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Nova
2020-03-20, 06:39 AM
I have been slowly working on a few classes for a while, this one is heavily based off of the warhammer fantasy dwarf slayer and is a sort of cross between paladin and barbarian. It is very focused on combat with not much in it for social or exploration encounters. This is my first time posting here or sharing my homebrew outside of my small gaming circle.

Class Features
As a slayer, you gain the following class features:

Hit Points
• Hit Dice: 1d10 per slayer level
• Hit Points at 1st Level: 10 + your Constitution modifier
• Hit Points at Higher Levels: 1d10 (or 7) + your Constitution modifier per slayer level after 1st

Proficiencies
• Armor: Light armor, Shields
• Weapons: Simple weapons, martial weapons melee weapons
• Tools: None
• Saving Throws: Strength, Constitution
• Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) two handaxes or (b) any simple melee weapon
• 4 throwing knives (daggers)

SLAYER



Proficiency


Runes



Level
Bonus
Features
1st
2nd
3rd


1st
+2
Runic Magic, Slayers Tattoos
1
-
-


2nd
+2
Slayers Oath, Fighting Style
1
-
-


3rd
+2
Runic Weapons, Engine of Destruction
1
-
-


4th
+2
Ability Score Improvement
2
-
-


5th
+3
Extra Attack
2
-
-


6th
+3
Slayer Lore
2
1
-


7th
+3
Slayer Oath Feature
3
1
-


8th
+3t
Ability Score Improvement
3
1
-


9th
+4
Rune of Rebuke
3
2
-


10th
+4
Oath of Hate
4
2
-


11th
+4
Improved Runic Smite
4
2
-


12th
+4
Ability Score Improvement
4
3
-


13th
+5
Slayer Oath Feature
5
3
1


14th
+5
Rune of Swiftness
5
3
1


15th
+5
-
5
4
1


16th
+5
Ability Score Improvement
6
4
2










17th
+6
Slayer Oath Feature
6
4
2


18th
+6
-
6
5
2


19th
+6
Ability Score Improvement
7
5
3


20th
+6
Rune of Smiting
7
5
3




Runic Magic
Runic magic is expressed as Rune Power and has 3 distinct levels; Lesser, Major and Master Runes. Activating Runes is called burning the Rune, when a Rune is Burnt it immediately expends one Runic power of the relevant type.
For example, when using Rune of Vitality, a slayer could expend one Lesser Rune slot to activate the ability.

Runes
The Slayer table shows how many Runes a slayer has. The table also shows what the level of those Runes is. Burning a Rune expends that Rune Slot of the appropriate level. You regain all expended Runes when you finish a long rest.
Slayers Tattoos
Marking your body with the traditional runic tattoos of the slayer you can stave off disease and damage.
At 1st level while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. This is a type of Unarmoured Defence.
Runic Vitality
Digging deep on your well of courage and fortitude and empowered by your runic tattoos, you can overcome wounds that would fell a lesser being. At 2nd level as a bonus action the slayer can burn a Lesser Rune to Heal themselves for 1d10 per two Slayer Level, rounding up.
You regain expended uses when you finish a long rest.
At 3rd level, the Runic magic flowing across your skin makes you immune to disease.
Courage of The Doomed
At 6th level the runic power and your own rage make a slayer immune to fear, you cant be Frightened
Unstoppable
At 15th level you can use your action to end one spell on yourself. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain expended uses when you finish a long rest.
In addition to this anytime you drop to 0 hitpoints you can immediately (no action required) burn a rune to use runic vitality, when you do this you take a point of exhaustion

Fighting Styles
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options.
You can’t take a Fighting Style option more than once, even if you later get to choose again.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a Great Axe or Great Maul, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Slayers Oaths
At 2nd level the slayer chooses a path that it will walk the rest of its life. Choose Path of the Daemonslayer, Path of the Doom Warrior or Path of the Shadow Warden, all are detailed at the end of the class description.
Your choice grants you class features at 2nd, 7th, 13th, 17th levels.

