Monster Slayer (5e Class)
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A human lays in a bush waiting. Weeks pass, and a group of spined devils stalk pass where he hides. A second later, four bolts are shot out from the bush, hitting each in the head. The human then comes out of his hiding place and proceeds to cut off their heads, taking his trophies.
An orc walks into a camp of giants. She grabs her maul made from a dragon she made work of last week. She then charges into the thick of them swinging and dodging masterfully causing the group to kill each other. After each had fallen she only left with few scratches. She then got back to town and collected her reward.
A dragonborn sets a trap and waits. Days pass and then a crash. He looks where the trap was set and sees a griffin has fallen for his trick. The dragonborn then climbs down from his tree and walks slowly to the griffin with his hand raised. The griffin screeches for a moment for it fears it will die. The dragonborn then lays his hand on the griffin and feeds it; taming it. He then climbs onto his new mount and takes to the skies to start his next hunt.
Creating a Monster Slayer
- Quick Build
As a Monster Slayer you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Athletics, Arcana, Intimidation, Investigation, Insight, Nature, Perception and Survival
You start with the following equipment, in addition to the equipment granted by your background:
|1st||+2||Predator Senses, Hunter Agility|
|2nd||+2||Slayer's Strike, Hampering Blow|
|3rd||+2||Enhanced Reflexes, Prey Slayer, Slayer Order|
|4th||+2||Ability Score Improvement|
|7th||+3||Stilled Mind, Supernatural Defenses|
|8th||+3||Ability Score Improvement|
|9th||+4||Increased Mobility, Enhanced Reflexes Improvement|
|10th||+4||Slayer's Strike Improvement|
|11th||+4||Supernatural Reflexes (2), Supernatural Reflexes|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
|20th||+6||Supernatural Reflexes (3), Monster Nemesis|
At 1st level, you gain the ability to peer at a creature and discern how best to hurt it. As a bonus action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
In order to face the creature's of darkness, you must use speed to hunt - or escape - monsters. When you take the Attack action, you can take the Dash or the Disengage actions as a bonus action.
In addition, whenever you take the Dash action, your jump distance is doubled until the end of your turn.
At 2nd level, you are capable of striking your foes with deadly precision. When you hit a creature with a weapon attack, you can attempt a slayer's strike using your bonus action.
The target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + the ability modifier used on the attack). On a failed save, it takes additional damage equal to 2d10. This additional damage increases to 3d10 at 11th level and 4d10 at 17th level.
You can use this feature a number of times equal to your Constitution modifier (minimum of once) and regain your uses after finishing a short or a long rest.
Also at 2nd level, when you hit a creature with a weapon attack, you can inflict severe pain on its joints, hindering its movement, reducing its movement speed in 10 feet until the end of its next turn. The same creature can't suffer this effect more than once per turn.
A great part of fighting monsters consist in keeping yourself safe by honing your reflexes and protecting yourself. At 3rd level, whenever you take damage from falling, from an attack or effect that requires you to make a Dexterity saving throw to avoid the damage, you can use your reaction to reduce the damage by an amount equal to 5 + your Dexterity modifier.
If you use this ability against a melee attack and reduce the damage to 0, you can make a melee attack against that attacker as part of the same reaction.
At 9th level, when you use this feature, you force the creature to reroll the attack, or you can reroll the save, using the new result, whenever you use this reaction, only applying the damage reduction after the reroll.
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as your prey. Your attacks against the prey ignore resistance and immunity to non-magical damage.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
Starting at 3rd level, you choose an order of slayers, that will shape your ability to fight monsters. Your choice grant you features at 3rd level, and again at 6th, 13th and 18th levels.
At 7th level, you have built resistance to mind-altering effects. You gain advantage on saving throws to avoid the frightened and charmed conditions.
At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Prey Slayer forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.
Starting at 9th level, when you take the Dash action, you can move along vertical surfaces without falling during your movement, and can fly in short bursts of 10 feet, after which you must land in the ground.
Slayer's Strike Improvement
When you reach the 10th level, a creature who succeeds the saving throw to avoid the damage of your Slayer's Strike take half damage, instead of no damage.
At 11th level, you must keep yourself constantly aware to the dangers you face. You can take two reactions, instead of one, between turns. This increases to three reactions, instead of two, at 20th level.
In addition, you no longer can be surprised.
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Prey Slayer forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
At 17th level, you gain the ability to push yourself harder, beyond your limits in order to keep you fight against the forces of darkness. Choose any feature of this class that regain uses on a short or a long rest. At the start of your turn, without requiring an action, you regain all uses of that feature.
