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Slayer Class

Slayer Table

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

Class Features

As an Slayer, you gain the following Class Features.

Core Aspects

Hit Points

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

Training

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

Equipment

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



Unique Aspects

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:

Slayer Action Card (Inspired Action) Inspired Resolve AP Cost: 1AP Effect: In this moment inspiration strikes you, to draw on your internal reserves to stay in the fight. You may expend a Hit Die to restore HP equal to a roll of your Hit Die + your Trait of Power. If you have the Bloodied condition, you add your Slayer Level to the HP restored. If you have the Desperation condition, you instead add double your Slayer Level to the HP restored.


Trait of Power

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.



Channelling the Darkness

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.

Slayer Action Card (Channel the Darkness Action) Hear the Darkness’ Call AP Cost: 2AP Range: 12m | At Range Duration: 10 Minutes Effect: You channel the power of your Inner Darkness to detect the influence of other Realms.  For the Duration, you know if there is an entity with your Order’s Nemesis Entity Type or a Demi-Eternal, Dreamed, Fae, Masked, Outsider, Primordial, or Undead within Range, as well as where the entity is located. Similarly, you know if there is a place or object within Range that has been magically consecrated or desecrated, that is infused or contains a portal to another Realm (this ability will inform you of which Realm the energies come from), and the presence and location of Poisons, poisonous entities, and Diseases (in each case you can identify the type of Poison, entity, or Disease). The Range is doubled for detecting the presence of your Order’s Nemesis Entity Type. The ability can penetrate most barriers, but it is blocked by 0.5m of stone, 2.5cm of common metal, a thin sheet of lead, or 1m of wood or dirt. Slayer Action Card (Channel the Darkness Action) Imbue with Darkness AP Cost: 1AP Effect: You channel your Inner Darkness’ power into your weapon or fists. Until you next complete a Short or Long Rest, one Weapon you are holding, or your Unarmed Strikes gain the Silvered Weapon Property and deal an additional 1d4 damage of your Order’s Associated Damage Type. On a Critical Hit, the Target also gains two Degrees of the Burned (the Imbued Damage Type) condition. A Weapon and your Unarmed Strikes can maintain only one active Imbuing at a time. Other entities can’t gain the benefit of your Imbuing. You can only maintain one Imbuing at a time (your entire body for your Unarmed Strikes is considered one Imbuing Target even if only specific parts are considered Natural Weapons). The damage dealt by this effect increases as you gain Levels in the Slayer Class replacing the 1d4 with larger sized die as shown in the “Darkness Damage Die” column of the Slayer Class Table.

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.



Slayer’s Background

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.



Exiled Slayer

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.



Lone Survivor

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.



Lone Wanderer

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.



Slayer of an Order

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:

    • You both have Advantage on Determination Tests, bar Attack Rolls.
    • If you both are benefiting from a Shield Bonus, you each increase your Shield Bonuses by 1 (you each can only gain this benefit once at a time).
    • You both treat entities Marked by one of you, as being Marked by the other (this does not count against the number of simultaneous Marked conditions each of you can maintain at one time).

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.



Slayer’s Order

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.

The Inner Darkness

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.



Experienced Hunter

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.



Tools of the Enemy

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.



Bound Weapon

You carry a weapon made from the bound form of one of your Order’s fiercest enemies. You gain the Summon Bound Weapon action.

Slayer Action Card Summon Bound Weapon AP Cost: 1AP Effect: You summon your Bound Weapon into the form of a Melee Weapon in your empty hand. You can choose the form that this Weapon takes each time you use this action, the chosen form must be a Melee Weapon. You can reuse this action while the Weapon is summoned to change its form. Whilst summoned via this action you can dismiss the Bound Weapon for 0AP. Otherwise your Bound Weapon dissipates if it is more than 1m away from you for 1 Minute, if you are Incapacitated, or if you Die.

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.



Haema Goetia

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:

