Slayer A monster stalks the darkened city streets, leaving silence and death in its wake. Its gaze alights upon a figure wandering alone, their cloak pulled tight against the nightly chill, and it darts forward to feast. Only as its victim turns, silver blade flashing, does the vampire realize it's not the only hunter out on the town tonight. The elven scholar doubles over as something primal claws up from inside her. Slender fingers swell into rending talons, delicate skin thickens into furred hide, and tapered ears flood with panicked noise. Her eyes snap open, shining with bestial light, and she screams a bloody battle cry. The blue-scaled warrior sniffs the damp dungeon air a moment, gesturing silently to his companions. There's an ambush ahead. The goblins have only a moment to realize they've been spotted, and then his weapon ignites with crackling lightning and the darkness erupts with shrieks. Crude spears form a bristling wall, but the dragonborn warrior seems to vanish past them, moving with uncanny sleed as his blade lashes out. Every slayer is a hybrid, only partly mortal. Some inherited the power flowing through their veins, while others made a pact with an otherworldly power or were inducted into secretive orders through mutative rituals. Whatever the source of their unnatural power, the slayer wields it as a weapon. Often just as feared as the creatures they hunt, these half-monster warriors delve into ancient lore in an effort to understand and master their stranger natures. Those Who Hunt Monsters The archetypal slayer is a swift combatant who can easily exploit the weak links in the enemy's battle line. Escape soon becomes impossible, as their quarry is isolated and brought down. Then the slayer can pick apart the remaining scattered foes at their leisure. Attempts to pin the slayer down inevitably fail, for they move with unearthly speed, and every blow that fails to kill them simply opens the door to more of their otherworldly strength. A slayer left bloodied and broken is more dangerous than ever, and will soon be back in the fight. Blending close-range destructive magic with a strong sword-arm and quick feet, the lightly-armored slayer dodges and darts around opposition, inflicting grievous wounds on all who get too close. Occult Secrets No slayer can survive long without exploring the supernatural power that lurks in their veins. These half-breed hunters seldom receive careful guidance, but must instead delve into forgotten tomes and old folk tales, learning their own nature through experimentation and study. Such insights offer great power to the scholarly slayer. Slayers who explore their magical nature can develop more dangerous skills, learning to truly draw forth their monstrous qualities as they transform into unnatural war forms, or devise magic rites fuelled by their own life force. Slayers are no stranger to sacrifice, especially if it means the defeat of a true foe. 1

The Slayer Level Proficiency Bonus Spells Known Features Occult Spell Slots Slot Level 1st +2 – Occult Studies, Quick Step 1d4 – – 2nd +2 2 Fighting Style, Pact Magic, Cursed Brand 1d4 1 1st 3rd +2 3 Chimeric Covenant, Occult Resolve 1d4 2 1st 4th +2 4 Ability Score Improvement 1d4 2 1st 5th +3 5 Extra Attack, Offer Vitality 1d6 2 2nd 6th +3 6 Covenant feature 1d6 2 2nd 7th +3 7 Evasion 1d6 2 2nd 8th +3 8 Ability Score Improvement 1d6 2 2nd 9th +4 9 – 1d8 2 3rd 10th +4 10 Occult Instincts 1d8 2 3rd 11th +4 11 Arcane Vigor 1d8 2 3rd 12th +4 11 Ability Score Improvement 1d8 2 3rd 13th +5 12 – 1d10 2 4th 14th +5 12 Covenant feature 1d10 2 4th 15th +5 13 Otherworldly Ichor 1d10 2 4th 16th +5 13 Ability Score Improvement 1d10 2 4th 17th +6 14 – 1d12 2 5th 18th +6 14 Occult Sight 1d12 2 5th 19th +6 15 Ability Score Improvement 1d12 2 5th 20th +6 15 Covenant feature 1d12 2 5th Creating a Slayer When you create your slayer character, consider the origin of their power. Did you imbibe the blood of an ancient fiend, or were you sired by a fey noble? Did you seek out this power, or resent having it thrust upon you? How did your loved ones respond to these changes? What drives you to the hunt? Have you joined a formal order of monster hunters, or are you seeking answers as a lone wanderer? Do you want revenge on someone who cursed you, or have you simply embraced the thrill of power? What is your relationship with your otherworldly magic? Do you eagerly search for ancient lore to extend your powers, or is every fresh secret an unwelcome revelation? Why did you join up with a band of adventurers? Do you find their camaraderie a much-needed comfort, or worry that your monstrous nature will bring them to harm? Quick Build You can make a slayer quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence. A high Constitution score is ideal, and should replace Intelligence for slayers distinterested in casting spells. Second, choose the haunted one background (Curse of Strahd, pg. 209). Class Features As a slayer, you gain the following class features. Hit Points Hit Dice: 1d10 per slayer level

