Doom Slayer, 2nd Variant (5e Class)
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Doom Slayer[edit]
As a DOOM SLAYER, you have a divine obligation to decimate the hordes of hell, using all the weapons at your disposal and if they are not enough you still have your most lethal weapons in your hands.
Class Features
As a Doom Slayer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Doom Slayer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Doom Slayer level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons, firearms
Tools: Trumpet
Saving Throws: Strength, Constitution
Skills: Choose two skills from Intimidation, Athletics, Acrobatics, Survival, Perception, Insight
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Praetor Armour
- an energy pistol
- a chainsaw
- (a) a dungeoneer's pack or (b) an explorer's pack
- If you are using starting wealth, you have 5d6 x 10 in funds.
Level | Proficiency Bonus |
Features | Argent Energy Points | Argent Points |
---|---|---|---|---|
1st | +2 | Praetor Sacrament , Glory Kill | Energy Pistol | - |
2nd | +2 | Fast Movement | - | 2 |
3rd | +2 | Energy AbsorptionWeapon Mods | Shotgun | 3 |
4th | +2 | Ability Score Improvement, Impact Compensation | - | 4 |
5th | +3 | Extra Attack (x1) | Heavy Assault Rifle | 5 |
6th | +3 | Hell Walker +1 | - | 6 |
7th | +3 | Unshakable Incorruptible | Plasma Rifle | 7 |
8th | +3 | Ability Score Improvement | - | 8 |
9th | +4 | The Barbarous Dance | Super Shotgun | 9 |
10th | +4 | testament of the praetor , Hell Walker +2 | - | 10 |
11th | +4 | Extra Attack (x2) | Rocket Launcher | 11 |
12th | +4 | Ability Score Improvement | - | 12 |
13th | +5 | The Only Thing They Fear | Gauss Cannon | 13 |
14th | +5 | Timeless Body , Hell Walker +3 | - | 14 |
15th | +5 | Too Angry to Die | Chain Gun | 15 |
16th | +5 | Ability Score Improvement | - | 16 |
17th | +6 | Extra Attack (x3) | BFG-9000 | 17 |
18th | +6 | Glory Kill Improvement | - | 18 |
19th | +6 | Ability Score Improvement | The Crucible | 19 |
20th | +6 | Rip and Tear | - | 20 |
Praetor Sacrament[edit]
At 1st level, the Seraphim gives you the power you need to defeat your foes. You gain the following benefits: • You can use your Strength modifier instead of Dexterity for the attack and damage rolls of your ranged weapons.
• Your unarmed strikes now deal bludgeoning equal to 1d6 + your Strength modifier.
• While wearing the Praetor Suit, you can swap out weapons as a bonus action, and the weapons you are carrying have no weight.
• You no longer need to eat or drink.
• You no longer need to sleep and can't be forced to be by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activities, such as cleaning your gear and keeping watch.
Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Slayer save DC = 8 + your proficiency bonus + your Strength modifier.
Glory Kill[edit]
Starting at 1st level, you gain the ability to execute your foes. When an enemy you can see within 5 feet has 10 hp or less, you can subject them to a dexterity saving throw. On a failed save, you execute the target, reducing them to 0hp. This threshold increases to 20 hp or less at level 10, and 30 hp or less at 18th level.
Fast Movement[edit]
Starting at 2nd level, your walking speed increases by 10 feet.
Energy Absorption[edit]
Starting at 3rd level, you have unlocked the Argent plasma receptors in your Praetor Suit. Whenever you kill an aberration, fiend, or undead, you regain HP equal to the enemy's CR x 3, rounded up. If the enemy has no CR, it is instead equal to their level x 3.
At 10th level, this benefit extends to any evil-aligned creature you kill, but you only regain HP equal to their CR, rounded up.
Weapon Mods[edit]
At 3rd level, you unlock weapon mods, which can be used to gain a variety of benefits. You can swap out a weapon mod for another as a bonus action. If a weapon mod requires a bonus action to use, it can also be used as part of equipping it. As well, some weapon mods have limited uses, which are only used upon successful attacks. You regain all weapon mod uses during a short rest.
