{"name":"Slayer","overview":"[i]\u2018The day will come when they will perish and I\r\nshall go back!\u2019[\/i]\r\n\r\nPerhaps you or your family suffered a terrible loss at\r\nanother\u2019s hands, and you became a slayer to take your\r\nrevenge on whoever wronged you. Perhaps a terrible rage\r\nburns in your soul, and you just had to leave behind a life\r\nthat you are not able to enjoy any more. Or perhaps you\r\nare the descendant of a warrior people, born to the saddle\r\nor the sword.\r\n\r\nPerhaps. Maybes. Enough of them. There is certainty\r\nin battle, and it is in battle that you find your true home.\r\nSlayers are fighters without peer, riders and berserkers\r\nwith fire in their veins.\r\n\r\nPlay a Slayer if you wish to\u2026\r\n\r\n\u2022 Toss wolves and goblins from your path like straw\r\nand feathers.\r\n\r\n\u2022 Take revenge upon the Enemy for all the many\r\ninjustices inflicted on your people.\r\n\r\n\u2022 Fight alone, or in the front line of a company of\r\nwarriors.","hitdice":"d12","hitpointsfirstlevel":"12 + your constitution modifier","hitpointsathigherlevels":"1d12 (or 7) + your constitution modifier per maverick level after 1st","armorproficiencies":"Light Armor, Medium Armor, and Shields","weaponproficiences":"Simple Weapons, Martial Weapons","tools":"None","savingthrows":"Strength & Constitution","skills":"Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival and Travel","equipment":"You start with the following extra equipment, in addition\r\nto equipment granted by your Standard of Living.\r\n\r\nFrugal: A greataxe and hide armor.\r\n\r\nPoor: Any martial weapon and hide armor, a spear, two\r\nhand axes.\r\n\r\nMartial, Prosperous or Rich: Any martial weapon and\r\na corslet of mail, a spear, two hand axes.","spellcasting":"","features":"[h2]Battle-fury[\/h2]\r\nIn battle, you fight with white-hot rage or cold, deadly\r\nprecision. Whatever the character of your anger, on your\r\nturn, you can enter a Battle-fury as a bonus action. While\r\nin a Fury, you gain the following benefits if you aren\u2019t\r\nwearing heavy armour:\r\n\r\n\u2022 You have advantage on Strength checks and Strength\r\nsaving throws.\r\n\r\n\u2022 When you make a melee weapon attack using Strength,\r\nyou gain a bonus to the damage roll that increases\r\nas you gain levels as a Slayer, as shown in the Fury\r\nDamage column of the Slayer table.\r\n\r\n\u2022 You have resistance to bludgeoning, piercing and\r\nslashing damage.\r\n\r\nYour Battle-fury lasts for 1 minute. It ends early if you are\r\nknocked unconscious or if your turn ends and you haven\u2019t\r\nattacked a hostile creature since your last turn or taken\r\ndamage since then.\r\n\r\nYou can also end your Battle-fury on your turn as a bonus\r\naction. Once you have used this feature the number of\r\ntimes shown for your level in the Furies column of the\r\nSlayer table, you must finish a long rest before you can\r\nenter a Battle-fury again.\r\n\r\n[h2]Unarmored Defense[\/h2]\r\nWhile you are not wearing any armor, your Armour Class\r\nequals 10 + your Dexterity modifier + your Constitution\r\nmodifier. You can use a shield (but not a great shield) and\r\nstill gain this benefit.\r\n\r\n[h2]Reckless Attack[\/h2]\r\nStarting at 2nd level, you can throw aside all concern for\r\ndefence to attack with fierce desperation. When you make\r\nyour first attack on your turn, you can decide to attack\r\nrecklessly. Doing so gives you advantage on melee weapon\r\nattack rolls using Strength during this turn, but attack rolls\r\nagainst you have advantage until your next turn.\r\n\r\n[h2]Vigilant Senses[\/h2]\r\nAt 2nd level, you begin to sense when danger is near. You\r\nhave advantage on Wisdom (Perception) ability checks\r\nwhen seeking to detect nearby enemies or ambushes.\r\nTo gain this benefit, you cannot be blinded, deafened or\r\nincapacitated.\r\n\r\n[h2]Slayer Path[\/h2]\r\nAt 3rd level, you choose a path that shapes the nature of\r\nyour Battle-fury. Choose the path of the Rider or the path\r\nof the Foehammer (both are detailed at the end of the class\r\ndescription).\r\n\r\nYour choice grants you features at 3rd level and again at\r\n6th, 10th and 14th levels.\r\n\r\n[h2]Character Improvement[\/h2]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th,\r\nand 19th level, you can increase one ability score of your\r\nchoice by 2, or you can increase two ability scores of your\r\nchoice by 1, or you can take a Cultural or Open Virtue.