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Slayer predator stalks the darkened city streets, a 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 . 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 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. Also at 2nd level, you can expend one Pact Magic spell slot on Great Weapon Fighting. When you roll a 1 or 2 on a damage your turn to imbue up to two weapons you are touching. They die for an attack you make with a melee weapon that you alight with elemental fury, and deal an extra 1d4 cold, fire, or are wielding with two hands, you can reroll the die and lightning magical damage, chosen by you upon expending the must use the new roll, even if the new roll is a 1 or a 2. The spell slot. weapon must have the two-handed or versatile property for This effect only functions while you are wielding the you to gain this benefit. imbued weapon, and lasts until you complete a short rest. Point Blank Shooter. You gain a +2 bonus to damage rolls You can use an action to end it early. you make with ranged weapons within 30 feet of your The extra damage dealt by an imbued weapon counts as target. You do not suffer disadvantage on ranged attack magical for the purposes of resistance and immunity to non- rolls while you are within 5 feet of a hostile creature. magical damage. It also increases with the strength of your Two-Weapon Fighting. When you engage in two-weapon Pact Magic spell slots: 2nd (1d6), 3rd (1d8), 4th (1d10), 5th fighting, you can add your ability modifier to the damage of (1d12). the second attack. You internalize this energy at 10th level, allowing you to imbue any weapons you wield without expending a Pact Magic spell slot. You can choose which damage type to inflict with each of your imbued attacks.

CLASS FEATURES | SLAYER 3 Chimeric Covenant Greater Quick Step At 3rd level, you join a covenant of those who share your Also at 11th level, your unnerving swiftness becomes outright hybrid nature, refining your ability to call on its power. supernatural. You can quick step on your turn without using a Choose the Covenant of the Dragonheart, the Covenant of the bonus action. You still cannot quick step more than once each Haunted, or the Covenant of the Werebeast, all detailed at the turn. Whenever you suffer damage, you can use your reaction end of the class description. to make a quick step. Your choice grants you features at 3rd level, and again at The maximum distance of your quick steps increases to 15 6th, 14th and 20th levels. feet at 14th level, and 20 feet at 18th level. Ability Score Improvement Otherworldly When you reach 4th level, and again at 8th, 12th, 16th, and Starting at 15th level, your body fully adapts to its demi- 19th level, you can increase one ability score of your choice mortal ichor. You gain proficiency in Constitution saving by 2, or you can increase two scores by 1. You can’t increase throws, and become immune to disease. an ability score above 20 using this feature. In addition, your natural lifespan doubles, and you suffer none of the drawbacks of age. However, the DM can have you Extra Attack roll again on your Covenant Quirks table at intervals throughout your life, as your mortal half ebbs away. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Spirit Sight Offer Vitality Starting at 18th level, you may use your action to discipline your mystical instincts, gaining truesight out to a range of 15 Also at 5th level, you learn to metabolize the raw magic feet until the end of your next turn. flowing through your veins. You can expend a Pact Magic spell slot even when you have none remaining, though doing so reduces your maximum hit points by an amount equal to twice your character level. Chimeric Covenants The road of the slayer is often a lonely one, lacking true Any excess hit points are lost. You must complete a long kinship with either mortals or monsters. Little wonder they rest before you regain your normal hit point maximum, at often seek out those who share their strange origins and which point you can use this feature again. intrinsic talents. These covenants serve to refine and focus You can use this feature twice between long rests starting the otherworldly talents of a true slayer. at 9th level, and three times starting at 13th level. When you first join a Chimeric Covenant, roll on the Covenant Quirks table. Evasion At 7th level, your unnatural celerity lets you dodge out of the Covenant of the Dragonheart way of certain area effects, such as a copper dragon's acid Dragons are figures of awesome power, primordial beasts breath or a prismatic spray spell. When you are subjected to that kingdoms emblazon on their heraldry even as they beg an effect that allows you to make a Dexterity saving throw to heroes to slay them. Little wonder some prize that power. take only half damage, you instead take no damage if you Whether an order of dragon-knights who keep a beating succeed on the saving throw, and only half damage if you fail. dragon-heart as a sacred relic, or a savage warrior whose ancestors lay with transformed dragons, the Covenant of the Uncanny Instincts Dragonheart are true heirs to the blood of the dragon. Starting at 10th level, you have advantage on Wisdom (Perception) checks when noticing creatures subject to your Dragonheart Covenant Quirks Occult Studies. You cannot be frightened by such creatures, d6 Quirk and have advantage on Wisdom saving throws against effects 1 You hoard treasures, of one sort or another. stemming from them. In addition, your Intelligence (Investigation) checks no 2 The reptilian slits of your eyes glow like embers. longer need physical evidence to detect the involvement of 3 You're puzzled when others don't bow and scrape. such creatures. You can sense the lingering imprint of an 4 Scales dapple your skin, and your nails are sharp. otherworldly creature as an unnatural scent or sound. 5 Your temper erupts like a volcano when provoked. Arcane Vigour 6 The constant heat of your body steams on cold days. Starting at 11th level, immortal blood rushes through your veins as you channel its power. Whenever you expend a Pact Heart of the Dragon Magic spell slot, you can regain hit points equal to 2d8 + your When you join this Covenant at 3rd level, you choose one type Intelligence modifier. of dragon your blood resonates with. You also add dragons to The dice you roll to regain hit points increases in size with the list of creatures subject to your Occult Studies. You learn the spell slot: 4th (2d10), 5th (2d12). to read, speak, and write draconic.

