| Level | Features | Darkness Damage Die | Malisons Known |
|---|---|---|---|
| 1st: Shadeling | Trait of Power, Channeling the Darkness, Slayer's Background, Slayer’s Order | 1d4 | — |
| 2nd: Shadeblade | Experienced Hunter, Tools of the Enemy | 1d4 | — |
| 3rd: Shadehex | Malisons of Darkness | 1d4 | 3 |
| 4th: Shadeclaw | Feat | 1d4 | 3 |
| 5th: Shadewarden | Camping Expertise, Embody the Darkness, Multiattack | 1d6 | 4 |
| 6th: Master of Shades | Expanded Order | 1d6 | 4 |
| 7th: Darkfused | Mutated Body, Strengthened Tool | 1d6 | 4 |
| 8th: Darkbound | Feat | 1d6 | 5 |
| 9th: Darkeyes | Supernatural Sense, Void’s Egress | 1d6 | 5 |
| 10th: Darkwarden | Expanded Order | 1d8 | 5 |
| 11th: Voidweaver | Improved Channel, Shield of Darkness | 1d8 | 6 |
| 12th: Voidfang | Feat | 1d8 | 6 |
| 13th: Voidblood | Bonds of Darkness, Empowered Tool | 1d8 | 6 |
| 14th: Voidwarden | Expanded Order | 1d8 | 7 |
| 15th: Master of the Inner Darkness | Deeper Envelopment, Master the Darkness | 1d10 | 7 |
| 16th: The Reaper | Feat | 1d10 | 7 |
| 17th: The Judgement | Expert Ritualist, One with Death | 1d10 | 8 |
| 18th: The Sacrifice | Warped Body | 1d10 | 8 |
| 19th: The Broken Tower | Feat | 1d10 | 8 |
| 20th: The Typhon | Bulwark Against the Darkness | 1d12 | 9 |
As an Slayer, you gain the following Class Features.
Hit Dice: 1d10 per Slayer Level
Hit Points at 1st Character Level: 10 + your Endurance
Hit Points at Higher Levels: 1d10 (or 6) + your Endurance per Slayer Level
Armour: All Armour, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Harvester’s Tools, Herbalism Kit, one Artisan’s Tool of your choice
Skills: Choose four from Acrobatics, Athletics, Cosmology, Empathy, Faiths, Focus, General Knowledge, Investigation, Magical Lore, Stamina, Survival, and Technology
Upon gaining your first Level in this Class, you start with the following equipment, in addition to your starting equipment:
Any Marital Weapon, with 3 Units of Ammunition if you choose a Ranged Weapon
Any Martial Weapon and Shield or two Simple Weapons
A complete set of Scale Mail or Leather Armour
A Harvester’s Tool and Herbalism Kit
One Artisan Tool of your choice
Class Tags: Slayer, Martial, Fighter, Mage
Mark of Fate: Fateful Resilience. You find a way to keep fighting even when all hope is lost. You may use your Mark of Fate to allow you to roll your Darkness Damage Die, replenishing a number of expended Hit Dice up to the result of the roll.
Inspired Action:
1st Lvl Slayer Feature
Some Slayers gain power from their knowledge and research, others draw their power from their experience and wisdom, and then again others will draw power purely from their determination and force of will. When you gain this Feature choose either Knowledge, Intuition, or Determination, this Trait will be used for a number of your Class Features that will refer to this Feature.
You may use you Trait of Power instead of the normal Trait for Attack and Damage Rolls for your Weapon Attacks and Unarmed Strikes. You may also use your Trait of Power for Initiative Tests instead of the normal Trait.
When you gain this Feature, you may Learn two of the following Cantrips; Cosmic Bolt, Cosmic Strike, or another Cantrip with the Eldritch Spell Tag, using your Trait of Power as the Spellcasting Trait.
1st Lvl Slayer Feature
You gain the ability to channel your will and the supernatural power within you sealed by your pact, into aiding you in your adventures. Be warned accessing such power comes with its own risk, for the more you call upon your power the greater the risk of the Inner Darkness taking control. You start with two such actions: Hear the Darkness’ Call and Imbue with Darkness.
Some Channelling the Darkness effects require a Trait Test. When you use such an effect from this Class, the TG equals 8 + your SB + your Trait of Power.
You may use this Feature a number of times up to your Skill Bonus, replenishing expended uses upon completing a Short or Long Rest. You may also expend a Hit Die to replenish two expended uses of this Feature.
