Slayer Predator Stalks the Darkened City Streets, a Monster Clad in Shadows, Leaving Only Silence and Gore in Its Wake

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Slayer Predator Stalks the Darkened City Streets, a Monster Clad in Shadows, Leaving Only Silence and Gore in Its Wake Slayer predator stalks the darkened city streets, a monster clad in shadows, leaving only silence and gore in its wake. When it spots a figure wandering alone, cloak pulled tight against the nightly chill, the creature of the night moves in for another easy kill. It's only as she turns, silver Ablade flashing, that the beast realizes it's not the only hunter out tonight. The elf screams, skin peeling away as something monstrous claws up from inside her. A creature she's kept locked away, straining to be set free. Her eyes snap open, glowing with dreadful light, and she lunges for the monsters. Or rather, she lunges for the other monsters. The blue-scaled warrior sniffs the damp dungeon air a moment, gesturing to his companions. Then his weapon ignites with crackling lightning as he whirls to face the swarm of stunted raiders. The failed ambushers raise their crude spears in a bristling wall, and he all but melts past them, moving with uncanny surety as his blade lashes out. Every slayer is a hybrid, only partly mortal. Some inherited the power flowing through their veins, or made a pact with a creature from beyond this realm, while others were inducted into secretive orders through mutative rituals. Whatever the source of their otherworldly power, the slayer wields it as a weapon. Often just as feared as the creatures they hunt, these half-monster warriors delve into ancient lore in an effort to understand and master their stranger natures. Those Who Hunt Monsters The archetypal slayer is a swift and terrible combatant, who easily identifies the weak link in any battle line and lunges for it. Escape soon becomes impossible. Once their quarry has been isolated and brought down, the slayer can pick apart the remaining, scattered enemies at their leisure. Attempts to pin the slayer down inevitably fail, for they move with unearthly speed, and every blow that fails to kill them simply opens the door to more of their power. A slayer left bloodied and broken is more dangerous than ever, and will soon be back in the fight. Blending swift and close-ranged destructive magical power with a strong sword-arm and quick feet, the lightly-armoured slayer dodges and darts around opposition, leaving grievous wounds in their wake. Occult Secrets No slayer can survive long without exploring the supernatural power that lurks in their veins. These half-breed hunters seldom receive guidance from gods (at least, not the benevolent sort), but must instead delve into forgotten tomes and old folk tales, learning their own nature through study and experimentation. Such insights offer great power to the scholarly slayer. Slayers who delve into their mongrel magical nature can discover more dangerous skills, learning to truly draw forth their half-monster qualities as they transform into unnatural war forms. Still others devise magic rites fuelled by the power of their own immortal life force, calling on their own destruction to see a foe defeated. INTRO | SLAYER 1 The Slayer Level Proficiency Bonus Spells Known Features Spell Slots Slot Level 1st +2 – Occult Studies, Quick Step – – 2nd +2 2 Fighting Style, Pact Magic, Imbue Arms 1 1st 3rd +2 3 Chimeric Covenant 2 1st 4th +2 4 Ability Score Improvement 2 1st 5th +3 5 Extra Attack, Offer Vitality 2 2nd 6th +3 6 Covenant feature 2 2nd 7th +3 7 Evasion 2 2nd 8th +3 8 Ability Score Improvement 2 2nd 9th +4 9 – 2 3rd 10th +4 10 Uncanny Instincts 2 3rd 11th +4 11 Arcane Vigour, Greater Quick Step 2 3rd 12th +4 11 Ability Score Improvement 2 3rd 13th +5 12 – 2 4th 14th +5 12 Covenant feature 2 4th 15th +5 13 Otherworldly 2 4th 16th +5 13 Ability Score Improvement 2 4th 17th +6 14 – 2 5th 18th +6 14 Spirit Sight 2 5th 19th +6 15 Ability Score Improvement 2 5th 20th +6 15 Covenant feature 2 5th Creating a Slayer Class Features When you create your slayer character, consider the origin of As a slayer, you gain the following class features. their power. Did you imbibe the blood of an ancient fiend, or were you marked by a fey noble? Did you seek out this power, or do you resent having it thrust upon you? How did your Hit Points loved ones respond to these changes? Hit Dice: 1d10 per slayer level What drives you to the hunt? Have you joined a formal Hit Points at 1st Level: 10 + your Constitution modifier order of monster hunters, or are you seeking answers as a Hit Points at Higher Levels: 1d10 (or 6) + your Constitution lone survivor of some