CLASS FEATURES | SLAYER 4 Draconic Heart Blood of the Dragon Dragon Damage Type Damage Type At 20th level, you can unleash your full draconic potential at Black Acid 5 by 15 ft. line (Dex save) the start of your action, burning heart rushing the blood of ancient reptiles through your body. Blue Lightning 5 by 15 ft. line (Dex save) Heart. You gain magical natural weapons in the form of Brass Fire 5 by 15 ft. line (Dex save) fangs and claws, which inflict 1d4 slashing damage. Bronze Lightning 5 by 15 ft. line (Dex save) Breath. You can use a bonus action to extend the range of Copper Acid 5 by 15 ft. line (Dex save) your breath weapon. For the rest of the turn, it becomes a 5 by 30 feet line or a 15 foot cone, respectively. Gold Fire 10 ft. cone (Dex save) Wings. You gain a flying speed equal to your walking Green Poison 10 ft. cone (Con save) speed, as wings rip from your back. Any armour you are wearing shifts to accomodate them. Red Fire 10 ft. cone (Dex save) Voice. The range of your draconic presence extends to 30 Silver Cold 10 ft. cone (Con save) feet, and applies to any creatures within that range. White Cold 10 ft. cone (Con save) Scales. You gain immunity to the damage type associated with your draconic heart. Wings of the Dragon This state lasts for 1 minute, after which you revert to Starting at 3rd level, if you use your quick step to move at normal. You cannot use this feature again until you complete least 10 feet directly upwards, you gain a flying speed equal a short or long rest. You regain the use of this feature early to your walking speed until the end of your turn. whenever you cast absorb elements at 7th level or higher. If you suffer falling damage at the end of that turn, you reduce the number of dice rolled by an amount equal to your slayer level. Covenant of the Haunted It is the fate of the living to remember the dead, and the doom Claws of the Dragon of the dead to envy the living. The Haunted are those in Also at 3rd level, whenever you roll your Imbue Arms damage whom the two meet. Necromantic experiments gone wrong, die for the element associated with your draconic heart, you warriors sired by ancestors long-past, guards whose fallen treat any result lower than 3 as a 3. This benefit also applies charges stand forever at their shoulder. to damage dice for Slayer spells. Treading the land of the living while half dead, the Haunted If necessary, you add this element to the list of damage slayer gives rest to the wicked and comfort to the unavenged. types you can inflict with your imbued weapons, or with slayer spells that can inflict your choice of cold, fire, or Haunted Covenant Quirks lightning damage. d6 Quirk 1 You cannot sleep soundly except on a bed of grave-dirt. Breath of the Dragon Starting at 6th level, you can perform an elemental roar when 2 Your skin is ice-cold, and your breath never frosts. you take the Attack action. This replaces your usual weapon 3 You are often distracted by whispers. attacks. Your draconic heart determines the size, shape, and 4 Your wounds do not bleed, your heart does not beat. damage type of the exhalation, which uses your slayer spell save DC. 5 Mirrors and still ponds show the reflection of a corpse. If a creature fails its saving throw, roll your Imbue Arms die 6 You obsess over an object or place bound to the past. twice, and inflict the result as damage of the appropriate type. If it succeeds, it suffers half as much damage. Phantom Arms Starting at 3rd level, you can channel deathly power into your Voice of the Dragon weapons. You add necrotic and radiant to the list of damage Also at 6th level, you can use an action to impose your types you can inflict with your imbued weapons, or with any draconic presence on another creature within 5 feet. If it can slayer spell that can inflict your choice of cold, fire, or see or hear you, it must make a Wisdom saving throw at your lightning damage. slayer spell save DC, or become charmed or frightened of you If you hit an undead creature with an imbued weapon, you (your choice) until the end of your next turn. roll twice as many Imbue Arms damage dice. If a creature succeeds on its saving throw, it becomes immune to this feature until you complete a long rest. Wraith Step Also at 3rd level, you may use your quick step to move Scales of the Dragon through spaces occupied by solid objects (including living Beginning at 14th level, whenever you suffer damage of the beings, with no check needed) as a stream of ghostly mist. type associated with your draconic heart, you can cast absorb The space must have a gap at least large enough for a tiny elements at will, without expending a spell slot or using your creature to move through, such as a keyhole. reaction, to absorb it. The effective level of this spell is equal If you end your quick step in a space occupied by a solid to the original damage, divided by 10 (minimum one), and it object, you suffer 1d10 force damage and are shunted out ends early if you cast it again. into the nearest free space.