Engine of Destruction
At 3rd level any time you burn a rune when you roll damage for your next weapon attack, you can reroll the weapons damage dice and use either total.

Runic Weapons
At 3rd level a Slayer will learn how to harness the Runes that wind up the heads of their weapon. Slayers wield runic weapons into battle that are empowered by the works of master runesmiths. Each is a work of art and turns each warrior into a incredibly powerful foe. Only through Runic weapons can Rune Magic and Runic Smite features be used. A weapon can be taken to a runesmith, skilled blacksmiths or certain temples to imbue it with runes.

Runic Smite
Starting at 3rd level, when you hit a creature with a melee weapon attack, you can burn a Runes power to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a Lesser Rune rune, 3d8 for a Major Rune and 5d8 for a Master Rune. The damage dice are d10’s if the target is an undead or a fiend. The burning of a rune in this fashion does not use a bonus action, the attack that hits is the triggering action for the rune.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Slayer Lore
At 6th level you gain advantage when making perception and survival checks concerning creatures of the large size category or larger.
In addition to this your knowledge on monsters is expansive, a DC10 History check can be made to recall any common information about a monster that is in the slayers line of sight such as its habitats, diet and patterns of behaviour as well as one piece of information from the following list:
• AC
• Strength and Constitution score
• Intelligence and Charisma score
• One random offensive ability
• One random defensive ability
• Any vulnerabilities
• Any resistances
This ability can be used once per week and cannot be used on specific named creatures.

Rune of Rebuke
By 9th level, your supernatural focus helps you close off a foe's retreat.
When you hit a creature with an opportunity attack, by burning a lesser rune, you can move up to half your speed immediately after the attack and as part of the same reaction.
This movement doesn't provoke opportunity attacks.

Oath of Hate
At 10th level you can swear an oath to destroy a foe. Once per long rest you can expend a rune to mark a foe as your enemy.
This functions as per the spell Hunter’s Mark.

Improved Runic Smite
By 11th level, your weapons are so suffused with ambient magic and the blood of your enemies that every strike has the hand of the Slayer god upon it. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
If you also use your Runic Smite with an attack, you add this damage to the extra damage of your Runic Smite.
At the start of any combat when you roll initiative, if you have no Runes left, immediately make a DC13 Wisdom Check; on a pass you regain 1d4 Lesser Runes up to your maximum.

Rune of Swiftness
Against the most powerful of foes Slayers know that they may get their wish and die a glorious death against the most dangerous of enemies, they push themselves ever harder hoping to match their foes in ferocity.
At 14th level the slayer may as a bonus action expend two Major Runes or one Master Rune to come under the effect of a Haste spell.
This does not count as a spell for game purposes and can’t be dispelled or negated in any way.

Rune of Smiting
At 20th level, you can call upon powerful Oaths, empowered by your runes, and enter a battle trance in which your only focus is the death of your enemies. By invoking these powerful oaths you can burn a Master Rune to gain the following benefits for 1 minute:
• You emanate an aura of menace. Any creature you hit with a melee attack must make a Wisdom saving throw or become frightened of you for one minute. If it takes damage from a friendly target it will lose the frightened condition. Attack rolls against the frightened creature have advantage.
• In addition, while this feature is active you gain Extra Attack (2).
Once you use this feature, you can't use it again until you finish a long rest.

Slayer Paths
A slayer commits themselves to hunting down enemies of their race and dying a glorious death in honourable battle. This does not necessarily mean they throw their life away but spend it well to destroy the foes of all of their kin.

Path of the Doom Warrior
Doom Warriors or Doomseekers are Slayers who have pledged their life to taking out the humanoid enemies of the dwarves, be they man, elf, dragonborn or even vampire. Foes that have rationale mind and their own martial practices are particularly dangerous as they can plan, cast spells and although it is rare fight as well or better than a slayer.

