Slayer
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 6) + your Constitution modifier per slayer level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Your choice from harvesting kit, herbalism kit, navigator’s kit, poisoner’s kit, or a musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival
Equipment
You start with 200 gp, in addition to the equipment granted by your background. The following are good starting items for slayers:
- scale mail or studded leather armor
- two shortswords or two simple melee weapons
- a dungeoneer's pack or an explorer's pack
- A longbow and a quiver of 20 arrows
- A harvesting kit, herbalism kit, navigator's kit, poisoner's kit, or musical instrument
Level | Features | Knacks Known | Poultice Healing | Salves | Maneuvers Known | Focus Pool | Maneuver Degree |
---|---|---|---|---|---|---|---|
1st | Adversary, Explorer, Exploration Knacks | 2 | — | — | — | — | — |
2nd | Combat Maneuvers, Fighting Style, Poultices | 3 | 1d6 | — | 2 | 3 | 1st |
3rd | Slayer Conclave, Salves | 3 | 2d6 | 1 | 3 | 4 | 1st |
4th | Ability Score Improvement, Wilderness Mystique | 4 | 2d6 | 1 | 3 | 5 | 1st |
5th | Extra Attack | 4 | 3d6 | 2 | 4 | 6 | 2nd |
6th | Slayer Conclave feature | 5 | 3d6 | 2 | 4 | 6 | 2nd |
7th | Adversary and Explorer Improvements, Slayer's Defense | 5 | 4d6 | 3 | 5 | 7 | 2nd |
8th | Ability Score Improvement | 6 | 4d6 | 3 | 5 | 7 | 2nd |
9th | Strider | 6 | 5d6 | 4 | 6 | 8 | 3rd |
10th | Slayer Conclave feature, Vanish | 7 | 5d6 | 4 | 6 | 8 | 3rd |
11th | Explorer Improvement | 7 | 6d6 | 5 | 7 | 9 | 3rd |
12th | Ability Score Improvement | 8 | 6d6 | 5 | 7 | 9 | 3rd |
13th | Hide in Plain Sight | 8 | 7d6 | 6 | 8 | 10 | 4th |
14th | Slayer Conclave feature, Tactical Advantage | 9 | 7d6 | 6 | 8 | 10 | 4th |
15th | Adversary Improvement | 9 | 8d6 | 7 | 9 | 11 | 4th |
16th | Ability Score Improvement | 10 | 8d6 | 7 | 9 | 11 | 4th |
17th | Slayer's Defense, Under the Stars | 10 | 9d6 | 8 | 10 | 12 | 5th |
18th | Feral Senses | 11 | 9d6 | 8 | 10 | 12 | 5th |
19th | Ability Score Improvement | 11 | 10d6 | 9 | 11 | 12 | 5th |
20th | Foe Slayer | 12 | 10d6 | 9 | 11 | 12 | 5th |
Adversary
1st-level Slayer feature
Beginning at 1st level, your hunter's instincts have given you the skills and knowledge to track down and destroy your adversaries. Choose one of the paths below, which determines what features you gain from this ability.
Know your Enemy
You specialize in hunting, tracking, and slaying specific kinds of creatures. You gain the Favored Enemy feature, the Greater Favored Enemy feature at 7th level, and the Superior Favored Enemy feature at 15th level.
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You deal an additional 1d4 damage with weapon attacks against creatures of the chosen type. Additionally, 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, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
Greater Favored Enemy
At 7th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to 1d6.
Superior Favored Enemy
At 15th level, your mastery of the hunt has spread to even more types of creatures. Choose a third type of favored enemy you have not already selected for your Favored Enemy or your Greater Favored Enemy from this list: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or undead. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language.
Additionally, you have advantage on saving throws against the spells and abilities used by all of your favored enemies.
Foehammer
You are a hunter of singular focus, and you have become adept at picking your targets. You gain the Favored Foe feature, which gains additional features at 7th and 15th level.
Favored Foe
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute. If you reduce that creature to 0 hit points before the end of this duration, you can mark another creature you can see.
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d6. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases to a d8 and apply it to all of your attack rolls when you reach 7th level in this class. This feature's extra damage increases to a d10 and its duration becomes 1 hour when you reach 15th level in this class.
Explorer
1st-level Slayer feature
All slayers are experts at navigating the world. At 1st level, choose one of the following features, each of which grant additional improvements at 7th and 11th level.
Deft Explorer
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny ability below, the Roving ability at 7th level, and the Tireless ability at 11th level.
Canny
Choose one of your skill proficiencies. You gain expertise with the chosen skill. In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice.