Dark Vengeance[edit]
Your will to save your kind drives you. Beginning at 3rd level you gain advantage on Wisdom (Survival) checks to track aberrations, fiends, and undead, as well as on Intelligence ability checks to recall information about them.
Impact Compensation[edit]
The exoskeleton in your Praetor Suit helps dampen your falls. Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your doom slayer level.
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.
Extra Attack[edit]
When you reach 5th level you may 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 and four when you reach 17th level.
Hell Walker[edit]
Starting at 6th level, your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. As well, your nonmagical weapons gain a +1 bonus to their attack rolls and damage. This bonus increases to +2 when you reach 10th level in this class, and +3 when you reach 14th level.
Unshakable Incorruptible[edit]
Your will to save your dog is greater than even the strongest of foes. Starting at 7th level, the Doom Slayer cannot be charmed or frightened.
The Barbarous Dance[edit]
Starting at 9th level, you have mastered moving quickly across the battlefield. You can take the disengage or dash action as a bonus action on each of your turns.
testament of the praetor[edit]
Starting at 10th level, as a bonus action you can activate this ability for 1 minute, and by spending 3 argent points for 1 minute you can have one of three perks activated for that time
1: advantage on your attacks, 2: +5 damage on one of your attacks, 3: +2 AC.
At the end of the time, if you want, gain an exhaustion point to keep the skill active for two more turns. If you decide to deactivate it ahead of time or when it ends, its movement drops to 0 for one turn.
The Only Thing They Fear[edit]
At 13th level, your armor Build Up demonic energy enough to make you the better in one of the following ways for 4 rounds. When you activate this ability you must roll 1D6 and the result must be followed in the table below. You can use this ability a number of times equal to your strength modifier and regain all uses after a long rest
QUAD DAMAGE | 1 |
INVULNERABILITY | 2 - 4 |
BERSERKER | 3 - 5 |
HASTE | 6 |
Haste: You are under the effect of magic haste.
Quad Damage: You do 4X your weapon damage.
Invulnerability: You gain resistance to all types of damage.
Berseker: Your punches now deal 1D12 + 4 + strength modifier.
Timeless Body[edit]
At 14th level, your will to defeat demons sustains you so that you no longer age, and you can't be aged magically.
Too Angry to Die[edit]
Starting at 15th level, you are so extremely angry that you are nigh impossible to kill. If you drop to 0 hit points but don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Rip and Tear[edit]
At 20th level, the Doom Slayer has reached the pinnacle of human strength. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Weapons and Armour[edit]
The weapons and armor available to the Doom Slayer are explained below.
Praetor Suit
Armour (Praetor Suit), artifact (requires attunement by a doom slayer)
While wearing this armor, you gain a +2 bonus to AC. In addition, this armor cannot be removed from the wearer unwillingly. This armor cannot be destroyed and is impervious to almost all damage.
The Praetor Suit consists of shaped, interlocking metal plates to cover the entire body. The Praetor Suit includes gauntlets, boots with impact compensation, a visored helmet equipped with a HUD, and an exoskeleton connected throughout the suit. The power of the exoskeleton distributes the weight throughout the body.
Energy Pistol
ranged weapon (firearm, pistol)
Category: Items
Damage: 1d6
Damage Type: Force
Properties: Light, Range
Range: 60/240
Weight: 3
Shotgun
ranged weapon (firearm, shotgun)
Category: Items
Damage: 2d6
Damage Type: Piercing
Properties: Ammunition, Range, Two-Handed, Point-Blank, 10-foot Spread
Range: 15/60
Weight: 10
Mods:
Charged Burst: As a bonus action, you can spend 1 argent point to activate charged burst. Your next attack with this weapon deals an additional 2d6 damage but only targets one creature.
Explosive Shot: As an action, you can spend 2 argent points to fire an explosive shot. Choose a point within 60 feet. Each creature within a 10-foot radius must make a Dexterity saving throw, taking 2d8 piercing damage on a failed save, or half as much on a successful one.
