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Troll Slayer

Class

Trolls, particularly cave trolls , are reasonably common in Underland, and so too are troll slayers. This much is known. What enjoys less consensus is whether “troll slayer” means “one who slays trolls” or “one who slays in the manner of a troll.” There is plenty of evidence to support both interpretations. Certainly, a troll slayer’s flaming weapons and acidic blood make short work of trolls, but their ability to manifest troll-like physical traits (such as rapid healing, claws, and a keen sense of smell) show an affinity, not an animus, for troll-kind. What everyone agrees upon, however, is that these berserkers are exceedingly dangerous.


3rd LevelTrollrage

When you select this archetype at 3rd level, you gain the ability to channel your fury in a manner that trolls find both terrifying and familiar. You learn a maneuver from the Tooth and Claw tradition that you meet the prerequisites for, and it does not count against your maneuvers known. When you enter a rage, choose one of the following options:

Fiery Armaments

Your melee weapon attacks deal an additional 1d6 fire damage. This damage increases to 2d6 at 15th level.

Troll Claws

You grow long, sharp claws like a troll, which allow your unarmed strikes to deal 1d6 slashing damage and count as weapons with the finesse and dual-wielding properties. At 10th level, the damage of your claws increases to 1d8. While your claws are manifested, Tooth and Claw maneuvers have their exertion cost reduced by 1, to a minimum of 1.

When you reach level 11, you can manifest both effects simultaneously.


3rd LevelKeen Smell

Also at 3rd level, you have advantage on Perception checks that rely on smell.


6th LevelAcidic Blood

At 6th level, your very blood becomes anathema to the regenerative abilities of trolls. You gain immunity to acid damage. In addition, whenever a creature damages you with a bite attack, it takes 3d6 acid damage from your acidic blood.


6th LevelSelf-Knitting Flesh

Also at 6th level, you become extraordinarily resilient, gaining powerful healing abilities and allowing you to shrug off effects that would make harm done to you persistent. You are immune to effects that would prevent you from regaining hit points or that would lower your hit point maximum.

While you are raging, you can use a bonus action to expend one of your hit dice, rolling it and recovering hit points equal to the roll’s result + your Constitution modifier.


10th LevelWithering Wrath

At 10th level, your fury magically suppresses the regenerative abilities of your foes. While you are raging, a creature with a regeneration ability that starts its turn within 10 feet of you regains only half as many hit points as normal (rounded down).

You also gain the supernatural ability to devour life force from downed foes. When you reduce a creature to 0 hit points with a melee attack, you recover one expended hit die. For you to do so, the creature’s CR must be at least half your character level (rounded down).


14th LevelTroll Slayer Apotheosis

At 14th level, the love/hate relationship you share with troll-kind reaches its apex. When you rage, the reach of your melee weapon attacks increases by 5 feet. In addition, other creatures can no longer detect you using their sense of smell.