Either way this class is inspired by the Castlevania anime on Netflix (in part), as well as the potential of the Van Helsing character to be made into a sort of class. Now I will say that I'm not overtly satisfied with the class. It could be better. But it's about as good as I'm going to get it for the moment. Either way, keep the comments clean and helpful. It may take me some time to integrate any suggestions into the build, but I'll do what I can.
In the meantime, because of the class I'm taking, I've got the a general outline for a website. Now the only points of concern for this is finding a host, getting the domain, and making sure that the host uses cpanel.
Now about the class. While it may be built to be inspired by vampire hunting, the class is more versatile than that. But enjoy and remember I'll make changes if I agree with suggestions made.
Slayer
There are reasons to fear the dark, they are reasons that
normal people pay heed to. The man
standing in the dark woods smiled as the dark looked back at him, hesitant to
face a man who would fearlessly enter its domain and look every bit the predator
who was in his element.
A woman stood before the coffin, the creature within was
sleeping, but for how long didn’t matter.
She threw open the coffin and drove her stake into the heart of the
creature that lay with in. Had it been
anyone else, the stake merely would have paralyzed the monster, but in her
hands the stake would destroy it.
To be a Slayer is to be more than just one who hunts
vampires, but one who can hunt any creature of darkness. To be a slayer is to be one capable of
hunting and slaying any undead, to stand against demons, and remain unflinching
in the face of horrors that would drive a normal person insane.
Slayers are a rare breed, drawn from beings who have
survived encounters with undead and in turn vowing to stand against the
dark. They seek out others like
themselves and learn the myriad tricks of the trade that make vampire hunters
the bane of monsters that they are.
Unflinching Resolve
People everywhere are always dealing with the
undead. As such a slayer is often a person
who has no specific home, they travel, always employing their trade wherever
they go and only setting down roots where an infestation of the undead is. Slayers are typically well educated, as well
as capable fighters, having spent years in apprenticeship to another slayer. Typically, slayers call large cities home as
their chosen quarry hunts in cities themselves.
While training, a hunter will develop a fighting style that is flexible
enough to allow them to fight at range and up close with no loss in defensive
capabilities. They also learn, through a
grueling regime of training, to steel their mind against the charms and
frightful powers of creatures.
Bane of the Dead
Most major cities have at least one slayer present
somewhere within them. This hunter will
train, advise, and even lead others in the hunt of the undead. While Clerics and Paladins are often viewed
as the best fighters to employ, and Rangers can also specialize in the hunting
of the undead, it is a slayer that combines the various capabilities of all of
these beings into one streamlined person.
A person becomes a slayer as part of a calling. This can be due to facing an undead blight in
their youth, being apart of a line of slayer, or they simply feel it is their
calling, a desire to put the undead down.
Regardless of their reason, the path to becoming a slayer is just as
perilous as the fight as one.
Creating a Slayer
When creating your slayer, you will need to keep a few
things in mind. What happened that put
you onto the path? Did you figure out
the tricks and trade of the hunter yourself, or did someone help you
along? Are you single minded in your
pursuit, or is there some flexibility there?
Do you commission the weapons you wield or forge them yourself?
Quick Build
You can make a slayer quickly by doing the
following. First, choose either Strength
or Dexterity to be you highest score, both are important to a slayer. Your section highest score should be either
the other score you didn’t choose, or Intelligence if you plan on your slayer
possessing a scholar’s aptitude. Second,
choose the Folk Hero background, or the Sage background.
Class Features
As a slayer, you gain the following features.
Hit Points
Hit Dice: 1d10 per slayerlevel
Hit Points at 1st
Level: 10 + your CON modifier
Hit Points at
Higher Levels: 1d10 (or 6) + your
CON modifier per Vampire Hunter level after 1st
Proficiencies
Armor: Light & medium armor, shields
Weapons: Simple & martial weapons
Tools: Choose
1 set of tools to be proficient in
Saving Throws: Dexterity, Intelligence
Skills: Choose two skills from Arcana, Animal
Handling, Athletics, History, Perception, Religion, Stealth.
