Slayer
There are many in the world who fight terrible evils to protect others. They battle back the clutching hand of death for another day, then enjoy a well-earned, peaceful retirement. For the Slayer, however, these battles are their calling—whether they like it or not. Such people may be fated to battle a powerful being and their minions, a specific kind of monster, like werewolves, or an entire category of creature, such as the undead. Consult with the Narrator to come up with a foe suitable to the setting and campaign.
War of Attrition. You gain Inspiration whenever you strike a blow against an especially powerful creature related to your destiny (but not necessarily your specific destined foe).
Force the powerful enemy’s retreat, obtain an item important to their defeat, gain a significant insight into their location or intentions, defeat one of their trusted lieutenants.
Slayer’s Gift. Fighting the creatures of darkness hones both your mental and physical prowess. After you roll an ability check , attack roll , or saving throw but before you know the outcome, you may spend your inspiration to add a +5 bonus to that roll.
You fulfill your destiny as a Slayer when you defeat a specific and powerful creature connected to your fate.
Destroy Vashika, Queen of the Vampires, thwart the aboleth Birgamoz’s terrible plans of domination, imprison the Dread Knight Maza Dunn.
Eyes of the Slayer. You have stared the darkness in the eye and now few can meet your gaze. While you are not incapacitated , you can use a bonus action to fix any hostile creature within 20 feet of you with an unsettling look, seeming to stare into its very soul. The creature makes a Wisdom saving throw with a DC equal to your passive Intimidation score. On a failure, it is frightened until the end of its next turn. On a success, it is immune to this ability for 24 hours.