COVENANTS | SLAYER 5 Tell No Tales Primal Transformation Beginning at 6th level, you can see 60 feet into the Ethereal Also at 3rd level, your body is warped by its own primeval Plane when you are on the Material Plane, and vice versa. energies, transforming in the following ways: In addition, you can cast speak with dead without Beast Claws. You grow claws, fangs, or horns. You are expending a spell slot or material components. You must proficient with these natural weapons, which have the complete a short rest before you can do so again. Finesse and Light tags, and deal 1d4 slashing damage. You can engage in two-weapon fighting with them, and they do Beyond Death not occupy your hands. At 14th level, your ghostly resonance grants you resistance to Natural Armour. Your body bristles with hair and uncanny necrotic damage. You no longer need to breathe, eat, or drink. agility. Your AC increases by 1. You cannot benefit from this If you drop to 0 hit points or fail a death save, you can natural armour if you are wearing heavy armour or holding expend a Pact Magic spell slot and instead drop to 1 hit point. a shield. You must complete a short rest before you can do so again. Brutish Might. You have advantage on Strength checks and saves, but suffer disadvantage on Intelligence checks and Scion of the Grave saves, and Charisma checks which do not use Intimidation. At 20th level, you can use your action to transform into a living spectre. The details are up to you; you might become a You can use your action to adopt your human form, or figure of ghostly flame, or a shroud of shadows. return to this half-beast shape. In this state, you ignore exhaustion, and cannot be frightened, paralyzed, petrified, or poisoned. You are also Kin to Beasts immune to cold, necrotic, and poison damage. Starting at 6th level, you can cast animal friendship at will, at You immediately enter the Border Ethereal, as described in the level of your slayer spell slots, without expending a spell etherealness. Whenever you quick step, or cast a slayer spell slot or material components. You must complete a short rest which causes you to move, you can enter the Material Plane before you can do so again. until the end of your turn. You can choose to frighten beasts rather than charming You can use your action to terrify every creature that can them. This use of the spell ignores the target's Intelligence. see you within 30 feet. They must make a Wisdom saving throw at your slayer spell save DC, or become frightened of Razor Claws you until the end of their next turn. While frightened, they can Also at 6th level, the damage die of the natural weapons see you even while you are on the Ethereal Plane. granted by your Primal Transformation becomes 1d6, and This transformation lasts 5 rounds, after which you return while imbued, they are magic weapons. to the Material Plane. You cannot use your action to adopt Starting at 11th level, your imbued natural weapons also this form again until you finish a long rest. offer a +1 bonus to attack and damage rolls. However, you can freely adopt this form whenever you expend a Pact Magic spell slot to use Beyond Death. Lunatic Toughness Beginning at 14th level, the natural armour granted by your Primal Transformation reduces all bludgeoning, piercing, or Covenant of the Werebeast slashing damage you suffer by 3. The line between civilization and the wild is more thinly- Damage from silvered weapons is not reduced by this stretched than most would allow themselves to believe. feature. Buried not-so-deep in every soul is a bundle of bestial urges. Those who join the Covenant of the Werebeast (by curse or Warbeast Transformation by kin) tease that tangle loose. Some lose themselves to this At 20th level, you can use your bonus action while in the half- raw strength, while others find serenity in their savage side. beast shape offered by Primal Transformation to give full reign to the monstrous creature within, less than a beast and Werebeast Covenant Quirks more than a mortal. You gain the following benefits: d6 Quirk Your size increases by one category, as you double in 1 Your eyes are those of a beast, and gleam in darkness. height and your weight multiplies by four. Any worn gear 2 You find the moonlight intoxicating and soothing. adapts to your new size, and you increase your Strength 3 An obvious animalistic growl rumbles in your voice. score (and maximum Strength score) by 2. The damage die of your natural weapons becomes 1d10. 4 You often forget the mores of civilization. You gain resistance to all bludgeoning, piercing, or 5 The mark of the beast is thick in your skin or hair. slashing damage inflicted by non-silvered weapons. You cannot deliberately move away from a hostile creature 6 You remember only fragments of your time as a beast. on your turn, unless doing so brings another hostile creature into reach of your melee attacks. Animal Senses If you start your turn without having inflicted any damage When you join this covenant at 3rd level, you gain proficiency since the start of your last turn, you lose 1d10 hit points. in the Perception skill. Your proficiency bonus is doubled for any check that relies on hearing or smell. This transformation lasts 10 minutes, though you can end it early as an action, or whenever you drop to 0 hit points. You cannot use this feature again until you complete a long rest.