Equipment
You start with the following equipment, in addition to
the equipment granted by your background:
·
(a) a chainmail or (b) leather armor
·
(a) a martial weapon or (b) two simple weapons
·
(a) a short bow or (b) light cross bow, both
with 20 arrows or bolts (respectively)
·
(a) a dungeoneer’s pack or (b) an explorer’s
pack
Slayer’s Training
You have learned much and are ready to set upon the
enemies of those who live. At 1st
level the slayer is highly skilled at dealing with the undead. When dealing with any undead creature you
have advantage on Skill Rolls when dealing with them. You also can, as a bonus action, make a
second attack against the undead creature (or one of your chosen creature
types) during your action.
At level 6 you can apply these bonuses to 1 additional
creature type, and again at level 12.
The creatures you can choose to apply the bonuses to are aberrations,
beasts, fiends, and monstrosities.
Against any of your chosen enemies, including your initial undead, you may
use a bonus action to make an additional attack against them.
Prepared Gear
At 1st level you know the basics of readying
yourself for an opponent. You know how
to create alchemical agents to use in your fight against your chosen foes. You know places to get ingredients with out
purchasing them, though you can buy them as well. You typically need at least 50sp worth of
materials. It takes you around 1 hour to
make one alchemical agent. Your level of
skill with this allows you to craft one of the following:
·
Weapon Grease:
This is a grease you can apply to any weapon (or even your own hands). It allows the weapon to deal either +1d6
Radiant damage, or +1d6 Force Damage (only one, but not the other). The grease will last on a weapon for 8 hours
before it dries out, or its been used up enough to be ineffective. It takes around 1-3 minutes to apply the
grease properly to a weapon, and its sheath (if it uses one).
·
Healing Potion:
You can craft a healing potion.
While the potion works normally for you, if you use it on another person
it has a reduced effect (healing only 1d4 +1).
·
Holy Water:
You know an alchemical process that creates a liquid that works like
holy water.
The Abyss Flinched
At 2nd level you have advantage on saving
throws for fear and charm effects.
Slayer’s Resilience
At 2nd level you gain immunity to all diseases
Slayer Archetype
At 3rd level, you choose an archetype that
adds to your instincts and tenacity as a Slayer. Choose Ardent Hunter, or Grim Scholar. Each of these are detailed at the end of the
class description. The archetype you
choose grants you features at level 3, and again at levels 7, 10, 15, and 18.
Ability Score Improvement
When you reach level 4, and again at levels 8, 12, 16,
and 19th levels you can increase one ability score of your choice by
2, or two ability scores of your choice by 1.
No score can be increased above 20 in this way.
Extra Attack
Beginning at level 5, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
At level 6 you may choose a weapon to become your favored
weapon. You know of a ritual that
empowers the weapon, making it a formidable tool. The ritual takes 2 hours to complete and
requires around 500gp in materials. Once
completed, the weapon is treated as a magical weapon (if it is not) and deals +2
damage. Against your chosen enemies the
weapon does +1d6 damage of a damage type that they are weak against. At level 11 the critical threat range of the
weapon improves by +1 becoming 19-20, and against your chosen opponent you add
+1d6 to the critical hit damage. At
level 17 when you score a critical hit with your chosen weapon you do +1d6
damage, but against your chosen enemy you do another +1d6 (+2d6 in total).
Darkness Holds No Surprises
At level 9 you gain Darkvision 60ft. Additionally, if one of your chosen enemies
is invisible, or is shapeshifted you have Advantage on skill rolls to detect
it.
Slayer’s Blood
At level 13 your blood is a poison to any creature that
would dare to bite you. A creature that
hits you with a bite attack will deal damage normally, unless it’s bit is
poisonous, in which case you are immune to the poison portion of the damage you
would take. In turn, any creature biting
you will find your blood quite poisonous too.
The creature must make a CON save (DC 8 + CON Modifier + Proficiency
Bonus). If they fail the save the
creature takes 3d12 poison damage and is poisoned until they can succeed on
their CON save. If they succeed on their
save they take half damage and are not poisoned.