1d10 per slayer level Hit Points at 1st Level: 10 + your Constitution modifier

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

Light armor, medium armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None

None Languages: One exotic language Saving Throws: Dexerity, Intelligence

Dexerity, Intelligence Skills: Choose two from Acrobatics, Arcana, Athletics, Investigation, Perception, Religion, Stealth and Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scale mail or (b) leather armor

A martial melee weapon and a simple weapon

(a) a hand crossbow and 20 bolts or (b) a martial weapon

(a) a dungeoneer's pack or (b) a scholar's pack 2

Occult Studies You have delved into ancient lore to unlock the power hidden in your blood. When you make an Intelligence check, you can call upon your Occult Studies to roll an Occult die, a d4, and add the number rolled to the result. You can roll this die before or after rolling the ability check, but must decide before the DM determines the outcome. You can use your Occult Studies feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. Your Occult die changes as you gain slayer levels, as shown in the Occult column of the Slayer table. Quick Step You dart forth with uncanny swiftness. On your turn, you can use a bonus action to move up to 10 feet in any direction. This movement does not provoke opportunity attacks, and is not reduced by difficult terrain. You can make a contested Dexterity (Acrobatics) check to quick step through a space occupied by a hostile creature. You cannot quick step while you are prone, while you are wearing heavy armor, or while your speed is at 0. Fighting Style At 2nd level, 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 +2 bonus to attack rolls you make with ranged weapons.

You gain a +2 bonus to attack rolls you make with ranged weapons. 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.

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. 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.

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. Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. 3 Pact Magic Starting at 2nd level, you learn to channel your magical vitality into formal spells. Spell Slots The Slayer table shows how many spell slots you have. The table also shows what level those slots are; all of your spell slots are the same level. To cast one of your slayer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell bane, you must spend one of those slots, and you cast it as a 2nd-level spell. Spells Known of 1st Level and Higher At 2nd level, you know two 1st-level spells of your choice from the slayer spell list. The Spells Known column of the Slayer table shows when you learn more slayer spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 11th level, for example, you learn a new slayer spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the slayer spells you know and replace it with another spell from the slayer spell list, which must also be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your slayer spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a slayer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Cursed Brand Also at 2nd level, when you hit a creature with a weapon attack, you can mark it with a cursed brand. This brand lasts for a number of days equal to your slayer level, but fades early if the creature is reduced to 0 hit points, if you use your action to dismiss it, or if it is removed by a remove curse spell or similar magic. You cannot mark another creature until your current brand fades. Once per round, when you damage a branded creature with a weapon attack, you can cause the attack to deal extra cold, fire, or lightning damage (chosen by you upon applying the curse) equal to your Occult die. Starting at 11th level, you can deal this extra damage each time you hit a branded creature with a weapon attack, instead of only once per round. 3

Chimeric Covenant At 3rd level, you delve deeper into your hybrid nature, joining a covenant of those who share your power. Choose the Covenant of the Diabolic, the Covenant of the Dragonheart, the Covenant of the Haunted, the Covenant of the Hexblade, the Covenant of the Sanguine, the Covenant of the Werebeast, or the Covenant of the Witchbrew, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 14th and 20th levels. Monstrous Affinity Each covenant has an associated creature type. When you make a roll directly involving that type of creature, such as an Intelligence (History) check to identify an ancient ghost, you can call upon your Occult Studies without expending a use of that feature. Your DM should let you know if you expended a use of that feature only after determining the outcome of the roll. Occult Resolve Also at 3rd level, you can use your Occult Studies feature to improve saving throws against being frightened or charmed. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two scores by 1. You can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Offer Vitality Also at 5th level, you learn to metabolize the raw magic flowing through your veins. When you take the Cast A Spell action, but before expending a spell slot, you can reduce your hit point maximum by an amount equal to twice your character level to immediately regain one Pact Magic spell slot. Any excess hit points are lost. You cannot use this feature again until you complete a long rest, at which point you regain your normal hit point maximum. You can use this feature twice before needing a long rest at 9th level, and three times starting at 13th level. Evasion At 7th level, your unnatural celerity lets you dodge out of the way of certain area effects, such as a copper dragon's acid breath or a prismatic spray spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Occult Instincts At 10th level, when you make an Intelligence (Investigation) check enhanced by your Occult Studies, you automatically learn what types of creatures have recently interacted with the area, creature, or object you are examining, and whether any of these creatures bore your cursed brand. You sense these lingering imprints as magical scents or sounds, which become more intense based on the relative power, recency, and number of each creature type. In addition, you regain all expended uses of your Occult Studies after finishing a long or short rest. Arcane Vigor Starting at 11th level, immortal blood rushes through your veins as you channel its power. Each time you expend a Pact Magic spell slot, you regain hit points equal to your Occult die + your Intelligence modifier. Otherworldly Ichor Starting at 15th level, your body fully adapts to its demi-mortal ichor. You gain proficiency in Constitution saving throws, and become immune to disease. In addition, you suffer none of the drawbacks of old age. However, the DM should have you roll again on your Covenant Quirks table at intervals throughout your life, as your mortal half ebbs. Occult Sight Starting at 18th level, you may use your action and expend a use of your Occult Studies feature to gain truesight out to a range of 30 feet until the end of your next turn. Chimeric Covenants The road of the slayer is often a lonely one, lacking true kinship with mortals or monsters. Such adventurers often seek out those who share their strange origins, and learn to refine the otherworldly powers of a true slayer. Covenants often act as secret societies or sworn orders, and sometimes cultivate direct ties to the creatures with which they are related. Some covenants actively recruit, offering power to the worthy in mystic rites, while others seek out their scattered "natural" kin to protect and guide them. Alternatively, a young slayer without access to such a network might stumble upon a few scraps of lore in their studies, the legacy of a forgotten oath or purged sect. Many covenants came to bitter ends. When you first join a Chimeric Covenant, roll once on the Covenant Quirks table. 4