Note the number of times you have used each Channel the Darkness action, once you have used that action more times than half your SB, you must make a Resist Test each time you use the action. Upon completing a Short Rest, you may reduce the count by 1, and every time you complete a Long Rest you may reset the count.
1st Lvl Slayer Feature
You gain some benefits based on your history. Upon gaining this Feature, you can choose to either gain the Exiled Slayer, Lone Survivor, Lone Wanderer, or Slayer of an Order Class Feature.
You were exiled from your Order, work out with your GG why you were exiled and the ramifications of this decision, for both you and your Order.
You Learn any two Skills of your choice, and Master any one Skill you have Learnt.
You gain Training with a Tool of your choice.
You gain the Fighting Style: Cursed Fighter Feat.
In addition, you have a negative starting Reputation with the Organisation that is your Slayer Order, speak with the GG to come up with the Organisation's details.
You may be the last surviving member of your Order, destroyed whilst you were but an initiate, or maybe in a moment of desperation you performed the Slayer’s rites on your own without an Order. You find it easier to draw upon your Inner Darkness, but without the instruction of an Order you find yourself at greater risk of the Darkness breaking free.
You Learn and Master the Focus Skill..
Increase your uses of the Channelling the Darkness Feature by half your SBm, but have Disadvantage on Resist Tests.
You gain the Fighting Style: Cursed Fighter Feat.
The GG gains a Mark of Fate whenever you complete a Long Rest, and can Invoke your Flaw Concept once per Session without expending a Mark of Fate. You also may sometimes hear whispers from your Inner Darkness unprovoked at the GG’s discretion.
You have learnt valuable skills for travelling along the road. You gain the following benefits:
You gain the Skill Foci, Survival:Tracking, Survival: Navigation, and Survival:Foraging.
You gain Training with a Tool of your choice.
You can perform the Seek action for 1AP.
You can maintain a Marching Pace for twice the amount of time.
You gain one Fighting Style Feat.
You earned your experience training as a member of a Slayer Order or similar Organisation. You gain the following benefits:
You Learn two Skills from those listed in the Slayer Core Aspects, and Master one of the listed Skills you have Learnt.
You gain Training with a Tool of your choice.
Whilst you and an allied entity that is not Incapacitated are within each others AoC, you both gain the following benefits:
In addition, you have a starting Reputation with the Organisation that is your Slayer Order, speak with the GG to come up with the Organisation's details as well as what your starting Reputation will be, did you leave on good or bad terms for example.
It costs you 0AP to give commands to Hirelings from that Order in battle.
1st Lvl Slayer Feature
You choose a Slayer’s Order gaining the benefits of that Order’s first Tier. These Orders are based around the supernatural power from whom your power originates.
In addition, you can perform the Study action for 1AP, and have Advantage on Trait Tests made as part of the action when Targeting an entity of your Order’s Nemesis Entity Type.
You also have a higher starting Reputation with the Organisation that is your Slayer Order, speak with the GG to come up with the Organisation's details. The GG should see the GG’s Corner for more information about making and running Organisations.
It costs you 0AP to give commands to Hirelings from your Order in battle.
When using certain Features presented by this Class, there is a chance you will lose control over the darkness within you. The Class Feature may call for a Resist Test. The Resist Test is a Focus Skill Roll using your Trait of Power. The TG of the Resist Test equals 8 + your SB + your Trait of Power. You may expend a Hit Die to give yourself Advantage on this Test.
If you are under the effects of the Bloodied condition, you make the Resist Test at Disadvantage, whereas if you are under the Desperation condition the Test is made with two counts of Disadvantage and the Critical Failure Scope increases by 2. If you’re Concentrating on a spell or are under an effect that prevents you from Concentrating (such as the Mind Lock condition), you automatically fail this Test.
If you fail the Test, you suffer a negative effect listed in your Consumed by Darkness effect in your Slayer’s Order. This ability will have three effects, the first is the immediate effect that you have to resolve before doing anything else.
The second and third effects are a roleplay effect, a temporary change in mood or attitude, and also the Flawed Concept may be Invoked during the Duration of the roleplay effect for free by the GG when a key emotion decided by you and the GG is strongly present in the scene surrounding you.
As part of gaining this Feature, you gain an additional Flawed Concept, you decide its exact wording to fit your Character but at its base it should be themed around the Darkness Within. If this is Invoked by your GG, it will force you to immediately make a Resist Test as well as its normal Invocation effect.