If the creature is one of your chosen foes, then it is at
a disadvantage to its save due to the special qualities of your poisoned
blood. The exception to this is if the
creature is immune to poison. You may
also coat weapons in your blood to have the same effect, a weapon like this is
only usable for landing two hits before it has to be reapplied (with the
exception being that of arrows, which only work for one the one hit).
Invocation of Power
At level 14 you are capable of invoking divine power onto
your foe. You gain the Cleric’s ability
to Turn Undead. This works like the
power, the clerics ability, along with the Destroy Undead capability. Turning undead works one time until a short
or long rest is taken. Destroying
Undead, however, requires a specific applied use and can only be done once per
day before a long rest must be taken to regain its use.
Veteran Slayer
At level 20 few Slayers ever reach old age, let alone
survive long enough to be a master of the trade. Against any opponent you deal an additional
1d8 damage with any weapon you wield. If
wielding your chosen weapon, the dice in extra damage that you roll is
increased to d8’s. If facing one of your
chosen foes you deal an extra die of damage as well.
Slayer Archetypes
All slayer’s have a different approach toward how they
deal with their prey. The slayer
archetype you choose to emulate reflects your approach.
The archetype of Ardent Hunter is one that focuses on
one’s prowess in battle, preferring overwhelming skill in battle as a way of
defeating one’s foes.
Crippling Strike
When you choose this archetype at 3rd level,
you can unleash an attack that leaves your foe vulnerable. You must declare your attack as a Crippling
Strike. If your attack hits you deal
damage normally, and the target is at disadvantage to all DEX based skill rolls
and saves until they can take a long.
You can use this attack a number of times equal to your INT modifier +1
(minimum of 1 time), before a short rest must be taken to use the features
allotment again.
Rend the Darkness
At 7th level you possess the ability to stand
against the darker forces that exist in the world. You may choose an additional chosen enemy
type to have (from your existing list). Once
per day you gain the ability to cast the Dispel Magic, or Remove Curse, but
only one or the other. The caster level
for this is equal to your current level as a slayer, Intelligence is the
governing attribute for casting these spells if it is necessary. After casting the spell you must take a short
or long rest before you can use it again.
Unrelenting Hunter
At 10th level when you denote a particular
prey as your target. When you track your
chosen prey, you have advantage on relevant skill rolls to track them. While tracking your prey you only need 4
hours for a long rest. If you spend 1
hour tracking and studying your opponent, or researching them (or combination
of any of the above), then when you face your opponent they are at disadvantage
on attack rolls made against you for the next 24 hours. If your opponent is one of your chosen enemies,
you may reroll the relevant skill roll used to track them one time.
Alchemically Ready
At 15th level you’ve expanded upon your alchemical
creations for more combat capable concoctions.
·
Advanced Healing Potion: The healing potions you can make are more
concentrated, having a consistency almost like honey. It needs only an hour to brew but uses 4x the
amount of ingredients. The potion heals
4d8+4 HP to you, but if someone other than yourself drinks a potion, they only
recover 2d8+2 HP.
·
Dragon’s Ire Potion: This potion takes 6 hours to brew, and 500gp
worth of ingredients and creates a liquid like the element of what’s given. When ingested, the character can use an
action to breath a 5 x 30ft line of flame dealing 6d6 damage (of a damage type
chosen from the Dragonborn list) if the target fails a DEX save (DC = 8 + DEX
Modifier + proficiency bonus). If the
target makes their save they take half damage.
Once used, the character cannot use another Dragon’s Ire potion until
they have had a long rest. If you have a
natural breath weapon the potion instead immediately restores the natural
breath weapon’s use, and adds 2 additional die of damage to what is done. If someone else drinks the potion they must
make a CON Save (DC 8 + the crafter’s INT modifier + proficiency bonus). If they succeed they can use the potion at
half strength. If they fail the save
they instead take the damage themselves.
·
Quicksilver Potion: The potion takes 3 hours to brew, 250gp of
materials, and creates a liquid that is like mercury. When drank the person gains an extra 30ft of
movement and can make an extra attack.
