Way of the Doom Fist (5e Subclass)

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Doom Punch

A doom punch will put all his ability into killing an enemy with one strong punch.

Making a Doom punch

The Doom Punch is a very strong fighter but he puts all his focus into strength or constitution making his other skills seem sub par.

Abilities: being able to blow up an enemy with one solid punch is very satisfying but not making the will save is.... well hilarious in most cases.

Races: if a fist can be formed then it can be done.

Alignment: could be any really but it is hard for them to be lawful seeing as they really like punching things.

Starting Gold: starting gold; 4d6-->×10 gp.

Starting Age: they typically start young so if starting as a lvl 1, 17-28, but it really does not matter all ages may want to punch

Table: The

Hit Die: d8-d10 alternating

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +2 +2 +0 +0
2nd +3 +3 +1 +0
3rd +4 +4 +2 +1
4th +6/ +1 +4 +2 +2
5th +7/ +2 +5 +3 +2
6th +7/ +4 +6 +4 +3
7th +8/ +5 +7 +5 +4
8th +8/ +6/ +1 +8 +6 +5
9th +9/ +7/ +2 +9 +7 +5
10th +11/ +9/ + 4 +10 +8 +6
11th +12/ +10/ +5 +11 +9 +6
12th +12/ +10/ +7/ +1 +11 +10 +7
13th +13/ +11/ +8/ +2 +12 +11 +8
14th +14/ +13/ +9/ +4 +12 +12 +9
15th +15/ +14/ +10/ +5 +13 +13 +10
16th +17/ +14/ +11/ +6/ +2 +14 +14 +11
17th +18/ +15/ +12/ +7/ +3 +16 +14 +12
18th +19/ +16/ +13/ +8/ +4 +16 +14 +13
19th +19/ +16/ +14/ +8/ +6/ +1 +17 +15 +14
20th +20/ +17/ +15/ +9/ +8/ +3 +18 +16 +15

Class Skills (6 + Int modifier per level, ×4 at 1st level)
.

Class Features

. All of the following are class features of the .

The One Punch: wind up and throw one punch that does (1d6(this will change as you improve your unarmed hits) +3) per hit you could do this round + strength modifier

Prepare Hit: for 1 turn you focus so on your next turn you cannot miss the next punch and it deals an additional 1 per lvl damage + 1d10

Callused Knuckles: If you punched something in the last 2 rounds you get a bonus Armor Class of either 1/4 the damage done if you want that flat or 1/2 the damage done if you want it for just the thing you hit

Called Punch: you may "call" your next punch and if it hits (must roll a natural 15 or better or have Prepare Hit ready) deals and additional d8 damage per 2 levels and may knock the opponent unconscious if they don't pass a Fort save of 1d20 + your base attack bonus + your strength modifier for 1d4 rounds

Random Punch: every 3 rounds you hit a random enemy within 5ft of you for 1d10 per 2 levels

Elemental Fist: You may have your punches deal an additional 2d8 of either fire, ice, shock, wind, or sonic damage every 2nd round

Preferable Material: you have grown accustomed to your own skin your "preferable material" if you will.... (heuheuheu) +2 ac and +4 damage reduction if you don't use gauntlets

Oblivious: you are no longer affected by anything that requires a Will save in combat.... you just want to hit things so much.

Invigorated: if you drop below half health you become invigorated gaining +2 to ALL ROLLS FOR EACH DIE ROLLED

Beastly Scream: all enemies in a 15 ft radius must make a fort save of 1d20 + intimidate + your base attack bonus or be feared for a round. usable once every 3 rounds

Drain Punch: The One Punch with a twist. you may take your health and add one damage per health taken or deal 1d20 flat +3 per level less damage and heal for that much

One Fist-2 Hits: you throw a The One Punch and it hits so hard it either deals double damage to one target or normal damage to 2 targets within 10 feat of you

Blast Punches: you now have a range of 10ft with your punches

Taunting Smirk: all enemies that can see your face make a will save for 1d20 + your intimidate and if they fail want to kill you and will go for you

Seikūken: 1 turn set up. you may make it the radius of your reach. after it is deployed it will fall if you move from your location. if ANYTHING comes within it (even invisible / sneaking enemies) you get a full attack (1/2 a turn) on them. if it is made at half your reach radius its a full turn if any enter. you don't have to take it if you don't want (so you dont kill your allies)

Opportunistic One Punch: if you roll a natural 18 or higher you get a second One Punch on them

ONE PUNCH OF 1000 FISTS: all enemies within a 20 ft radius are hit with The One Punch. usable once a day.

Weapon and Armor Proficiency: .

Ex-Doom Punches

There is no way to rid yourself of this class........ you will always be the "hero" you were...... even if just for fun

Epic Doom Punch

Table: The Epic

Hit Die: d10-12 alternating

Level Special
21st
22nd
23rd
24th
25th
27th
28th
30th
+ Int modifier skill points per level.

POSSIBLY EPIC PUNCH: 1d20 per lvl punch once every 3 rounds

Elemental Fist-2: additional 2d10 to elemental fist

Prepare to Die: this allows you to now instantly focus your Prepare Hit but only after lvl 27

Punch.... of death: your normal punch can now instantly kill if your opponent doesn't pass a fortitude save or 20 + your base attack bonus+ your strength modifier+ how many hits you can do a turn

Doom Punch Starting Package

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information

Playing a Doom Punch

Religion: could be any if given a reason.

Combat: .

Doom Punch in the World

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Doom Punch Lore

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Doom Punches in the Game

Adaptation: .

Sample Encounter: .

EL : .


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