Doomslayer, Dark Ages Variant (5e Class)
Work In Progress |
Slayer of The Dark Ages[edit]
![]() |
---|
Source: DOOM The Dark Ages art |
“ | 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. He wore the crown of the Night Sentinels, and those that tasted the bite of his sword named him... the Doom Slayer. | ” |
—Demon Priest in his last moments... |
In a time when the sky was blackened with ashes and the rivers flowed red, kingdoms fell to a tide of darkness older than the gods themselves. The creatures of the night that ushered in the dark ages, rose from the depths... desecrating the earth, devouring hopes and erasing names from the annals of time... clerics fell silent, heroes fled, kings fell and then... he came.
As if the cries of fear and despair along with the prayers of those who begged for salvation, he appeared.... an outsider, a solitary figure amidst the rubble of the sacred. A warrior with no emblems, no banners, no god to claim him. Only the creak of his cursed armor, the hiss of his shield slicing the air and the echo of his heavy footsteps made the abyss name in the darkness.... He does not kneel, He does not retreat, He is the only thing they fear....
Creating an Slayer of The Dark Ages[edit]
"They sealed it with blessed chains and runes of silence. And yet, the gates of hell did not resist his fury. When he roars, the demons are silent. When it bleeds, the Abyss trembles. And when it comes... it is too late."
The Doomsalyer is not a paladin, nor a champion. He is a symbol of retaliation. Born in pain, shaped by loss, and steeped in the blood of a thousand wars, this warrior is the ultimate answer to corruption. His enemies are not mere mortals, but the aberrations that lurk in the folds of reality. Creatures of the night, demons and undead, creatures that whisper to the mad and devour the souls of the innocent. Against them all, the Hunter is the last word, the last blade, the last roar. The Doomslayer is more than a class. It is a promise. A promise of fire, death and punishment.
Class Features
As a Slayer of The Dark Ages you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Slayer of The Dark Ages level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Slayer of The Dark Ages level after 1st
- Proficiencies
Armor: Sentinel Armor (Description below)
Weapons: All weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose 2 from Insight, Medicine, Acrobatics, Stealth, Perception, Survival, Nature, Investigation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Long Sword or (b) a Chainsaw-Shield or (c) Two Martial Weapons
- (a) Leather, Longbow and 20 Arrows or (b) Adventurer's kit
- If you are using starting wealth, you have 4d4 x10gp in funds.
Level | Proficiency Bonus |
Features | Fist of Vengeance | Speed Force |
---|---|---|---|---|
1st | +2 | [[#|]], Carnage Points, [[#|]] | 1d6 | +10 ft. |
2nd | +2 | [[#|]], [[#|]], Action Surge | 1d6 | +10 ft. |
3rd | +2 | Improved Critical, [[#|]] | 1d6 | +10 ft. |
4th | +2 | Ability Score Improvement | 1d6 | +15 ft. |
5th | +3 | Extra Attack, [[#|]], [[#|]] | 1d8 | +15 ft. |
6th | +3 | Rip and Tear, Slayer Fury | 1d8 | +15 ft. |
7th | +3 | [[#|]], [[#|]], [[#|]] | 1d8 | +20 ft. |
8th | +3 | Ability Score Improvement, [[#|]], Mass Control, [[#|]] | 1d8 | +20 ft. |
9th | +4 | [[#|]], Unwavering, Incorruptible and Unalterable | 1d8 | +20 ft. |
10th | +4 | [[#|]] | 1d8 | +25 ft. |
11th | +4 | [[#|]], [[#|]] | 1d10 | +25 ft. |
12th | +4 | Ability Score Improvement, Harder to Kill | 1d10 | +25 ft. |
13th | +5 | [[#|]] | 1d10 | +30 ft. |
14th | +5 | Berserker, Immunity to the Concept of Destiny | 1d10 | +30 ft. |
15th | +5 | Double the Carnage | 1d10 | +30 ft. |
16th | +5 | Ability Score Improvement, [[#|]] | 1d10 | +35 ft. |
17th | +6 | [[#|]], [[#|]] | 1d12 | +35 ft. |
18th | +6 | [[#|]] | 1d12 | +35 ft. |
19th | +6 | Ability Score Improvement, [[#|]], [[#|]] | 1d12 | +40 ft. |
20th | +6 | The Only Thing They Fear | 1d12 | +40 ft. |
Carnage Points[edit]
From the first level you get a resource pool called Butcher Points. Every time you receive or inflict 10 or more damage points, you automatically gain 1 Carnage Point; furthermore, if you receive 50 or more damage points, you immediately gain 12 Carnage Points, The maximum for these is non-existent and they will remain with you until you enter a new fight. You always start the first initiative round (start of fights) with 0 accumulations of Carnage Points, resetting each time you enter a new fight but remaining until that happens.
