Experts in bringing dangerous prey down quickly, Slayers are often not particularly well-liked, but they are respected and feared. These extraordinarily lethal rangers can specialize in a truly staggering range of dangerous prey. Some hunt other mortals such as criminals or the officers of another army. Others are traveling monster hunters, taking down fearsome creatures like dragons and fiends for those who can afford to pay. And others are the “secret weapons” of outlaw leaders and crime bosses, applying their deadly trade to any target they are paid to bring down.
At level 3 when you take this archetype, you become especially adept at harvesting poisons. You gain proficiency with the poisoner’s kit and on a failed check, you are not poisoned, though you still do not collect any poison. On a successful check with the poisoner’s kit, you harvest an additional number of doses of basic poison equal to half your proficiency bonus (rounded down).
Also at level 3, you learn the specialized techniques of expert poisoners. You become proficient with the Viper’s Fangs combat tradition and gain a single Viper’s Fangs maneuver of a degree you have access to. It does not count against your maneuvers known.
At 7th level, you become especially adept at striking from ambush and stealth. When you have advantage on an attack due to an enemy not being able to perceive you due to cover, stealth, invisibility or similar circumstances you deal additional damage equal to your proficiency bonus.
Also at 7th level, when a target poisoned by you falls unconscious, they are harder to rouse. A creature attempting to wake such an unconscious creature must either deal damage to it equal to twice your proficiency bonus or must make a Medicine check against your maneuver DC to do so. Creatures wake naturally at the end of durations normally.
Creatures that you reduce to zero hit points also have disadvantage on their death saves.
At 11th level you gain proficiency with Constitution saving throws.
At 15th level you are so accustomed to using toxic compounds on your weapons that you now do so unconsciously. All weapon attacks you make now deal an additional 1d6 points of poison damage on a hit. You also become immune to poison damage.