2nd Lvl Slayer Feature
You adopt a particular style of fighting as your specialty. Choose two of the following Fighting Style Feats to gain: Cursed Fighter, Duellist, Great Weapon Fighter, Marksman, Spell Fighter, Spellbreaker, Street Shooter, Two-Weapon Fighter, Unarmed Fighter, and Versatile Fighter.
You also can choose one Weapon Group; you gain Weapon Focus for all Weapons in that Weapon Group. Immediately choose one Weapon from the Group to be the initial Weapon to be your Active Weapon Focus.
Once per Turn, when you hit a Marked entity, with a Weapon Attack or Unarmed Strike, you deal an extra Entropic damage to the Target equal to half your SB number of rolls of your Darkness Damage Die. If the Marked condition is applied to your Order’s Nemesis Entity Type, these Darkness Damage Die apply their maximum result.
You also have Advantage on any Trait Tests as part of the Seek action made to find an entity Marked by you.
2nd Lvl Slayer Feature
You can channel the power of your pact into a unique effect to better channel your enemy’s own power against them. You can choose to either gain the Bound Weapon, Haema Goetia, or Spellcasting Class Feature.
You carry a weapon made from the bound form of one of your Order’s fiercest enemies. You gain the Summon Bound Weapon action.
You can transform one Magic Weapon into your Bound Weapon by performing a special ritual while you hold the Weapon, allowing the bound entity to meld with the Weapon. You perform the ritual as an Activity during a Short or Long Rest, which can occur simultaneously to forming a Soulbond with the Weapon. You can then dismiss the Weapon, shunting it into an extradimensional space, and it appears whenever you call your Bound Weapon thereafter, you may still determine the form the Weapon takes with it carrying over the Magic Item’s effects. You can’t affect a Sentient Weapon in this way.
The Weapon ceases being your Bound Weapon if you Die, if you perform the ritual on a different Weapon, or if you use a ritual to break your Soulbond to it. The Weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Your Bound Weapon has the following special abilities:
Arcane Foci. This Weapon is a Spellcasting Focus for you and is a Magic Weapon with a Magic Bonus to Attack and Damage Rolls equal to half your Skill Bonus.
Innate Weapon Focus. You always have access to the Weapon Focus Property of the current Form of your Spirit Weapon.
Bonded Power. When you deal damage with this Weapon, you may choose to replace the Damage Type of the Weapon with your Order’s Associated Damage Type.
Cruel Sentience. This is a Sentient Magic Weapon. The Critical Hit and Critical Failure Scope for the Bound Weapon increases by 2.
When you score a Critical Hit, double the number of the Weapon’s base damage dice rolled as part of the Damage Roll.
On a Critical Failure, you must expend one unexpended Hit Die, take Entropic damage equal to two rolls of your Darkness Damage Die, and must make a Resist Test with Disadvantage. If you do not have any unexpended Hit Dice remaining when this occurs the Darkness Damage Die instead automatically roll their maximum result.
Shadow Blade. When you use the Summon Bound Weapon action, if the summoned Weapon is in a form that does not have the Two-Handed Weapon Property and both hands are free, you can summon a Shadow Blade in your other hand with the same Weapon form.
The Shadow Blade is a perfect copy of your Bound Weapon for your Off-Hand, though is not Sentient. It immediately disappears if it leaves your grasp.
Your blood is a resource to use against your foes. Upon gaining this Feature you gain the Spellcaster and Cosmic Magic Class Tags and the following actions/reactions of this Feature:
If the Blood Weapon deals damage to another entity, for every 10HP of damage the Weapon deals, it grows to the next form as stated in the action. The Weapon also gains an additional Damage Type, based off the Entity Type of the entity that was damaged by this Weapon.
| Entity Type | Damage Type |
|---|---|
| Humanoid, Animals, Demi-Eternal, Flora | Radiant |
| Constructs | Lightning |
| Dreamed | Psychic |
| Dragon | Their Breath Weapon’s Damage Type |
| Masked | Fire |
| Ooze | Acid |
| Outsider | Entropic |
| Primordial | Primordial Element’s associated Damage Type |
| Undead | Necrotic |
Once you have used any action/reaction granted by this Feature, you must make a Resist Test. The TG increasing by 1 for each prior time you have used an action/reaction from this Feature this Turn. The negative effects on Resist Tests and their effects for having the Bloodied and Desperation condition are doubled for Resist Tests caused by this Feature.
Please note, this Feature is intended to utilise your bodies internal reserves of vitality through expending unused Hit Die, or channelling blood from injuries inflicted by opponents in combat. It is not intended as a Feature that encourages the roleplaying of self-harm. If you are choosing to take this Feature, please check in with your fellow Players and GG discussing how you are intending to roleplay and utilise this Feature, effectively checking to be sure that the Feature and how you intend to use it does not cross anyone's boundaries. If your particular use of the Feature would be an issue for any number of Players or the GG, discuss how you can alter your roleplay to allow its continued use, though if any Player or GG is entirely uncomfortable with the Features use do not take this Feature. Be also sure during play to have Safety Tools in place to be sure everyone is comfortable during play with this Feature’s use.
As part of your pact, you have unlocked the ability to cast Cosmic Magic. You gain the Spellcaster and Cosmic Magic Class Tags. See the Magic Chapter of the Core Rules for the general rules of spellcasting and the Cosmic Spell List.
Spell List: Cosmic
Spellcasting Trait: Your Trait of Power
Spell TG: 8 + your SB + your Spellcasting Trait
Spell Attack Modifier: Your SB + your Spellcasting Trait
Spellcasting Focus: Arcane Focus
Pact magic is fuelled from your pact, as such it doesn’t follow the traditional rules for spellcasting. The largest change is you are able to replenish Pact Magic Spell Slots when you complete a Short or Long Rest.
The Spellcasting Table below shows how many Pact Magic Spell Slots you have to cast your spells of 1st through 5th Circle in the “Pact Slots” column. The Table also shows what the Circle of those Slots is in the “Pact Slot Circle” column; all of your Spell Slots are the same Circle.
During a Short or Long Rest, you can change the spells you Prepared. The number of spells you can Prepare equals Spellcasting Trait + half your Slayer Level (minimum of 1). When you complete a Short Rest, you can replace one Prepared spell with one not currently Prepared.
Each pact with a Slayer’s Order has a list of spells, known as Order Spells, that you gain at the Slayer Levels noted in the Order’s description. Once you gain an Order Spell, you always have it Prepared.
If you have an Order Spell that doesn’t appear on the Cosmic Spell List, the spell is nonetheless a Cosmic spell for you.
Some Orders may state that you use the Eternal or Primordial Spell List instead of the Cosmic Spell List. If this occurs, replace mention of Cosmic spells and the Cosmic Spell List for Slayer Features with spells and Spell Lists of the new magic type.
If you do not have access to the Cosmic Spell List, you treat all Cosmic spells that have the Eldritch Spell Tag as part of the new Spell List, treating them as the new kind of spell for you.
If you apply the Marked condition to a Target, the following modifications to the Marked condition presented in the Experienced Hunter Feature are applied in the following ways:
When the condition is applied, choose a Trait. All Trait Tests, bar Attack Rolls, made using the chosen Trait for the Marked Target are made at Disadvantage.
If the first Attack Roll you hit the Marked Target with in a Turn was a spell, it Triggers the Marked condition’s additional Entropic damage. For every two spell Circles above 1st, increase the additional Entropic damage by 1d6.
You learn the Cosmic Strike Cantrip, if you already Learnt it choose another to Learn. The Cosmic Strike Cantrip is treated as having the Eldritch Spell Tag for you. When using this Cantrip, the Critical Hit Scope for its Attack Roll increases by half your SB. When you use the Cosmic Strike Cantrip, instead of the normal effect of the spell, use the following effect:
Choose either Acid, Cold, Entropic, Fire, Force, Lightning, Poison, or Radiant damage. Make a melee Spell Attack using the Weapon that was the Component for this casting.
On a hit, the Target takes the normal effect of that Weapon and is dealt an additional 1d8 damage of your chosen Damage Type. The Target must then make a Determination Test.
On a failed Test, you may Target any other entity within the AoC of the original Target, the initial victim lets out a horrified scream as strange eldritch energies seeps from their skull into the heart of the chosen Target trying to tear them apart from the inside. This second Target takes 1d8 Entropic damage, this damage is doubled if both Targets have a Shared Bond Concept.
You may also choose any single common action listed in the Actions in Combat section of the Active Time Chapter that costs AP. If the Target performs this action during their next Turn, they and the second Target take 1d8 Entropic damage of the chosen Type for each time they perform the action, this is doubled for both of them if they have a Shared Bond Concept.
