Slayer (5e Subclass)
Slayer[edit]
Fighter Subclass
Monster's wander the land, posing lethal threat to the helpless souls who are unlucky enough to cross paths with them. Thankfully, there are those who are willing to find those creatures and put an end to their destructive existence. These are the Slayers, warriors who fight monsters with pure determination and skill, relying on the strength of arms, sharpness of mind and bravery of heart, they face creatures who could wreak walls of a castle, or burn entire kingdoms to ashes with nothing more than the cold steel of a sword in their hands.
- Bonus Proficiencies
At the 3rd level, you gain proficiency in one of the following skills: Arcana, Religion, or Nature. Your proficiency bonus is doubled for this skill.
- Favored Enemy
Beginning at 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Finally, you can change your chosen favored enemy for a new one, by spending 8 hours of study, research and training. At the end of this training, you must succeed on a Intelligence check (DC 15), to make the change. The DM can allow you to add proficiency in Arcana, History, Nature or Religion, as appropriate. You can also change the enemy when you gain a level in this class.
- Slayer's Resilience
The path of the slayer requires a huge endurance and fortitude, in order to survive the fights with the dangerous monsters who roam the world. When you gain this feature, you must choose one of the following traits:
- Fanatic Resolve. Whenever you use your Second Wind feature, you gain temporary hit points equal to 3 x your Fighter level.
- Refreshing Strikes. When you use your Second Wind feature, you can take the Attack action as part of the same bonus action.
- Resolute Defiance. When you use your Second Wind, you can end one effect on yourself if it can be ended with a saving throw. You can use this bonus action to end these types of effects even if otherwise the effect would prevent you from taking a bonus action
- Danger Sense
Starting at 7th level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
- Slayer's Technique
At 10th level, you hone your combat skills, fueled by your inner reserves of energy. You can choose one of the following techniques below:
- Battle Fervor. Whenever you use Action surge to take the Attack action, you can make one additional attack as part of that action. This increases to two attacks at 18th level.
- Adrenaline Surge. When you use your Action Surge, you can take the Dash, Disengage or Dodge action without taking an action. This increases to two of these actions at 18th level.
- Fast Recovery. When you use your Action Surge, you can roll any amount of hit dice you have, and regain hit points as if you had completed a short rest. At 18th level, whenever you use Action Surge, you regain one hit die, that can be used with this feature.
- Slayer Zeal
Starting at 15th level, you learn how to endure the effects and abilities of your foes. You can choose one of the following features:
- Resilience. When you use your Indomitable feature, you have advantage on the next saving throw that you make within the next minute.
- Spell Turning. When you use your Indomitable feature on a saving throw against a spell, you may roll an additional die and use either roll.
- Spellbreaker. Whenever a creature within a distance equal to your movement speed of you casts a spell, you can use your Indomitable feature to move towards it and force the creature to make a Constitution saving throw (DC = 8 + Proficiency Bonus + your Strength or Dexterity Modifier). On a failure, the spell is wasted.
- Iron Will
By 18th level, you have acquired greater mental strength. You gain proficiency in Intelligence, Wisdom and Charisma saving throws.
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