COVENANTS | SLAYER 6 Slayer Spell List New Spells Level 1 Bonding Serpents 1st-level conjuration Absorb Elements (Elemental Evil Player's Guide, pg. 15) Animal Friendship Casting Time: 1 bonus action Armor of Agathys Range: Self (30-foot radius) Arms of Hadar Components: V Bane Duration: Concentration, up to 1 minute Bonding Serpents* The next time you hit a creature with a weapon attack before Charm Person this spell ends, the target must make a Strength saving throw. Detect Evil and Good If it fails, its limbs are bound to you by ribbons of elemental Detect Magic smoke. Fog Cloud Every foot the target travels costs it an additional foot of Hellish Rebuke movement, unless that movement brings it closer to you. This Protection from Evil and Good spell ends if you start your turn more than 30 feet away from Scouring Serpents* the target. Springheel Tread* At Higher Levels. When you cast this spell using a spell Thunderwave slot of 2nd level or higher, the spell's maximum distance Vanishing Step* increases by 10 feet for every slot level above 1st. Level 2 Scouring Serpents Alter Self 1st-level conjuration Augury Casting Time: 1 bonus action Blur Range: Self Crown of Madness Components: V Darkness Duration: Concentration, up to 1 minute Darkvision Destructive Step* The next time you hit a creature with a melee weapon attack Hold Person before this spell ends, the target is wreathed with scouring Mirage Step* elemental streamers, suffering an additional 1d4 cold, fire, or Protection from Poison lightning damage (your choice). See Invisibility At the start of each of its turns until the spell ends, the Silence target must make a Constitution saving throw. On a failed save, it takes a further 1d4 damage of the same type. On a Level 3 successful save, it suffers no damage. Bestow Curse This spell ends early if you attack any other creature. Blink At Higher Levels. When you cast this spell using a spell Counterspell slot of 2nd level or higher, the size of the spell's damage die Dispel Magic increases to 1d6 (2nd), 1d8 (3rd), 1d10 (4th), 1d12 (5th). Fear Protection from Energy Springheel Tread Kindle Self* 1st-level transmutation Vampiric Touch Casting Time: 1 action Level 4 Range: Self Components: M (a gummy mix of sap and ash) Banishment Duration: 1 hour Elemental Bane (Elemental Evil Player's Guide, pg. 17) Until the spell ends, you gain a climbing speed equal to Locate Creature your walking speed. You may climb up, down, and across Odic Wellspring* vertical surfaces without occupying your hands. Stoneskin In addition, any falling damage you suffer is halved, and the Level 5 distance you can jump becomes 10 feet, if it would be lower. Jumping consumes movement as normal. Contact Other Plane You only benefit from this spell's effects if you moved Dispel Evil and Good further than your walking speed on your last turn. Hallow At Higher Levels. When you cast this spell using a spell Hold Monster slot of 2nd level or higher, your walking speed and minimum Primordial Torrent* jumping distance increase by 5 feet and 10 feet, respectively, for each slot level above first, up to 5th level.

