Slaughterer (5e Subclass)
Slaughterer[edit]
Warlock Subclass
You have been chosen by some otherworldly entity to fulfil a simple yet grisly purpose. You must kill. Your patron demands this, be it for some ulterior motive or simply for the joy of it. It doesn't matter, in the end. You aren't ever told why... you simply do.
Expanded Spell List[edit]
The Slaughterer lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level | Spells |
---|---|
1st | hunter's mark, inflict wounds |
2nd | grasp, crush |
3rd | haste, vampiric touch |
4th | death ward, staggering smite |
5th | banishing smite, hold monster |
Slaughterer Invocations[edit]
When you gain the Eldritch Invocations feature, you may choose from The Slaughterer Invocations as well as the normal Invocations.
Chosen Slayer[edit]
Your patron's will to spill the blood of your enemies manifests in greater prowess and staying power in combat. At 1st level, you gain 1 temporary hit point for every 5 damage you deal with a melee weapon or melee spell attack, and you gain proficiency in medium armor and martial weapons. If you deal damage to an undead creature or a creature that otherwise has no blood, you do not gain temporary hit points from damaging them.
Bloodletter[edit]
Your cursed vitae can now be used to fuel spells. Starting at 1st level, you may cast a spell by sacrificing a number of Hit Dice equal to the spell slot level you intend to cast it with. The spell's level cannot exceed the highest level spell slot available to you at your current warlock level.
Extra Attack[edit]
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Killer Superiority[edit]
At 10th level, you learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You also gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
You can spend a hit dice, rather than a superiority die, when you use one of your maneuvers. When you do so, you roll a d8 for that maneuver as your superiority die.
Murder[edit]
Nothing is safe from you, mortal or otherwise. When you reach 14th level, any creature you drop below 0 hit points is killed immediately, negating any effect that might save it from death such as a vampire's mist form. Additionally, you gain a bonus to attack and damage rolls equal to your Charisma modifier.
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