Doom Slayer, 4th Variant (5e Class)

From D&D Wiki

Jump to: navigation, search

DoomSlayers[edit]

The battlefield is scourged with fire and brimstone. Swords and the corpses of the fallen strewn throughout the land but one still stands with the head of a demon in his hand, his hatred still hungering for more slaughter of their enemies these warriors are known as the DoomSlayers.

Hateful Warriors[edit]

DoomSlayers are known for one thing and that is their undying hatred for the demons they're also known for being gifted by angels these gifts can manifest as supernatural abilities.

Creating a DoomSlayer[edit]

fcafb55cde95f6e595c96c76ca960df181d17935_00.jpg

When creating a DoomSlayer ask yourself why do you hate demons was it because your village was attack by them? or maybe you made a deal with one and it stab you in the back? or is it just out of principle?

Quick Build

You can make a DoomSlayer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Dexterity. Second, choose the Haunted One background. Third, choose the greataxe, chain mail, hand axes and an explorer's pack.

Class Features

As a DoomSlayer you gain the following class features.

Hit Points

Hit Dice: 1d12 per DoomSlayer level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per DoomSlayer level after 1st

Proficiencies

Armor: Medium armor, heavy armor
Weapons: All melee weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose 2 from Acrobatics, Athletics, Perception, Religion, Intimidation, History, and Survival.

Equipment

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

Table: The DoomSlayer

Level Proficiency
Bonus
Features Carnage Points
1st +2 Carnage Points, Dark Vengeance, Demonic Armor 2
2nd +2 The Crucible, Clobber 4
3rd +2 Improved Critical 6
4th +2 Ability Score Improvement 8
5th +3 Extra Attack 10
6th +3 Praetor Armor, Action Surge 12
7th +3 Critical Force 14
8th +3 Ability Score Improvement 16
9th +4 Taunting 18
10th +4 Heaven's Blessings 20
11th +4 Justified Hatred, Critical Force Improvement 22
12th +4 Ability Score Improvement 24
13th +5 Awakened Crucible 26
14th +5 Explosive Rage 28
15th +5 Reinvigorating Spite 30
16th +5 Ability Score Improvement 32
17th +6 Pull of the Void 34
18th +6 Indomitable Might 36
19th +6 Ability Score Improvement 38
20th +6 Beginning of the End 40

Carnage Points[edit]

Starting at 1st level, you gain a pool called Carnage Points. You regain all Carnage Points at the end of a short or long rest. You may spend an Action you can use one of your hit dice to gain that many Carnage Points back. Anytime you take or deal 10 or more in damage you automatically gain 1 Carnage Point once per turn this increases to 2 Carnage Points by 7th level and to 3 by level 13th. The amount of the Carnage Points increases as you gain levels in this class, as shown in the Carnage Points column of the Doomslayer table.

Carnage Points save DC = 8 + your proficiency bonus + your Constitution modifier.

Dark Vengeance[edit]

At 1st level, while you are in combat against Demons you have advantage on attack rolls, as well as on any save checks against their spells or actions. In addition you gain advantage on wisdom (survival) checks to track fiends and aberrations. You gain advantage on intelligence checks to recall information about them and you may add half your Doom slayer level as magic damage when dealing damage to them.

Demonic Armor[edit]

The blood of demons has embedded itself into your skin, giving you unnatural defensiveness. At 1st level when you're not wearing any armor you can summon a special set of armor for yourself. When you wear this armor your AC equal 13 + your Strength or Dexterity modifier + your Constitution modifier. This armor lasts until you become unconscious. This armor does not weigh anything and you can choose the appearance of it.

The Crucible[edit]

At 2nd level, you now have a favored weapon named: The Crucible. A weapon forged in the flames of Hell in which you use to unleash your fury. This weapon can change it’s form into any melee weapon that you have seen and you can use a magical melee weapon and copy this effect and requirements but in the doing of this the magical melee weapon is consumed until you can replace the effect with another one. In addition you may never be disarmed of this weapon as it is bound to only you. If it ever breaks you can spend 4 Carnage Points to conjure it in your hands fully repaired. You may expend 4 Carnage Points to add an extra 1d4 in fire damage for 1 min this extra damage goes up to 1d6 at 6th, 1d8 at 9th and this extra damage now ignores enemy resistances and immunity's, 1d10 at 14th.

