Oath of the Slasher

Those who take the Oath of the Slasher are driven to symbolism and iconography. They favor specific weapons and often wear crude mockeries of otherwise harmless professions. Those who take the Oath revel in the darkness and mania their depraved acts cause. While evil is not a requirement for those who take the Oath of the Slasher, it nevertheless is the trademark for the subclass.

Expanded Spell List

Spell Level Spell Name 1rst Arms of Hadar, Cause Fear 2nd Darkness, Crown of Madness 3rd Fear, Counterspell 4th Locate Creature, Death Ward 5th Dominate Person, Banishing Smite

Tenets of The Slasher

Never Relent: No matter what, your ambition and tenacity are the bonds that hold you together, literally. Never relent on the hunt for your prey. You must never rest until your prey is completely destroyed, in both body and spirit.

Mania: Accept the inevitable insanity that comes with this oath, let it be your shield against the unspeakable things of and of not this world.

Embrace the Darkness: The Darkness is your home, it is familiar to you. You thrive where no light reaches. Use this darkness against those that would hide from it

Channel Divinity

Mark the Victim: As an action, you Mark a Victim within 30 ft of you. The victim must make a WIS save throw (versus your spell DC) or become Marked for 1 minute. A marked target's speed is reduced to 15ft, and they have disadvantage on all attacks against you, and you have advantage on all attacks against them. The victim makes can make a WIS saving throw at the end of each of its turn in order to break the Mark.

Track Prey: As an action, you can Channel Divinity on any creature, monster, or humanoid you have either marked or wounded within 1 hour. If they are within 10 miles of you, you know the general direction and state (Dead,Healthy,Wounded) of the target. You also have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find your prey.

Signature Weapon

You gain proficiency in a weapon of your choice that does not have the “heavy” property. While wielding this weapon and nothing else you gain +1 to all attack rolls. Your signature weapon counts as magical for the purposes of overcoming resistances and immunities to non magical attacks. You may use your signature weapon as a holy symbol.

Your Signature Weapon is the only weapon that will benefit from your Extra Attack feature at level 5.

Variant Feature: At your DMs discretion, you may use your Signature Weapon to absorb any magic properties of any other Magic Weapon of the same type. Doing so takes 1 hour of uninterrupted concentration per magical feature.

Juggernaught

At 7th level, your devotion to your oath has granted you and all allies within 10ft of you resistance to Necrotic and Radiant Damage. At 18th level, this aura extends to 30ft.

Dead Man Walking

At 15th level you can use your bonus action to move 15 ft in a straight line towards a target. When you use this ability you ignore difficult terrain and you have Adv on any save that would impede your movement. You may use this ability equal to 1+ CHA Mod (minimum of 1) times. You must finish a long rest before regaining these charges.

Mask of Fear

At 20th level, you learn to become the embodiment of your victim’s greatest fear. As a bonus action you transform into a Spirit of Terror for 1 minute. A hideous mask covers your face, and your enemies cower in your intimidating presence. When you assume this form:

You gain resistance to slashing, bludgeoning, and piercing from non magical weapons

When you throw your signature weapon, you can use a bonus action to teleport to your weapon, provided its within 40 ft of you.

At the start of your turn you regain hit points equal to half your paladin level as long as you aren’t at 0 hit points.

When you cast a spell that causes a fear effect, you can use a bonus action to automatically succeed on the concentration check. You may do this 3 times while in this form.

By HoneyBadger3495