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


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


You start with 200 gp, in addition to the equipment granted by your background. The following are good starting items for slayers:

Table: The Slayer
LevelFeaturesKnacks KnownPoultice HealingSalvesManeuvers KnownFocus PoolManeuver Degree
1stAdversary, Explorer, Exploration Knacks2
2ndCombat Maneuvers, Fighting Style, Poultices31d6231st
3rdSlayer Conclave, Salves32d61341st
4thAbility Score Improvement, Wilderness Mystique42d61351st
5thExtra Attack43d62462nd
6thSlayer Conclave feature53d62462nd
7thAdversary and Explorer Improvements, Slayer's Defense54d63572nd
8thAbility Score Improvement64d63572nd
10thSlayer Conclave feature, Vanish75d64683rd
11thExplorer Improvement76d65793rd
12thAbility Score Improvement86d65793rd
13thHide in Plain Sight87d668104th
14thSlayer Conclave feature, Tactical Advantage97d668104th
15thAdversary Improvement98d679114th
16thAbility Score Improvement108d679114th
17thSlayer's Defense, Under the Stars109d6810125th
18thFeral Senses119d6810125th
19thAbility Score Improvement1110d6911125th
20thFoe Slayer1210d6911125th


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.


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.


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.


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.


Your walking speed increases by 10, and you gain a climbing speed and a swimming speed equal to your walking speed.


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:

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:

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.

Archery. You gain a +1 bonus to attack rolls you make with ranged weapons.

Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Close Quarters Shooter. Making a ranged attack roll while within 5 feet of an enemy doesn't impose disadvantage on your roll. In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can't take reactions until the end of this turn.

Defense. While you are wearing armor, you gain a +1 bonus to AC, and your speed is not reduced by wearing heavy armor.

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.

Free-Hand Fighting. When you make an attack roll against a creature within 5 feet of you, the d20 die result required to activate a flourish is reduced by 2 as long as you have at least one free hand.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, 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.

Interception. When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Mariner. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed. For each of these speeds you already have, your walking speed increases by 5 feet instead.

Opportunist. You have advantage on opportunity attacks.

Protection. Immediately after a creature you can see makes an attack roll and hits a target other than you that is within 5 feet of you, you can use your reaction to interpose your shield and impose a penalty on the attack roll equal to the shield's AC bonus, potentially turning it into a miss. You must be wielding a shield to use this reaction.

Rider. You have advantage on saving throws made to avoid falling off mounts or vehicles. If you fall off your mount or vehicle and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature or vehicle costs only 5 feet of movement, rather than half your speed.

Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the offhand attack.

Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. Additionally, once on your turn when you hit a creature with an unarmed strike, you can deal damage to the creature and also grapple or shove them.

Vigorous Fighting. When you spend hit die to recover focus, you recover an additional 1 focus for each hit die spent.

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.


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 MasterPlayer's Handbook. Altered.
DrakewardenFizban's Treasury of Dragons. Altered.
Fey WandererTasha's Cauldron of Everything. Altered.
Gloom StalkerXanathar's Guide to Everything. Altered.
Horizon WalkerXanathar's Guide to Everything. Altered.
HunterPlayer's Handbook. Altered.
Monster SlayerXanathar's Guide to Everything. Altered.
Primeval GuardianUnearthed Arcana. Altered.
SwarmkeeperTasha's Cauldron of Everything. Altered.


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


Cost: 1d6
When you apply this salve, you may end one Poisoned condition on the target.


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


Cost: 6d6, 1 additional poultice, 100gp
When you apply this salve, you may end one Petrified condition on the target.

Requires 15th Level


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:

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.


You have advantage on saving throws against poison, and you have resistance against poison damage.


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.


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.


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.


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.