Slasher (5e Subclass)
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Slasher[edit]
Barbarian Path
Slashers are predators, creatures of nightmares that represent the fears of a society. Monsters, serial killers, otherworldly stalkers and unstoppable beasts, these creatures seek only killing and destruction. Some are motivated by revenge, other's by a sick pleasure brought by killing, and others by hunger.
- Stalker's Mark
Starting at 3rd level when you enter in rage, and as a bonus action each turn afterwards, you can mark a creature with the stalker's mark. You cause additional damage equal to 1d6 with attacks against the marked creature, and you can use your reaction in each of your turns to move towards the marked creature. You must end this move closer to the creature than you started.
In addition, when you mark a creature, the target must succeed on a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Constitution modifier, or is frightened by you, and must use its reaction to move up to its movement speed away from you.
The stalker's mark lasts for the duration of the rage, or until you mark another creature.
- Unerring Tracker
Starting at 6th level, you can cast locate creature a number of times equal to your Proficiency bonus. Constitution is your spellcasting ability for this spell.
- Vengeful Return
Starting at 10th level, when you are reduced to 0 hit points, you are reduced to 1 hit point instead and you appear to be dead, as per feign death, but you can end this spell on your turn without requiring an action.
In addition, when you end this state on yourself, any hostile creature that can see you within 30 feet is frightened by you for 1 minute. A frightened creature can make a Wisdom saving throw against a DC equal 8 + your Proficiency bonus + your Constitution saving throw to end the effect. The Relentless Rage feature also triggers this frightening effect.
You can use this ability a number of times equal to your Proficiency bonus, and regain your uses after finishing a long rest.
- Icon of Terror
At 14th level, your name become synonymous to fear. When you enter in rage, any creature able to see you that start its turn within 30 feet of you or end its turn there must succeed on a Wisdom saving throw, or be frightened until the end of your next turn.
In addition, whenever a creature marked by you is frightened, you can use your bonus action to teleport to an unoccupied space within 5 feet of the creature and within 100 feet of you. If you make an attack after teleporting in this manner, you deal additional damage equal to 2d6 psychic on a hit.
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