Doom Slayer, 2nd Variant (5e Class)

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Doom Slayer[edit]

Be extremely epic and fight alongside Sonic to save your dog.

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 armour, 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.

Table: The Doom Slayer

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 Ravenous Hatred , Hell Walker +2 - 10
11th +4 Extra Attack (x2) Rocket Launcher 11
12th +4 Ability Score Improvement - 12
13th +5 Fill in Later 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 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 any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, 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 enemies 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 up on successful attacks. You regain all weapon mod uses during a short rest.

Dark Vengeance[edit]

Your will to save your dog 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 in this class.

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.

Glory Kill[edit]

Starting at 10th level, you have mastered executing your foes. As an attack, if an enemy you can see within 5 feet of you has less than 20hp, you can subject the target to a dexterity saving throw against your Slayer DC. On a failed save, you execute the target, reducing their HP to 0.

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.

Multiclassing[edit]

Prerequisites. You cannot multiclass into Doom Slayer.

Proficiencies. You cannot multiclass into Doom Slayer.

Weapons and Armour[edit]

The weapons and armour 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 armour cannot be removed from the wearer unwillingly. This armour 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:

Plasma Rifle

ranged weapon (firearm, rifle)

Category: Items

Damage: 2d8

Damage Type: Force

Properties: Ammunition, Range, Two-Handed

Range: 120/480

Weight: 15

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:

Siege Mode:

Chainsaw

melee weapon (martial, chainsaw)

Category: Items

Damage: 4d10

Damage Type: Slashing

Properties: Heavy, Two-Handed

Weight: 10

2/rest

Properties[edit]

Point-Blank: Being within 5 feet of a hostile creature does not impose disadvantage on this weapons attack rolls.

Spread: This weapons attacks effect all creatures in a cone.


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