DoomKnight (5e Class)

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You are tasked with killing demons of the sort and some shady organization is making you do it. Either way... You have the tendency to, RIP AND TEAR!!! Whilst completing your duties.

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Creating a DoomKnight[edit]

Quick Build

You can make a DoomKnight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Dark Lord background. Third, choose one Martial weapon, and Fourth Select an Evil Alignment

Class Features

As a DoomKnight you gain the following class features.

Hit Points

Hit Dice: 1d10 per DoomKnight level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per DoomKnight level after 1st


Armor: Light, Medium, Heavy
Weapons: Martial weapons, Simple Weapons, Futuristic weapons.
Tools: None
Saving Throws: Con, Cha
Skills: Intimidation, Perception, Arcana, Religion


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

  • (a) or (b) Super shotgun or (c) Combat Shotgun
  • If you are using starting wealth, you have 4d4×10 in funds.

Table: The DoomKnight

Level Proficiency
1st +2 Doom, Glory Kill
2nd +2 Dominate, Lucky find
3rd +2 Path of Pain Archetype
4th +2 Ability Score Improvement, Ability Score Improvement
5th +3 Trust Ally, Extra Attack (1)
6th +3 ---
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Glory Kill[edit]

As a reaction when you bring a creature down to 1/40'th of their Hit Points you can make a glory kill, you have a choice to replenish your ammo stock to full, heal yourself equal to your level + CON, Gain temporary hit points equal to 2 x your level + CON. Or you can roll a d20 on a 16 or higher you get all of these

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Ability Score Increase[edit]

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.

Path of Doom[edit]

As a Doomknight, you are expected to amass an army of some kind to battle and destroy the forces of Good. These Paths will determine both your secondary abilities, as well as the type of army you will raise.

Path of Undeath[edit]

Like many Doomknights before you, you have chosen to raise an army of undead. Starting out you will gain access to necromantic spells, and later the ability to raise entire populations of undead monstrosities to assault the forces of Good.

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Path of Darkness[edit]

You scorn the undead hordes that other Doomknight raise and Chaos isnt as close to your blackened heart as the plane of darkness. By Choosing the Path of Darkness you gain access to Spells Befitting a Ruler of Darkness, and as you grow in power you will be able to call forth the mightiest beasts from the deepest pits of the plane of Darkness to march on the Forces of Light

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Path of Chaos[edit]

The undead Bore you and the Darkness is to Predictable for you. No, you feel like the world needs to know just what true Doom really is; absolute Chaos. The spells you learn in the Path of Chaos all take from Various schools, never really taking more than 1 or 2 per school of Spellcaster. Who knows, you might even turn Orders precious Radiance against it!

Spell List[edit]

You know spells based on your subclass.


Cantrips Chill Touch Spare the Dying

1st Level: False Life, Cause Fear

2nd Level: Blindness/Deafness, Ray of Enfeeblement

3rd Level: Summon Undead Spirit, Animate Dead

4th Level: Blight

5th Level: Raise Dead, Negative Energy Flood

6th level: Create Undead

7th Level: Finger of Death


Cantrips Chill Touch Toll the Dead

1st Level Inflict Wounds Ray of Sickness

2nd Level Hold Person Spiritual Weapon

3rd Level Bestow Curse Vampiric Touch

4th Level Blight Shadow of Moil

5th Level Dominate Person Telekinesis

6th level Harm, Circle of Death

7th Level Tether Essence


Cantrips Infestation, Mage Hand

1st Level Chaos Bolt Catapult

2nd Level Cloud of Daggers Crown of Maddness

3rd Level Enemies Abound Melf's Minute Meteors

4th Level Summon Abberant Spirit Confusion

5th Level Animate Objects Immolation

6th level Mass suggestion

7th Level Prismatic Spray


Prerequisites. To qualify for multiclassing into the DoomKnight class, you must meet these prerequisites: 13 Str, 13 Con, 10 Int, 13 Cha

Proficiencies. When you multiclass into the DoomKnight class, you gain the following proficiencies:Intimidation, Arcana

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