DoomSlayer, Variant (5e Class)

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DoomSlayer, Variant

DoomSlayers, are a warrior race from a plane that had once had been free from all grasps of Hell, in fact they were feared by the creatures of Hell due to their powerful combat regenerative abilities and magical resistances. Though through catastrophic betrayel their plane has been consumed and their numbers are nearing extinction. Now they dwell all planes seeking revenge and their ire is recognized by all demons in an almost instinctual nature based survival mechanism.

Their natural hate and eradication of Hell also make DoomSlayers respected in the eyes of the Lawful Gods, Rightious character, Angels of the lawful nature, and the other dominant races of the heavens. It is know that as long as you have never wronged a Dooomslayer then you can expect them to walk past you.

DoomSlayers may be found wandering far in any plane for several reasons. Whatever their purpose, it is somehow tied to vengeance and works to to greater that purpose.

DoomSlayer Racial Traits

Ability Score Increase. Your Strength increases by 2 and your Constitution increases by 1.
Age. Doomslayers can live for eons and their age is up to you and your DM.
Alignment. Doom Slayers have a singular purpose of Vengeance bent on hatred towards those who have destroyed their home. They can never be aligned towards evil and can never hurt those who are innocent.
Size. Medium
Speed. Your base walking speed is 30 feet.
Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hellish Warrior. While in combat against Demons, you have advantage on attack rolls, as well as on any save checks.
Feed off Vengeance. You do not need to eat or drink as long as you have defeated an enemy within the last week.
Lesser Magic Resistance. You have advantage on saving throws against cantrips and 1st-level spells.
Clobber. You can use your action to make a special melee weapon attack with your fist. The attack bonus is your dexterity modifier plus your proficiency bonus. On a hit, you deal 1d10 + your strength modifier blunt damage. The damage increases to 2d10 at 5th level, 3d10 at 11th level and 4d10 at 17th level. You may only use this once per day.
Titans Strength. Your strength and fortitude are beyond understanding. The limit to your Strength and Constitution are raised to 22. You also have the Powerful build Feat.
Languages. You can speak Common and Celestial though DoomSlayers usually are more reserved and do not speak very much.

DoomSlayer, Variant

Blinding rightious hatred flows through your body, so permeable it is palpable. Your vengeance reaches to the core of every demon, as when you stride the embreal planes the residencies of the plane of Hell shutter with terror.

Creating a Doomslayer

A Doomslayer originates from a plane that has been destroyed by either Hell or some evil group/type of beings. A doom slayer is fueled by vengeance and hatred. They are usually very quite and have only one goal in mind. They will never side with someone they hate and detest cruelty against innocence.

Quick Build

You can make a Doomslayer quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Slayer background. Third, choose a dagger or a longsword as your starting weapon. Though this class will provide you with a weapon and armor.

Class Features

As a Doomslayer you gain the following class features.

Hit Points

Hit Dice: 1d12 per Doomslayer level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Doomslayer level after 1st

Proficiencies

Armor: Praetor armor(Description below)
Weapons: All weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose 3 from Acrobatics, Athletics, Perception, Religion, Intimidation, History, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Long Sword or (b) a Dagger or (c) any Martial Weapon
  • Praetor armor
  • If you are using starting wealth, you have 4d4 x10gp in funds.

Table: The Doomslayer

LevelProficiency
Bonus
FeaturesCarnage
Points
1st+2Mental Armour, Carnage Points, Praetor Armor2
2nd+2Praetor Armor, The Crucible, Action Surge4
3rd+2Improved Critical, The Doom Slayer6
4th+2Ability Score Improvement, 8
5th+3Aura of Hatred, Extra Attack10
6th+3Rip and Tear, Striding the Planes12
7th+3Maximum Efficiency14
8th+3Ability Score Improvement, No no Bounds16
9th+4Awakened Praetor Armor18
10th+4Aura of Hatred20
11th+4Flames of Hell22
12th+4Ability Score Improvement, 24
13th+5Heaven's Blessings26
14th+5Seraphem's Chosen28
15th+5Double the Carnage30
16th+5Ability Score Improvement, Reinvigorating Spirit32
17th+6Bladed Arm Attachment34
18th+6Pull of the Void36
19th+6Ability Score Improvement, Aura of Justice38
20th+6Beginning of the End, Rip and Tear40

Path of Torment

The power that flows through you gives you increased speed. Starting at 1st level, your speed increases by 10 feet while wearing heavy armor. This bonus increases to 15ft at 5th, 20ft at 10th, 25ft at 15th, 30ft at 18th and 40ft at 20th.

Carnage Spells Save DC

The save DC for any of your Carnage features that require one is 10 + your proficiency bonus + your Strength modifier

Carnage Points

Starting at first level you gain a pool of resources called Carnage Points. You regain all points at the end of a long rest. You may not have more points then your total maximum as indicated on the table above. You may spend an action to gain a hit dice to gain that much Carnage Points. Anytime you take 50 damage or more you automatically gain 12 Carnage Points. Your carnage points are equal to your level times 2.

Your AC is now equal to 13 + your Dex and Con mod.