Covenant of the Diabolic The power of the Nine Hells is equal parts temptation and terror, a seductive force of darkness and fire and unmelting ice that leaves its tainted mark on any who cross its path. The Covenant of the Diabolic is populated by such damned souls. Some are hybrid children abandoned by infernalist parents, unwise occultists who made a poor pact and escaped with their lives, and even those virtuous warriors who fought the darkness too long to remain truly pure. Many tieflings join this covenant, pursuing forbidden studies to concentrate the cursed power in their bloodline. Diabolic Covenant Quirks d6 Quirk 1 You are tempted by dreams of power and corruption. 2 When your blood is up, your eyes blaze with devilish fire and the scent of brimstone fills the air. 3 You only honour the letter of your promises. 4 Your tongue is forked or stained black, and your nails are dark and sharp. 5 Hallowed ground makes you uncomfortable. 6 Your skin is marked by an infernal brand or birthmark that throbs or glows in the presence of evil. Monstrous Affinity You have an affinity for fiends. Hellish Fury Starting when you join this covenant at 3rd level, you can hurl creatures back with explosive might. Once per round, when you hit a creature within 5 feet with a weapon attack, you can force it to make a Strength saving throw against your slayer spell save DC. If it fails, you can push it up to 10 feet away. Devil's Tread Also at 3rd level, your passage leaves prints that blaze with infernal power. You can quick step even if your speed is at 0 due to the grappled condition. In addition, once per round when you use your quick step to move through a creature's space, you can inflict cold, fire, or lightning damage equal to your Occult die on that creature. Sinner's Tongue Starting at 6th level, you can use your Occult Studies feature to improve Charisma (Deception) checks. When you do so, you can't be compelled to tell the truth by magic, and any magic that would determine if you are telling the truth indicates you are being truthful if you so choose. Fiendish Resilience Beginning at 14th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. Fallen Angel Form At 20th level, you can use your action to transform into a terrifying demi-devil. This form has the following benefits: You can mark more than one creature at once with your Cursed Brand feature. When the transformation ends, pick one brand to retain; your other brands end early.

You can use your Hellish Fury more than once per round. In addition, creatures with a size of large or smaller automatically fail their saving throw against that feature.

When you take the Attack action on your turn, you can instead make an attack against any number of creatures within 5 feet of you, with a separate attack roll for each.

You have immunity to fire damage. When you first adopt this form, you can choose a different damage type for your Fiendish Resilience to defend against. This transformation lasts for 1 minute. You cannot use this feature again until you complete a long or short rest. 5

Covenant of the Dragonheart Dragons are creatures of awesome power, primordial beasts that kingdoms emblazon on heraldry even as they beg heroes to slay them or offer up their children as tribute. For mere mortals, the shadow of spread wings heralds glory or death. Little wonder that so many pursue such draconic power for themselves. Whether an order of dragon-knights who drink from a sacred chalice fed by a still-beating heart, or a savage warrior whose ancestors lay with transformed dragon-lords in eons past, the Covenant of the Dragonheart are true heirs to the blood of the dragon. Dragonheart Covenant Quirks d6 Quirk 1 You jealously hoard your most prized treasures, whether they are loot, lore, or loved ones. 2 Your body is always warm, and steams on cold days. 3 You are puzzled when others fail to bow and scrape before you. Do they not recognise your magnificence? 4 Bright scales dapple your skin, and your nails are sharp and hard as a steel blade. 5 When provoked, your temper erupts like a volcano. 6 Your eyes glow like colored embers, and your pupils are reptilian slits. Monstrous Affinity You have an affinity for draconic creatures. In addition, choose one color of dragon your blood resonates with. Dragon Color Damage Type Black, Copper Acid Silver, White Cold Brass, Gold, Red Fire Blue, Bronze Lightning Green Poison Claws of the Dragon When you join this covenant at 3rd level, you add the damage type associated with your draconic color to the list of damage types you can inflict with your Cursed Brand, or with any slayer spells that inflict your choice of cold, fire, or lightning damage. In addition, when you roll a 1 or 2 on a damage die of this damage type, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. Wings of the Dragon Also at 3rd level, you can launch yourself in tremendous leaps. Whenever you quick step (or cast a slayer spell which causes you to move), you gain a flying speed of 15 feet until the end of the turn. Voice of the Dragon Starting at 6th level, you gain proficiency in your choice of Intimidation or Persuasion. You can use your Occult Studies feature to improve ability checks made with the skill you chose. Scales of the Dragon Beginning at 14th level, you have resistance to damage inflicted by falling, as well as the damage type associated with your dragon color. Blood of the Dragon At 20th level, you can use your action to transform into a terrifying demi-dragon. In this form, your unarmed strikes deal 1d6 slashing or piercing damage (your choice), and your AC equals 13 + your Dexterity modifier, unless it would normally be higher. In addition, each of your previous features is enhanced: Claws of the Dragon. You can reroll any damage dice of the type associated with your draconic color. You must use the new roll, even if the new roll is lower.

