Flayer (5e Subclass)
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Flayer Conclave[edit]
Ranger Subclass
Flayers are hunters of humanoids, who use fear to weaken the will of their foes, breaking their morale. They wear the skin of fallen enemies and carve their skin with particular cruelty using sickles that hook and gore them from the inside.
Perquisite: Chaotic Alignment
The flayer, during the course of there travels. Finds a reason to hate the foes they hunt with a passion. Looking to mercilessly destroy them up close and personal. Personal tragedy? A burning hatred due to opposing traits? Or perhaps a sadistic turn of the mind? The flayer is driven to instill fear into their enemies hearts.
- Conclave Spells
Also at 3rd level, you learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Flayer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level | Spells |
---|---|
3rd | wrathful smite |
5th | hold person |
9th | fear |
13th | phantasmal killer |
17th | Hold Monster |
- Flesh Suit
At 3rd level, the hatred burning within you drove you to wear the skins of your enemies. You can flay the skin of a humanoid creature to craft a suit of hide armor using a leatherworker tools during a short rest. You add half your proficiency bonus (rounded down) to your AC when wearing your flesh suit.
In addition, you have Advantage on Charisma (Intimidation) checks you make when wearing the flesh suit.
- Grim Harvest
Starting at 3rd level, you perfected the use of sickles to carve through the flesh of your enemies. You roll a d6, rather than a d4, when you use sickles, and you can use either Dexterity or Strength for attacks with them.
In addition, once per turn when you hit a creature with a sickle, you cause your target to bleed, losing hit points equal to half the damage taken (rounded down) at the end of its next turn. This doesn't work on creatures without blood.
- A Cruel Dance
Starting at 7th level, you can use your bonus action to make a Dexterity (Acrobatics) check. On a success, you can move through the space of any creature without provoking opportunity attacks until the end of your turn.
This dance also grants you advantage on saving throws against being frightened.
- Fearful strikes
At 11th level, you can strike fear in the hearts of your targets. Once per turn when hit a creature within 10 feet with an attack with a weapon, the target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be frightened until the end of your next turn.
When you hit a creature frightened by you with an attack made using a sickle, you cause additional 1d6 psychic damage.
- Dreadful Presence
At 15th level, your presence becomes truly dreadful. As an action, you can unleash a wave of fear in a 30-foot radius around you. Each creature in that area must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be frightened for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.
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