Path of the Slayer

Path of the Slayer
Like totem warriors, slayers are shaped by the beasts and the elements of the savage world in which they come of age. But where totem warriors see a world of spirits to honor or follow, slayers see a world full of deadly dangers.The dire wolf, the saber-tooth, the giant viper—these are not supernatural beings, but instead rivals and enemies. The wilderness hardens the body and sharpens the wits, offering a never-ending series of lethal lessons only the strong, the quick, and the cunning survive. Many barbarians—berserkers, for instance—glory in battle, losing themselves in savage bloodlust as they charge mindlessly into the fray. he slayer’s battle-madness, however, takes on a different form. His rage leads instead to a cold and deadly place, a place of iron resolve and calculated murder. The fierce determination to strive and survive drives the slayer to feats of strength and deeds of pure endurance that seem superhuman to the warriors of more civilized lands.

Slayer’s Rage (3rd level):  Double your rage damage bonus when you ight using a two-handed weapon. In addition, when you reduce an enemy to 0 hit points on your turn, you gain a bonus action to move up to your speed. Slayers learn to strike hard and keep moving, since survival in the wild depends on taking threats down fast and staying ahead of your foes.

Grim Resolve (6th level):  When you fail a save against an efect, you gain tactical advantage on all subsequent saves against that efect for the rest of the encounter. his might apply to a single spell or condition that allows you a new save at the end of each of your turns, such as the hold person spell, or it could be multiple castings or uses of the same spell or efect (for example, a dragon’s breath weapon) in the same encounter. Your sheer, savage willpower often prevails in unlikely circumstances. Natural Athlete (10th level):  You are proicient in any Strength, Dexterity, or Constitution check you attempt. When you make a long jump or high jump, add 5 to your Strength score for purposes of iguring the distance or height of your jump. Survival in the wilderness often pushes you to the very limits of physical ability.

Deadly Defense (14th level):  You gain a bonus to AC equal to the number of enemies within 5 feet of you. You must be able to see an enemy to count it for this bonus, and you lose the bonus altogether if you are blinded or incapacitated. When foes press in from every side, you somehow ind the relexes and agility to make attacks miss.