You can reroll any damage dice of the type associated with your draconic color. You must use the new roll, even if the new roll is lower. Wings of the Dragon. You gain a flying speed equal to your walking speed, as wings rip from your back. Any armor you are wearing shifts to accomodate these wings.

You gain a flying speed equal to your walking speed, as wings rip from your back. Any armor you are wearing shifts to accomodate these wings. Scales of the Dragon. You gain immunity to the damage type associated with your draconic color.

You gain immunity to the damage type associated with your draconic color. Voice of the Dragon. When you transform, you can exert your draconic presence. Every hostile creature within 30 feet must make a Wisdom save at your slayer spell save DC. Those who fail are frightened (if you chose Intimidation) or charmed (if you chose Persuasion) until your transformation ends. This form lasts for 1 minute, after which you revert to normal. You cannot use this feature again until you complete a short or long rest. 6

Covenant of the Haunted It is the lot of the living to mourn the dead, and the doom of the dead to envy the living. When the two meet, the results are seldom kind. Necromantic rites may bind a ghost to a living soul, or spirit-twisting regrets might chain ancient ancestors or lost lovers to a mortal tether. Some even claim to have been sired by ghosts, half-dead from birth. Whatever the truth, the Covenant of the Haunted tread the land of the living with one foot in the grave, giving rest to the wicked and comfort to the unavenged. Haunted Covenant Quirks d6 Quirk 1 You cannot sleep soundly except on grave-dirt. 2 Your skin is cold and pale, and your breath never frosts even on the chilliest days. 3 You are often distracted by whispers. 4 Your wounds do not bleed, your heart does not beat, and you sometimes forget to blink. 5 In mirrors and still ponds, your reflection is that of a long-dead corpse or a withered spectre. 6 You obsess over an object or place from your past, as though unable to truly move on. Monstrous Affinity You have an affinity for undead creatures. Phantom Armory Starting at 3rd level, you can channel deathly power. You add necrotic and radiant to the list of damage types you can inflict with your Cursed Brand, or with any slayer spell that inflicts your choice of cold, fire, or lightning damage. When your Cursed Brand deals extra damage to an undead creature, roll two Occult dice instead of one. Wraith Step Also at 3rd level, you can use your quick step to move through spaces occupied by solid objects or hostile creatures, temporarily transforming into a stream of ghostly mist. The space must have a gap at least large enough for a Tiny creature to move through. If you end your quick step in a space occupied by a solid object or creature, you suffer 1d10 force damage and are shoved back to the space you occupied before you attempted to quick step. Tell No Tales Beginning at 6th level, you can see 60 feet into the Ethereal Plane when you are on the Material Plane, and vice versa. In addition, you can cast speak with dead without expending a spell slot or material components. You must complete a short rest before you can do so again. Beyond Death At 14th level, your ghostly resonance provides resistance to necrotic damage, and you no longer need to breathe, eat, or drink. Scion of the Grave At 20th level, you can use your action to transform into a living spectre, a creature of shadow and corpse-light. In this state, you are immune to necrotic damage and cannot be grappled, paralyzed, petrified, restrained or stunned. When you transform, you step into the border regions of the Ethereal Plane. You can move in any direction on the Ethereal Plane, though vertical movement is treated as moving through difficult terrain. You can see and hear your original plane, but you cannot discern color or see anything more than 60 feet away. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on your original plane. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. Whenever you quick step (or cast a slayer spell which causes you to move) into a space that is unoccupied on both planes, you can leave the Ethereal Plane and return to your original plane, or vice versa. This transformation lasts for 1 minute, after which you return to your original plane. You cannot use this feature again until you complete a short or long rest. 7