Heavy Assault Rifle
ranged weapon (firearm, rifle)
Category: Items
Damage: 3d6
Damage Type: Piercing
Properties: Ammunition, Range, Two-Handed
Range: 150/600
Weight: 20
Charges: 3
Mods:
Tactical Scope: While equipped, your attacks with this weapon score a critical hit on a roll of 19 or 20. Additionally, you can attack at long range without disadvantage.
Micro Missile: As a bonus action you can use a charge to fire 1d6 micro missiles with each one causing 2d6 fire damage
Plasma Rifle
ranged weapon (firearm, rifle)
Category: Items
Damage: 2d8
Damage Type: Force
Properties: Ammunition, Range, Two-Handed
Range: 120/480
Weight: 15
Mods:
Heat Blast: After firing 3 shots you can use a bonus action to release a heat wave around you with a 9-meter radius centered on you, taking you out, all creatures must make a dexterity check, taking 1d12 fire damage on a failed save, or half as much on a successful one.
Stun Bomb: As a bonus action you can launch an energy ball with a 3-meter radius all creatures in the range must make a constitution check getting 1d4 turns paralyzed in a failure.
The creature can try the roll again on its turn ending the effect on a success.
Super Shotgun
ranged weapon (firearm, shotgun)
category: Artifact
Damage: 4d8
Damage type: concussion
Properties: Ammunition, Range, Two-Handed, Point-Blank, 10-foot Spread
Range: 15/60
Weight: 7
Meat Hook: You send a hook of up to 9 meters that attaches to an enemy and pulls you towards him putting you at point-blank range.
at level 12 the hook also sets the target on fire for 3d8 fire damage this fire surpasses immunities and resistances.
Rocket Launcher
ranged weapon (firearm, rocket launcher)
category: Item
Damage: 2d10
Damage Type: fire
Properties: Ammunition, Range, Two-Handed, Heavy
Range: 60/120
Mods: This weapon can be fired without mods
Remote Detonation: After firing you can make the missile explode within a radius of 18 meters causing 2d10 fire damage to all enemies within range.
Lock-on Brust: While this module is activated the attack action is divided into 3 attacks on each hit deals 2d6 fire damage.
Gauss Cannon
ranged weapon (firearm, cannon)
Category: Items
Damage: 3d10
Damage Type: Force
Properties: Ammunition, Heavy, Range, Two-Handed
Range: 120/480
Weight: 30
Mods:
Precision bolt: partial and complete coverage does not cause a disadvantage in the attack, and hidden enemies that you are aiming have no increased AC, range with this mod (range 240/960)
Siege Mode: As a bonus action, you can skip your attack action so that it charges a shot so that when fired, it passes through other enemies in a straight line, causing an additional 2d10
you cannot move while loading the shot
Chain Gun
ranged weapon (firearm, machinegun)
Category: Item
Damage: 4d8
Damage Type: Piercing
Properties: Ammunition, heavy, reload, two-handed
Range: 40/240
Weight: 65
Mods:
Mobile Turrent: As a bonus action, you can spend 1 argent point to activate the turret to roll the weapon damage twice, your movement drops by half while activated this mode lasts 3 rounds and you can disable this mod at any time.
Gatling Rotator: You can shoot as a bonus action using this mod
BFG-9000
ranged weapon (firearm, BIG FUNCKING GUN)
Category: Items
Damage: 3d12+8d10
Damage Type: radiant
Properties: HEAVY
Range: 60/75
Weight: 75
2/long rest
The Crucible
melee weapon (martial, Crucible)
Category: Artifact
Damage: 6d12
Damage type: energy
Properties: Two-Handed
Weight: 5
2/Short rest
Chainsaw
melee weapon (martial, chainsaw)
Category: Items
Damage: 5d10
Damage Type: Slashing
Properties: Heavy, Two-Handed
Weight: 10
3/short rest.
Multiclassing[edit]
Prerequisites. You cannot multiclass into Doom Slayer.
Proficiencies. You cannot multiclass into Doom Slayer.
Properties[edit]
Point-Blank: Being within 5 feet of a hostile creature does not impose disadvantage on this weapons attack rolls.
Spread: This weapon attacks affect all creatures in a cone.
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