Roving
Your walking speed increases by 10, and you gain a climbing speed and a swimming speed equal to your walking speed.
Tireless
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Slayer ability modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your fatigue and strife levels, if any, are decreased by 1.
Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. Choose one of these major abilities:
- You ignore difficult terrain.
- You have advantage on initiative rolls.
- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. Choose two of these minor abilities, which you benefit from when traveling for an hour or more:
- Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone or with your animal companion, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
At 7th level, choose another major ability and two more minor abilities. At 11th level, you gain all major and minor abilities that you did not already have.
Exploration Knacks
1st-level Slayer feature
For a slayer exploration isn’t just something that happens between destinations—it’s a way of life. You start with two Slayer exploration knacks of your choice. Your exploration knacks are detailed on the Exploration Knacks page. The Knacks Known column of the Slayer table shows when you learn more exploration knacks. A level prerequisite refers to your level in this class.
Additionally, when you gain a level in this class, you can choose one of the Exploration Knacks you know and replace it with another Exploration Knacks that you could learn at that level.
Combat Maneuvers
2nd-level Slayer feature
At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Cavalry, Deadeye, Determination, Duelist, Nemesis, Skirmisher. You learn two maneuvers of your choice from traditions you are proficient with.
The Slayer table shows how much focus you have to use your maneuvers of 1st degree and higher. To use one of your maneuvers, you must expend focus from your focus pool. You regain all expended focus when you finish a short or long rest. Your maneuvers show how much focus they cost. The Maneuvers Known column of the Fighter table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level. You cannot know more maneuvers of a degree than you know of degrees below it.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver.
Fighting Style
2nd-level Slayer feature
You adopt a particular 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.
Martial Versatility
Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.
Poultices
2nd-level Slayer feature
At 2nd level, you can create special herbal poultices that have healing power comparable to some potions. Choose Intelligence or Wisdom to be your Slayer ability modifier. Once you make this choice, you cannot change it. You use the chosen ability whenever a spell refers to your Slayer ability.
You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Slayer ability modifier (minimum 1), which can be done during a short or long rest. You can carry a number of poultices at one time equal to your slayer ability modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.
If you spend 1 minute applying one of your poultices to a wounded creature, thereby expending its use, that creature regains 1d6 hit points for every two Slayer levels you have (rounded up).
Slayer Conclave
3rd-level Slayer feature
At 3rd level, you choose an archetype that you strive to emulate. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.
Beast Master | Player's Handbook. Altered. |
Drakewarden | Fizban's Treasury of Dragons. Altered. |
Fey Wanderer | Tasha's Cauldron of Everything. Altered. |
Gloom Stalker | Xanathar's Guide to Everything. Altered. |
Horizon Walker | Xanathar's Guide to Everything. Altered. |
Hunter | Player's Handbook. Altered. |
Monster Slayer | Xanathar's Guide to Everything. Altered. |
Primeval Guardian | Unearthed Arcana. Altered. |
Swarmkeeper | Tasha's Cauldron of Everything. Altered. |
Salves
3rd-level Slayer feature
At 3rd level, you gain a salve formula, which can be added to any poultice when you apply it. Many salves cost additional poultices, or require you to reduce the healing of the salve by an amount of d6 listed under the cost. You may apply multiple salves to a single poultice, but you must have dice from your poultices to spend, or additional uses to expend. A poultice can heal 0 hit points if you expend those dice for other purposes.
You learn another salve at 5th level, and every other level afterwards. When you gain a level in this class, you may exchange one salve formula you know for another if you meet its prerequisite Slayer level.
Requires 3rd Level
Antidote
Cost: 1d6
When you apply this salve, you may end one Poisoned condition on the target.
Vaccine
Cost: 1d6
When you apply this salve, you may end one disease afflicting the target.
Requires 5th Level
Echo Drops
Cost: 2d6
When you apply this salve, you may end one Deafened condition on the target, or one condition causing the creature to be unable to speak. This has no effect on lingering effects, such as that made with the silence spell.
Eye Drops
Cost: 2d6
When you apply this salve, you may end one Blinded condition on the target.
Smelling Salts
Cost: 3d6
When you apply this salve, you may end one Paralyzed or Unconscious condition on the target.
Requires 7th Level
Emboldening Brew
Cost: 3d6, 10gp
When you apply this salve, you have advantage on saving throws against the Frightened condition for a number of hours equal to the amount of d6 rolled for the poultice, and any healing above your maximum hit point total is converted to temporary hit points equal to half the amount that would have been restored (rounded down).