Clobber[edit]

At 2nd level, you have decided that hitting things with just weapons isn't good enough. As a Bonus action you can make a melee weapon attack with your fist. The attack uses your Strength or Dexterity modifier plus your proficiency bonus. On a hit, you deal 1d10 + your Strength or Dexterity modifier in Bludgeoning damage. The damage increases to 2d10 at 5th level, 3d10 at 11th level and 4d10 at 17th level. you may use this feature equal to half of your Constitution modifier (minimum of one) before finishing a long rest.

Improved Critical[edit]

Starting on 3rd level your weapon attacks score a critical hit on a roll of 19 or 20.

Ability Score Improvement[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]

At 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn.

Praetor Armor[edit]

At 6th level when you would perform a check of any Strength or Dexterity saving throw, you may add your Constitution modifier to your roll. You may use this feature equal to half of your Constitution modifier (minimum of one) rounded down before needing to take a short or long rest. In addition as a reaction you can add a number of Carnage Points to a max of 3 to your AC unit the beginning of your next turn.

Action Surge[edit]

At 6th level your hatred can push yourself beyond your normal limits for a moment. On your turn, you can take one additional Action. Once you use this feature, you must finish a short or long rest before you can use it again.

Critical Force[edit]

At 7th level, Before you use the Attack action using The Crucible you may use 8 Carnage Points to automatically make one of your attacks a critical hit. You may only use that feature once per turn. This increases to twice per turn when you reach 11th level in this class.

Taunting[edit]

At 9th level, once per round you may use 4 Carnage Points and a Bonus action to taunt an enemy. The target makes a Charisma saving throw against your Carnage Point DC on a fail the creature is hostile to you and only you for the next minute if the creature beat the DC save the creature can't be talented for the next hour.

Heaven's Blessings[edit]

At 10th level, you gain the blessings from the heavens for all the righteous fury you have unleashed. You gain resistance to any type of damage of your choosing. You may expend 6 Carnage Points to gain temporary resistance to a type of damage for 1 hour.

Justified Hatred[edit]

At 11th level, you may expend 4 Carnage Points to make an attack whenever an opportunity attack is made against you.

Awakened Crucible[edit]

At 13th level, you may now use your reaction and spend 7 Carnage Points to absorb a spell that is targeting only you and not with an area of effect. This can only target spells up to the fourth level. The absorbed spell's effect is canceled, and the spell is stored in the Crucible. The spell has the same level as the spell when it was casted at. Once the Crucible absorbs the spell you may use your action to cast that spell and you use your Constitution modifier for any DC saves.

Explosive Rage[edit]

At 14th level, your hatred is now so intense that it can cause sudden explosions you can now cast 6th level fireball twice a day and you use your Constitution modifier for the save DC. You may expend 14 Carnage Points to gain another use of this ability.

Reinvigorating Spite[edit]

At 15th level, after you kill a creature you can immediately spend 10 Carnage Points to heal for 1d12 plus half of your DoomSlayer rounded up.

Pull of the Void[edit]

At 17th level, as an Action you may summon a magical chain that reaches 60 feet and immediately you can attempt to grappled a creature within range with the chain. If you have the chain grapple to a creature and if successful you pull the creature 5 feet in front of you. The creature can attempt to do a saving throw Constitution against your Carnage Point DC and on a fail the creature is stunned for one round. You may expend 8 Carnage points to double the range on this ability. You may only increase the range to a maximum of 120 feet. You may use this feature equal to your Constitution modifier (minimum of one) before finishing a short or long rest.

Indomitable Might[edit]

At 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Beginning of the End[edit]

Beginning at 20th level, you unleash your hatred in a singular blast. At the beginning of your turn and only at the beginning of your turn, you may activate this ability and cannot take any other action(s) during it. When you activate this ability all enemies are taunted to you and you are resistant to all damage until your next turn. At the beginning of your next turn, you lose the previous turns resistances while releasing a singular blast that affects all enemies in a 180-foot radius from you in all directions. All enemies in this area that are not behind full cover take 12d10 + 20 Radiant damage and must make a Constitution saving throw on a success they take half damage. Your allies do not take any damage from this ability. You may only use this ability once per day.


Prerequisites. You must have a Strength score and a Constitution score of 13 or higher in order to multiclass in or out of this class.

Proficiencies. When you multiclass into the DoomSlayer class, you gain the following proficiencies: simple melee weapons, martial melee weapons.

0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: