The following material was created by Dungeons & Dragons Franchise Creative Director Mike Mearls for his stream Happy Fun Hour, which you can watch live at Twitch.tv/DnD on Tuesdays at 4:00 EST or via replays on YouTube. This material is provided to facilitate community testing and feedback.
A slayer is a fighter who specializes in bringing down the mightiest monsters wth a few, resounding blows. Some slayers target specific types of monsters, such as dwarven giant slayers who patrol the mountain’s peaks or human dragon slayers who train to defeat wyrms of all types.
Starting at 3rd level, you gain the ability to use your tactical acumen and physical prowess to achieve astounding feats of martial skill.
You gain the ability to use martial exploits. You gain uses of martial exploits based on your fighter level, as shown in the Martial Exploits table. You retain all expenses uses when you complete a long rest.
You can apply the benefits of only one exploit to any given attack. If more than one exploit applies to an attack, you select which one to use. Some exploits require a creature to make a saving throw. The DC for such a save is 8 + your proficiency bonus + your Strength modifier.
When you reach 3rd level, you gain several martial exploits that allow you to lay low even the mightiest foe. The ability to use a martial exploit to land a telling blow. You gain the Adamantine Bones, Bell Ringer, and Masterful Strike exploits.
Adamantine Bones. You focus your mind and grit your teeth, pushing aside pain and drawing on wellsprings of energy that blot out the pain of your wounds.
During your turn, you can expend a martial exploit to gain temporary hit points. You gain temporary hit points equal to 5 times your proficiency bonus.
Bellringer. You take careful aim at your foe’s head or other sensitive point, unleashing a brutal attack that knocks the target senseless.
You can expend a martial exploit when you hit with a melee weapon attack. The target of the attack must make a Constitution saving throw. If it fails, it is paralyzed. At the end of each of its turns, it can make a Constitution saving throw to end this effect.
Masterful Strike. You strike with overwhelming strength and accuracy, battering aside your foe’s defense to deliver a deadly strike.
When you make an attack, you can expend a martial exploit and roll a number of d6s equal to your proficiency bonus.
If the attack misses, you learn the target’s AC and can use the result of one or more d6s of your choice as a bonus to your attack roll, possibly turning the miss into a hit. Any remaining dice are used as a bonus to your weapon’s damage roll.
Starting at 7th level, you blend your martial talent with the softer skills needed to navigate the world. If you are holding a weapon when you make a Charisma (Intimidation) check, you gain a bonus to the roll equal to your proficiency bonus. You use your weapon to assist in your check, such as pole vaulting with your staff, using your sword to aid your balance, or menacing an enemy with a bloodied flail.
Starting at 10th level, your mastery of your exploits allows you to maximize their effectiveness.
Improved Adamantine Bones. When you use Adamantine Bones, you gain advantage on all saving throws until the end of your next turn.
Improved Bell Ringer. If a target successfully saves against your Bell Ringer exploit or the attack misses, you can choose to not expend the use of your exploit. If you do so, you cannot use Bell Ringer again until the start of your next turn.
Improved Masterful Strike. You now roll d8s instead of d6s when using Masterful Strike.
Starting at 15th level, you strike with speed and certainty that catches others off guard. When rolling initiative, you add your proficiency bonus to the roll.
Starting at 18th level, when you miss a foe with a melee attack, your next attack this turn against that target gains advantage.