Alternatively, you can spend use this feature when you are reduced to 0 hit points to automatically regain a number of hit points equal to your level.
Once you use this ability, you can't use it again until you finish a short rest.
At 20th level, you gain the ability to thwart creature's special abilities. When you see a creature within 60 feet you casting a spell, teleporting or taking an action that is not the Attack, Dash, Disengage, Dodge, Hide or Search, you can use your reaction to move up to twice your movement speed towards that creature and make an attack, if the creature is within reach or range. The creature must succeed on a Wisdom saving throw against your Slayer's Strike save DC, or the action fails and is wasted.
Order of Hunters
Vanilla hunter, generic.
- Hunter Hatred
When you choose this order at 3rd level, you gain proficiency in the Survival skill, if you don't have already.
In addition, choose one creature type of your choice. If you choose humanoid, choose two subtypes. You have advantage on Wisdom (Survival) checks made to track creatures of that type, Intelligence checks to recall information about them and on Charisma (Intimidation) checks made to interact with them.
- Honed Technique
Members of the order of hunters are trained since young age to track and kill their enemies, developing deadly precision against their targets. At 3rd level, you gain a weaker version of the Slayer's Strike, that can be used at will, causing 2d4 damage on a failed save. The damage increases to 2d6 at 5th level, 2d8 at 11th level and 2d10 at 17th level.
In addition, you gain one additional use of your slayer's strike between rests.
- Deadly Agility
Members of the order of the hunters are unmatched in their speed, quickly slaying their prey. When you choose this order at 3rd level, whenever you take the Dash action, your movement speed increases by 10 feet until the end of your current turn.
In addition, when you hit a creature with a melee weapon attack, that creature can't make opportunity attacks against you until the end of your turn.
Finally, if you are prone, you can stand up at a cost of 5 feet of movement.
- Strike Surge
At 6th level, you can trade precision of your deadly strikes for speed. You can make a weapon attack as a bonus action on your turn.
You can also spend a use your Slayer's Strike to make two attacks using your bonus action. The amount of attacks you can make after spending your Slayer's Strike use increases to three attacks at 10th level.
In addition, when you miss an attack with a weapon, you can use your reaction to make an attack against another target within 5 feet of the original target.
- Reliable Technique
At 13th level, with your dedicated training, you have the guarantee that your technique will work even against all odds. When you have disadvantage on an attack roll, ability check or saving throw, you can cancel that disadvantage. Alternatively, when a creature have advantage on an attack roll against you or on a saving throw against your slayer's strike, you can cancel that advantage.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after completing a short or a long rest.
At 18th level, you excel in fighting both strong single beasts or a horde of foes. You gain the following features benefits:
- Horde Breaker. When you use your Strike Surge, you can make three additional attacks, but each attack made as part of that bonus action must target a different creature.
- Colossus Slayer. When you use your Slayer's Strike against a creature with a CR higher than your level, or against a creature of Huge size or higher, you roll twice the amount of additional Slayer's Strike damage dice.
Order of Inquisitors
Burn the monsters!
- Kindled Blade
At 3rd level, whenever you use your Slayer's Strike, you can choose to cause fire damage with your attack, instead of the normal damage.
- Flame Secrets
When you choose this order at 3rd level, you have trained simple magical abilities to control flames. You learn the Control Flames cantrip. Wisdom is your spellcasting ability with this spell.
In addition, you can use the flames to reveal a truth or omen to you. After spending 1 minute into a bonfire or flame of similar size, you can emulate the effects of the spell Augury. Once you do so, you can't do it again until you finish a long rest.
- Flames of Purification
Inquisitors use the power of magical flames to bring cleansing and purity to the world, ridding it from monsters. Starting at 3rd level, you can use your bonus action to conjure a pillar of flames 5-foot radius and 60-foot height on a place within 30 feet of you.
Any creature in the area must succeed on a Dexterity saving throw against your Slayer's Strike save DC, or take 3d6 fire damage, or half as much on a success. Any creature who takes this damage have disadvantage on its attack rolls until the end of their turn, due to the pain caused by the flames.
You can use this ability a number of times equal to your proficiency bonus, regaining your uses of it after completing a short or a long rest.
- Master of Embers
At 6th level, you can heat your weapons, causing your blades to glow red with the flames of purification. When you finish a long rest, you gain an amount of ember points equal to three times your level in this class + your Wisdom modifier. You can use your ember points in the following manners:
- Blazing Strike. Whenever you hit a creature with a melee weapon attack, you can spend any amount of those ember points, causing fire damage equal to the amount of points spent.
