Doom Guy, Variant (5e Class)

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Doom Guy

The Doom Guy. A being of hatred born from the power of the Seraphim, wrought from the deepest pits of hell after a great slumber to slay the demonic forces of hell once more. The Doom Guy class specializes around draining life from your opponents to fuel your warpath, utilizing a unique set of weaponry to get the job done. While being a strong damage dealing tank in a team, the class tend to charge headfirst into Demon hordes and slaughter all in his path.


Creating a Doom Guy


Quick Build

You can make a Doomguy quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Soldier background. Third, choose Athletics and Intimidation.


Class Features

As a Doom Guy you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium, and Heavy Armor
Weapons: Simple and Martial weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose 2 from Intimidation, Athletics, Acrobatics, Survival, and Perception

Equipment

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

  • Pistol
  • Praetor Armor (A unique armor that Doom Guy cannot remove) 13+Dex+Con
  • (a) Dungeoneer's Pack or (b) Healer's Kit

Table: The Doom Guy

LevelProficiency
Bonus
FeaturesWeapons Obtained
1st+2Execute, Berserk, Lead FistPistol
2nd+2
3rd+2Shotgun
4th+2Ability Score Improvement
5th+3Seek and Destroy, Glory Kill(1)Heavy Assault Rifle
6th+3
7th+3Armored OffensiveSuper Shotgun
8th+3Ability Score Improvement
9th+4Chainsaw
10th+4Dazed and Confused, Glory Kill(2)
11th+4Chaingun
12th+4Ability Score Improvement
13th+5Saving ThrowPlasma Rifle
14th+5
15th+5Glory Kill(3)Gauss Cannon
16th+5Ability Score Improvement
17th+6Demon HunterRocket Launcher
18th+6Crucible
19th+6Ability Score ImprovementBFG9000
20th+6To Hell and back, Glory Kill(4)

Glory Kill

Starting at 1st level, if a creature has less than 10% of their max hit points and you are within 10 feet of them you can use your action to move within melee range of them. They must succeed on DC 15 Con save or have their hit points become 0. Gain 1d4+1 Hit Points, every 5th level will increase the Con save by 2

Lead Fist

Starting at first level, you armor is made with lead and steel allowing your unarmed strike to do 1d4+Str, this will increase by 1d4 every time you get an abilitiy score increase(4th, 8th, 12th, 16th, and 19th level)

Berserk

Starting at first level, you can use your bonus action to activate a primal rage within you for 1 minute. While Berserk is active you are unable to use weapons or cast spells, but your unarmed strikes now deal 1d6+Str Bludgeoning. While Berserk is active you are able to attack twice within a turn, and you also have a chance to knock creatures prone. When you successfully strike a creature that is no more than 1 size larger than you and they are Dazed or Staggered they are knocked prone, if they are not Dazed or Staggered make a Grapple check, If you pass they are knocked prone, and if you fail they cannot be knocked prone before their next turn

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.

Seek and Destroy

At fifth level, you have learned how to effectively seek out targets and efficiently execute them. When you reach 5th level Glory Kill gains an increased range of 20 feet.

Armored Offensive

Starting at seventh level, when you bring a creatures hit points down to 0 as a result of Glory Kill you gain temporary hit points equal to 1d4+Con mod.

You can only have a max of 12 temporary hit points as a result of Armored Offensive

Dazed and Confused

Starting at tenth level, you have learned how to incapacitate your foes with little effort. On every successful attack you roll a 1d10. If you land on 10 the target gains disadvantage on Dexterity saves for 2 turns and attacks made on this target have advantage for 1 turn. After a creature has been dazed it cannot be dazed again until its next turn

Saving Throw

Starting at thirteenth level, when your health drops to 0 it instead becomes 1d6+Con mod. This can only be used once per long rest

Demon Hunter

Starting at seventeenth level, from your time in Hell you have learned all there is to know about demons. Gain advantage on attacks against fiends and demons, and become resistant to fire damage

Crucible

Starting at eighteenth level, you have harnessed the immense power of the Crucible and are able to summon it as a bonus action, but only while Berserk is active. The Crucible is a long-sword that deals 3d6 Radiant damage and gains the extra attack that your fists would have on your turn. You also emit an aura of fire that deals 1d6 fire damage to any creature that ends its turn within a 15 foot radius of you. (the fire aura will increase to 2d6 at level 20)

