a fighter, but not a fighter. this class has situational aspects, but thrives while in those situations, a hunter of sorts.
Level |
Feature |
1 |
Marked Enemy |
2 |
Adrenaline Rush |
3 |
Subclass |
4 |
Feat or ASI |
5 |
Multi-Attack |
6 |
Feat or ASI |
7 |
Subclass Feature |
8 |
Feat or ASI |
9 |
Alchemy |
10 |
Multi-Attack Improvement |
11 |
Adrenaline Rush Improvement |
12 |
Feat or ASI |
13 |
Subclass Feature |
14 |
Alchemy Improvement |
15 |
Versatility |
16 |
Feat or ASI |
17 |
Versatility Improvement |
18 |
Alchemy Improvement |
19 |
Feat or ASI |
20 |
Subclass Feature |
hit dice:
d10
hit points at 1st level:
10+con mod
hit points at higher levels:
d10+con or 6+con
armor proficiencies:
All Armor
weapon proficiencies:
Simple Weapons, Martial weapons
tools:
saving throws:
Strength Saves and Dexterity Saves
skills:
pick any 2
starting equipment:
One martial weapon of choice
one simple weapon of choice
explorers pack or dungeoneers pack
Leather or Chain
spellcasting:
class features:
Marked Enemy -
starting at level 1, as a bonus action, you can mark a creature within 30ft that you can see. while a creature is marked in this way, you cannot willingly attack any creature other than that target. you also gain benefits from hitting your marked target. a creature loses this mark if it is ever more than 60ft away from you at any given moment, you can only have one creature marked at a time. you can use this mark a number of times per long rest equal to half your proficiency bonus rounded down
increase your critical strike range by 1, for instance if you originally crit on a 20, you now crit on a 19 aswell.
your first attack each turn to the marked target applies 1 bloody counter, each bloody counter increases the damage you deal by 1, if you miss the marked creature your bloody counters reset, these stack infinitely. (hitting another creature that isn't the marked creature counts as missing for the purpose of bloody stacks)
if you hit the marked creature and its current health is lower than your Slayer level, it is executed. killing it instantly. executing an enemy restores hitpoints equal to its CR (min 1)
Adrenaline Rush -
starting at level 2, While below half health your movement increases by 10ft and you can make an attack on each of your turns as a bonus action. also, starting at level 11, this feature gains a new effect. while on 1 hitpoint, the bonus to movement increases to 20ft, and you deal an addition 1d6 damage on all attack rolls.
Subclass -
starting at level 3, you select a subclass and gain its abilities, but only of the chosen subclass, you gain additional subclass features as listed in the overview section.
Multi Attack -
starting at level 5, you can make 2 attacks with one action, this increases to 3 at level 10
Alchemy -
starting at level 9, over the course of a long rest, you can create a health potion with a number of gold pieces equal to the buy price -5% (prices are in the Players handbook or dungeon masters guide) (the level of this potion is determined by gold used. (round up for gold cost)). at 14th level this ability gets upgraded, the cost of potions to craft is now -7% (rounding up for gold cost) instead of -5%. this improves again at level 18, to 12%.
Versatility -
starting at level 15, you can pick a 3rd level or lower feature from any class (except spellcasting and pact magic) and gain that feature as it states while it is 3rd level or lower if the chosen feature would improve at later levels it does not. you get to pick another at 17th level, the second one you pick must be from a different class and be a 5th level or lower feature (and cannot be spellcasting or pact magic) you gain the feature as it states when you unlock it, if the chosen feature would improve at later levels it does not.
subclass options:
Monster Slayer
starting at level 3, you gain certain effects based on the monsters you are fighting (you can only benefit from one instance of each effect at a time). each effect lasts until the creature allowing you to benefit from the effect is slain or in some way removed from the initiative or becomes an ally or neutral to you.
Aberration - gain Immunity to Frightened for duration
Monstrosity - gain an Extra d6 damage of choice to first attack each turn. for duration
Undead - you have immunity to disease and poisoned condition, as well as resistance to poison damage for duration
Plant - immunity to grappled and ignore rough terrain caused by vegetation for duration
Beast - gain a climbing and swimming speed equal to walking speed for duration
Celestial - gain immunity to targeting and effects of divination spells or similar effects for duration
Construct - gain resistance to nonmagical bludgeoning, piercing, and slashing attacks
Fey - gain immunity to Charmed for duration
Elemental - gain the ability to walk on water and similar substances for duration
Fiend - gain darkvision out to 120ft that can pierce magical darkness for duration
Expert Hunter -
starting at level 7, chose one type of enemy from the above list, that type of enemy becomes your favorite enemy. against that enemy, your crit range is increased by 1 and you have advantage on skill checks relating to them.
Saving Grace -
starting at level 13, you have advantage on all saving throws caused by your slayer favorite enemy type (does not work with ranger multiclass).
Hunters Quarry -
starting at level 20, you gain 1 additional favorite enemy type from your Expert Hunter feature. also your crit range on all of your favorite enemies from this class increases by one
Witch Hunter
starting at level 3, you've grown adept at combating mages, if you score a critical hit on a creature, it cant cast leveled spells for a number of rounds equal to half your Wis mod rounded up (min 1)
Fire with Fire -
starting at level 7, you learn 4 cantrips, each of these must be from a different spell list. you also can cast each of these cantrips as a bonus action a number of times per long rest equal to half your wis mod (rounded down). wis mod is casting mod
Trials -
starting at level 13, your weapons are especially harmful to magic casters. when you land the killing blow on a creature with at least 11 int and that can cast at least one leveled spell, you can choose to activate this effect, they are wreathed in a white holy flame. they make a cha save (DC 8+prof+wis mod), on a fail their soul is purged, preventing them from reviving by any means short of true resurrection (if for instance a lich fails the save, the phylactery is automatically destroyed.) this also incinerates all nonmagical items the creature was carrying, holding, or wearing
Purge -
starting at level 20, you can cast counterspell and dispel magic at will. using cha as your casting stat (you cast both of these spells as though they were cast using a 1st level slot.)
Bounty Hunter
starting at level 3, when a creature hits you or an ally within 10ft, you gain 1 stack of Bounty Collector. when you deal damage to a creature you lose all your bounty collector stacks. bounty collector stacks automatically reset if you or an ally go 1 minute without taking damage. you can use these stacks for a number of features and even different ones at later levels
as an action regain hitpoints equal to your bounty collector stacks (remove half afterwards)
can add half of bounty stacks to next damage roll (free action, uses all bounty stacks)
gain temp HP that lasts for 1 minute equal to your bounty collector stacks (removes half stacks, bonus action)
Use all bounty stacks to execute a creature thats health is below the number of bounty collector stacks you have. this is an action and removes all your bounty collector stacks
Parry -
starting at level 7, when a creature that you can see critically fails an attack you can reduce their ac by 1 for a minute (stacks), also by using 3 bounty collector stacks you can make an attack on that creature as a part of this reaction. an attack made in this way has its crit range increased by 1. (this is a reaction.)
Bounty Collection -
starting at level 13, when you land the killing blow on a creature, you gain a number of gold pieces equal to twice the number of bounty stacks you had immediately before you made the attack.
Gut Feeling -
starting at level 20, you have been bounty hunting for so long that you find your quarry easier and easier to track down. when tracking someone that you know the name of and have an idea of what their face looks like, you always know their general direction.