If someone other than the maker drinks it, they only gain 15ft of
movement. The effects, however, last
only two rounds – ending at the end of the second round. Once over you have to take a short rest
before you can use another potion again.
Monster Slayer
At 18th level your lethality is the stuff of
stories and legends. You can end a
creature in a single well-placed strike.
In the place of an attack action you can attempt to use your Monster
Slayer strike. Against an enemy that is
not one of your chosen foes, you can deal normal critical damage to the target
with a successful attack roll. If the
enemy is one of your chosen enemies then critical hit damage is dice is rolled
3 times instead of the normal two. If
you roll an actual critical hit for this attack, you then would roll 3 times the
damage or 4 times the damage (respectively).
If the target looses more than half their HP in this attack, they must
make a CON save (DC = 8 + DEX modifier + Proficiency bonus). If they succeed they take the damage
normally. If they fail the save they
die.
The archetype of Grim Scholar is one that focuses on
one’s skills and capabilities instead of overall combat prowess.
Know Thy Foe
At 3rd level you have the ability to quickly
assess your foe and their capabilities.
When facing an opponent you can spend an action to analyze a single
chosen opponent. On your next turn and
until that chosen opponent is defeated you may choose one of the following
options to use when fighting them:
·
+1 AC
·
+2 Damage
·
+1 to Attack Rolls
If the foe is one of your chosen opponents from Slayer’s
Training, you can double the bonus. At
the start of each of your turns you can choose how to reapply the benefits.
A Trick Up Your Sleeve
At 7th level you have developed tricks for
concealing weapons and items on your person.
You have advantage on skill rolls to conceal objects on your
person. Additionally, you are never with
out a weapon. With an hour of prep time
you can bond a light weapon to yourself.
This weapon can be called to yourself from anywhere it is. You also can bond one item that is not a
weapon to be called to you in the same way.
When called the weapon simply appears in your hand. You may also choose to send the item back to
where you called it from if you deem it necessary.
Worldly Study
At level 10 you have developed the ability to quickly
adapt to new places and situations. It
takes you an hour to get used to any environmental condition that does not
cause physical harm. This allows you to
move and take actions with no disadvantage to your rolls from them. You are still harmed by environments that
would do harm to you, but if there is a saving throw involved you have
advantage.
Outside of these conditions, you adapt quickly to social
environments. With an hour of time spent
in the new place, learning about what goes on there you gain advantage on skill
rolls to learn information, find your way around, or to persuade others into
assisting you in some small way (so long as they are native to the place).
Grim Caster
At 15th level the character develops a small
ranged of specialized spells that they can use.
You may choose your spells from the Cleric spell list. You may choose:
·
Cantrips:
Select 2 of your choice.
·
1st Level: Select 2 spells to know. You may cast your 1st level spell
up to 3 times.
·
2nd Level: Select 2 spells to know. You may cast your 2nd level spell
up to 2 times.
·
3rd level: Select 1 spell to know. You may cast your 3rd level spell
1 time.
·
4th level: Select 1 spell to know. You may cast your 4th level spell
1 time.
Spells with levels can only be cast once per day and are
recovered after a long rest. Saving
throw DC’s are INT based (8 + INT modifier + Proficiency bonus).
Slaying Leader
At 18th level the character has developed
skills and capabilities that allow them to lead others in hunting and slaying
their chosen opponents. When facing any
of your chosen enemies from Slayer’s Training, and you spend at least an hour
prepping the people who will be facing the enemy, you can grant each of them
+1d8 damage when facing this foe. If the
foe is not from your Slayer’s Training you can still grant a +1d4 to damage
dealt. However, in order for this to
work you must be conscious, and your allies must be able to hear you so that
you can issue orders on the fly. For
yourself, you have the ability to direct the flow of battle to a degree. You can choose, at the start of your turn, to
grant one ally or yourself advantage on the next attack roll. This cannot be applied to the same person
each turn, and only applies to that person one time. After this, a short rest is needed before the
bonus can be used again.