Sleet Storm (4 points)
  • Ice Storm (5 points)
  • Cone of Cold (6 points)

Path of Flames[edit]

  • Produce Flame (Cast as a bonus action, 1 point)
  • Searing Smite (2 points)
  • Pyrotechnics (3 points)
  • Ashardalon’s Stride(4 points)
  • Fire Shield (5 points)
  • Immolation (6 points)

Multiclassing[edit]

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

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons.

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