Obtaining Weapons

Doom Guy gains a new weapon every odd level as seen on the chart above. They all require a different kind of ammo(except the pistol) and have different effects, properties, and ranges

Doom Guy cannot have weapons obtained in this way removed from his possession in any way, shape, or form

(Level one) Pistol 2d4 Piercing 50/150 *does not require ammo

(Level three) Shotgun 2d6 Bludgeoning 25/75 | Two-handed. *uses 1 shell per attack action

(Level five) Heavy Assault Rifle 5d4 Piercing 75/225 | Two-handed, Heavy. *uses 10 bullets per attack action

(Level seven) Super Shotgun 4d8 Bludgeoning 20/60 | Two-handed, Point-Blank Spread. *uses 2 shells per attack action

(Level nine) Chainsaw 4d4 Slashing | Two-handed, Armor Penetration. *does not require ammo but can only be used three times per short rest

(Level eleven) Chaingun 1d4(6d6) | Two-handed, Heavy, Spin-up *uses 5 bullets on first attack action, uses 20 bullets on subsequent attack actions

(Level thirteen) Plasma Rifle 5d4 Lightning 40/120 | Two-handed, Overheat. *uses 10 cells per attack action

(Level fifteen) Gauss Cannon 2d12(3d12) Piercing 150/450 | Two-handed, Heavy, Charge. *uses 15 cells per attack action

(Level seventeen) Rocket Launcher 8d6 Bludgeoning 60/180 | Two-handed, Heavy, Explosive. *uses 1 rocket per attack action

(Level nineteen) BFG9000 6d10 Radiant 100/300 | Two-handed, Special

Properties

Point-Blank- If you are firing the super shotgun within 1 foot and you successfully hit your target, instead of rolling for damage you treat the attack as if you did 32 damage.

Armor Penetration- When you make an attack on a creature, treat its AC as if it was reduced by 2

Spread- When attacking with these weapons from more than 5 feet, the use 2 less damage dice on a successful hit

Chaingun- A bonus action is required to rev up the Chaingun before it can fire, and on the first turn of firing it deals 1d4 damage on a successful hit, any consecutive actions used to fire this gun instead deal 4d6 on a successful hit. You can only do this for 3 turns before the Chaingun overheats. When the Chaingun overheats it cannot be fired for 1 round of combat, and you cannot use your reaction to shoot it.

Overheat- If you attack with the Plasma Rifle for 2 consecutive rounds, on the next round you may use your bonus action to release a shock-wave of heat, dealing 1d8 fire damage in a 15 foot cone originating at your tile. Creatures within the blast must make a Dexterity save with DC 10, if they succeed they take half damage.

Charge- You may use action before your attack to charge your weapon, adding another damage die on a successful attack.

Explosive- When you successfully attack an enemy they make a DC 12 Dexterity save. If they succeed they take half of the damage. If they fail all creatures within a 10 foot radius of the target also make a DC 12 Dexterity save. They take full damage if they fail, and half damage if they succeed.

Special(BFG9000)- You can choose to fire at a tile instead of a creature. When you attack with this weapon, instead of rolling to hit a target all creatures within a 30 foot radius of the impact must make a DC 15 Constitution save, if they succeed they take half damage. BFG9000 can only be used once per long rest.

Ammo costs

Bullets(10) 2gp

Shells(10) 5gp

Cells(10) 10gp

Rockets(1) 25gp

To Hell and back

After fighting to close a hell portal for eternity, you have learned to open one yourself. Starting at twentieth level, you can use an action to open a portal to hell and jump into it, after two rounds have passed, you come back through the portal on the back of a demon, you control the demon and can make one attack, after you make that attack, make a DC 18 Str check or fight the demon. You can only use this ability after seven long rests.

Subclasses

There are no subclasses for this class

Multiclassing

Prerequisites. To qualify for multiclassing into the Doomguy class, you must meet these prerequisites: 14 strength and 13 constitution.

Proficiencies. When you multiclass into the Doomguy class, you gain the following proficiency: Athletics and Heavy Armor.


Back to Main Page 5e Homebrew Classes

gollark: a) 404, I guess.b) 400.
gollark: It sounds like it's more oriented towards decimals than integers, that's why.
gollark: Ah, yes... Go.
gollark: Are there not lots of stress-testing things anyway?
gollark: Basically every sane language has an arbitrary precision *library* at least.
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