Covenant of the Hexblade The world of mortals is rife with dark spirits who feed on the violence of millenia, clinging to ancient grudges and growing strong on well-aged hatred. Some are lost ghosts who have shed memories of anything but bloodshed. Others are faded demons, fallen gods of war, or the souls of once-mighty blades left to rust in dungeons and armories. Whatever their origin, these vicious hexblades eagerly latch onto new hosts willing (or simply able) to offer them a fresh sword arm. Such is the Covenant of the Hexblade, a partnership forged in bloody steel. Hexblade Covenant Quirks d6 Quirk 1 You smell of old blood and oiled steel, no matter how hard you scrub. 2 The words of your hexblade sometimes slip between your lips in a bitter murmur. 3 Your eyes seem like orbs of dark metal. 4 At times you appear to be lost in your own mind, though in truth you're having a conversation. 5 The sacred markings of your hexblade spread a little further your arms each time you draw the weapon. 6 You refuse to give up on grudges or minor slights. Monstrous Affinity Your hexblade, wielded by countless warriors across the world, gives you an affinity for humanoid creatures. Deadly Screaming Sword Starting when you join this covenant at 3rd level, you awaken a vengeful spirit that dwells within you, called a hexblade. When you complete a long rest, you can allow your hexblade to possess one weapon you are holding. The possessed weapon becomes indestructible and magical, if it was not already, and you can't be disarmed of it unless you are incapacitated. If it is on the same plane of existence, you can summon the weapon as a bonus action on your turn, causing it to teleport to your hand. While wielding the possessed weapon, you add thunder to the list of damage types you can inflict with your Cursed Brand, or with any slayer spells that inflict your choice of cold, fire, or lightning damage. In addition, when you hit a creature within 5 feet with the weapon, you can expend one spell slot to deal additional thunder damage to the target. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 6d6. Your hexblade can only possess a single weapon at a time, and it cannot possess a sentient weapon. Iron Devil's Wicked Curse Also at 3rd level, the bottomless spite of your hexblade flows through your cursed brand. The creature marked with your brand provokes opportunity attacks from you even if it takes the Disengage action. You must use your possessed weapon to make this opportunity attack. If you use your action to dismiss your cursed brand, you lose the benefits of this feature until you complete a long or short rest. Memories of Ten Thousand Battles Starting at 6th level, your hexblade whispers the knowledge of aeons into your ear. When you use your Occult Studies feature to enhance an ability check, you gain proficiency in the relevant skill until the next time you use this feature. Sage-Devouring Blade Defense Beginning at 14th level, your hexblade consumes the magic cast upon you. You have advantage on saving throws against spells and other magical effects while you are wielding your possessed weapon. Become the Sheathe of Nightmares At 20th level, you can use an action to fully fuse with your hexblade, becoming a living weapon of flesh and metal. This form conveys the following features: You have advantage on attacks made with your possessed weapon against a creature marked by your cursed brand.

A branded creature has advantage on weapon attacks against you.

When you take damage from a branded creature that is within 5 feet of you, you can use your reaction to make an attack against that creature with your possessed weapon.

If you reduce a branded creature to 0 hit points, you gain temporary hit points equal to your slayer level + your Intelligence modifier (rounded up). This transformation lasts for 1 minute. You must complete a long or short rest before you use this feature again. 8

Covenant of the Sanguine Vampires are among the most feared ladies and lords of the undead. Immortal slaves to their own bloodthirst, vampires yearn to make slaves of the living in turn. Daywalking thralls or lovers often receive lesser strains of vampiric power, while the rare mortal children of a vampire's union may inherit traces of undead might. Some vampire hunters go so far as to claim this power for themselves, brewing cocktails of tainted blood from their enemy's veins. These half-vampire slayers make up the Covenant of the Sanguine, who wield the hungry, unseen powers of the night. Sanguine Covenant Quirks d6 Quirk 1 You cast no reflection in mirrors or water, and your shadow moves of its own volition. 2 You find the scent of blood utterly intoxicating. 3 The sun irritates your eyes, and you burn easily. 4 You are afflicted with compulsive behavior, such as counting objects or asking permission to enter. 5 Your canines are long, sharp, and slender. 6 The sight of holy symbols makes you nervous. Monstrous Affinity You have an affinity for the undead. Go for the Throat When you join this covenant at 3rd level, you gain retractable fangs which you can use to make unarmed strikes. You can use Dexterity instead of Strength for the attack and damage rolls of these unarmed strikes, and they deal piercing or necrotic damage (your choice). If your target is grappled or restrained, your bite uses your Occult die for its damage. In addition, you can use a bonus action on your turn to make an unarmed strike with your bite against a creature you have grappled or restrained. Child of Darkness Starting at 3rd level, you gain the following benefits: You gain darkvision out to a range of 60 feet.

When you end a quick step in dim light or darkness, you can make a Dexterity (Stealth) check to hide as part of that quick step.

