Argent-slayer A Class By Xavier Kildare The fires of hell surrounded the tiefling. Blood begins to drip down from his horns, blending in with his natural hue. His gaze shifts from fiend to fiend, all staring back at him with hellish eyes. A disfigured hand, infused with the powers of hell's revenants, grips a sword made of pure magic. He is rage incarnate; brutal without mercy. Rip & tear, until it is done. So-called 'Argent-Slayers' are a rare form of fighters who harness a rare type of arcane power for combat. This 'Argent Magic' can manifest as powerful weapons, as well as improve a Hellslayer's natural ability to resist punishment and deal out their own. Argent Magic Argent Magic is a special and unresearched form of magic only found in the Nine Hells. How mortals discovered it is unknown, but theories exist of powerful mages unleashing its energy, only to find the most worthy of users to harness its power. This form of arcana doesn't act like normal magic, but instead embodies itself within a creature, allowing them to reach their full potential by enhancing their power in mystical and hellish ways. Each Argent-Slayer finds their own ways of embracing Argent Magic. Some choose to use focuses to create weapons made entirely from argent magic, while others attempt to harness it in an attempt to replicate more common forms of magic. Harbinger of Doom Many commoners will never hear of argent magic in their lifetime, let alone witness or harness its power. Those who are gifted with its power are often chosen for their display of certain characteristics the argent magic was used for by previous carriers. Whether it's a being's power, heart or recognition, the hellish arcana only chooses the best in its eyes, but it is unknown whether this is for better or worse. One thing is known to those who study argent magic: when in the right hands, argent arcana can become a powerful tool for a warrior to harness. And in the wrong hands, it could bring about the end of the world. Creating an Argent-Slayer As argent magic is widely undiscovered, it's hard to tell how one would acquire its powers. This means you have a lot of leeway in deciding how your character obtained their argent magic. There are a few things to note about argent magic before creating a backstory. Argent magic is a pure form of magic from the Nine Hells of Baator that is red in colour.

If it is found outside the Nine Hells, it manifests itself within a living creature, often the first creature it can find. This means that undead rarely can harness argent magic.

It cannot be replicated or created on any other plane of existence. It can be transported to other planes of existence that are not the Nine Hells but has to be carried by a living creature.

Argent magic can only be separated from its carrier through death, or by choice.

A carrier can choose to sacrifice their argent powers and transfer them to another willing creature.

If a carrier of argent magic dies outside of the Nine Hells, the essence of the magic will find a suitable replacement that embodies the ideals and personality of the previous user at that time. Examples include, but are not limited to, their ability, intellect or rage. With this in mind, spend some time to think about the event that would lead argent magic to your character. Were they seeking for something, looking in places they shouldn't have been or were just going about their normal day? What emotions were they going through at the time the argent magic found its way to its new carrier? What links the old and new carriers? And if the powers were sacrificed, from who? Think about how your character would react to a sudden burst of power. Do they embrace it, or see it as a curse? Do they believe there's a purpose behind their powers? Did the influx in power lead to any physical side effects, or even cure any pre-existing conditions? And how do they use their new-found powers? Quick Build You can make an Argent-Slayer by following these suggestions. First, Strength should be your highest ability score. Your second highest score should depend on your archetype; Dexterity for Argent Weapons Master or Argent Archer, Constitution for Argent Masochist, Charisma for Argent Guardian, or Wisdom for Argent Arcanist.

The Argent-Slayer Level Proficiency Bonus Features Argent Enhancements Argent Points 1st +2 Argent Archetype, Argent Knowledge 0 3 2nd +2 Glory Kill, Argent Enhancements 1 4 3rd +2 Hellbent 1 5 4th +2 Ability Score Improvement 1 6 5th +3 Extra Attack 1 7 6th +3 Argent Archetype Feature 2 8 7th +3 Destruction Empowerment 2 9 8th +3 Ability Score Improvement 2 10 9th +4 Badass Incarnate 2 11 10th +4 Argent Archetype Feature 3 12 11th +4 Action Surge 3 13 12th +4 Ability Score Improvement 3 14 13th +5 Berserk 3 15 14th +5 Argent Archetype Feature 4 16 15th +5 Extra Attack (2) 4 17 16th +5 Ability Score Improvement 4 18 17th +6 Hardcore 4 19 18th +6 Argent Archetype Feature 5 20 19th +6 Ability Score Improvement 5 21 20th +6 Argent Mastery 5 25 Class Features As an Argent-Slayer, you gain the following features. Hit Points Hit Dice: 1d10 per Argent-Slayer level

1d10 per Argent-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 Argent-Slayer level after 1st Proficiencies Armor: Medium armour, heavy armour

Medium armour, heavy armour Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None

None Saving Throws: Strength, Charisma

Strength, Charisma Skills: Intimidation, and either Athletics, Arcana, Acrobatics or Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Ring Mail or (b) Chain Shirt

(a) A monster hunter's pack or (b) an explorer's pack

An Argent focus (examples described in Archetypes)

A simple weapon Argent Points At first level, the argent magic in your body gives you new abilities. You start with 3 argent points and gain 1 point per Argent-Slayer level. These points allow you to perform certain class features, as well as the following abilities. At Doom's Gaze. You can spend 2 argent points and your reaction to impose disadvantage on an attacker. This only costs 1 point against fiends and undead. Forces of Hell. You can spend 1 argent point to take the Dodge or Dash action as a bonus action on your turn. Thirst for Retribution. You can spend 1 argent point (and if in combat, your reaction) to add 1d4 to an ability check or attack roll. Only one point can be spent per check or attack, and the ability can be used after the dice roll, but before the DM determines the result. You regain argent points equal to half your level rounded down (minimum of 1) at the end of a short rest, and you regain all of your argent points at the end of a long rest. Features that use argent points require you to wield or wear an argent focus.

Argent Archetype At first level, the argent magic inside you embodies itself in a desired way. There are 5 archetypes in this supplement; the Argent Weapons Master, Argent Guardian, Argent Archer, Argent Masochist and Argent Arcanist. Each archetype describes several suggestions for your argent focus, but feel free to create your own based on your selected archetype. Argent Knowledge Also at 1st level, the argent magic gives you its knowledge. Each different archetype gives you an additional skill proficiency. Argent Enhancements At second level, your internal argent magic begins to power your body beyond its normal limits. You get to select 1 perk from the following. Health. Increase your total HP by 1d4 Armour. As long as you are wearing armour you are proficient in, your AC increases by 1. Ammo. Gain a +1 to damage rolls from ranged attacks and spells cast from the Argent-Slayer spell list. You can take another perk whenever your archetype gives you a new feature at levels 6, 10, 14 and 18. Each perk can only be taken 4 times. Glory Kill At second level, the argent magic powers your anger in combat. As an action, you can spend a certain amount of argent points to attempt to brutally kill the target, ignoring any features that a creature has that would save the creature from death. The argent point cost depends on the target's size in comparison to yours. When performing this action, you attempt a strength (athletics) check against the target, with a DC of 5 + the targets current HP, up to a maximum of 25. If an enemy's current HP is below a third of their total HP and the roll succeeds, the target is killed instantly. The description should be as detailed as possible, preferably by the player. If an enemy's current HP is above a third of their total HP or the roll fails, the attack still damages the target if the roll beats the target's AC, ignoring all resistances, but not immunities. Glory Kill Argent Point Costs Creature Size Argent Point Cost Smaller than Your Size 2 Your Size 3 1 Size Larger 5 2 Sizes Larger 9 3+ Sizes Larger 16 Hellbent At third level, you have gained significant experience and knowledge of tracking and hunting the beasts of the Nine Hells. You have advantage on Wisdom (Survival) checks to track fiends and undead, as well as on Intelligence checks to recall information about them. 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 ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 15th level in this class. Destruction Empowerment Beginning at 7th level, you are powered by death and destruction. Whenever you reduce a creature to 0 HP, you gain advantage on your first attack roll on your next turn. Additionally, when you perform a glory kill, you can also re-roll 1 damage die on your next attack. Badass Incarnate At 9th level, your presence will make even the most steadfast warrior quake in their boots. Your proficiency bonus in intimidation in doubled. Addionally, you can use your Strength modifier for ranged attacks. Action Surge Beginning at 11th level, your argent magic lets you momentarily push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Berserk Starting at 13th level, your Argent magic allows you to push far beyond your limits. You can spend a bonus action and 5 Argent points to go berserk. While berserk, you gain the following benefits and drawbacks: You have advantage on Strength checks and Strength saving throws.