\r\nAs normal, you cannot increase an ability score above 20\r\nusing this feature.\r\n\r\n[h2]Extra Attack[\/h2]\r\nBeginning at 5th level, you can attack twice, instead of\r\nonce, whenever you take the Attack action on your turn.\r\nFast Movement\r\nStarting at 5th level, your Speed increases by 10 feet while\r\nyou aren\u2019t wearing heavy armour.\r\n\r\n[h2]Black Mist[\/h2]\r\nBy 7th level, your instincts are so honed that you\r\nhave advantage on initiative rolls. Additionally, if you\r\nare surprised at the beginning of combat and aren\u2019t\r\nincapacitated, you can act normally on your first turn, but\r\nonly if you enter your Battle-fury before doing anything\r\nelse on that turn.\r\n\r\n[h2]Mortal Wound[\/h2]\r\nBeginning at 9th level, you can roll one additional weapon\r\ndamage die when determining the extra damage for a\r\ncritical hit with a melee attack. This increases to two\r\nadditional dice at 13th level and three additional dice at\r\n17th level.\r\n\r\n[h2]Pierced By Many Arrows[\/h2]\r\nStarting at 11th level, you can keep fighting despite\r\ngrievous wounds. If you drop to 0 hit points while you are\r\nin a Battle-fury (or if you have any uses of Battle-fury left)\r\nand don\u2019t die outright, you can make a DC 10 Constitution\r\nsaving throw.\r\n\r\nIf you succeed, you drop to 1 hit point instead (and enter\r\nBattle-fury if you are not already). Each time you use this\r\nfeature after the first, the DC increases by 5. When you\r\nfinish a short or long rest, the DC resets to 10.\r\n\r\n[h2]There Many Foes He Fought[\/h2]\r\nBeginning at 15th level, your Battle-fury is so all-consuming\r\nthat it ends only if you fall unconscious or if you choose\r\nto end it.\r\n\r\n[h2]Indomitable Might[\/h2]\r\nAt 18th level, if your total for a Strength check is less than\r\nyour Strength score, you can use your Strength score in\r\nplace of the total.\r\n\r\n[h2]Strength Greater Than Any Warrior\u2019s Hand[\/h2]\r\nAt 20th level, the wrath you have embraced changes you\r\nforever. Your Strength and Constitution scores increase by\r\n4. Your maximum for those scores is now 24.","subclasses":"[h1]Slayer Paths[\/h1]\r\n[i]He stood a moment as a man who is pierced in the midst of\r\na cry by an arrow through the heart; and then his face went\r\ndeathly white, and a cold fury rose in him, and so that all\r\nspeech failed him for a while. A fey mood took him.\r\n\r\n\"\u00c9owyn, \u00c9owyn!\" he cried at last. \"\u00c9owyn, how come you\r\nhere? What madness or devilry is this? Death, death, death!\r\nDeath take us all!\"[\/i]\r\n\r\nThe Slayer does not consciously choose a path; it is an\r\ninstinctive decision, or a fate pre-ordained outside the\r\ncircles of the world.\r\n\r\n[hr]\r\n\r\n[h1]The Rider[\/h1]\r\nWhile the Rohirrim are the most famous riders among\r\nthe Free People, they are not the only folk to fight from\r\nhorseback. The charge of a mounted Slayer is as terrible\r\nand glorious as the break of dawn, and the blowing of\r\ntheir horns resounds from the mountains to the Sea.\r\n\r\n[h2]Mounted Combat[\/h2]\r\nBeginning at 3rd level, if you are mounted, you deal an\r\nextra 1d4 damage when you hit an unmounted Medium\r\nor Small foe with a melee attack. If you take the Dash\r\naction in combat your extra damage increases to +1d6 for\r\nthe first attack you make that round.\r\n\r\n[h2]Mighty Spear-Throw[\/h2]\r\nAt 6th level, when you throw your spear with advantage,\r\nyou automatically inflict maximum damage instead\r\nof rolling the dice. If you are mounted, you do not gain\r\ndisadvantage when throwing your spear at long range.\r\n\r\n[h2]Intimidating Presence[\/h2]\r\nBeginning at 10th level, when mounted, you can use your\r\naction to frighten someone with your glowering presence.\r\nWhen you do so, choose one creature within 30 feet\r\nthat you can see. If the creature can see or hear you, it\r\nmust succeed on a Wisdom saving throw (DC equal to 8\r\n+ your proficiency bonus + your Charisma modifier) or\r\nbe Frightened of you until the end of your next turn. On\r\nsubsequent turns, you can use your action to extend the\r\nduration of this effect on the Frightened creature until the\r\nend of your next turn. The effect ends if the creature ends\r\nits turn out of line of sight or more than 60 feet away from\r\nyou. If the creature succeeds on its saving throw, you can\u2019t\r\nuse this feature on that creature again until you\u2019ve taken\r\na long rest.