Doom Slayer (5e Class)

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Doom Slayer[edit]

Fight the armies of Hell with Barbarous Cruelty.

Lets Rip and Tear[edit]

In the first age, in the first battle, when the shadows first lengthened, one stood. Burned by the embers of Armageddon, his soul blistered by the fires of Hell and tainted beyond ascension, he chose the path of perpetual torment. In his ravenous hatred he found no peace; and with boiling blood he scoured the Umbral Plains seeking vengeance against the dark lords who had wronged him.

Creating a Doom Slayer[edit]

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An example Doom slayer, made by id Software and Bethesda Softworks.

Do you want to murder some demons, or is it more of a case of "No John, you are the demons"? Either way lets dive into how you can get started running and gunning through hordes of the damned.

Quick Build

You can make a Doom Slayer quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Mercenary Veteran background. Third, choose a variety of weapons.

Class Features

As a Doom Slayer you gain the following class features.

Hit Points

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

Proficiencies

Armor: Medium and heavy armor
Weapons: Simple, Martial, Improvised
Tools: none
Saving Throws: Strength, Constitution
Skills: choose 2 from Intimidation, Athletics, Acrobatics, Survival, Perception, Insight

Equipment

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

  • (a) a BattleAxe or (b) a Glaive
  • (a) Scale mail and a shortbow with 20 arrows or (b) Chain mail
  • (a) 3 hand axes or (b) a hand crossbow and 10 bolts
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • If you are using starting wealth, you have 5d4 x 10 in funds.

Table: The Doom Slayer

Level Proficiency
Bonus
Features Path of Torment
1st +2 Praetor Sacrament 10ft
2nd +2 Ravenous Hatred, Master of failure 10ft
3rd +2 The Doom Slayer , Dark Vengeance 10ft
4th +2 Ability Score Improvement, Tough 10ft
5th +3 Extra Attack (1) 15ft
6th +3 The Doom Slayer , Ability Score Improvement , Hell Walker 15ft
7th +3 Frightening 15ft
8th +3 Ability Score Improvement 15ft
9th +4 The Doom Slayer , The Barbarous Dance, Weapon of Doom 15ft
10th +4 Ravenous Hatred 20ft
11th +4 Extra Attack (2) 20ft
12th +4 Ability Score Improvement, The Doom Slayer 20ft
13th +5 Unshakable Incorruptible 20ft
14th +5 Ability Score Improvement 20ft
15th +5 The Doom Slayer 25ft
16th +5 Ability Score Improvement 25ft
17th +6 Extra Attack (3) 25ft
18th +6 The Doom Slayer 30ft
19th +6 Ability Score Improvement, Ravenous Hatred 30ft
20th +6 Rip and Tear 40ft

Path of Torment[edit]

The power that flows through you gives you increased speed. Starting at 1st level, your speed increases by 10 feet while wearing medium/heavy armor. This bonus increases to 15ft at 5th, 20ft at 10th, 25ft at 15th, 30ft at 18th and 40ft at 20th.

Praetor Sacrament[edit]

The armor of the doom slayer is tempered by the fires of Damnation. Starting at 1st level you get Praetor Armor giving it the following features while worn by the doom slayer:

  • You can use your Strength modifier instead of Dexterity for the attack and damage rolls of your ranged weapons.
  • It has half weight while worn.
  • It may not be removed involuntarily.
  • While worn all Charisma (Persuasion) rolls are made at disadvantage, but all Charisma (Intimidation) rolls are at advantage.
  • While worn all carried weapons have no weight using a backpack with experimental warp technology. You are able to hold all your weapons simultaneously and weapons can't removed from your possession involuntarily. Any ranged weapon that uses Ammunition never need to be reloaded (with exception of super shotgun and pump shotgun still need to be pump between shots).
  • While worn all opportunity attacks against you have disadvantage.
  • While wearing the Praetor Armor your AC equals 13 + your Strength modifier + your Constitution modifier.
  • This armor is considered medium armor

Master of Failure[edit]

At 2nd level you have failed and witnessed failure so many times before in combat, if you roll a critical failure/ a 1 on an attack roll you can re-roll the the attack die.

Ravenous Hatred[edit]

The doom slayer exhibits barbarous cruelty against their foes. Starting at 2nd level if you hit an enemy within 5ft and reduces their Hp to 10 or less you can make the target make dexterity saving throw (DC= 10 + proficiency bonus + Strength modifier) on a fail you execute the target reducing their hp to 0. At 10th level this threshold increases to 20 or less HP and at 19th level it increases to 30 or less HP.

The Doom Slayer[edit]

At 3rd, 6th, 9th, 12th, 15th, and 18th level you gain this feature. Each time you gain this feature you may choose one of the following options. You may choose each one only once. You can only have 3 features active at a time but you can switch out the ones you chosen on short rest.