Slayer Action Card Haematic Casting AP/RP Cost: Varies Effect: If you have the ability to cast spells, instead of using a Spell Slot or expending a limited use Feature to cast the spell, you can expend a number of unexpended Hit Dice equal to the Circle of the spell you wish to cast, using your Trait of Power instead of the normal Spellcasting Trait. This cannot cast a spell at a higher Circle than the Feature or Spell Slot you are replacing could normally cast it at. If you do not have sufficient Hit Dice available to expend you cannot use them to replace the Spell Slot or use of the Feature. Haematic Power: If you have received damage since the end of your last Turn, you can channel the spilt blood to enhance your spells. For every 10HP lost since the end of your last Turn, you may increase the damage dealt by your spell by one roll of your Darkness Damage Die. The Damage Type of the spell becomes a combination of the spell’s Damage Type and your Order’s Associated Damage Type. If you are under the effects of the Bloodied condition, you are always considered to have lost 10HP each Turn, for this effect, or 20 HP if you are under the effects of the Desperation condition. Slayer Reaction Card Haematic Rebuke RP Cost: 1RP Trigger: You receive damage from an entity within your AoC Effect: You project your blood at the attacker. The Triggering entity must make an Agility Test against your Channelling the Darkness TG. Failed Test: The Triggering entity takes damage of your Order’s Associated Damage Type equal to your Darkness Damage Die + your Trait of Power. You can increase the number of your Darkness Damage Die rolled, by expending unexpended Hit Dice, gaining an additional roll of the Darkness Damage Die for each Hit Die expended. If the Entity Type of the Target is your Order’s Nemesis Entity Type, you also apply two Degrees of the Burned (Order’s Associated Damage Type) condition, three Degrees if you are Bloodied, or four Degrees if you are in Desperation. Successful Test: They take half as much damage and half as many Degrees of the Burned condition. Slayer Reaction Card Haematic Recovery: Blood Bandage RP Cost: 1RP Trigger: You gain the Bloodied or Desperation condition Effect: You channel your blood into staying in the fight. You may expend a number of Hit Dice up to half your SB. Recovering HP equal to the total result of the rolls of the expended Hit Dice plus your Trait of Power. Slayer Action Card Haematic Recovery: Blood Shield AP Cost: 0AP Cost:  You may expend 1 unepended Hit Die for every 10HP lost since the end of your last Turn Effect: You channel your blood into staying in the fight. If you have received damage since the end of your last Turn, you can freeze the spilt blood to keep yourself together. For each expended Hit Die, you can roll your Darkness Damage Die and the Hit Die. You gain BP equal to the total of the rolls plus your Trait of Power. Haematic Power: If you have the Bloodied condition, the Cost becomes 2 Hit Dice for every 10HP lost, and if you have the Desperation condition, the Cost becomes 3 Hit Dice for every 10HP lost. These additional Hit Dice are rolled as part of calculating the BP bestowed but all Hit Dice only apply half their rolled value to the amount of BP generated. Slayer Reaction Card Haematic Recovery: Bloody Endurance RP Cost: 1RP Trigger:  You are be reduced to 0HP Cost: A number of unexpended Hit Dice equal to a quarter of your Slayer Level Effect: You channel your blood into staying in the fight. You immediately recover HP equal to your Trait of Power + half the damage taken that caused you to hit 0HP. Slayer Action Card Haematic Reinforcement: Physique AP Cost: 1AP Cost: 2 unexpended Hit Dice Duration: 1 Encounter/Scene Effect: You may channel your vitality into reinforcing your form. For the Duration, your Physique equals your Trait of Power. You also count as one Size Category larger for determining Carrying Capacity, Grapple & Shove effects, and the weight you can push, pull, drag, or lift. Haematic Power: If you are under the effects of the Bloodied condition, your Unarmed Strikes deal 1d10 + your Physique [Order’s Associated Damage Type] damage. If you are under the effects of the Desperation condition, you have Advantage on Attack Rolls of melee Weapon Attacks and Unarmed Strikes. Slayer Action Card Haematic Reinforcement: Agility AP Cost: 1AP Cost: 2 unexpended Hit Dice Duration: 1 Encounter/Scene Effect: You may channel your vitality into reinforcing your form. For the Duration, your Agility equals your Trait of Power. Your Walking speed increases by 2m, you can perform the Dodge action for 1AP, and you when you would perform the Movement action multiple times in the same Turn its AP cost only increases by 1AP. Haematic Power: If you are under the effects of the Bloodied condition, your Walking speed increases by an additional 2m, and your gain +1RP. If you are under the effects of the Desperation condition, your Walking speed further increases by 2m, and if you take an Agility Test to resist or avoid the damage of an effect, on a failed Test, you only take half the normal damage, and on a successful Test, you take no damage. Slayer Action Card Haematic Reinforcement: Endurance AP Cost: 1AP Cost: 2 unexpended Hit Dice Duration: 1 Encounter/Scene Effect: You may channel your vitality into reinforcing your form. For the Duration, your Endurance equals your Trait of Power. You have Advantage on Trait Tests to resist, avoid, or end Diseases and the Poisoned and Exhaustion conditions. Haematic Power: If you are under the effects of the Bloodied condition, you gain Resistance to Poison damage and +1 Blood Bonus to your HT. If you are under the effects of the Desperation condition, your Blood Bonus to HT increases by 2, and you have Resistance to a Damage Type chosen when you gain this benefit. Slayer Action Card Haematic Weapon AP Cost: 1AP Requirement:  You received damage since the end of your last Turn Effect: You channel your spilt blood into a Weapon. For every 10HP lost since the end of your last Turn, you can summon a new Blood Weapon into a free hand or increase the size of a current Blood Weapon. If you summon a Blood Weapon it takes the form and statistics of a Dagger. As it increases in size it grows into a Shortsword, then a Longsword, and then a Greatsword. No matter the Blood Weapon’s current form, the Damage Type of the Blood Weapon is your Order’s Associated Damage Type, and the Weapon gains the Light Weapon Property if it does not already have it and loses the Heavy and Two Handed Weapon Properties if it did have them. If you would drop the Weapon, the blood that forms it spills to the ground disappearing. Haematic Power: If you are under the effects of the Bloodied condition, you may add your Darkness Damage Die to the Damage Roll for this Weapon. add an additional to Darkness Damage Dice with the Desperation condition.

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.

Haema Goetia - Important Note

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.



Spellcasting

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

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.

Preparing Pact Magic

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.

Order Spells

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.

Alternative Order Spell Lists

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.

Marked Condition

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.

Cosmic Strike

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.

Spellcasting Table
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


Malisons of Darkness

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.

Death Malisons

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.

Fated Malisons

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.



Feat

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.



Camping Expertise

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.



Embody the Darkness

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.

Slayer Action Card Enshroud AP Cost: 1AP Effect: You allow your darkness to envelop you gaining a portion of its power and abilities, while altering your form to more resemble the true evil that lies within. You gain BP equal to 10 + your Slayer Level + your Trait of Power. This BP is lost at the end of the Encounter/Scene. Once the last BP from this action is lost, you must make a Resist Test. The Test is made at Disadvantage. Whilst you have BP from this action you gain the following effects: •Darkness Imbued Form & Weapons. Your Unarmed Strikes and Melee Weapons increase their Reach by 1m and are considered to be under the effects of the Imbue with Darkness Channel the Darkness action for the Duration. Your Unarmed Strikes may replace their base damage die with your Darkness Damage Die. •Strikes of Darkness. Your Unarmed Strikes and Weapon Attacks Critical Hit Scope increases by 2 and they deal damage of your Order's Associated Damage Type ignoring any Reduction X to your Order's Associated Damage Type. •Supernatural Senses. You gain Blindsight out to 3m. •Order Specific Benefit. Your Order has a section that specifies benefits unique to that kind of Inner Darkness.

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.



Multiattack

5th Lvl Slayer Feature

You can attack twice, instead of once, whenever you take the Attack action.



Expanded Order

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.



Mutated Body

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.



Strengthened Tool

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:



Bound Weapon

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.



Haema Goetia

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.

Slayer Action Card Haematic Puppetry AP Cost: 2AP Target: An entity or corpse one Size Category Larger than you or smaller you can see within Range Range: 6m | Near Duration: 1 Encounter/Scene Effect: You seek to control the blood or other vital essence of a target like puppet strings. The Target must make a Determination Test against your Channeling the Darkness TG. Unconscious entities or corpses automatically fail the Test. Failed Test: For the Duration, you gain control of the Target. At the start of your Turn, you must use an action (1AP) to maintain the control. During your Turn, if you have the ability to perform Somatic Components, you can force the Target to move and perform actions. It’s Movement speeds are halved and it has 1AP and 0RP. The Target may manipulate a single Item or make a single attack for 1AP. At the end of the controlled Target’s Turns they may repeat the Determination Test to potentially end the effect early, it also ends early if you do not use an action to maintain the effect. The Target cannot perform any reactions while controlled by this effect. Haematic Power: If you are under the effects of the Bloodied condition, your puppet gains +1AP. If you are under the effects of the Desperation condition, the Target has Advantage on Trait Tests to resist this action, but your puppet gains +1RP.


Spellcasting

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.

Slayer Action Card (Channel the Darkness Action) Draw From the Darkness AP Cost: 1AP Effect: You channel your Inner Darkness to replenish your arcane power. You replenish one expended Pact Magic Slot.


Feat

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.



Supernatural Sense

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.

Slayer Action Card Tap Into the Sight AP Cost: 1AP Range: Your Spiritsight Range Duration: 1 Encounter/Scene Effect: You fully open your eyes to the supernatural world around you. For the Duration, you can see Invisible entities within Range, alongside faint auras around any visible entity or object in Range that bears magic, and you learn its School of Magic, if it has any, and a much brighter Aura around entities of your Order’s Nemesis Entity Type. This Sight is limited by factors and obstacles that would limit your normal sight. Slayer Action Card Visions of Darkness AP Cost: 2AP Target: An object or location within Range Range: Touch Effect: You senses the traces of darkness lingering in places and objects, opening yourself to not just the enchantments but also its history across time. Make a Trait of Power (Cosmology) Test. The following occurs based on what the Target is: Items: No matter the result of the Trait Test, if the Target is a Magic Item or some other magic-imbued object, you learn its effects and how to use them, whether it requires Soulbonds to use, and how many Charges it has, if any. You learn whether any supernatural effects including Curses are affecting the Item and what they are. If the Item was created by a spell/power, you learn which spell/power created it. Location: No matter the result of the Trait Test, you learn how recent the last exposure to magic or supernatural ability, was. You likewise learn the name of the effect that was used most recently here. Additional effects may be applied based on the result of the Knowledge (Cosmology) Test as per the Visions of Darkness Table with the Supernatural Sense Feature, in addition you may learn the above facts for different points in the Target’s life if they changed.

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.



Void’s Egress

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.

Slayer Action Card Step of Darkness AP Cost: 1AP Target: An unoccupied space you can see within Range Range: 6m | Near Effect: 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. You teleport to the Target. Slayer Action Card Retreat to the Void AP Cost: 1AP Target: The portal from your Void’s Egress Feature is present within Range Range: 12m | At Range Effect: You call upon the power of your Inner Darkness to retreat to your portal. You teleport to the Target or if occupied, the nearest unoccupied space. The portal immediately disappears. Reaction (1RP): This action may also be used as a reaction with the Trigger “An Attack Roll hits you or your are forced to make a Trait Test”. If you do so, in addition to the above effect the Attack Roll misses, or you automatically succeed the Trait Test.

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.



Expanded Order

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.



Improved Channel

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.



Shield of Darkness

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.

Slayer Reaction Card Shield of Borrowed Time RP Cost: 1RP Trigger: You choose to gain a Scar Concept to reduce damage Effect: You channel your powers to shield yourself from incoming damage. You do not gain the Scar Concept nor reduce the damage, however you instead gain BP equal to the damage reduction of the chosen Scar Concept. Then once the damage has been resolved you gain that amount of BP again; this second amount of BP dissipates at the start of your next Turn. If the second amount of BP from this Feature is reduced to 0 before the start of your next Turn, you immediately recover HP equal to your Slayer Level + your Trait of Power + a roll of your Darkness Damage Die. Then at the start of your next Turn and your following Turn after it, you recover HP equal to a roll of your Darkness Damage Die. Once you have used this reaction you must make a Resist Test.

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.



Feat

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.



Bonds of Darkness

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.

Slayer Action Card Circle of Sacrifice AP Cost: 1AP Duration: [Half SB] Rounds Effect: You channel the powers of your Inner Darkness to aid your allies in battle. You summon an Arcane Circle etched into the ground in a 6m Radius, Centred on You. For the Duration, whist within the Circle you and allied entities, may add your Darkness Damage Die to their Damage Rolls, and they may replace the Damage Type of their Weapons and Unarmed Strikes with that of your Order’s Associated Damage Type. Haema Goetia Feature: If you chose this Feature, for the Duration you have access to the Blood Sacrifice action. Once the Circle has dissipated you must make a Resist Test. Slayer Action Card Blood Sacrifice AP Cost: 2AP Requirement: You are within the Arcane Circle from the Circle of Sacrifice action Target: A number of entities you can see up to your Trait of Power (minimum of 1) within your AoC. Effect: You channel the power of your circle to attack the blood of your foes. Each Target must make an Agility Test against your Channelling the Darkness TG. Failed Test: The Target takes damage of your Order’s Associated Damage Type equal to a number of rolls of your Darkness Damage Die, equal to 1 + the number of Attack Rolls that you and allied entities within the Circle made that have hit since the start of your last Turn. Successful Test: The Target takes half as much damage.

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.



Empowered Tool

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:



Bound Weapon

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.



Haema Goetia

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.



Spellcasting

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.



Expanded Order

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.



Deeper Envelopment

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.



Master The Darkness

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.



Feat

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.



Expert Ritualist

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.



One with Death

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.

Slayer Reaction Card Death’s Defiance RP Cost: 1RP Trigger: You would be reduced to 0HP Effect: You stand firm against even death itself. You recover HP equal to five rolls of your Darkness damage die + your Slayer Level. Once you have used this reaction you must make a Resist Test. The Test is made at Disadvantage.

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.



Warped Body

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.



Feat

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.



Bulwark Against the Darkness

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.