If you are hidden, you can quick step through open space without revealing yourself if you end the move in a position where you’re not clearly visible.

If you are hidden from a creature, speaking to it doesn't reveal your position.

If you are hidden from a creature and attempt to grapple it, your grapple check automatically succeeds. Hypnotic Gaze Beginning at 6th level, you acquire the persuasive, seductive power of the night. You learn suggestion, which is a slayer spell for you and does not count toward your total number of spells known. You can use this feature to cast suggestion without expending a spell slot. You must complete a short or long rest before you do so again. Crimson Thirst Starting at 14th level, when you damage a creature with Intelligence 6 or more using your bite, you can regain one Pact Magic spell slot. You must complete a short or long rest before you do so again. Prince of the Night At 20th level, you can use your action to invoke the full majesty of the darkness. You come under the effects of a control weather spell with a radius of 200 feet. The new weather conditions take effect at the end of your turn, and continue even if you are indoors, as strange mists and eerie winds gather around you. These unnatural weather conditions provide various benefits: At wind stage 3 or more, you gain a flying speed equal to your walking speed.

At precipitation stage 3 or more, bright light becomes dim light, dim light becomes darkness, and darkness becomes impenetrable to creatures with darkvision. You can see through all clouds and darkness created by these weather conditions as though they were bright light.

At temperature stage 4 or more, you gain resistance to all non-magical damage other than radiant or fire damage. This transformation lasts for 1 minute. Once you have used this feature, you cannot use it again until you complete a long or short rest. 9

Covenant of the Werebeast The line between civilization and savagery is more thinly-stretched than most would allow themselves to believe. Bestial urges lurk in the depths of every soul, making themselves known only in times of need or madness. The Covenant of the Werebeast is formed by those who have brought such primal instincts simmering to the surface, whether touched by the fae, marked by a werebeast, or cursed by their own lunatic bloodline. Some lose themselves to the lure of this animalistic strength, while others find serenity in savagery. Werebeast Covenant Quirks d6 Quirk 1 Your eyes resemble those of a hunting beast, and glean eerily in the dark. 2 You find the moonlight intoxicating and soothing. 3 When you speak, your voice is touched by an obvious and animalistic growl or hiss. 4 You often forget the mores of civilization. 5 The mark of the beast is thick in your skin and hair, with a thick mane or patches of coarse fur. 6 There are gaps in your memory, left whenever you give free reign to the beast within. Monstrous Affinity You have an affinity for beasts, as well as monstrosities with an Intelligence score of 3 or less. Animal Senses Starting when you join this covenant at 3rd level, you can use your Occult Studies feature to improve any Wisdom (Perception) check that relies on hearing or smell. Primal Transformation Also at 3rd level, you can use an action to embrace your body's primeval energies, adopting a half-beast form. In this state, you receive the following features: Beast Claws. You grow natural melee weapons, such as claws, fangs, or horns, which allow your unarmed strikes to deal 1d4 bludgeoning, slashing or piercing damage (your choice). When you take the Attack action on your turn and have at least one free hand, you can use a bonus action to make a single unarmed strike.

You grow natural melee weapons, such as claws, fangs, or horns, which allow your unarmed strikes to deal 1d4 bludgeoning, slashing or piercing damage (your choice). When you take the Attack action on your turn and have at least one free hand, you can use a bonus action to make a single unarmed strike. Natural Armor. Your body bristles with toughness. While you are not wearing heavy armor or wielding a shield, you gain a +1 bonus to your AC. This bonus increases to +2 if both your hands are free.

Your body bristles with toughness. While you are not wearing heavy armor or wielding a shield, you gain a +1 bonus to your AC. This bonus increases to +2 if both your hands are free. Brutish Might. You have advantage on Strength checks and saves, but disadvantage on Intelligence checks and saves. You can use an action to return to your original form. Kin to Beasts Starting at 6th level, you are constantly under the effects of a speak with animals spell. Razor Claws Also at 6th level, the damage die of your natural weapons becomes 1d6, and they count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Lunatic Toughness Beginning at 14th level, while you are in your half-beast form, you gain temporary hit points equal to your Constitution modifier (minimum of one) at the start of your turn. You immediately lose these temporary hit points if you are hit by a silvered weapon. Warbeast Transformation At 20th level, when you adopt your half-beast form, you can give full reign to the monstrous creature within. In this war-beast form, you gain the following benefits: Your size increases by one category. Any worn gear adapts to your new size, and you increase your Strength score (and maximum Strength score) by 2.

The damage die of your natural weapons becomes 1d8, and they gain the reach property.

The maximum distance you can move when you quick step becomes 15 feet.

You gain resistance to all bludgeoning, piercing, or slashing damage inflicted by non-silvered weapons.

You can't willingly move away from a hostile creature you can see, unless doing so would bring another hostile creature into your reach. This transformation lasts for 1 minute, or until you use an action to leave your half-beast form. You cannot use this feature again until you complete a short or long rest. 10

Covenant of the Witchbrew Sometimes the ritual to create a new hag fails, leaving a changeling child torn between wicked impulses and human needs. Other times, a hag creates some new brew infused with her fey essence, cursing the mortal that imbibes it. Whatever the cause, the Covenant of the Witchbrew are the result, alchemist-hunters cursed with secret knowledge. Witchbrew Covenant Quirks d6 Quirk 1 Your nails are long, and made of an unnatural material. 2 You compulsively taste unusual ingredients. 3 Strange plants and fungi sprout from your clothes. 4 You enjoy tricking people with half-truths. 5 Your veins are a bizarre colour, and sometimes glow. 6 You like to test your concoctions on others. Monstrous Affinity You have an affinity for fey creatures. Ritual Spellcasting Starting at 3rd level, you can cast slayer spells you know as rituals, if they have the ritual tag. You also learn new spells at the levels specified below. These are slayer spells for you, and do not count toward your total number of spells known. Slayer Level Spell 3rd find familiar, identify 5th locate animals and plants, locate object 9th leomund's tiny hut, speak with dead 13th divination, leomund's secret chest 17th awaken, commune with nature Grandmother's Recipe Book Also at 3rd level, you gain a number of reagent points equal to your Intelligence modifier (minimum of 1), which you can spend to create potions. This requires 1 minute of brewing per point spent, at the end of which you create a magic potion that lasts 1 hour before expiring into a useless mess. This potion contains a spell, which you choose from those available at your level in the Hag Recipes table. If a spell (such as alter self) offers a choice of effects, you must choose one of these upon brewing the potion. A creature that drinks the potion comes under the spell's effects for its full duration or one hour, whichever is shorter. Creating each potion costs the number of reagent points associated with that spell in the Hag Recipes table. You can increase a spell's effective level by spending additional reagent points equal to the additional levels. If a spell consumes material components when cast, the brewing process requires components of equal value. You can never have more reagant points than your Intelligence modifier (minimum of 1), and you regain all expended reagant points when you complete a long rest. You can also expend a Pact Magic spell slot to regain reagent points equal to the slot's level. Hag Recipes Level Cost Spell 3rd 1 alter self, calm emotions, darkvision, false life, lesser restoration, nystul's magic aura, spider climb, water breathing 6th 2 barkskin, dispel magic, enlarge/reduce, enhance ability, heroism, invisibility, longstrider, protection from poison 14th 3 death ward, greater restoration, protection from energy, protection from evil and good, remove curse, stoneskin Bloody Cauldron Starting at 6th level, you gain temporary hit points equal to twice your slayer level whenever you Offer Vitality. Pricking Of My Thumbs Also at 6th level, you are constantly under the effects of the detect poison and disease spell, and have advantage on rolls to harvest or forage for alchemical ingredients. Foul Quaff By 14th level, your long exposure to countless brews grants you immunity to poison damage and the poisoned condition. Call the Coven At 20th level, you can use an action to call on your wicked potential, manifesting the hag you might have been and the hag you might become. Two hags of challenge rating 6 or lower appear in an unoccupied space within 90 feet. They are friendly to you, obey your commands, and are recognisable as yourself. You and these two hags are treated as members of the same hag coven (Monster Manual, pg. 176). If you or one of these hags suffer damage, you can redistribute the damage freely between the three of you. These hags vanish after 1 minute, or when they are reduced to 0 hit points. You must complete a short or long rest before you use this feature again. 11

Slayer Spell List Level 1 Animal Friendship

Armor of Agathys

Arms of Hadar

Bane

Bonding Serpents*

Charm Person

Detect Evil and Good

Detect Magic

Fog Cloud

Hellish Rebuke

Protection from Evil and Good

Scouring Serpents*

Springheel Tread*

Thunderwave Level 2 Alter Self

Augury

Blur

Crown of Madness

Darkness

Darkvision

Destructive Step*

Hold Person

Magic Weapon

Mirage Step*

Protection from Poison

See Invisibility

Silence

Vanishing Step* Level 3 Bestow Curse

Blink

Counterspell

Dispel Magic

Elemental Weapon

Fear

Protection from Energy

Kindle Self*

Vampiric Touch Level 4 Banishment

Locate Creature

Odic Wellspring*

Stoneskin Level 5 Contact Other Plane

Dispel Evil and Good

Hallow

Hold Monster

Primordial Torrent* New Spells Bonding Serpents 1st-level conjuration Casting Time: 1 bonus action

1 bonus action Range: Self (20-foot radius)

Self (20-foot radius) Components: V

V Duration: Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this spell ends, the target must make a Strength saving throw. On failure, the target's limbs are bound to you by serpents of otherworldly smoke. Every foot the target travels costs it an additional foot of movement, unless that movement brings it closer to you. This spell ends early if the target is outside of the spell's radius at the end of your turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell's radius increases by 10 feet for every slot level above 1st. Scouring Serpents 1st-level conjuration Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V

V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack before this spell ends, the target is constricted by streamers of elemental energy, suffering an additional 1d4 cold, fire, or lightning damage (your choice). At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes a further 1d4 damage of the same type. On a successful save, it suffers no damage. This spell ends early if you attack any other creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the size of the spell's damage die increases to 1d6 (2nd), 1d8 (3rd), 1d10 (4th), or 1d12 (5th). Springheel Tread 1st-level transmutation Casting Time: 1 action

1 action Range: Self

Self Components: M (a gummy mix of sap and ash)

M (a gummy mix of sap and ash) Duration: 1 hour Until the spell ends, you gain a climbing speed equal to your walking speed. You may climb up, down, and across vertical surfaces without occupying your hands. In addition, any falling damage you suffer is halved. You only benefit from this spell's effects if you moved further than your walking speed on your last turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your walking speed increases by 5 feet for each slot level above 1st, up to 5th level. 12

Destructive Step 2nd-level evocation Casting Time: 1 bonus action

1 bonus action Range: Self (20-foot line)

Self (20-foot line) Components: V

V Duration: Instantaneous You flicker forward, trailing elemental energy like a comet. You move up to 20 feet in a straight line in any direction, ending your movement in an unoccupied space. This movement does not provoke opportunity attacks, and is unaffected by difficult terrain. Your movement ends early if you hit an obstacle, though you can move through spaces occupied by hostile creatures. Every creature within 5 feet of a space you moved through or into must make a Dexterity saving throw. A creature takes 2d8 cold, fire, or lightning damage (your choice) on a failed save, or half as much as damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell's damage increases by 1d8 and the distance you move increases by 10 feet for each slot level above 2nd, to a maximum of 5d8 and 50 feet. Mirage Step 2nd-level illusion Casting Time: 1 reaction, which you take when you are attacked

1 reaction, which you take when you are attacked Range: Self

Self Components: V

V Duration: 1 minute Your speed baffles attackers, as you create one afterimage to redirect attacks. Each time a creature targets you with an attack, roll a d20 to determine whether the attacker mistakenly targets your afterimage. If you roll an 11 or higher, you can change the attack’s target to your afterimage. An afterimage's AC is equal to your spell save DC. If an attack hits an afterimage, it is destroyed. An afterimage can be destroyed only by an attack that hits it. It ignores all other damage and effects. Whenever an afterimage is destroyed, you can use your reaction to move up to 10 feet, ending your movement in an unoccupied space. This movement does not provoke opportunity attacks, and is unaffected by difficult terrain or interceding hostile creatures. The spell ends when all afterimages are destroyed, or if you end your turn without moving at least 10 feet. A creature is unaffected by this spell if it relies on senses other than sight, or if it can perceive illusions as false. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create an extra afterimage for every slot level above 2nd, to a maximum of four. With two afterimages, you must roll an 8 or higher to change the attack's target. With three afterimages, you must roll a 6 or higher. With four afterimages, you must roll a 4 or higher. Vanishing Step 2nd-level illusion Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V

V Duration: Concentration, up to 1 turn You flash forward, faster than sight. You become invisible until the start of your next turn, and immediately move up to 20 feet, ending your movement in an unoccupied space. This movement does not provoke opportunity attacks, and is unaffected by difficult terrain or hostile creatures. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance you move increases by 10 feet for each slot level above 2nd. Kindle Self 3rd-level necromancy Casting Time: 1 reaction

1 reaction Range: Self

Self Components: V

V Duration: 1 minute Your skin hisses and steams as your magic boils away ailments. You can cast this spell in response to suffering any one of the following conditions: blinded, deafened, paralyzed, or poisoned. You lose 2d4 hit points, and remove that condition. Until this spell ends, you can use your reaction to do so again. Odic Wellspring 4th-level necromancy Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: M, V, S (mixture of herbs and blood)

M, V, S (mixture of herbs and blood) Duration: Concentration, up to 1 minute The life force that suffuses nature is absorbed to heal your wounds. At the end of each of your turns, you regain hit points equal to 1d4 + your spellcasting modifier. Primordial Torrent 5th-level evocation Casting Time: 1 action

1 action Range: Self (50-feet cone)

Self (50-feet cone) Components: V, S

V, S Duration: Instantaneous You burst forward, leaving a wave of elemental energy in your wake. You immediately move up to 50 feet in a straight line, in a direction of your choice. This movement does not provoke opportunity attacks and is unaffected by difficult terrain or hostile creatures. After you have moved, each creature in a 50-foot cone must succeed on a Constitution saving throw or take 6d12 cold, fire, or lightning damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. This cone must touch the space you occupied when you cast this spell. If you moved less than 50 feet when you cast this spell, the size of the cone is reduced to match the distance you moved. 13