Slayer

Source: Plane Shift: Gielinor
Slayers are versatile warriors dedicated to the study of monsters and how to identify and take advantage of their weaknesses effectively. Some slayers focus their training on a particular type of monster, but most are flexible, always ready with the right weapon or tool for the kill. Slayers can identify weak points and blunders—a gap in a giant insect's chitin, a charging troll's momentum, or a swordsman's predictable feint—in the rush of combat and exploit them with ease. Many of the most skilled slayers in Elaris are renowned as Slayer Masters, forming a loose association which seeks to train more members in their craft through tutelage and monster-slaying challenges.

Cavalier Exploits

3rd-Level Fighter (Cavalier) Feature

You learn certain Exploits at the Fighter levels noted in the table below. They don't count against your total number of Exploits known and can't be switched upon gaining a level.
Fighter LevelExploit
3rdarresting strike, cunning instinct
5thcrippling strike, exposing strike
9thheroic focus

The Right Weapon for the Task

3rd-Level Fighter (Slayer) Feature   You're always ready with the best weapon with which to slay your foes. When you stow or draw a weapon on your turn, you can stow or draw up to 3 other weapons in the same Object Interaction. For example, you could sheathe two swords and draw two axes in the same turn.

Slayer's Opportunity

3rd-Level Fighter (Slayer) Feature   You can identify additional weaknesses in your targets in the heat of combat. As a Bonus Action, you can choose a creature you can see within 60 feet of you, scanning it for gaps in its defenses. Roll a d6 on the table below. The next time you hit the target with the corresponding damage type before the end of your next turn, the creature gains Vulnerability 10 to that damage type. If the creature is normally Resistant to that damage type, reduce its Resistance by 10. If this would reduce the Resistance below 0, it gains Vulnerability equal to the remaining amount instead. If the creature is Immune to that damage type, it instead has Resistance 15 to that damage type.   You can use this feature a number of times equal to your Fighter Power Reservoir, regaining all expended uses when you finish a Short or Long Rest. Once you use this feature on a creature, it is Immune to its effects for 1 hour.   At 7th level (15) and 18th level (20), the Vulnerability and amount that Resistance is reduced by is increased by 5.   At 15th level, you can choose the identified weakness when you use this feature instead of rolling.
D6Damage Type
1-2Bludgeoning
3-4Piercing
5-6Slashing

Eye for Weakness

3rd-Level Fighter (Slayer) Feature   You can observe a creature you can see within 30 feet of you as a Bonus Action, discerning information about its strengths and weaknesses. The DM tells you your choice of the creature's Immunities, Resistances, or Vulnerabilities, if it has any.

Slayer Equipment

7th-Level Fighter (Slayer) Feature   You've studied specialized crafting techniques used by slayers. You gain Proficiency with one set of Artisan's Tools of your choice.   When you gain this feature, choose three items from the Slayer Equipment list below to craft. Whenever you finish a Long Rest, you can replace one of the crafted pieces of equipment with a new one. Some equipment requires a prerequisite item to craft, which is returned in its original state if you replace the item later. If the item requires Attunement, you can Attune yourself to it the instant you craft the item. If you decide to Attune to the item later, you must do so using the normal process for Attunement. Each item requires careful upkeep to keep it in working condition, and you cannot maintain more than three items at a time. Your crafted items remain indefinitely, but break apart after 1 day of you not maintaining them, such as if you die. If you try to exceed your maximum number of crafted pieces of Slayer Equipment, your oldest item loses its effects, and then the new item is crafted.   The maximum number of pieces of Slayer Equipment you can craft and maintain at once increases to four at 10th level and to five at 15th level. Slayer Equipment
Bane Weapon
Required Item: Any melee weapon or up to 20 pieces of ammunition (Requires Attunement)   This weapon or ammunition has been specifically modified to be effective against a particular creature type, which is chosen when it is crafted from among: Aberrations, Celestials, Dragons, Elementals, Fiends, Giants, Magical Beasts, Monstrous Humanoids, or Undead. The item deals an additional 1d6 damage to creatures of the chosen type.
Broad Ammunition
Required Item: Up to 20 arrows or quarrels   This ammunition has been fitted with large tips. The ammunition deals Bludgeoning damage instead of Piercing damage when fired.
Bug Lantern
Required Item: Any lamp or lantern   This lantern has been modified to keep swarms of bugs and other pests at bay. While wielding this lantern, creatures with the Swarm or Vermin Subtypes have Disadvantage on Attack Rolls against the wielder, and the wielder has Resistance to the damage caused by such attacks.
Earmuffs
Required Item: A handful of cotton or feathers   These earmuffs protect from harmful noises without too heavily dampening the wearer's hearing. While wearing these earmuffs, a creature has Advantage on Saving Throws against being Deafened and against Sonic effects, such as the wail of a banshee.
Enchanted Gem
Required Item: A sapphire worth at least 100 gp   The gem is attuned to one creature type, which is chosen upon crafting it from among: Aberration, Animal, Celestial, Elemental, Fiend, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Plant, or Undead. The gem glows faintly when a creature of the chosen type is within 1 mile, and brightly when a creature is within 100 feet. When you finish a Long Rest, you can change the chosen creature type to another of your choice.
Face Mask
Required Item: A strip of Cloth   This cloth mask carefully covers the nose and mouth, helping to prevent breathing and ingesting harmful substances. The wearer has Advantage on Saving Throws against Poison damage or the Poisoned condition.
Fungicide
Required Item: A vial of acid   Using an Action, a harmful acid mixture can be hurled at a Plant or creature with the Wood subtype within 15 feet of you, using a Ranged Attack Roll. On a hit, the fungicide deals 3d12 Acid damage, ignoring Resistance and Immunity. This item can be used in this way three times, after which a new one must be crafted.
Headband of Lucidity
Required Item: A strip of leather   This headband is fashioned in a particular way so as to constrict the temples, focusing the mind against deceitful mental attacks. A creature wearing this headband has Advantage on Saving Throws against being Charmed.
Insulated Boots
Required Item: A pair of non-metal boots and a large strip of leather (Requires Attunement)   These boots prevent the wearer from receiving the full force of Electricity-based attacks. A creature wearing these boots has Resistance to Lightning damage.
Leaf-Bladed Ammunition
Required Item: Up to 20 arrows or quarrels   This ammunition has been tipped with carefully crafted leaf-blades. The ammunition deals Slashing damage instead of Piercing damage when fired. Additionally, attacks with this ammunition have Advantage on creatures with Natural Armor of 16 AC or greater. The damage dice of such weapons decreases by 1 size.
Leaf-Bladed Weapon
Required Item: A melee weapon that deals Piercing or Slashing damage   This weapon has been fitted with a delicate leaf-blade. The weapon grants Advantage on Attack Rolls against creatures with Natural Armor of 16 AC or greater. The damage dice of such weapons decreases by 1 size.
Mirror Shield
Required Item: Any metal shield, a flask of oil   This shield has been polished with hot oil, giving it a mirror finish that can reflect back the petrifying gaze of creatures such as basilisks. While holding this shield, a creature has Advantage on Saving Throws against being Petrified.
Reinforced Goggles
Required Item: A pair of small glass discs   These goggles are secured over the wearer's eyes, protecting them from harmful debris and other effects. A creature wearing the goggles has Advantage on Saving Throws against being Blinded.
Rock Hammer
Required Item: A Light Hammer, Warhammer, or Maul   This weapon has been specifically modified for pulverizing rocks and creatures made from similar materials. The weapon has Advantage on Attack Rolls against creatures made of stone, crystal, or similar inorganic materials. This weapon additionally counts as Adamantine for overcoming Resistance and Immunities of such creatures, such as Stone Golems.
Salt Shaker
Required Item: A bag of salt   As an Action, salt from the shaker can be hurled at an Ooze or similar creature with a membranous or moist skin, such as a snail. Make a Ranged Weapon Attack roll with the salt with a range of 15/30 feet. On a hit, the creature takes 3d8 Acid damage, ignoring any Resistance or Immunity. This item can be used in this way three times, after which a new one must be crafted.
Slayer Bell
Required Item: A small bell   The bell can be rung as an Action. Each creature of the user's choice within 60 feet that can hear it must succeed on a Constitution saving throw against your Exploit Save DC, losing the Spider Climb, Web Walker, and Web Sense abilities if they have them, immediately falling if not otherwise securely positioned.
Slayer Gloves
Required Item: A pair of gloves   These gloves help to prevent contact with creatures and objects carrying diseases. While wearing these gloves, a creature has advantage on Saving Throws against Disease effects.
Witchwood Icon
Required Item: A small chunk of wood and a string   This carved wooden symbol is hung around the neck and wards off the terrifying effects of some monsters. A creature wearing the icon has Advantage on Saving Throws against being Frightened.
 

Dirty Fighting

10th-Level Fighter (Slayer) Feature   Your quick hands allow you to deploy useful equipment in the midst of combat in order to get the upper hand. You can operate the following equipment using a Bonus Action instead of an Action: Alchemist's Fire, Ball Bearings, Caltrops, Fungicide, Holy Water, Hunting Trap, Oil Flask, Salt Shaker, Tinderbox, Torches, Lanterns and similar non-magical light sources, Vials of Acid, Weapon Poisons, and other equipment as determined by the DM.

Slayer Master

18th-Level Fighter (Slayer) Feature   You have honed your martial prowess to be on par with Elaris's most renowned Slayer Masters. When you reduce a creature to zero hit points, you regain one use of your Slayer's Opportunity feature. Additionally, creatures are that are normally Immune to the damage type for Slayer's Opportunity instead have Resistance 20.