Mental Armour

You instinctively throw up defenses around your body upon detecting an attack. Starting from 1st level you have resistance to fire damage as well as being immune against being charmed. You may use a carnage point to gain advantage on a save roll.

Praetor Armor

The armor of the doom slayer is tempered by the fires of Damnation. Starting at 1st level you get Praetor Armor giving it the following features while worn by the Doom Slayer. It has half weight while worn by the Doom slayer. It may not be removed involuntarily from the Doom slayer. While worn all Charisma(persuasion) rolls are made at disadvantage, but all Charisma(intimidation) rolls are at advantage. While worn all carried weapons have no weight using a backpack with experimental warp technology, The Doom Slayer is able to hold all his weapons simultaneously and weapons can't removed from his possession in any way, shape, or form, and any ranged weapon that uses Ammunition never need to be reloaded(within exception of super shotgun and pump shotgun still need to be pump between shots) While worn all opportunity attacks against the doom slayer have disadvantage. While wearing the Praetor Armor and not using a shield your AC equals 13 plus dex and con mods.

At 2nd level, you unleash enough carnage to unlock the potential held up in your Praetor Armor. When you would perform a check of any Strength or Dexterity skill saving throw, you may add your Constitution modifier to your roll. You may use this feature equal times your Intelligence modifier. You may not wear any other armor. As a reaction you can add your Strength Mod to your AC.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

The Crucible

At 2nd level you now have a favored weapon named: The Crucible. A sword forged in the flames of Hell in which you use to unleash your fury. This weapons grows in power as you level up. At 2nd level the Crucible deals 1d12 + your Strength Mod slashing damage. You may never be disarmed of this weapon and it is bound to only you. It is considered magical and if ever broken may be conjured in your hands in full repair. You may expend 4 carnage points to increase the damage dealt with this weapon by another 1d12 slashing damage.

Improved Critical

Starting on level 3 your weapon attacks score a critical hit on a roll of 19 or 20. You may use 4 carnage points to automatically make your attack a critical hit. You may only use this feature once per round, This increases to twice per round when you reach 11th level in this class and your weapon attacks score a critical hit on a roll of 18-20 when you reach 20th level in this class.

The Doom Slayer

At 3rd, 6th, 9th, 12th, 15th, and 18th level The doom slayer gains this feature. Each time you gain this feature you may choose one of the following options, you may choose each one only once. You can only have 3 feature at a time but you can switch out the ones you chosen on short rest

Quenched with Blood
The doom slayer no longer requires sleep food or water as long as they have killed something with CR 1 or higher within the past 24 hours.
Berserk
When you take this your unarmed strike scales as that same as Monk's martial arts die, on a bonus action You enter a berserk rage and pummel your foes into submission, You add 1d4 to your unarmed strikes, during berserk you can take a minus to your to attack rolls for higher damage die (-5 to hit +10 to damage). You have advantage on Strength(athletics) checks for 3 rounds. You may use this feature a number of times equal to your strength modifier. You regain these uses after a long rest.
Projectile Accuracy
You now add wisdom modifier (Min 1, Max 5) to all ranged attack rolls.
Mutilating Strike
Every time you successfully execute something with Ravenous Hatred you gain half your Doom Slayer level rounded down plus Constitution modifier as temp hp, the temp hp does stack with this feature and the max temp is half you max hp rounded down. at level 20 the max temp you can have is equal to your max hp
Staggering Blow
You may forfeit the damage of one successful attack per turn to push the target up to 10 feet.
Infernal Munitions
As long as you have 40 temp hp You no longer require ammunition for ranged weapons and are considered to have an infinite amount of thrown weapon ammunition as long as you have at least one of the thrown weapon. (You must take Mutilating strike before you can take this)
Alacrity of the Damned
Gain proficiency in dexterity saving throws. When you are subjected to an effect that allows you to make a dexterity saving throw to take only half damage, you instead take no damage if successful, and only half damage if you fail.
Sacrifice
When you take this feature, As a bonus action, you can activate this ability. When you do, until you next turn, you gain a damage bonus to all of your attacks equal to your Doom Slayer level, but also take additional damage equal to your Doom Slayer level when you are hit.
Relentless Fervor
When you may be reduced to 0 hit points you instead may drop to half your doom slayer level + Constitution modifier. You can't use this feature again until you finish a long rest.
Terrifying Brutality
Upon killing an enemy, each surrounding enemy within 15 feet gains disadvantage on all saving throws intill the start of your next turn.
Seek and Destroy
You now can use Ravenous Hatred 10ft away.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Crucible Awakened

You may now use your reaction and spend 4 Carnage points to absorb a spell that is targeting only you and not with an area of effect. This can only target spells up the the fourth level. The absorbed spell's effect is canceled, and the spell's is stored in the Crucible. The spell has the same level as the spell when it was cast. Once the Crucible absorbs the spell you may use your action to cast that spell.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Rip and Tear

At 6th level, your Doomslayer gains the ability to Rip and Tear apart those who are weak. All enemies in combat with you take double damage if they are either grappled, prone or incapacitated. Any time you complete a grapple you may have the grappled opponent complete a Con save and if they fail they become incapacitated for one turn.

