Path of the Slayer

Death is in your eyes and death is in your heart, ever seeking your doom, but not before you topple every single enemy beneath your prowess. To become a slayer one must absolve themselves of the pleasantries of living, for in death is now your final jubilation. The reason to walk this path is your own, many seek to atone for some wrongdoing, or just to see how big of an enemy will fall before them. In any case the slayer kills to be killed but only by their greater.

Deadly Momentum

At 3rd level you begin to step towards your finality. Scoring a hit on an attack roll while using Reckless Attack grants 1 momentum charge to a maximum of 5, a critical hit grants 2 charges. You gain a bonus to your damage roll equal to the number of charges you have accumulated, but missing an attack roll removes all charges. Momentum charges are removed if you attack without using Reckless Attack or you are out of combat for more than 1 minute or knocked unconscious.

Blood for Blood

At 6th level the fervor of your assault becomes almost palpable, scoring a Deadly Momentum charge now grants you temporary hit points equal to the amount of charges plus your con modifier. This ability manifests itself in the form of hazy heat waves that whip off of you.

Marked for Death

At 10th level as an action while raging and wearing no armor, you may cast off your defenses and bare your body openly while generating an oppressive force. All enemies that can see you within 30ft. must roll a wisdom save or be frightened for 1 min or until your rage ends. During this time Unarmored Defense no longer grants you bonus AC. The DC is 8 + proficiency bonus + Constitution modifier.

Thrash

At 14th level you become a pinnacle of brutality, lashing out unexpectedly without a moments notice. As a reaction when you have 5 charges of Deadly Momentum you can immediately remove your charges and end your momentum to gain an extra attack. If this attack hits you may gain momentum charges as normal.