SPELL LIST | SLAYER 7 Destructive Step Vanishing Step 2nd-level evocation 2nd-level illusion Casting Time: 1 bonus action Casting Time: 1 bonus action Range: Self (20-foot line) Range: Self Components: V Components: V Duration: Instantaneous Duration: Concentration, up to 1 turn You flicker forward, trailing elemental energy like a comet. You flash forward, faster than sight. You become invisible You move up to 20 feet in a straight line in any direction, until the end of your turn, and immediately move up to 20 ending your movement in an unoccupied space. This feet, ending your movement in an unoccupied space. This movement does not provoke opportunity attacks, and is movement does not provoke opportunity attacks, and is unaffected by difficult terrain. Your movement ends early if unaffected by difficult terrain. Your movement ends early if you hit an obstacle, though you can move through spaces you hit an obstacle, though you can move through spaces occupied by hostile creatures. occupied by hostile creatures. Every creature within 5 feet of the line traced by your At Higher Levels. When you cast this spell using a spell movement must make a Dexterity saving throw. A creature slot of 3rd level or higher, the distance you move increases by takes 2d6 cold, fire, or lightning damage (your choice) on a 10 feet for each slot level above 2nd. failed save, or half as much as damage on a successful one. At Higher Levels. When you cast this spell using a spell Kindle Self slot of 3rd level or higher, the damage increases by 1d6 and 3rd-level necromancy the distance by 10 feet for each slot level above 2nd. Casting Time: 1 reaction Range: Self Mirage Step Components: V 2nd-level illusion Duration: 1 minute Casting Time: 1 reaction, which you take when you are Your skin hisses and steams as your magic boils away attacked ailments. You can cast this spell in response to suffering any Range: Self one of the following conditions: blinded, deafened, paralyzed, Components: V or poisoned. You lose 2d4 hit points, and remove that Duration: 1 minute condition. Until this spell ends, you can use your reaction to Your speed baffles attackers, as you shroud yourself in do so again. afterimages. Each time a creature targets you with an attack, roll a d20 to determine whether the attacker mistakenly Odic Wellspring targets an afterimage. If you have three afterimages, you must 4th-level necromancy roll a 6 or higher to change the attack’s target to an Casting Time: 1 bonus action afterimage. With two afterimages, you must roll an 8 or Range: Self higher. With one afterimage, you must roll an 11 or higher. Components: M, V, S (mixture of herbs and blood) You create one afterimage when you cast this spell. Duration: Concentration, up to 1 minute An afterimage’s AC is equal to your spell save DC. If an attack hits an afterimage, it is destroyed. An afterimage can The life force that suffuses nature is absorbed to heal your be destroyed only by an attack that hits it. It ignores all other wounds. At the end of each of your turns, you regain hit damage and effects. points equal to 1d4 + your spellcasting modifier. Whenever an afterimage is attacked or destroyed, you can move up to 10 feet, ending your movement in an unoccupied Primordial Torrent space. This movement does not provoke opportunity attacks, 5th-level evocation and is unaffected by difficult terrain. Your movement ends Casting Time: 1 action early if you hit an obstacle, though you can move through Range: Self (60-feet cone) spaces occupied by hostile creatures. Components: V, S The attacked afterimage can also move up to 10 feet into a Duration: Instantaneous different unoccupied space, in any direction. Whether either of you move or stay, it is reduced to a mere illusory double, You bound forward, unleashing a coruscating wave of which cannot take actions but moves independently on your elemental energy. Each creature in a 60-foot cone must turn. You can only have one double at a time; creating a new succeed on a Constitution saving throw or take 5d12 cold, one destroys any existing doubles. fire, or lightning damage (your choice), and be knocked prone. A creature is unaffected by this spell if it relies on senses A creature that succeeds on its saving throw takes half as other than sight, or if it can perceive illusions as false. much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell Once all targets have made their saving throws, you move slot of 3rd level or higher, the distance you and your 30 feet in the same direction as the cone. Your remaining afterimage can move increases by 5 feet for each slot level movement is reduced by the same amount. above 2nd. In addition, you create an extra afterimage for every slot level above 2nd, to a maximum of three afterimages.