The damage increases due to being Higher Level, applies to all instances of damage applied by the Cantrip.
| Level | Cantrips | Pact Magic Spell Slots | Pact Slot Circle |
|---|---|---|---|
| 2nd | 1 | 1 | 1st |
| 3rd | 1 | 1 | 1st |
| 4th | 1 | 1 | 1st |
| 5th | 1 | 2 | 2nd |
| 6th | 1 | 2 | 2nd |
| 7th | 1 | 2 | 2nd |
| 8th | 1 | 2 | 2nd |
| 9th | 1 | 2 | 3rd |
| 10th | 2 | 2 | 3rd |
| 11th | 2 | 2 | 3rd |
| 12th | 2 | 3 | 3rd |
| 13th | 2 | 3 | 4th |
| 14th | 2 | 3 | 4th |
| 15th | 2 | 3 | 4th |
| 16th | 2 | 3 | 4th |
| 17th | 2 | 3 | 5th |
| 18th | 3 | 3 | 5th |
| 19th | 3 | 3 | 5th |
| 20th | 3 | 4 | 5th |
3rd Lvl Slayer Feature
You allow the supernatural evil within to touch others inflicting them with a variety of malison. You Learn three Malisons of Darkness as shown in Appendix A: Malisons of Darkness. As you gain Levels in this Class, you will Learn additional Malisons as shown in the “Malisons Known” column of the Slayer Table.
Each Malison specifies when they can be used, and the type of action (if any) are required to use them. They also state if they have additional effects for affecting an entity Marked by you.
Some Malisons of Darkness effects require a Trait Test. When you use such an effect, the TG equals 8 + your SB + your Trait of Power.
You may use Malisons a number of times equal to your SB, replenishing expended upon completing a Long Rest. You may also expend a Hit Dice to replenish two uses of this Feature.
In addition, you gain Nightvision out to 24m, if you already have Nightvision at a greater distance it instead increases by 6m.
If your Character would Die, in addition to the normal Final Action you may take, you may inflict a Death Malison on an entity you can see within 24m (At Range) of you.
The Malison must be one you know, it requires 0AP/RP, the Range is increased to 24m (At Range), and the Target automatically fails the associated Trait Test by 5 or more and is considered Marked by you.
This Malison unless removed by the Remove Curse Rite lasts a number of Months and an equal number of Days equal to your Slayer Level.
If your Character can see a Target who is outside of the Range of a Malison, you can choose to expend a Mark of Fate, if you do so the Range of your Malison becomes Unlimited for that specific use of the Malison.
4th Lvl Slayer Feature
You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.
5th Lvl Slayer Feature
You channel your knowledge into helping keep your camp safe. When setting up a Campfire you know how to prepare it such that is produces no smoke or other signs that may reveal the location to others.
You also know how to set it up to provide the most heat, the fire warms double the normal radius and Trait Tests for making Meals cooked over the fire are made with Advantage.
If takes you half the normal amount of time to set up or pack up a Camp.
If you use your Activity to make a Meal, you can ignore the TTV restriction for making a Meal out of Ration packs.
When you complete a Short Rest, you may recover 1d4 expended Hit Die.
5th Lvl Slayer Feature
You channel an aspect of the darkness within to empower you temporarily. You gain Resistance to your Order’s Associated Damage Type, and you have Advantage on Trait Tests to resist, avoid, or end the Charmed, Frightened, and Terror conditions.
You gain the Enshroud action.
Once you have used this action, you may not do so again until you have completed a Short or Long Rest. You may also expend two Hit Dice to replenish a use of this action.
In addition, when gathering using Harvester’s Tools against a Target you have Marked before, or an Entity with your Order’s Nemesis Entity Type, you gather double the number of Units of Material than normal.
5th Lvl Slayer Feature
You can attack twice, instead of once, whenever you take the Attack action.
6th Lvl Slayer Feature
You can choose to either progress through a known Slayer's Order, increasing its Tier by 1 and unlocking the appropriate Features, or choose the 1st Tier of a different Slayer's Order.
Combining Orders means that you increase the breadth of power you gain, accessing the Features of all the Orders, the ability to combine your multiple Order’s Associated Damage Types, and the benefits of each Order’s Nemesis Entity Types. It does however also mean upon succumbing into your Inner Darkness, you suffer all the Consumed by Darkness effects from each Order you have joined.
7th Lvl Slayer Feature
The process that transformed your body continues to alter it. You gain the following benefits and alterations to your form:
Mutated Form. If a Trait Test to resist, avoid, or end an effect would require the use of your Physique, Agility, or Endurance you may instead choose to use your Trait of Power.
Revelations in Flesh. You gain an additional Template Feature from your Order’s Associated Template (if you are a part of multiple Orders choose one Template to gain an additional Feature from).
Supernatural Stamina. You gain +1AP.
Unnatural Gait. Your Walking speed increases by a number of metres equal to half your SB.
