Slasher, Variant 2 (5e Class)

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[edit]

<!-Introduction Leader->[edit]

Creating a[edit]


Quick Build

You can make a Slasher quickly by following these suggestions. First, Dexterity / Strength should be your highest ability score, followed by Charisma. Second, choose a mundane background, such as Disgrace, Exile, or Farmer.

Class Features

As a Slasher you gain the following class features.

Hit Points

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

Proficiencies

Armor: none
Weapons: Simple melee weapons, Martial melee weapons, Improvised weapons
Tools: Disguise kit, Poisoner's kit
Saving Throws: Charisma, Constitution
Skills: Choose three from Investigation, Intimidation, Perception, Deception, Stealth, Survival, Insight, Athletics, and Acrobatics

Equipment

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

  • (a) A handaxe, or an Improvised weapon similar to a Handaxe (Cleaver, Machete, Tomahawk, etc.) or (b) A dagger, or an Improvised weapon similar to a Dagger (Knife, Shiv, Spade, etc.) or (c) A club, or an Improvised weapon similar to a Club (Candlestick, Bat, Chair leg, etc.)
  • A set of travelers clothes
  • A mask of your design
  • A trinket trophy from a memorable victim you slew
  • If you are using starting wealth, you have If you are using starting wealth, you have 3d8 in funds. in funds.

Table: The Slasher

Level Proficiency
Bonus
Features
1st +2
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


Vengeful Spirit[edit]

You perhaps died and came back, making this subclass particularly suitable for undead type races. However, you may also have been left for dead and returned only to wreak hell upon those who simply abandoned you while you yet lived, and still are alive.

Unnatural Fortitude

Starting 1st level, either death or the trauma of near death has altered you immensely so you are only at the fringe of being mortal. Your food and drink requirements are halved, if you require nourishment. If you would be reduced to 0 hit points, you may instead drop to 1 hit point. You must finish a long rest before using this feature again.

Hateful Weapon

Your signature weapon is one of great importance to you, as it is your main channel for your pent up rage and hatred. Starting 2nd level, you may spend an hour bonding with your signature weapon. You may only have one bonded weapon at a time. If you make a new bonded weapon, the old one loses its bonded property. A bonded weapon will reappear in your hand as a bonus action so long as it is in the same plane.

Ever Finder

Your body phases between this world and the next as your rage makes you transcendent. Starting 6th level, you instantly know where a creature you marked with your Predatory Mark is, even if they are invisible or in a different plane. Additionally, you gain ethereal sight, and can see 60 feet into the Ethereal Plane when you are on the Material Plane, and vice versa.

Ghastly

Obstacles cannot get in the way of you and your prey, as you can now bypass much of the material that would hamper you. Starting 9th level, you may spend a horror point to step into the Ethereal Plane as an action. You are capable of moving twice your movement speed as long as you are within the Ethereal Plane. You can exit the Ethereal Plane by using a bonus action and spending another horror point. You are visible on the Material Plane while in the Border Ethereal, and vice versa, yet you can't affect or be affected by anything on the other plane.

Dreadful Pursuit

Fear strikes dead at those who see you coming for them. Starting 17th level, when you move at least 20 feet in a line towards a creature that can see you, you have advantage on all attack rolls against that creature until the end of your turn. Additionally, you can force the creature to expend a reaction to attempt a Wisdom saving throw against a DC equal to 8 + your Charisma modifier + your proficiency bonus. On a failed save, they become frightened. At the start of each of the frightened creature's turns, they can retry the Wisdom saving throw. On a success, they are no longer frightened and are immune to being frightened by you for 24 hours.

Unstable Killer[edit]

You may be mortal, but you're one tough son of a bitch to put down. A voice maybe drives you to insane lengths to kill. Hearing the screams and feeling the warm blood drives you, not any sense of logic.

Unbreakable

Starting 1st level, your incessant desire to kill and strike fear makes you inured to pain and being hit. Your body can withstand great ordeals on its own, without fancy adornment. When unarmored, your Armor Class is equal to 13 + your Dexterity modifier + your Constitution modifier. You may use a shield and still gain this benefit.

Variable User

Your bloodlust is not limited to one tool. All are means of murder you can use. Starting 2nd level, you can make up to three weapons your Signature Weapon instead of just one.

Designated Resistance

Those you designate as prey, you have prepared for. They cannot harm you. Starting 6th level, a creature marked by your Predatory Mark had disadvantage in attack rolls against you.

Gory Revelry

Starting 9th level, you become incredible at hitting parts where it hurts. When you make a critical hit against a creature, you may roll an additional damage die in addition to the critical hit.

Rampage

Once you've started, you refuse to stop. Starting at 17th level, once, on each of your turns when you make a critical hit against a creature with your Signature Weapon, you can use your bonus action to make an additional attack on a different creature that is within 5 feet of the original target and within your range and roll with advantage.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Slasher class, you must meet these prerequisites: Strength 13, Charisma 15

Proficiencies. When you multiclass into the Slasher class, you gain the following proficiencies: Intimidation, Investigation, Improvised Simple Melee weapons, Simple Melee weapons

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