Oath of Doom
Promise of Death. As an action, you can burn a Lesser Rune to choose one medium or humanoid creature within 60 feet of you that you can see and swear an oath to take its life. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.
On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.
On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
Provoke Enemy. As an action you can burn a Lesser Rune to choose one creature within 30 feet to provoke. That creature must make a wisdom save (DC = 11 + Slayers Strength modifier). If the test is failed the creature becomes focused on the slayer.
For the next minute the creature has disadvantage on any attacks against any creature that isn’t the slayer and cannot willingly move more than 30 feet from the slayer. If the Wisdom save is passed the creature can move freely.
The effect ends if the creature dies, the slayer targets another creature or if the slayer ends its turn more than 30 feet from the Provoked Enemy.

Sigil of Protection
Your body is marked with a Runic tattoo of protection. Starting at 7th level, whenever you must make a saving throw you gain a bonus to the saving throw equal to your Constitution modifier to a minimum of 1.

The Best Defence
A slayer will always advance towards the enemy, burying it beneath a flurry of blows. At 13th level the slayer gains +1 AC when the attack action is made until the start of their next turn.
In addition to this you gain the ability to counterattack when your prey tries to attack you or sabotage you. If the target of your Slayers Oath attacks forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. In the case of a saving throw originating from a spell you make this attack immediately before making the save. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Killing Blow
At 17th level when you attack a medium sized or Humanoid creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creatures heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head or has legendary actions.
If the creature is larger than medium sized it is not killed instead it takes an extra 2d6 damage.

Path of the Daemonslayer
Those that seek the Path of the Daemonslayer swear to fight against only the foulest of beasts that stalk the land be they Abberation, Dragon or Fiend. Diving into the whirling mass of claws and teeth the Slayer knows that it has little chance of survival but will do whatever it takes to strike down the hated foe.

Slayer of Trolls.
At 2nd level a Slayer of Trolls, as a bonus action, you can utter a vow of enmity against a single enemy creature that you can see within 10 feet of you.
By burning a Lesser Rune you gain +2 on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Slayer of Giants
At 7th level the slayer learns how to activate the Runes of Hatred attacking the enemy heedless to his own safety, felling all who come within range of his weapons. In battle, you fight with primal ferocity. On your turn, you can swear the Giant Slayers Oath and Burn a Rune to enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
• You have advantage on Strength checks and Strength saving throws.
• If you are able to cast spells, you can’t cast them or concentrate on them while raging.
• Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
• While Raging your melee weapon attacks will critically strike on a roll of 19-20.
• While raging you can use your Engine of Destruction feature on the first attack of each round.
When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll when burning a Lesser Rune, a +4 to damage when you burn a Major Rune and a +8 to damage when you burn a Master Rune.

Slayer of Dragons
At 13th level when a creature with Multiattack strikes you for the second time in a round you can as a reaction make an attack of opportunity agains the creature, if your attack hits, in addition to any damage from your attack, the creatures attack misses you.

Heroic Killing Blow
At 17th level you can make deadly accurate strikes with your Rune Weapon. Any weapon attack roll of a natural 20 will not need damage dice rolled, instead consider your damage die to have rolled the highest roll possible and the slayer will restore one lesser rune.
Additionally your engine of destruction ability can now be used on all damage dice when it is active.

Path of the Shadow Warden
The silent death of the Shadow Warden is legendary, or would be if there were ever any left alive to know about it. While Rogues are thieves and work within an underground system, the Shadow Wardens are noble warriors selected from among only those who show the greatest potential for death.