7th Lvl Slayer Feature
Your connection to your chosen specialisation grows granting you greater power. Your chosen Tools of the Enemy Feature gains the following benefit:
Your Bound Weapon gains the following benefits:
You Bound Weapon is always considered to be under the effects of the Imbue with Darkness Channelling the Darkness action. It does not count against the number of Imbuings you can have at one time.
When you hit an entity with your Order’s Nemesis Entity Type, this Weapon deals an additional 2d10 damage of your Order’s Associated Damage Type.
When you score an Overwhelming Blow on an Entity Marked by you with this Weapon, you can roll on its Injury Table if it has one.
If you deal damage with this Weapon after performing the Attack action, you may make an additional attack with this Weapon for 1AP.
If you are wielding your Shadow Blade when you make this additional attack for 1AP, you may also make an attack with the Shadow Blade as part of the same action.
Once per Turn, when an entity succeeds on a Trait Test to resist or avoid your Malisons of Darkness, you may expend a Hit Die to choose another valid Target to be Targetted by the Malison, without needing to pay any costs again or expend an additional use of the Feature. Any on a successful Test effects are still applied to the original Target.
You gain the Haemetic Puppetry action as an action bestowed by the Haema Goetia Feature.
You gain the Ritual Caster Class Tag and Learn an additional Cantrip. The size of the damage die for your Marked condition from the Spellcasting Feature increases in size to a d8.
You gain the Draw From the Darkness action.
8th Lvl Oathsworn Feature
You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.
9th Lvl Slayer Feature
Your pact lets you gather information from the slightest traces of supernatural power. You gain Immunity to the IMapired (Sight) condition and Spiritsight out to 24m.
You also gain the Tap Into the Sight and Visions of Darkness actions.
| Visions of Darkness Table | |
|---|---|
| TG | Effect |
| 11 | A vague vision of a moment in the past of the object/location that may be accurate. |
| 13 | A brief and accurate vision of the events of a specific moment attached to the object/location. |
| 15 | A longer vision of the events, encompassing everything that took place in a particular place and time. |
| 20 | The ability to move the vision backward or forward in time to review the event. |
| 25 | The ability to track the vision backward through time and space to trace an event to its origin. |
| 30 | Near complete knowledge of a particular past event tied to the object/location and everything involving it. |
Once the either action has been performed, you must make a Resist Test.
Each action may be used a number of times up to your Trait of Power (minimum of 1), replenishing expended uses upon completing a Long Rest. You may also expend a Hit Die to replenish two uses of this Feature.
9th Lvl Slayer Feature
You call upon the power of your Inner Darkness to open portals through reality to let you escape danger or close in on your prey. Whenever you would teleport, you leave being a portal in the space you previously occupied. The portal is Incorporeal and cannot be interacted with by other entities and lasts for 2 Rounds or until you teleport again creating a new portal.
You also gain the Step of Darkness and Retreat to the Void actions.
You may use the Step of Darkness action a number of times up to your Trait of Power (minimum of 1), replenishing expended uses upon completing a Short or Long Rest. You may also expend a Hit Die to replenish two uses of this action.
10th Lvl Slayer Feature
You can choose to either progress through a known Slayer's Order, increasing its Tier by 1 and unlocking the appropriate Features, or choose the 1st Tier of a different Slayer's Order.
Combining Orders means that you increase the breadth of power you gain, accessing the Features of all the Orders, the ability to combine your multiple Order’s Associated Damage Types, and the benefits of each Order’s Nemesis Entity Types. It does however also mean upon succumbing into your Inner Darkness, you suffer all the Consumed by Darkness effects from each Order you have joined.
11th Lvl Slayer Feature
You have learnt how to safely draw more power from the darkness within. Your Channel the Darkness actions are modified in the following ways:
Hear the Darkness’ Call. The Range is increased to 24m (At Range), the Duration is increased to 1 Hour, and it requires double the thickness of each material to block the effect.
Imbue with Darkness. You can imbue this effect on two different Target Weapons or your Unarmed Strikes at a time.
The Inspired Event Scope of the Imbued Weapon’s Attacks/Unarmed Strikes increase by 1.
Your attacks with a Weapon Imbued by this Feature applies two Degrees of the Burned (the Imbued Damage Type) condition to the Target on a hit. This increases to three Degrees on a Critical Hit.
In addition, when noting the number of times you have used each Channel the Darkness action, upon completing a Short Rest, you may reduce the count by half your SB.
