Doom Slayer, 2nd Variant (5e Class)

From D&D Wiki

Jump to: navigation, search
Broom Icon.svg.png This page needs grammatical help. Reason: Unconventional wording, see 5e Class Design Guide.


You can help D&D Wiki by improving the grammar on this page. When the grammar has been changed so that this template is no longer applicable please remove this template. If you do not understand the English language please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing grammatical help

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 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 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 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 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 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.

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 follow 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 DAMAGE1
INVULNERABILITY2 | 4
BERSERKER3 | 5
HASTE6

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 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: As an 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 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

as a bonus action you can attack again


Rocket Launcher

ranged weapon (firearm, rocket laucher)

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 so that you can 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 weapons attacks effect all creatures in a cone.


Back to Main Page5e HomebrewClasses

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Doom franchise, and/or include content directly affiliated with and/or owned by Bethesda Softworks. D&D Wiki neither claims nor implies any rights to Doom copyrights, trademarks, or logos, nor any owned by Bethesda Softworks. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: