Slayer Class - 5e - GM Binder
Slayer Class - 5e - GM Binder
Slayer Class - 5e - GM Binder
Hit Points
Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + your constitution modifier Slayer
Hit Points at Higher Levels: 1d8 + your constitution
modifier per each slayer level after first. Proficiency
Level Bonus Features
Proficiencies
1st +2 Studied Target, Fighting Style
Armor: Light armor, Medium armor.
Weapons: Simple weapons, Martial weapons. 2nd +2 Expertise, Killer Instinct
Tools: Poisoner's kit. 3rd +2 Slayer's Calling
Saving Throws: Strength, Dexterity 4th +2 Ability Score Improvement
Skills: Choose two from the following: Athletics, Acrobatics,
Stealth, Investigation, Medicine, Perception, Survival, and 5th +3 Extra Attack
Intimidation Slayer's Advance, 2nd Studied
6th +3
Equipment Target
You start with the following equipment, in addition to the 7th +3 Calling Feature
equipment granted by your background: 8th +3 Ability Score Improvement
(a) scale mail or (b) leather armor and a shortsword 9th +4 Evasion
(a) two martial weapons or (b) longbow and 20 arrows
(a) dungeoneer's pack or (b) explorer's pack 10th +4 Calling Feature
11th +4 Improved Fighting Style
Class Features 12th +4 3rd Studied Target
As a Slayer, you gain the following class features 13th +5 Calling Feature
Hit Points 14th +5 Ability Score Increase
Hit Dice: 1d8 per Slayer level 15th +5 Eye for an Eye
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 6) + Constitution 16th +5 Fighting Style Mastery
modifier per Slayer level after 1st. 17th +6 Calling Feature
Proficiencies 18th +6 4th Studied Target
Armor: Light armor, Medium armor. 19th +6 Ability Score Increase
Weapons: Simple weapons, Martial weapons.
Tools: Poisoner's kit. 20th +6 Execute
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Two-Weapon Fighting. When you engage in two weapon Improved Fighting Style
fighting, you can add your ability modifier to the damage
of the second (off-hand) attack. When you take this feature, you must choose the same
Whichever benefit you pick, it paves the way for your Fighting Style as you chose at 1st level. These abilities stack
mastery of those weapons, strengthening your expertise in with each other.
them at 11th and 16th level. Archery. You double the range limitations on all ranged
weapons.
Expertise
Dueling. When you are wielding a melee weapon in one
At 2nd level, choose two of your skill Proficiencies. Your hand and no other weapons, you gain the ability to roll a
Proficiency Bonus is doubled for any ability check you make critical hit on a roll of 19 - 20.
that uses either of the chosen Proficiencies.
Great Weapon Fighting. When you attack with a two-
Killer Instinct handed weapon (or weapon with versatile property that is
At 2nd level, your instinct to fight always kick in a little being wielded with both hands), you can spend your
quicker than others. Add your proficiency bonus to your reaction to make a shove attack with your attack. The
initiative modifier. target of the shove must make a Strength saving throw
equal to a DC 8 + your Strength modifier + your
Slayer's Calling proficiency. On a failure, the target is pushed back 5 feet.
At 3rd Level, your choose a calling to belong to. This guild Two-Weapon Fighting. When you engage in two weapon
focuses in your preference of targets. You can choose your fighting, you can add a third off-hand attack. You can make
calling to be either an Assassin, Bounty Hunter, Cuthroat, or this attack with either weapon, but you do not add your
Vanguard. ability modifier damage to the roll.
Ability Score Improvement Eye for an Eye
When you reach 4th Level, and again at 8th, 10th, 14th, and Starting at 13th level, your anger and instinct combine to
19th level, you can increase one ability score of your choice strike down those with seething hatred. Whenever you are
by 2, or you can increase two Ability Scores of your choice by successfully hit by a critical hit, you can use your reaction to
1. As normal, you can’t increase an ability score above 20 make a single weapon attack with advantage. If your attack
using this feature. hits, it is a critical hit.
Once you use this feature, you must finish a long rest
Extra Attack before
you can use it again.
Beginning at 5th Level, you can Attack twice, instead of once, Fighting Style Mastery
whenever you take the Attack action on Your Turn.
When you take this feature, you must choose the same
Slayer's Advance Fighting Style as you chose at 1st and 11th level. These
abilities stack with each other.
At 6th level, you gain an additional 10ft. to your movement
speed, and can take the dash action as a bonus action. Archery. You gain the ability to knock two pieces of
ammunition in your weapon at the same time. Once per
Evasion turn, when you roll an attack with a ranged weapon, roll
Beginning at 9th level, you can nimbly dodge out of the way of twice the amount of that weapons damage dice.
certain area Effects, such as a red dragon's fiery breath or an Dueling. When you are wielding a melee weapon in one
Ice Storm spell. When you are subjected to an effect that hand and no other weapons, you gain the ability to roll a
allows you to make a Dexterity saving throw to take only half critical hit on a roll of 18 - 20.
damage, you instead take no damage if you succeed on the
saving throw, and only half damage if you fail. Great Weapon Fighting. You now double your Strength
modifier when to damage rolls made with two-handed
weapons and versatile weapons wielded with two hands.
Two-Weapon Fighting. When you engage in two weapon
fighting, you can add a fourth off-hand attack. You can
make this attack with your other weapon, but you do not
add your ability modifier damage to the roll. Additionally,
you now add your ability modifier damage to your third off-
hand attack granted by Improved Fighting Style.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Execute Incapacitate
At 20th level, your brutality knows no bounds, delivering At 10th level, a bounty hunter can incapacitate a studied
death to those struck by your power. Whenever you strike a target. On a successful attack that the bounty hunter has
creature with a critical hit and deal damage, you can sneak attack on, they can choose to have the target make a
immediately use your reaction to attempt an execute. If the Consitution saving throw. The DC of the save is equal to 8 +
target of the attack has less than 100 hit points, it dies. their Intelligence modifier + their proficiency bonus. On a
Once you use this feature, you must finish a short or long failure, the target is knocked unconscious for 1d6 + 1 rounds.
rest before you can use it again. If the target does succeed, it still takes the sneak attack
damage as normal, but the damage is nonlethal, and the
Slayer's Calling target is immune to that slayer’s incapacitate ability for 24
hours.
The following guilds are available for the Slayer to choose
from. Each guild provides a feature at the 3rd, 7th, 10th, 13th, By a Thread
and 17th levels. Beginning at 13th level, you can survive a fatal blow done
unto
you through sheer determination and unwillingness to
Bounty Hunter give in.
If damage would reduce you to 0 hit points, you are
Often the men tasked with bringing in hard to catch wanted instead
reduced to 1 hit point, and you regain an amount of
criminals, or bring debtors before their loan sharks, bounty health
equal to twice your slayer level.
hunters are a necessary evil. The law is the law, and there's no Once you use this ability, you must finish a long rest before
running from it. Or them. using it again.
Sneak Attack Master Hunter
Beginning at 3rd Level, you know how to strike subtly and Beginning at 17th level, you know
the exact location of
exploit a foe's distraction. Once per turn, you can deal an creatures you've wounded within the last 1 hour.
extra 1d6 damage to one creature you hit with an Attack if Additionally, whenever you take the dash action, you can
you have advantage on the Attack roll and are studying the make a single weapon attack as part of that action.
target. You can choose if this damage is lethal or non-lethal.
You don't need advantage on the Attack roll if another Cutthroat
enemy of the target is within 5 feet of it, that enemy isn't Cutthroats are professionals. They took to a rather different
Incapacitated, it is your studied target, and you don't have life of crime than the common thieves. The Cutthroat sees
disadvantage on the Attack roll. themselves as a self-taught opportunist. Sure they lack the
At the 7th, 13th, 10th, and 17th levels, this ability increases beauty and grace of the assassin, but what they lack they
by an additional 1d6 damage. make up for in efficiency and cleanliness. They get the job
Man Hunter done, no matter how dirty it is, but they don't leave behind the
mess that other, lesser criminals would.
At 3rd level, you gain proficiency in Survival. If you already
have proficiency, you gain double proficiency. Additionally, if Street Stalker
you know the subtype of humanoid you are tracking, you have Beginning at 3rd level, you gain proficiency in Sleight of
advantage on the survival check to track. Hand, as well as thieves' tools. You also learn to speak
Tactitian Thieves' Cant.
Starting at 7th level you find that you work well in a team. As School of Hard Knocks
a bonus action you can shout commands to your team, At 7th level you've proven you can take terrible blows and
granting your studied target bonus to all allies within 30 ft. of assaults on your body so well that you've grown resistant to
you for a number of rounds equal to your Intelligence them. You gain proficiency in Constitution saving throws and
modifier. can add your Constitution modifier to your armor class while
You can use this ability once per short rest or long rest. not wearing armor.
Stab and Grab
At 6th level, as a reaction a Cutthroat can attempt to steal an
item off of a studied target he has critically hit. The Cutthroat
must attempt a Sleight of Hand check contested by the
target's passive perception. On a success, the item is lifted off
of the target, and the Cutthroat can take a bonus action to
dash away from the target.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Without a Trace Misty Escape
At 13th level, the Cutthroat is able to study a location, conceal Starting at 13th level, the Divine Executioner gains the ability
evidence, and hide in or extricate himself quickly from that to cast gaseous form upon themselves as a bonus action once
location. Studying a location takes 1 minute. Once he has per short or long rest.
studied an area, the cleaner can attempt a Sleight of Hand
check to alter evidence or a Stealth check to conceal evidence Divine Anathema
(by cleaning up bloodstains, obscuring footprints, moving a At 17th level, the Divine Executioner can proclaim one of
dead body, and so on). Altering a location takes 1d4 x 10 their studied targets to become their Divine Anathema. They
minutes of work. Anyone attempting to determine what gain advantage on all attacks against the target, as well as a
actually happened in that area must succeed at an opposed bonus 4d6 radiant (or necrotic) damage against the target for
Perception check against the result of the cleaner’s Sleight of the next 24 hours or until the target dies.
Hand or Stealth check (cleaner’s choice) or accept the altered This ability can only be used once per long rest.
scene as truth. The benefits of this ability last as long as the
location remains unaltered (except by the cleaner).
Cutthroat's Reflexes
When you reach 17th level, you have become adept at laying
ambushes and quickly escaping danger. You can take two
turns during the first round of any Combat. You take your first
turn at your normal Initiative and your second turn at your
Initiative minus 10. You can’t use this feature when you are
surprised.
Divine Executioner
Also known as a divine assassin, god’s blade, or wrathbringer,
a Divine Executioner is a weapon chosen by a god to punish
those who have committed an affront to that deity. Evil deities
are more likely to use these Divine Executioners, but some
good deities use them to deal with problems of a subtler
nature than a cleric, inquisitor, paladin, or warpriest can
typically handle.
Executional Smite
Beginning at 3rd level, the Divine Executioner gains the
ability to smite their deity's enemies with magical power. On
a hit, the Divine Executioner can cast a Smite for a bonus
2d8 damage a number of times equal to their Charisma
modifier (minimum of 1) times per day. If the Divine
Executioner is good aligned, the damage is radiant. If they are
evil aligned the damage is necrotic.
At 10th, and 17th levels the damage increases by 1d8
radiant or necrotic damage.
Invisible Knife
Beginning at 7th level, the Divine Executioner can cast
invisibility on themselves as a bonus action a number of times
equal to their Charisma modifier (minimum of 1) per long
rest.
Zealous Fury
Starting at 10th level, your foes can see the fury behind your
eyes and it strikes a momentary jump of fear into the hearts
of those you attack. During your turn, if you make a melee
attack against a creature, that creature cannot make
opportunity attacks against you for the rest of your turn.
Additionally, whenever you successfully score a critical hit
on a creature with a melee weapon attack, that creature
becomes frightened of you until the end of your next turn.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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