Swift Warrior
A Shadow Warden is a fast and brutal killer. When this path is chosen the Slayer gets proficiency in Stealth and dexterity saves

Whisper Knives
As a child of the forest you learn how to make antitoxins from natural ingredients and apply poisons to your throwing knives to weaken enemies before closing in for the kill.
At 7th level your ranged weapons and finesse weapons always carry poison on them. The poison is slow acting, a DC11 + Proficiency Bonus constitution save must be taken by any target hit by the slayer’s ranged attack, if the save is failed the creature gains the poisoned condition. After 1 minute if the target is still alive it must take another constitution saving throw, on a failure the target takes 6d6 poison damage, on a success the target takes half damage.
Additionally such is the Shadow Warden’s gift with poisons that they gain advantage on any constitution saving throw against poison and acid based damage spells, effects and abilities.

Prescient Evasion
Beginning at 13th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
In addition to this, any trap or delayed effect that is triggered by the slayer they are able to sense and react to with uncanny swiftness, whenever a trap requires a dexterity saving throw, the slayer will have advantage on the roll to avoid it.

Swift Death
At 17th level the slayer gains the following benefits, the first attack against a creature that is poisoned in each round, if it hits, will be a critical strike. If the slayer uses runic smite on a target that has the poisoned condition from the slayers Whispering Knives, the poison is immediately consumed and the target takes the delayed damage. After this the target loses the poisoned condition.

Path of the Witch Hunter
Hunting quietly from the shadows, with a keen eye to find monsters, heretics and enemies of civilisation. Often investigating and tracking a target before engaging it with devastating ranged weapons. Often the only time a town knows that a Witch Hunter has passed through is a menacing new comer who has left an utterly destroyed corpse in the town center. This leaves them feared by most even though there skills can be appreciated.

Keen-Eyed Killer
At 2nd level your training grants you the following:
• All of your class features are now useable with ranged weapons.
• You gain proficiency with all ranged weapons.
• You gain proficiency in Investigation.
• You may have a Ranged weapon as your chosen runic weapon.

Burn the Witch
At 7th level when you target a creature which has spell slots or innate spellcasting you can burn a rune as a bonus action to deal fire damage equal to your level in this class on any of your attacks. This effect lasts 1 round for a lesser rune, 4 rounds for a major rune and 1 minute for a master rune. Additionally you gain proficiency in intimidation, if you are already proficient in intimidation then you instead gain expertise in this skill.

Slay the Unclean
At 13th level when you target a creature who does not follow your religion divine fury burns bright along the runes of your weapon. When targeting an evil creature, a fiend, elemental, undead creature you deal an additional 4d6 radiant damage on the first attack of your turn. Channeling such Divine Fury takes a toll, you can use this feature a number of times a day equal to your wisdom modifier (to a minimum of 1).

Purge
At 17th level by burning a Major Rune and marking a hated foe for death you are able to strike it with the power akin to the heroes of old. As an Action you can make a single strike against your foe which must make a Constitution saving throw (DC 8 + your Wisdom modifier + your proficiency bonus), the target immediately takes weapon damage + 8d6 force damage, or half damage on a successful save. The target is encased in eldritch light of runic fire giving all weapon attacks against it advantage until the start of your next turn. If a Master rune is burnt to use your slay the unclean feature all attacks against the target have advantage until the end of your next turn. After you use this feature it cannot be used again until after you have completed a long rest.
Additionally you may choose one additional type of enemy that can be targeted with your Slay the Unclean Feature such as dragon, aberration or humanoid. If you choose humanoid then a specific type of humanoid must be chosen, for example; elf, human, dwarf or tiefling could be chosen under the humanoid category.

Hombrew by Nova/Cyreniti

Sam113097
2020-03-20, 05:03 PM
I like it! I'm going through bit by bit and looking at the features, and I really like the flavor! I'd honestly love to play as a character of this class.

As of now, I do feel that a 1/LR Hunter's Mark might be a little weak as the class's only 10th level feature.

Nova
2020-03-21, 10:13 AM
I agree that the hunters mark from Oath of Hate would be fine to be just tied to the runic system and not a 1/LR as well.