- Red Blade. While wielding a metal weapon or object, you can spend 1 ember point to cause it to glow, shedding bright light up to a range of 5 feet, and dim light for additional 5 feet. The glow continues until that object leaves your grasp, or until you hit a creature with the object (if it is a metal weapon), causing additional 1 fire damage.
- Cloud of Sparks. While you are wearing a armor of metal, if you are hit by an attack, you can cause sparks to leap from you, causing fire damage equal to the amount of embers spent. A creature who takes damage from these sparks have disadvantage on its attack rolls until the end of their turn.
You regain all your ember points after finishing a long rest. You also regain a number of ember points equal to half your level (rounded up) when you finish a short rest.
- Sacred Bonfire
When you reach the 13th level, you can punish the sinful in a magical bonfire. When you use your flames of purification, the area where you have created it remains in flames for 1 minute.
In addition, you can spend one use of your Slayer's Strike to cast searing smite as a 4th level spell. This increases to 5th level at 17th level.
- Red Star
At 18th level, you can use your action to mimic the effects of a fireball spell. When you use this feature, the power of the fireball is reduced, causing 3d6 fire damage, instead of its normal damage.
You can spend a use of your Sacred Bonfire spell to cast fireball as a 5th level spell. You can also spend a use of your Slayer's Strike to cast fireball as a 3rd level spell.
Order of Sages
Catalog information about monsters
When you choose this order at 3rd level, you start to write a catalog, containing all creatures you find in your hunts and adventures. When you find a creature for the first time, you can spend 1 minute observing it, studying your patterns, anatomy and behavior. You can memorize the information analyzed for 8 hours, and you can have a number of analysis memorized equal to your Intelligence modifier. You can then, over the course of a short or long rest, within that time, write down that information on your bestiary.
When you first gain your bestiary, choose also two creature types (such as aberration, dragon, beast, etc...). If you choose humanoid choose two subtypes. Also choose four specific creatures with a CR 3 or lower that you have already encountered in your adventures to write on your bestiary. You can choose humanoid multiple times, each time applying for two additional subtypes.
Whenever your proficiency bonus increases in 1, you can choose one additional creature type and add four creatures you have seen already to the bestiary.
You gain advantage on Intelligence checks related to recall information about those creature types, and you can use Predator Senses on creatures of that type without spending uses. In addition, when using a deadly strike against a specific creature written on the bestiary, you add your Intelligence modifier to the DC of your Slayer's Strike (minimum of 1).
You can copy a monster from your own bestiary into another book-for example, if you want to make a backup copy of your bestiary. You need spend only 1 hour and 10 gp for each copied creature, and 25 gp for each creature type.
- Combat Preparations
Starting at 3rd level, you can read your notes in order to prepare for an encounter against monsters. When you roll initiative, if you can see a creature from the chosen type written on your bestiary, you gain temporary hit points equal to your Monster Hunter level + your Intelligence modifier.
In addition, once per turn when you hit a creature from the chosen type with a weapon attack, you can deal additional 1d8 damage. This increases to 1d10 at 13th level.
- Defensive Tactics
At 6th level, when you mark a creature from a type written in your Bestiary as your prey with the Prey Slayer feature, you can use your action to prepare defensive measures against it. When you do so, you have resistance to the damage caused by that creature.
In addition, choose three ability scores. You have advantage on those saving throws against effects from the chosen creature. This effect lasts until you designate another creature as a prey.
Finally, while you have temporary hit points from your Combat Preparations feature, melee attacks from creatures from a type you have on your breviary are made at disadvantage.
- Measured Approach
At 13th level, whenever you use your Prey Slayer feature against a creature from the type written in your bestiary, you make a Intelligence (Arcana) or (Nature) resisted by that creature's Charisma (Deception). On a success, you cause additional 2d6 damage on a hit with a weapon attack while Prey Slayer is active on that creature.
In addition, you ignore any damage resistance that creature have, and treat immunity as resistances.
This effect lasts for 1 minute, but end earlier if you use Prey Slayer to designate another creature. Once you use this feature, you can't use it again until you finish a short or long rest.
- Analytical Execution
Starting at 18th level, you can carefully examine a creature, pinpointing its vital areas to perform a deadly strike. Choose one creature to analyse as an action. If you hit that creature with your Slayer's Strike until the end of your next turn, the creature is reduced to 0 hit points on a failed save, or take 10d10 additional damage on a success.