You may spend 4 Carnage Points to have an enemy become disadvantaged while you also have advantage in a grapple check.

At 20th level the Doom Slayer Strength and Dexterity scores increase by 4, your maximum for those scores is now 24 and you gain advantage on attacks against fiends and aberrations.

Striding the Planes

At 6th level your movement speed is doubled. Difficult terrain does not hinder you.

You may expend 2 Carnage points to move an extra 5 feet. You may expend 6 Carnage points to make an attack action whenever an attack of oppurtunity attack is made against you. You may only use this feature once per turn phase.

Maximum Efficiency

At level 7, anytime you are going to take more than 50 damage you may reduce that damage to 50 damage as force damage. You may expend 7 Carnage Points to take a reaction to taking 50 damage and make a Dexterity check against the spell or Attack and if you pass you redirect 50 damage as force damage to the attacker.

No Bounds

At level 8 your armor gains wings and you gain the ability to fly. Your flying speed is the same as your movement speed. You may expend 4 Carnage points to carry up to two other party members and not be over encumbered. You may only use this ability once per long rest.

Awakened Praetor Armor

At Level 9, your armor becomes stronger and even more formidable. Whenever you are in combat and you spend a point of carnage on an ability you gain 1d4 life for each point spent. You cannot use this ability if you are already at full health.

Aura of Hatred

At 10th level, you emanate hatred to the point where it gives you a glowing red hue and catch the attention of those opposing you. At the beginning of your turn you may use a bonus action to taunt all enemies you see within 60 feet of you. Each enemy must pass a Dex check if they succeed they are not taunted and they may attempt the check again at the end of their turn. For every enemy taunted you gain temporary hit points for one hour equal to amount of 1d12 times enemies then multiply that by your Doom Slayer Level. If you leave combat for more than one minute then you lose the benefits of this ability until you complete a short rest. You may expend 4 Carnage points to double the range on this ability. The maximum range of this ability is 120 feet.

Flames of Hell

At level 11 you retaliate against all enemies that attack you. Anytime you are attacked by an enemy with a ranged or melee attack they must make a Dexterity check against your Carnage Spells Save DC and if they fail they take 1d6 fire damage. If they pass the save they take half damage. You may expend 2 Carnage points to have any enemy making a Dexterity check because of this ability become disadvantaged.

Harder to Kill

At level 12 your Hatred is so intense it literally protects you. You may now add your Cha to your AC. You may expend 4 Carnage points to temporarily add 4 to your AC for one minute.

Heaven's Blessings

At level 13 you gain the blessings from the heavens for all the righteous fury you have unleashed. You gain resistance to any type of damage of your choosing. You may expend 4 carnage points to gain temporary resistance to a type of damage for 1 hour.

Seraphem's Chosen

At level 14 your armor has a canon attached to it. You may cast fireball twice a day. You may expend 8 Carnage points to gain another use of this ability.

Double the Carnage

At level 15 your weapon is able to be duplicated. Your Crucible is now considered dual-wielded and you double all your attacks. You may expend 4 Carnage points to move 5 feet without provoking attack of opportunity.

Reinvigorating Spirit

At level 16 each enemy you kill heals you for Slayer level plus 1d12 health. You may expend 8 Carnage points to gain 1d12 health.

Bladed Arm Attachment

At level 17 every melee attack deals maximum damage on successful hits. You may expend 6 Carnage points to have an enemy attempt a Dex check after a successful and if they fail they are stunned for one round.

Pull of the Void

At level 18 you may summon a magical chain that reaches 60 feet and attempts to latch onto a target. You have the chain grapple an enemy and if successful you pull the enemy 5 feet in front of you. They then attempt a Con check and if they fail they are stunned for one round. You may expend 8 Carnage points to double the range on this ability. You may only increase the range to a maximum of 120 feet.

Aura of Justice

At level 19 you emit an aura almost blinding containing the essence of justice. At the beginning of your turn you may use a bonus action to have all enemies attempt a Dex save. If they fail all enemies are considered blinded and in heavy terrain until the end of your aura. This ability last for one minute and raises a minute for every enemy you kill. For each enemy you blind you gain 1d12 temporary hp. You can only use this ability per short rest. You may use 4 carnage points to increase the duration of this ability for one minute.

Beginning of the End

At level 20 you unleash your Hatred in a singular blast. At the beginning of your turn you may activate this ability and take no further action. When you activate this ability all enemies are taunted to you and all attacks against you are made as if you are resistant to all damage. At the beginning of your next turn you release a singular blast that effects all enemies in diameter of 180 feet away from you. All enemies in this area take 20d12 + 20 Radiant damage must make a Con save and if they pass they take half damage. Your allies do not take any damage from this ability. You may only use this ability once per day.

Notes on firearms

If your campaign has firearms then The Doom Slayer is automatically proficient with them. Feel free to revise any starting packages to accommodate.

Multiclassing


Prerequisites. You may not multi-class into this class.

Proficiencies. You may not multi-class into this class.


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