SPELL LIST | SLAYER 8 Design notes The Slayer is intended to be an agile, fast-moving frontline Multiclassing warrior. It focuses on inflicting as much damage as it can Whether spending more time on magical study as a before moving out of danger, as it lacks much in the way of wizard, or honing their martial mastery as a fighter, long-range capabilities or staying power. slayers can benefit from multiclassing as much as Without access to heavy armour, unarmoured defense, or any adventurer. The details are as follows: resistance, it has to rely on its Quick Step to keep from being Slayer Multiclass Prerequisites pinned down and splattered – as a result, it also receives Evasion, to help counter area-of-effect damage that would Ability Score Minimums: Dexterity 13 or Strength 13, Intelligence 13 invalidate this maneuverability. The Slayer's damage output relies on their Imbue Arms Slayer Multiclass Proficiencies feature, which allows them to customize their damage type to Light armor, medium armor, shields, simple deal with a wide array of monsters, and further encourages weapons, martial weapons two-weapon fighting – a loadout which reduces the Slayer's passive defenses even further. Slayer Multiclass Pact Magic The Slayer is the only other short-rest caster in the game, If you gain warlock levels as a slayer (or vice versa), essentially acting as a Warlock half-caster just as the Paladin you use the Warlock table to determine your acts as a Cleric half-caster. Though it learns the full number number and level of Pact Magic spell slots. Add of spells for an "arcane" caster, its sharply limited slots mean together all your warlock levels, and half your levels each one is costly. To alleviate this issue, they can access (rounded down) in the slayer class. further slots by eating into their own maximum health with Offer Vitality, a risky proposition that puts even more pressure on the Slayer to judge risks properly. Since these extra slots only reduce their maximum hit points, not their current total, the Slayer can act more freely Inspirations as they become more damaged. This is furthered by Arcane Bloodborne's Hunters. A fairly obvious inspiration to anyone Vigour, which "rewards" those who cast while injured. who's played the game. Drawing on forbidden power and Out of combat, the Slayer will mostly contribute by using risking monstrous transformations, the Good Hunter in their Occult Studies and high Intelligence score, an Ability Bloodborne plays fast and furious, with a few curious normally invested in only by Wizards, to provide information "spells" and little in the way of staying power. This was to the party. Their 6th-level Covenant feature can grant them arguably the primary touchstone of the class, though I more specific capabilities outside combat. diverged where necessary – both for the sake of concept The Slayer class also caters to those who'd like to stir a diversity, and for actual playability. Shields, anyone? little edge into their morning wheaties, with the potential to Devil May Cry's Dante. Along with Platinum's Bayonetta, focus on a character's cursed half-monster nature. this fast and high-impact supernatural huntsman was a point of inspiration. Few classes in D&D5e (other than the Covenants Monk) have the sheer mobility these characters enjoy, and A Covenant should usually reflect a specific kind of monster none but the Paladin blend magic with martial skill. Umbra that the Slayer in question emulates. If writing your own, Witches and Devil Hunters would make excellent keep in mind these guidelines: Covenants – and may well do so, in the future. 3rd level introduces an unlimited signature feature. Dishonored's Corvo. Corvo Attano, Daud, and Emily 6th level provides a non-combat feature. If it also provides Kaldwin all make for excellent Slayers, though in the past a combat feature, it will be a delayed part of the 3rd level. I've represented them as a Roguish Archetype. It's the 14th level provides a passive defensive feature. quick, easy movement and the blend of martial and occult 20th level is a powerful and monstrous transformation. magical skill that makes them a good fit. Untold's Dracula. This one's pretty specific, but in A Covenant's Quirks are split evenly between those which truth it applies to any vampiric character who shuns the affect the Slayer's appearance, and those which affect their original story in favour of high-powered bat shenanigans. behaviour or mindset. This Dracula's combat-teleports and monstrous powers make him an excellent fit. Other examples are 's Acknowledgements , FFVII's Vincent, or 's Dracula. This class would not have come about without Matt Mercer, "" is itself another solid option for a Covenant. whose Blood Hunter class was the original seed of Witcher's Geralt. Though the Witchers are perhaps a better inspiration. It started as a rewrite of the Blood Hunter, but fit for the Ranger class – or would be, if the latter pulled its soon became its own idea. socks up – their half-human heritage, wealth of obscure Credit to Q Entertainment for the opening image, taken knowledge, and magical-martial skill helped inspire this from the concept art of Ninety-Nine Nights. Credit to class. Not quite as tough or flashy as the Slayer, which Yoshioka for the page 6 image. I do not own this artwork, admittedly indulges its anime heritage (I refuse to be and will remove it on request. ashamed of mirage step), but they've got the rest down pat. I'd also like to thank everyone who offers their thoughts.

DESIGN NOTES | SLAYER 9