You can only use this feature against creatures cataloged on your bestiary and from a type you have prepared with your Combat Preparation feature.
Order of Gunpowder
- Optional Rule (Firearm Proficiency)
The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your monster slayer has been exposed to the operation of such weapons, your monster slayer is proficient with them.
You also gain proficiency with the tinker's tools and alchemist supplies. Moreover, you have advantage on Intelligence and Dexterity checks made to build or repair ranged weapons, craft ammunition and gunpowder (if you use optional rules for firearms).
At 3rd level, you become extremely agile with ranged weapons. You can draw a firearm as part of the attack you make with it. In addition, when you make an attack with a firearm as part of your attack action, you can make another as a bonus action.
Alternatively, you can use your bonus action to reload a weapon that has the loading property.
- Placed Shots
Starting when you choose this order at 3rd level, your precision with ranged weapons allow you to target specific points on your targets in order to elicit certain effects. Once per turn when you hit a creature with a ranged weapon attack, you can choose a placed shot. When a placed shot require a saving throw, use your Slayer's Strike save DC.
- Torso Shot. The target must succeed on a Strength saving throw or is pushed 15 feet back.
- Leg Shot. The target must succeed on a Strength saving throw or is knocked prone.
- Arm Shot. The target must succeed on a Dexterity saving throw or must let go of an object it is holding. You can also force a target that fails the save to release a creature from grappling.
- Ear Shot. The target can't take reactions until the start of its next turn.
You can use your Placed Shots a number of times equal to your Dexterity modifier (minimum once) and regain your uses of it after a short or a long rest.
- Head Shot
Starting at 6th level, you can make an accurate shot against the target's head, dazing it. When you use your Slayer's Strike feature with a ranged weapon and the creature fails the saving throw, the target is stunned until the end of your next turn.
At 13th level, once in each of your turns when you take the Attack action with a ranged weapon and have advantage on the attack, you can forgo the advantage to make a Slayer's Strike without spending any uses of the feature.
- Bulls Eye
At 18th level, whenever you miss a ranged weapon attack, you can use your reaction to reroll that attack and choose either result. On a hit, you can apply the effects of a Placed Shot without spending any uses.
Order of the Mutant
Starting at 3rd level, you have undergone a hard and gruesome process, that included physical training, alchemy and magic. Starting at 3rd level, you gain the following benefits:
- You gain darkvision up to a range of the 30 feet. If you already have darkvision, yours increase 30 feet.
- You have heightened senses, gaining advantage on Wisdom (Perception) and (Survival) based in the sense of smell.
- You have a movement speed increased by 5 feet.
- Your lifespan is greatly increased, and you age 1 year for each 10 years passed.
- Combat Magic
Also at 3rd level, you learn a basic form of magic, that rely in hand movements, also called signs, to produce magical effects. You can use your Combat Magic a number of times equal to your Wisdom modifier (minimum of once) and regain your uses upon finishing a short or a long rest.
To use a combat magic, you must use a bonus action or forgo one of your attacks. You can use combat magic only once in each of your turns.
To resist the effects of your combat magic, the target must succeed on a saving throw against your Slayer's Strike save DC.
- Fire Cone. You can force all creatures in a 15-foot cone to make a Dexterity saving throw. On a failure, a creature take 1d8 fire damage, or half as much on a success. A flammable object catches fire if isn't worn or carried. The damage increases to 2d8 at 6th level, 3d8 at 13th level and 4d8 at 18th level.
- Telekinetic Push. You can force all creatures Large sized or lower in a 15-foot cone to make a Strength saving throw, or be pushed 10 feet back. At 6th level, you can target all creatures in a 15-foot radius. At 13th level, you can target a 30-foot cone. At 18th level, you can target a 30-foot radius.
- Force Barrier. You gain temporary hit points equal to 1d12. This increases to 2d12 at 6th level, 3d12 at 13th level and 4d12 at 18th level.
- Hypnotic Gaze. You can can force a creature to make a Wisdom saving throw, or be charmed by you for 1 minute. At 6th level the duration becomes 10 minutes, 1 hour at 13th level and 8 hours at 18th level. The effect ends earlier if you or any of your allies take any harmful action towards the charmed creature, or if you use this ability again.
- Hindering Field. Choose a point in the ground within 30 feet. An area of 15-foot radius becomes difficult terrain for hostile creatures in the area.
- Combat Style
Mutants are usually trained in different school, emphasizing different aspects of monster hunting. At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
At 6th level (...)
- Empowered Basic Magic
When you reach the 13th level (...)
- Combat Style Improvement
At 18th level (...)