11th Lvl Slayer Feature
You have learnt how to channel your Inner Darkness to protect yourself. Whenever you would gain BP, you may expend a use of your Channelling the Darkness Feature, if you do so choose one Damage Type, bar Cosmic damage, and add the result of a roll of your Darkness Damage Die to the BP bestowed.
Whilst your have BP remaining from this Feature, you gain Resistance to your chosen Damage Type.
You gain the Shield of Borrowed Time reaction.
You can use this reaction a number of times up to your Trait of Power (a minimum of once), replenishing expended uses upon completing a Long Rest. You may also expend a Hit Die to replenish a use of this Feature.
12th Lvl Slayer Feature
You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.
13th Lvl Slayer Feature
You channel the powers of your Inner Darkness to aid your allies in battle. When you use the Hear the Darkness’ Call Channelling the Darkness action, you may expend an unexpended Hit Die, to choose an allied entity you can see with whom you have a Shared Bond Concept, for the Duration of the action, that ally gains the benefits of Slayer Class Features that modify to the Marked condition. You both also may treat entities Marked by one as being Marked by the other.
When you use your Imbue with Darkness Channelling the Darkness action, you may expend an unexpended Hit Die, to Imbue the form or Weapon of an allied entity you have a Shared Bond Concept with, this does count against the number of Imbuings you can maintain at a time.
You also gain the Circle of Sacrifice action.
You may use the Circle of Sacrifice action a number of times up to your Trait of Power (minimum of 1), replenishing expended uses upon completing a Long Rest. You may also expend a Hit Die to replenish two uses of this action.
In addition, when you score a Critical Hit against a Target Marked by you with an Injury Table. You may roll twice applying both results to the Target.
13th Lvl Slayer Feature
Your connection to your chosen specialisation grows even further granting you greater power. Your chosen Tools of the Enemy Feature gains the following benefit:
Your Bound Weapon gains the following benefits:
This Weapon can ignore Damage Reduction and Resistances to your Order’s Associated Damage Type.
This Weapon doubles your Trait of Power when applying it to its Damage Rolls.
While wielding this Weapon, your Order’s Nemesis Entity Type, and Demi-Eternals, Dreamed, Fae, Masked, Outsiders, Primordials, and Undead have Disadvantage on Attack Rolls against you.
When a Feature, action, or reaction, would require you to expend one or more Hit Dice, so long as you have sufficient unexpended Hit Dice available for that effect, you may instead gain the Drained X condition where X equals the total maximum value of all the Hit Die you would expend. If you do so, you do not expend any Hit Dice, though this cannot reduce you to below 0 HP, and if the condition would do so, either you must reduce the number of Hit Dice you would expend or expend Hit Dice normally.
You gain the following benefits:
You Learn a 1st Order and a 2nd Order Rite with the Eldritch Rite Tag.
When casting a spell with the Ritual Spell Tag, you can reduce the Casting Time to 2AP.
You may reduce the Casting Time this way a number of times up to your Trait of Power (minimum of 1), replenishing expended uses upon completing a Long Rest. You may also expend a Hit Die to replenish a use of this effect.
When casting a spell with the Eldritch and/or Ritual Spell Tag, you may expend a number of unexpended Hit Dice equal to half the Circle of the spell, to either Empower a spell to its lowest Casting Time without a Focus Skill Roll, or to reduce the Empower TG of the Focus Skill Roll by your Trait of Power.
You have Advantage on Trait Tests to resist, avoid, and end the effects of spells cast by entities of your Order’s Nemesis Entity Type.
14th Lvl Slayer Feature
You can choose to either progress through a known Slayer's Order, increasing its Tier by 1 and unlocking the appropriate Features, or choose the 1st Tier of a different Slayer's Order.
Combining Orders means that you increase the breadth of power you gain, accessing the Features of all the Orders, the ability to combine your multiple Order’s Associated Damage Types, and the benefits of each Order’s Nemesis Entity Types. It does however also mean upon succumbing into your Inner Darkness, you suffer all the Consumed by Darkness effects from each Order you have joined.
15th Lvl Slayer Feature
You become more skilled at using your Inner Darkness in combat. Your Enshroud action is modified in the following ways:
Death’s Cleave. Once during the Duration of this action, you can use an action (2AP) to make a melee Weapon Attack or Unarmed Strike against a single Target.
On a hit, the attack is treated as an automatic Critical Hit. Any number of other entities of your choosing (including the original Target) within your AoC, must then make a Determination Test against your Channelling the Darkness TG.
Failed Test: They take as much damage as dealt to the original Target.