Fast-Acting Treatment
Cost: Special
When you apply this salve, you may apply your poultice as an action, instead of after one minute. If you do this, reduce your starting pool of poultice dice by half (rounded down). You may use also use this salve to apply your poultice as a bonus action, which halves the dice as above, but also consumes an additional use of your poultices.
Requires 9th Level
Invigorating Herbs
Cost: 4d6, 50gp
When you apply this salve, you may end one effect reducing the target's hit point maximum.
Restorative Paste
Cost: 4d6, 50gp
When you apply this salve, you may remove any reduction to one of the target's ability scores.
Requires 11th Level
Potent Tincture
Cost: 2 additional poultices
When you apply this salve, instead of rolling to determine how many hit points your poultice restores, restore the maximum amount.
Requires 13th Level
Soft
Cost: 6d6, 1 additional poultice, 100gp
When you apply this salve, you may end one Petrified condition on the target.
Requires 15th Level
Stimulant
Cost: 7d6, 1 additional poultice, 100gp
When you apply this salve, you may reduce the target's Exhaustion level by one.
Ability Score Improvement
4th-level Slayer feature
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,youc an increase one ability score of your choice by 2, you can increase two ability scores of your choice by 1, or you can select a feat you meet the prerequisites for. As normal, you can't increase an ability score above 20 using this feature.
Additionally, whenever you gain this feature, you can replace one of your skill proficiencies with a skill proficiency offered by this class at 1st level. The proficiency you replace does not need to be from this class.
Lastly, you can do one of the following, representing a shift in the focus of your ranging practice:
- Replace one of the Favored Enemies you chose for your Favored Enemy feature with one of that feature’s other options.
- Replace the option you chose for your Wilderness Mystique feature with one of that feature’s other options.
- Replace the option you chose for your Slayer's Defense feature with one of that feature’s other options.
- Replace the option you chose for your Strider feature with one of that feature’s other options.
- Replace the option you chose for your Tactical Advantage feature with one of that feature’s other options.
Wilderness Mystique
4th-level Slayer feature
At 4th level your experience as an expert survivalist manifests at the subconscious level. Choose one of the following options:
Answering Silence
When others seek your advice on wilderness matters, they often arrive at the correct conclusion despite (or perhaps because of) the silence with which you respond. Friendly creatures within 5 feet of you have advantage on Nature or Survival check while within 5 feet of you.
Kindred Spirit
You intuitively sense when another wilderness expert is nearby. You can tell whether any creature you can see is proficient with Stealth or Survival.
Extra Attack
5th-level Slayer feature
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Slayer's Defense
7th-level Slayer feature
At 7th level, and again at 17th level, you gain one of the following features of your choice.
Antivenom
You have advantage on saving throws against poison, and you have resistance against poison damage.
Evasion
When you make a Dexterity saving throw against an effect that deals half damage on a success, you take no damage on a success and half damage on a failure.
Hardy
You gain proficiency in Constitution saving throws.
Iron Mind
You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Stand Against the Tide
When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Strider
9th-level Slayer feature
At 9th level, whenever you learn a new Slayer Exploration Knack or replace an existing one, you can choose from Druid Secrets of Nature or Fighter Soldiering Knacks. Your Slayer levels count as Fighter or Druid levels for the purpose of fulfilling prerequisites.
Additionally, your ranging expertise has made you a master of mobility. Gain one of the following features of your choice.
Fleet of Foot
You can use the Dash action as a bonus action on your turn.
Land’s Stride
Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Vanish
10th-level Slayer feature
Starting at 10th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
Hide in Plain Sight
13th-level Slayer feature
Starting at 13th level, you can remain perfectly still for long periods of time to set up ambushes.
When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.
If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
Tactical Advantage
14th-level Slayer feature
At 14th level you gain a third studied adversary. In addition, you can choose one of the following Slayer tactics:
Covered Shot
When you are protected by half cover, you gain the benefits of three-quarters cover (+5 to AC, Dexterity saving throws, and ability checks made to hide).
Nature’s Shadow
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. If you have the Mask of the Wild trait, you can also use this ability in dim light.
Under the Stars
17th-level Slayer feature
At 17th level, basic survival skills have become second nature to you. You gain the benefits of a long rest in half the normal amount of time.
Feral Senses
18th-level Slayer feature
Your connection to the forces of nature grants you Blindsight with a range of 30 feet as long as you aren't blinded and deafened.
Foe Slayer
20th-level Slayer feature
You become an unparalleled hunter. You can choose to add your Intelligence or Wisdom ability modifier to the attack roll or the damage roll of any attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.