The save DC for any of your Carnage features that require one is 10 + your Strength modifier + your Constitution modifier
Unbreakable Will[edit]
They say that the body can break, that the flesh can fail, and that even the greatest champions have a limit. But there is something inside the Hunter of the Abyss that defies that truth. Unbreakable Will is not blind faith or stubbornness: it is the pure manifestation of purpose. It is the total refusal to fall to one's knees in the face of pain, death or fear. When the drums of war beat louder and the hordes of the Abyss cover the horizon, it is your will that keeps you standing, even when there is nothing else left. It is not magic. It is not blessing. It is fury channeled. Faith made steel. Hate turned to life.
Starting from 1st level you gain the following benefits: have resistance to fire damage as well as being immune to the charmed condition. Additionally, if a creature tries to frighten you and succeeds, instead of receiving the frightened condition, you gain the Bloodlusted condition towards the creature that tried to provoke fear in you.
Path of Torment[edit]
At 1st level, you have put aside your mortal weaknesses in order to pursue your path of bloodshed and slaughter - you gain the following benefits.
- Your AC is equal to 10 + your Strength modifier + your Constitution modifier.
- You have resistance to bludgeoning, slashing and piercing damage.
- While in combat against Demons, you have advantage on attack rolls, ability checks, and saving throws.
- You add one more damage die to your attacks against demons, undead, aberrations, shapeshifters, wraiths and ghosts.
- You add as a penalty your proficiency bonus to attack rolls, saving throw and skill checks against demons, undead, aberrations, shapeshifters, wraiths and ghosts.
- You do not need to eat, drink or sleep as long as you have defeated an enemy in the last week.
- For every 1000 years, you only age the equivalent of 1 year.
- Your unarmed strikes inflict 1d6 + your Strength modifier of blunt damage. This die changes as you gain levels, as shown in the Unarmed Attack column of the Doom Slayer table.
- Your rage has broken your mortal limits, granting you supernatural speed. You gain 10 feet of additional movement, which will increase with level as shown on the Doom Slayer table.
Sentinel Armor[edit]
At the first level you are given the sentinel armor. The Armor of the Doomslayer is not a simple piece of protection. It is a cursed legacy, a prison of steel and fury that seals within it the ultimate weapon against the Abyss. It was created by the ancient Sentinel Artificers, smiths who knew the secrets of living runes and metal consecrated with hatred. The helmet is engraved with symbols that blind demons, and its core is fueled by a red relic: the Heart of War, a crystal latent with the rage of a thousand souls fallen in combat, the mark that decorates all the armor of all the Sentinels of the Night. Its boots are designed to crush skulls and sustain the wearer even on battlefields littered with corpses. His gauntlets allow him to channel the energy of the Abyssal Wrath directly into melee attacks. Thanks to it, you obtain the following benefits:
- You gain resistance to fire damage. At level 12th you become immune to fire damage you are immune to exhaustion in Extreme Heat environments, as detailed in Chapter 5 of the DMG.
- While worn all Charisma (persuasion) rolls are made with disadvantage, but all Charisma (intimidation) rolls are made with advantage.
- While worn all opportunity attacks against the doom slayer have disadvantage.
- You cannot be knocked down, pushed or dragged against your will as long as you are standing on solid ground and are not unconscious.
- The armor contains a space-time technological backpack, capable of storing all of the Slayer's weapons and ammunition without space or weight limitations. He can switch or store weapons as an bonus action, apart from the fact that any weapon stored inside the backpack cannot be snatched or removed against his will.
![]() |
---|
source: By the artist Wisper Art [] |
Action Surge[edit]
Starting at 2nd level, your hatred can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 9th level, you can use it twice before a rest, Starting at 12th level, you can use it tree times before a rest, but only once on the same turn.
Improved Critical[edit]
Starting on level 3 your weapon attacks score a critical hit on a roll of 19 or 20. You can use 5 Carnage Points to automatically make your attack a critical hit. You may only use this feature once per round, this increases to twice per round when you reach 11th level in this class and your weapon attacks score a critical hit on a roll of 18-20 when you reach 12th level in this class.
Ability Score Increase[edit]
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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]
Beginning at 5th level, you can 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 in this class.
Multiclassing[edit]
Prerequisites. You may not multi-class into this class.
Proficiencies. You may not multi-class into this class.
Back to Main Page → 5e Homebrew → Classes