Failed by 5+: They take twice as much damage.
Successful Test: They take half as much damage.
After this action has resolved, the Enshroud action ends immediately.
Piercing Darkness. Whilst under the effects of this action, your attacks now ignore Damage Reductions and Resistances to your Order’s Associated Damage Type.
They also treat Immunity to your Order’s Associated Damage Type as a Resistance (this is not however ignored).
Strengthened Darkness. For the Darkness Imbued Forms and Weapons effect, you may roll an additional Darkness Damage Die as part of your Weapon Attack and Unarmed Strike Damage Rolls.
The Embody the Darkness Feature now states, the Enshroud action may now be used three times, replenishing expended uses upon completing a Short or Long Rest. You may also expend two Hit Dice to replenish a use of this action.
In addition, whenever gathering using Harvester’s Tools, if you would roll to determine what parts of a Target you gather, you may roll three times choosing which two results you take.
15th Lvl Slayer Feature
Your studies in your foes and your own supernatural nature have borne fruit. You gain the following benefits and alterations to your form:
Further Mutations. You gain +1RP and Truesight out to 3m.
You also require two more Degrees of the Wounded condition than normal before Dying. These additional Degrees occur before the first normal Degree.
Mutated Darkness. When you perform the Imbue with Darkness Channel the Darkness action, you may choose one of the following Damage Types to apply in combination with that bestowed by the action normally; Acid, Cold, Entropic, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder, or Vorpal damage.
One with Darkness. You have Advantage on Trait Tests to resist, avoid, or end the effects of Lairs, Lair actions, and Threat Actions/Reactions for entities of your Order’s Nemesis Entity Type or that are Marked by you.
Unstoppable Darkness. Whenever you roll your Darkness damage die, you may choose to reroll the die (if you are rolling multiple Darkness damage die you can only reroll one of them), you may select which of the two results you use.
In addition, whenever you roll for Initiative, you replenish 1 expended use of your Channel the Darkness Feature and 1 expended Hit Die.
16th Lvl Slayer Feature
You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.
17th Lvl Slayer Feature
You have experience of how best to contribute when performing rites. You have Advantage on Trait Tests made during the performance of a rite or ritual.
You can also use the Aid action once per Trait Test made during a Party Challenge, to assist another entity performing the Party Challenge.
17th Lvl Slayer Feature
You have been trained to brig death to the foes of your Order. Your Critical Hit Scope increases by 1 for Attack Rolls against Marked Targets. All entities of your Order’s Nemesis Entity Type are considered Marked by you.
You also gain the Death’s Defiance reaction.
Once you have used this reaction, you may not do so again until you have completed a Short or Long Rest. You may also expend five unexpended Hit Dice to replenish a use of this Feature.
18th Lvl Slayer Feature
Your inner darkness continues to warp your physical form. You gain an additional Template Feature from your Order’s Associated Template (if you are a part of multiple Orders choose one Template to gain an additional Feature from).
Choose two between your Physique, Agility, and Endurance. The chosen Traits each increase by 2 to a maximum of 8.
Your maximum for all of the above Traits’ scores and your Trait of Power's score is now 8, even if another Feature or ability would state otherwise, unless the other result is of a higher value.
In addition, you may choose an additional Fighting Style Feat and one Weapon Specialisation Feat to gain the benefits of.
19th Lvl Slayer Feature
You can increase the value of a Character Trait by 1, to a maximum of 6, and choose a Feat to gain.
20th Lvl Slayer Feature
You are stand as a champion lighting the way for others to follow. Your Inspired Event Scope increases by 1 and you gain 1AP. You gain an additional Template Feature from your Order’s Associated Template (if you are a part of multiple Orders choose one Template to gain an additional Feature from).
You ignore Damage Reductions to your Order’s Associated Damage Type. Whenever you score a Critical Hit against a Target within your AoC, you replenish two expended Hit Dice, or one expended Hit Die if you instead score an Overwhelming Blow against a Target within your AoC.
When you score a Critical Hit against a Target Marked by you with an Injury Table, you may roll three times applying all results to the Target.
In addition, you can choose one Skill you have Mastered to become Legendary in those Skills, for Trait Tests made using this Skill you can roll an additional d20 choosing to replace the final d20 result of the Trait Test (after Advantage and Disadvantage has been resolved) with the value rolled on this separate d20. You can only be Legendary in one Skill at a time.
You also can increase one Trait’s score by 2 or two Trait’s scores by 1, these can increase any Trait’s value up to a maximum of 7.