terrible rite? Do you want revenge on modifier per slayer level after 1st someone who cursed you, or have you simply embraced the Proficiencies bloody thrill of combat? Armor: Light armor, medium armor, shields What is your relationship with your otherworldly magic? Weapons: Simple weapons, martial weapons Do you eagerly search for ancient lore to extend your powers, Tools: None or is every fresh secret an unwelcome revelation? Why did you join up with a band of adventurers? Do you Saving Throws: Dexerity, Intelligence find their camaraderie a much-needed comfort, or worry that Skills: Choose two from Acrobatics, Arcana, Athletics, your alien impulses will bring them to harm? Investigation, Perception, Religion, Stealth and Survival. Equipment Quick Build You start with the following equipment, in addition to the You can make a slayer quickly by following these suggestions. equipment granted by your background: First, make Dexterity your highest ability score, followed by Intelligence. A high Constitution score is ideal, and should (a) scale mail or (b) leather armor replace Intelligence for slayers distinterested in casting A martial melee weapon and a simple weapon spells. Second, choose the haunted one background (Curse (a) a hand crossbow and 20 bolts or (b) a martial weapon of Strahd, pp. 209). (a) a dungeoneer's pack or (b) a scholar's pack CHARACTER CREATION | SLAYER 2 Occult Studies Pact Magic You have an affinity for otherworldly creatures. At 1st level, Starting at 2nd level, you learn to channel your unnatural choose two types of creature: aberrations, celestials, fey, vitality into formal spells. fiends, monstrosities, or undead. You receive the following benefits when dealing with such creatures: Spell Slots The Slayer table shows how many spell slots you have. The You have advantage on Intelligence checks dealing with table also shows what level those slots are; all of your spell these creatures. slots are the same level. To cast one of your slayer spells of You may use Intelligence (Investigation) in place of 1st level or higher, you must expend a spell slot. You regain all Wisdom (Survival) to track them, piecing together the expended spell slots when you finish a short or long rest. curious movements of your monstrous kin. For example, when you are 5th level, you have two 2nd-level You can use Intelligence (Arcana, Nature, or Religion, as spell slots. To cast the 1st-level spell bane, you must spend appropriate) in place of Wisdom (Insight), calling on your one of those slots, and you cast it as a 2nd-level spell. knowledge of their strange habits. You learn one language spoken by these creatures. While you are tracking such a creature, you cannot be Spells Known of 1st Level and Higher At 2nd level, you know two 1st-level spells of your choice from surprised by creatures of the same type. the slayer spell list. You choose two additional creature types, and one The Spells Known column of the Slayer table shows when additional language, at 6th and 14th level. you learn more slayer spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. Quick Step When you reach 11th level, for example, you learn a new You dart past enemies with uncanny swiftness. Once on your slayer spell, which can be 1st, 2nd, or 3rd level. turn, if you are not wearing heavy armour and your speed is Additionally, when you gain a level in this class, you can more than 0, you can use a bonus action to quick step. You choose one of the slayer spells you know and replace it with immediately move up to 10 feet in any direction. another spell from the slayer spell list, which must also be of Your quick step does not provoke opportunity attacks. The a level for which you have spell slots. distance you move in a quick step is not reduced by difficult terrain, small obstacles, or gaps you could jump over, and you Spellcasting Ability can move through a hostile creature's space by succeeding at Intelligence is your spellcasting ability for your slayer spells, a contested Dexterity (Acrobatics) check. so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence Fighting Style modifier when setting the saving throw DC for a slayer spell you cast and when making an attack roll with one. At 2nd level, you adopt a particular style of fighting as your Spell save DC = 8 + your proficiency bonus + your specialty. Choose one of the following options. You can’t take Intelligence modifier a Fighting Style option more than once, even if you later get Spell attack modifier = your proficiency bonus + your to choose again. Intelligence modifier Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls Imbue Arms with that weapon.
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