Holy Slayer (5A)

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Holy Slayers watch over the flock and deal with those posing a danger to the faith. With divinely inspired skill and power they operate in the shadows, only to emerge to dramatically strike out at enemies.

Mechanically, this is a divine conversion of the Arcane trickster, a simple project to gain some skill working with 5E rules.


When you reach 3rd level, you augment your martial prowess with the ability to cast spells.


You learn three cantrips: Guidance and two other cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.

Spell Slots

The Holy Slayer Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level paladin spells of your choice from the paladin spell list. The Spells Known column of the Holy Slayer Spellcasting table shows when you learn more paladin spells of 1st level or higher. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the paladin spells you know with another spell of your choice from the paladin spell list. The new spell must be of a level for which you have spell slots.

Holy Slayer Spellcasting Spell Slots per Spell Level
1st 2nd 3rd 4th
3rd Guidance +2 3 2 - - -
4th Guidance +2 4 3 - - -
5th Guidance +2 4 3 - - -
6th Guidance +2 4 3 - - -
7th Guidance +2 5 4 2 - -
8th Guidance +2 6 4 2 - -
9th Guidance +2 6 4 2 - -
10th Guidance +3 7 4 3 - -
11th Guidance +3 8 4 3 - -
12th Guidance +3 8 4 3 - -
13th Guidance +3 9 4 3 2 -
14th Guidance +3 10 4 3 2 -
15th Guidance +3 10 4 3 2 -
16th Guidance +3 11 4 3 3 -
17th Guidance +3 11 4 3 3 -
18th Guidance +3 11 4 3 3 -
19th Guidance +3 12 4 3 3 1
20th Guidance +3 13 4 3 3 1

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells. The power of your spells comes from your devotion to your deity. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Option: Evil Holy Slayers

As an option, a Holy Slayer of evil alignment casts spells differently. Replace any radiant damage done by a paladin spell with necrotic damage.

Silent Magic

Starting at 3rd level, you can substitute any verbal component of a cleric cantrip or paladin spell you cast with a somatic component. This applies even if the spell already has a somatic component.

Rogue Guidance

Starting at 9th level, when you cast Guidance, you can choose one of these additional benefits.

  • If you cast Guidance on another creature, you can select one language, skill, tool, or vehicle you are proficient in. As long as the spell lasts, the selected creature gains that proficiency. You cannot share expertise this way and this has no effect if the target is already proficient in your selection.
  • If you cast Guidance on yourself, select any one language, skill, tool or vehicle of your choice. As long as the spell lasts, you gain that proficiency. You cannot select a proficiency you already have.
  • The target gains the benefit of a set of tools you select (most commonly thieves tools) without actually needing to have these tools at hand.

In addition you can cast Guidance using your Cunning Action.

Universal Guidance

At 13th level, Guidance spells you cast have a duration of 10 minutes and no longer requires concentration.

Spell Thief

At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a paladin spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed. Once you use this feature, you can't use it again until you finish a long rest.