Quenched with Blood
You no longer require sleep food or water as long as you have killed something with CR 1 or higher within the past 24 hours.
Berserk
When you take this your unarmed strike scales as that same as Monk's martial arts die, on a bonus action You enter a berserk rage and pummel your foes into submission, You add 1d4 to your unarmed strikes, during berserk you can take a minus to your to attack rolls for higher damage die (-5 to hit +10 to damage). You have advantage on Strength(athletics) checks for 3 rounds. You may use this feature a number of times equal to your strength modifier. You regain these uses after a long rest.
Projectile Accuracy
You now add wisdom modifier (Min 1, Max 5) to all ranged attack rolls.
Mutilating Strike
Every time you successfully execute something with Ravenous Hatred you gain half your Doom Slayer level rounded down plus Constitution modifier as temporary hit points, which stacks with this feature. The max temporary hit points you may gain is half your maximum hit points rounded down. At level 20 this limit is equal to your maximum hit points.
Staggering Blow
You may forfeit the damage of one successful attack per turn to push the target up to 10 feet.
Infernal Munitions
As long as you have 40 temporary hit points You no longer require ammunition for ranged weapons and are considered to have an infinite amount of thrown weapon ammunition as long as you have at least one of the thrown weapon. (You must take Mutilating strike before you can take this)
Alacrity of the Damned
Gain proficiency in dexterity saving throws. When you are subjected to an effect that allows you to make a dexterity saving throw to take only half damage, you instead take no damage if successful, and only half damage if you fail.
Sacrifice
When you take this feature, As a bonus action, you can activate this ability. When you do, until you next turn, you gain a damage bonus to all of your attacks equal to your Doom Slayer level, but also take additional damage equal to your Doom Slayer level when you are hit.
Relentless Fervor
When you may be reduced to 0 hit points you instead may drop to half your Doom Slayer level + Constitution modifier. You can't use this feature again until you finish a long rest.
Terrifying Brutality
Upon killing an enemy, each surrounding enemy within 15 feet of you gains disadvantage on all saving throws until the start of your next turn.
Seek and Destroy
You now can use Ravenous Hatred 10ft away.

Dark Vengeance[edit]

A burning hatred festers for those who tarnished you. At 3rd level you gain advantage on wisdom (survival) checks to track fiends and aberrations. You gain advantage to intelligence checks to recall information about them and you may add half your Doom Slayer level as magic damage when dealing damage to them.

Tough[edit]

Starting at 4th level you hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

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]

At 6th level you gain resistance to fire damage and slashing damage and may ignore difficult terrain if they moved more than 5ft last turn and all damage dealt by you is treated as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Frightening[edit]

The doom slayer incites fear in those who walk the dark path. At 7th level all Charisma(intimidation) rolls against fiends and aberrations enemies may be made at advantage. Even creatures that are otherwise immune to intimidation. Once per round you may use a bonus action to incite fear in a single chosen enemy. The target makes a Wisdom save against intimidation roll + half your Doom Slayer level rounded up or becomes frightened.

Weapon of doom[edit]

At 9th level during a long rest you are able to connect with a weapon of your choice ( only one weapon at a time and may be magical already ) this weapon is then filled with hatred, when this weapon is wielded all enemies within 60 feet must succeed of a Charisma saving throw equal to your spell save dc ( uses charisma for spell save dc ) or be frightened of you for the next 1 hour. This weapon deal an additional 3d8 psychic damage + 3d8 poison, these damages are considered magical for the purpose of bypassing resistances and immunities. This weapon will return to you when you say "Back" and can only be broken by you.

The Barbarous Dance[edit]

At 9th level as long as you have moved more than 5ft last round they do not provoke opportunity attacks.

Unshakable, Incorruptible[edit]

At 13th level you gain advantage on spell saving throws as well as mind effecting abilities from fiends and Aberrations, He gains wisdom proficiency and immunity to spell effects(but not damage) and abilities from fiends and Aberrations.

Rip and Tear[edit]

At 20th level your Strength and Dexterity scores increase by 4. Your maximum for those scores is now 24. You gain advantage on attacks against fiends and aberrations.

Notes on firearms[edit]

If your campaign has firearms then the Doom Slayer is automatically proficient with them. Feel free to revise any starting packages to accommodate.

Doom over the land[edit]

This is your classes archetype.

Stride

Starting at 3rd level you no longer need to use additional speed when walking through difficult terrain. You gain an additional 10 feet in your movement speed

Twisted Earth

Starting at 6th level as an action you can make 15 feet of terrain become difficult terrain, you also gain resistance to non-magical slashing,bludgeoning and piercing damage.

Terra Control

Starting at 10th level you learn to draw power from the earth. As a bonus action you can turn your body into stone. Your AC is increased by 4 and you gain resistance to bludgeoning, piercing, and slashing damage. For the duration, you are three times heavier than normal, and your movement speed is reduced to 0. You can end this effect without requiring an action on your turn.

Precipice Blades

At 15th level the land is now your to control and can cause it to move and throw off your enemies. As an action you can cause the earth to make 4 stone spike in 60 feet in front of you. If a creature is in the area it must succeed a Dexterity saving throw or take 8d8 piercing damage, half as much on failed save.

Earth Tremor

Starting at 20th level, With a single step you create a shake in the ground in such a matter that causes the Earth it self to crack open as an action you can start an Earth Tremor that last for 10 minutes and can use a bonus action to cause one of these effects.

  • Magma erupts from a point on the ground that you can see within 120 feet of you,creating a 20-foot-high, 20-foot-radius flaming geyser. Each creature within the radius must succeed a Dexterity saving throw or take takes 20d6 fire damage.
  • The ground shakes vigorously causing the earth to split open in certain places you choose, you open 1d10 fissures in a 80 foot area,each fissure is 15 feet deep and 15 feet wide a creature who stands over a fissure as it opens must succeed Dexterity saving throw or fall into the fissure a creature with Evasion does not benefit from it. A fissure that opens under a structure takes 50 bludgeoning damage and collapses if destroyed.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Doom Slayer class, you must meet these prerequisites: 13 Strength and 13 Constitution.

Proficiencies. When you multiclass into the Doom Slayer class, you gain the following proficiencies: Heavy Armor, Improvised Weapons.



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