You have advantage on unarmed strikes, and add 1d10 bonus to damage rolls.

You have disadvantage on ranged attacks and perception checks.

If you are able to cast spells, you can’t cast them or concentrate on them while berserk. Your berserk lasts for 30 seconds, but you can choose to extend it for your next turn at the cost of your reaction and 1 argent point. Your berserk ends early if you are knocked unconscious. Hardcore Beginning at 17th level, your argent magic begins to enhance your body's recovery system in combat. You can spend 2 argent points and your reaction to recover HP equivalent to half of the damage dealt out by one of your attacks. Argent Mastery At 20th level, you have mastered the usage of your argent magic. You gain 3 additional argent points, putting your total argent points up to 25. Glory Kills cost 1 less point to perform, and whenever you roll initiative and have less than 5 argent points, you recover 2d4 argent points. Argent Archetypes While argent magic is what powers the slayers, it can be used in many different and powerful ways based on an adventurer's preferred style of combat. The magic can be used in a variety of ways, such as generating powerful weapons, or be used to emulate more commonly used magic. Argent Weapons Master Argent Weapons Masters channel their argent power into traditional combat weapons, becoming masters at fighting with any type of blade or weapon they wish to wield. Argent Focus Suggestions Argent Weapon Masters use the hilts and handles of proficient melee weapons to channel Argent weapons. Argent Hilt At 1st level, the argent magic in your body manifests as a powerful blade. As a bonus action, you can activate your argent focus to create a blade made of argent magic, such as a shortsword or greataxe. The blade you choose has the same damage output and properties as its regular counterpart. Your argent focus can only create one type of melee weapon at first level, but can create more weapons at higher levels, as shown on the Argent Weapons Table. Switching between argent weapons requires a bonus action. Argent Weapons Table Level Argent Weapons 1st 1 6th 2 14th 3 17th 4 Argent Knowledge Also beginning at 1st level, you gain proficiency in one Strength or Dexterity skill you are not already proficient in. Total Weapons Master At 6th level, you gain proficiency in exotic weapons, and can choose to create one with your argent hilt when you get to add a new argent weapon. Additionally, if you have a second argent focus, you can duel wield 2 argent weapons Argent Critical Starting at 10th level, your mastery of argent weapons is beyond impressive. When attacking with your argent weapon, you score a critical hit on a roll of 19 or 20, and on a critical hit, you deal an extra 1d6 force damage. This increases to 2d6 at 16th level. Argent Reach At 14th level, you can spend 2 argent points to extend your argent weapon's range by 5 feet for one attack. Argent Barrage Starting at 18th level, you have mastered the art of wielding an argent blade. When you take the attack action, you can spend 4 argent points to perform an argent barrage. When you do this, all your melee attacks for that turn are made with advantage, and any successful attacks deal an extra 2d6 force damage. This feature can be used in conjunction with other class features, such as Destruction Empowerment, Action Surge and Hardcore.

Argent Guardian Argent Guardians channel their argent power into shields made of argent magic. They gain immense defensive capabilities that help protect their allies. Argent Focus Suggestions Argent Guardians create shields from argent magic. This could be done using a handle to base the shield from, or the shield could originate from a glove, gauntlet or some sort of trinket held in the hand. Argent Shield At 1st level, the argent magic in your body manifests as a protective shield. You gain proficiency in shields and as a bonus action, you can activate your argent focus to create an argent shield, which gives you a bonus to your AC (equal to your Charisma modifier), as long as your argent focus stays on your person. Argent Knowledge Also beginning at 1st level, you gain proficiency in one Charisma skill you are not already proficient in. Argent Armour At 6th level, your argent magic aims to protect you and your allies. You can spend 2 argent points and your bonus action to give argent armour to 1 willing creature within a 15 foot radius of you. This gives them a bonus to their AC (equal to your Charisma modifier) for 1 minute. This feature ends early if the target equips a shield or goes outside of the radius, or if you end the effect early. Argent Concussion Starting at 10th level, you can spend 4 argent points to create a concussive argent magic blast in a 15 foot radius sphere centred on you. All creature in the blast radius makes a Dexterity saving throw. On a failed save, the creature takes 6d8 force damage and is pushed away 30 feet, or half the damage and distance on a successful save. If a creature hits a solid object such as a wall, they take an additional 3d6 bludgeoning damage. Steadfast Starting at 14th level, your argent magic gives you steady footing wherever you step. You can use a reaction to avoid being knocked prone from an attack or spell. Ultimate Guardian Starting at 18th level, your argent shield becomes the ultimate protection. Any allies within 5 feet of you gain the benefits of wielding your argent shield, giving them a bonus to their AC (equal to your Charisma modifier). This bonus stacks with the bonus given from Argent Armour. Additionally, if you are attacked by a creature in melee range while your argent shield is active, you can spend 3 argent points to knockback the attacker 5 feet if they fail to hit you. This allows for an attack of opportunity.

Argent Archer Argent Archers channel their argent power into projectiles, becoming master archers. The best are able to fire several arrows quicker than physically possible. Argent Focus Suggestions Not unlike Argent Weapon Masters, Argent Archers use weapons as argent focuses. However, Argent Archers use ranged weapons to channel their Argent Ammunition. This could be a bow, crossbow, sling or any other ranged weapon without the thrown property. Argent Ammunition At 1st level, the argent magic in your body manifests as projectiles, such as arrows. When firing ranged weapons that requires ammunition, you do not need ammunition to fire it. The weapon's damage type does not change. Argent Knowledge Also beginning at 1st level, you gain proficiency in one Dexterity skill you are not already proficient in. Argent Reload At 6th level, you can generate argent magic faster than most can. You can spend 1 argent point to ignore the loading property of a proficient ranged weapon on your turn. Archer's Glory Starting at 10th level, you can attempt a glory kill with a ranged weapon. The argent point cost does not change. When performing this action, you attempt a Dexterity (Slight of Hand) check against the target, with a DC of 5 + the targets current HP, up to a maximum of 25. If an enemy's current HP is below a third of their total HP and the roll succeeds, the target is killed instantly as normal. If an enemy's current HP is above a third of their total HP or the roll fails, the attack still damages the target if the roll beats the target's AC, ignoring all resistances, but not immunities. Improved Argent Reload At 14th level, you have perfected the generation of argent magic. There is no longer an argent point cost using Argent Reload. Argent Archer's Critical Starting at 18th level, your ranged attacks score a critical hit on a roll of 19-20, and you regain an argent point on a critical hit of 19 or 20 on an attack roll. Argent Masochist Argent Masochists are powered by a bloodlust created by the argent magic. This gives them a resilience that is unmatched by other argent carriers. Argent Focus Suggestions Argent Masochists use artefacts, trinkets and symbols to channel argent magic. Items such as necklaces and rings are often used. Argent Bloodlust At 1st level, your argent magic powers a bloodlust. The occasional cut and bruise barely phase you. Choose between bludgeoning, piercing or slashing. You gain resistance to that damage type. Argent Knowledge Also beginning at 1st level, you gain proficiency in either the Medicine or Survival skill. To Hell & Back At 6th level, your argent magic is as chaotic as you are. Whenever you roll a natural 20 attack roll or ability check, you regain 1 argent point. If you roll a natural 20 on a glory kill roll, you regain 5 argent points. Psychopathy Starting at 10th level, the argent magic has made your mental fortitude is as strong as your physical fortitude. You can use your argent bloodlust to half any psychic taken. Masochist's Deathwish Starting at 15th level, your bloodlust knows no bounds. You gain resistance to another damage type. Argent Sacrifice Starting at 18th level. You can use an action and spend 12 argent points to imbue a grappled creature with argent magic. The creature makes a Constitution saving throw. The DC is your Constitution ability score + your proficiency bonus or your Strength modifier, which ever is highest. On a failed save, the target takes 12d10 + your constitution modifier necrotic damage, or half that on a success. Once used, for every additional use of this feature before a long rest, you suffer one level of exhaustion.

Argent Arcanist Argent Arcanists differ widely from other, more typical argent users. They wield their argent powers as if they were typical spellcasters, such as a wizard or sorcerer. This lets them cast spells from a list unique to the argent arcanist. However, this form of argent magic doesn't sync as well with its strength based features, so argent arcanists cannot reach the capabilities of more prominent spellcasters. Argent Focus Suggestions Argent Arcanists often use more common arcane focuses, such as staffs, wands and crystals. Argent Spellcasting At 1st level, you can now cast spells. The Argent Arcanist Level Spells Known Cantrips Known Level of Spell Known 1st 2 2 1st 2nd 2 2 1st 3rd 3 2 1st 4th 3 2 1st 5th 4 2 1st 6th 4 2 2nd 7th 5 3 2nd 8th 5 3 2nd 9th 6 3 2nd 10th 6 3 2nd 11th 6 3 2nd 12th 7 3 2nd 13th 7 3 3rd 14th 8 4 3rd 15th 8 4 3rd 16th 8 4 3rd 17th 9 4 3rd 18th 9 4 4th 19th 9 4 4th 20th 10 4 4th Cantrips At 1st level, you know two cantrips of your choice from the Argent Arcanist spell list. You learn additional Argent Arcanist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Argent Arcanist table. Argent Spells Unlike normal spellcasters, the Argent Arcanist do not have spell slots. Instead, to cast one of your spells, you must expend argent points. You spend the number of argent points depending on the level of the spell as stated on the Argent Point Spell Cost table. Argent Point Spell Cost Spell Level Argent Point Cost 1st 2 2nd 4 3rd 7 4th 10 You can learn higher level spells at the levels listed on the Argent Arcanist table. Spells Known of 1st Level or Higher You know two 1st-level spells of your choice from the Argent Arcanist spell list. The Spells Known column of the Argent Arcanist table shows when you learn more Argent Arcanist spells of your choice from this feature. The Level of Spell Known column shows when you can learn spells of higher level. Additionally, when you gain a level in this class, you can choose one of the Argent Arcanist spells you know from this feature and replace it with another spell from the Argent Arcanist spell list. The new spell must also be of a level for which you have argent points to cast. Spellcasting Ability Wisdom is your spellcasting ability for your Argent Arcanist spells. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving throw DC for an Argent Arcanist spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus +

your WIS modifier Spell attack modifier = your proficiency bonus +

your WIS modifier Ritual Casting You can cast an Argent Arcanist spell as a ritual if that spell has the ritual tag. You spend no argent points when casting it. Spellcasting Focus Your argent focus is your spellcasting focus. Argent Knowledge Also beginning at 1st level, you gain proficiency in one Intelligence or Wisdom skill you are not already proficient in. Cast & Tear Beginning at 6th level, when you use your action to cast a cantrip, you can spend 1 argent point to take the attack action as a bonus action.