\r\n\r\nIf you Dash into combat, you may use Intimidating\r\nPresence as a bonus action.\r\n\r\nNote that using Intimidating Presence doesn\u2019t normally\r\ncount as a Misdeed \u2013 although the Loremaster might\r\ndecide otherwise if the Slayer abuses their menacing\r\ninfluence to bully innocent folk without cause.\r\n\r\n[h2]Horns Wildly Blowing[\/h2]\r\nAt 14th level, you can inspire your allies. At the start of\r\na combat, you may blow your horn or shout a battle-cry.\r\nIf you do, a number of allies equal to 1+ your Charisma\r\nmodifier gain the benefits of your Reckless Attacks feature.\r\nIf an ally makes a Reckless Attack, they get to add your\r\nFury Damage bonus to their damage rolls.\r\n\r\n[hr]\r\n\r\n[h1]Foe-Hammer[\/h1]\r\nSlayers who walk the path of the Foe-hammer wade into\r\nthe very thick of battle, heedless of their enemies\u2019 paltry\r\nblows. Such Slayers are near unstoppable, their fury\r\nenhancing their might to a point where they can slay lesser\r\nwarriors with nothing more than a blow of their fist.\r\n\r\n[h2]Armoured Fury[\/h2]\r\nStarting when you choose this path at 3rd level, you gain\r\nthe full benefits of your Battle-fury while wearing heavy\r\narmour. In addition, if you do not already have it, you also\r\nacquire the heavy armour proficiency.\r\n\r\n[h2]Hooped and Hasped[\/h2]\r\nBeginning at the 6th level, your armour no longer impedes\r\nyou in any way. You add your full Dexterity modifier as\r\na bonus to your Armour Class, regardless of the type of\r\narmour you are wearing. You are no longer subject to\r\nstealth disadvantage when wearing medium or heavy\r\narmour.\r\n\r\n[h2]Hammerhand[\/h2]\r\nBeginning at 10th level, your anger courses through your\r\nlimbs. At all times, your hands now count as martial\r\nmelee weapons. When you are in a Battle-fury, they do a\r\nbase 1d4 bludgeoning damage and score a critical hit on\r\na roll of 19-20.\r\n\r\nIf you are fighting with a melee weapon other than your\r\nhands, then you immediately get a bonus unarmed attack\r\nif you miss with your regular attack. You may only make\r\none bonus attack per round.\r\n\r\n[h2]Splintered Spears & Shattered Shields[\/h2]\r\nStarting at 14th level, you may choose to channel all of\r\nyour fury into a single, devastating, blow. You can choose\r\none of the following options:\r\n\r\n\u2022 Automatically score a critical hit in melee combat\r\nwith any melee weapon other than your fist. After\r\ndetermining damage, your weapon is utterly broken\r\nin the attack and cannot be used again. (Some\r\nancient, often magical, arms cannot be broken, but\r\ncan be damaged enough to require repair after being\r\nused in this fashion.) Creatures immune to critical hits\r\nstill take the full damage from this attack.\r\n\r\n\u2022 Automatically destroy an opponent\u2019s shield in place\r\nof an attack, splitting it asunder, or crumpling it under\r\na heavy blow. Some shields, often wrought by Durin\u2019s\r\nfolk long ago, cannot be broken this way, in which\r\ncase the opponent suffers damage as if they had been\r\nsuccessfully struck.\r\n\r\nOnce you have used this ability, you cannot use it again\r\nuntil you have had a long rest.\r\n\r\nAt 17th level, this ability may be used twice per long rest.","tabledata":"Level| Prof iciency Bonus |Features |Furies| Fury Damage\r\n1| +2 |Battle-fury, Unarmoured Defence| 2 |+2\r\n2 |+2 |Reckless Attack, Vigilant Senses |2| +2\r\n3 |+2 |Slayer Path |3 |+2\r\n4 |+2 |Character Improvement |3 |+2\r\n5 |+3 |Extra Attack, Fast Movement| 3| +2\r\n6 |+3 |Path Feature |4 |+2\r\n7 |+3 |Black Mist |4| +2\r\n8 |+3 |Character Improvement |4 |+2\r\n9 |+4 |Mortal Wound (1 die) |4 |+3\r\n10| +4 |Path Feature |4 |+3\r\n11 |+4| Pierced by Many Arrows| 4 |+3\r\n12 |+4 |Character Improvement |5 |+3\r\n13 |+5 |Mortal Wound (2 dice) |5| +3\r\n14 |+5 |Path Feature |5 |+3\r\n15 |+5 |There Many Foes He Fought |5| +3\r\n16 |+5 |Character Improvement |5 |+4\r\n17 |+6 |Mortal Wound (3 dice) |6| +4\r\n18 |+6| Indomitable Might |6| +4\r\n19 |+6 |Character Improvement| 6 |+4\r\n20 |+6| Strength Greater than Any Hand |Unlimited |+4","tags":"Adventures in Middle Earth, ","isShared":"1","templateId":"25","blockId":"212061"}