#FighterWeek Slayer compendium class
#FighterWeek Slayer compendium class
Murder at your every footstep. Blood’s cheap, it’s everywhere.
You start with this move:
Spill the Blood
When you deal damage to an enemy, gain 1 blood. When you have a moment to rest, you can spend all your blood on yourself or feed it to someone else, healing 1d4+blood damage. If you go a day without dealing damage, lose all the blood you have gained.
When you gain a level from 2-5, you may choose from these moves:
Blood Red
Requires: Spill the Blood or Reign in Blood
In combat, you can spend your blood, 1-for-1 to:
· Block a blow meant for someone else. You take the damage instead.
· Disarm a foe.
· Free yourself from constraints or bonds.
· Increase the damage of one attack by +1.
Die by the Sword
When you either take your last breath and miss or refuse Death’s bargain, you can still come back to life, but Death will take you during the next combat you participate in, somehow, some way, no matter what.
South of Heaven
When you have less than half your maximum hit points left, your attacks gain the forceful and messy tags and you deal +1d6 damage.
When you gain a level from 6-10, you may choose from these moves as well as the level 2-5 moves:
Angel of Death
Requires: Spill the Blood or Reign in Blood
When you hack and slash or volley you may spend blood before rolling. For each blood you spend choose an extra target. Roll once and apply damage to all targets, but gain no blood for this attack.
Reign in Blood
Replaces: Spill the Blood
When you deal damage to an enemy, take 1 blood. When you have a moment to rest, you can spend all your blood on yourself or feed it to someone else, healing 1d4 damage per blood. If you go a day without dealing damage, lose all the blood you have gained.