Doomslayer (Dark Ages)

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<!-Introduction Leader->[edit]

Creating a Doomslayer (Dark Ages)[edit]


Quick Build

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Class Features

As a Doomslayer (Dark Ages) you gain the following class features.

Hit Points

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

Proficiencies

Armor: Praetor Armor and Shields
Weapons: Firearms, Martial Weapons, simple weapons
Tools: any Vehicles
Saving Throws: Constitution and Strength
Skills: Choose 3 from Acrobatics, Animal Handling, Athletics, Nature, Perception or Survival

Equipment

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

  • (a) Flail or (b) 1 Martial Weapon
  • (a) Combat Shotgun or (b) Crossbow
  • Praetor Armor, Power Gauntlet, Shield Saw
  • If you are using starting wealth, you have 5d4 x 10gp in funds.

Table: The Doomslayer (Dark Ages)

Level Proficiency
Bonus
Features Carnage Points Path of Torment
1st +2 Praetor Armor, Mental Armor, Path of Torment, Carnage 3 +10 ft
2nd +2 Action Surge, The Crucible 6 +10 ft
3rd +2 The Doomslayer, Improved Critical, Multi-attacker 9 +10 ft
4th +2 Ability Score Improvement, Ability Score Increase, Crucible Awakened 12 +10 ft
5th +3 Extra Attack 15 +10 ft
6th +3 Ability Score Increase, Rip and Tear, Striding the Planes 18 +15 ft.
7th +3 Maximum Efficiency 21 +15 ft.
8th +3 Ability Score Improvement, Ability Score Increase, Dragon Companion 24 +15 ft.
9th +4 Awakened Praetor Armor 27 +15 ft.
10th +4 Aura of Hatred 30 +20 ft.
11th +4 Flames of Hell 33 +20 ft.
12th +4 Ability Score Improvement, Ability Score Increase, Harder to Kill 36 +20 ft.
13th +5 Heaven's Blessings 39 +20 ft.
14th +5 Ability Score Increase, Seraphim's Chosen, Berserk 42 +25 ft.
15th +5 Carnage Awakened 45 +25 ft.
16th +5 Ability Score Improvement, Ability Score Increase, Reinvigorating Spirit 48 +25 ft.
17th +6 unbridled Rage 51 +25 ft.
18th +6 Chains of Hell 54 +30 ft.
19th +6 Ability Score Improvement, Ability Score Increase, Aura of Justice 57 +30 ft.
20th +6 BFG 9000 60 +30 ft.
Praetor Armor

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. It has half weight while worn by the Doom slayer. It may not be removed involuntarily from the Doom slayer. 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, The Doom Slayer is able to hold all his weapons simultaneously and weapons can't be removed from his possession in any way, shape, or form, and any ranged weapon that uses Ammunition never need to be reloaded(within exception of super shotgun) While worn all opportunity attacks against the doom slayer have disadvantage. While wearing the Praetor Armor, your AC equals 10 plus dex and con mods.

At 2nd level, you unleash enough carnage to unlock the potential held up in your Praetor Armor. When you would perform a check of any Strength or Dexterity skill or saving throw, you may add your Constitution modifier to your roll. You may use this feature equal times your Intelligence modifier. You may not wear any other armor. As a reaction you can add your Strength Mod to your AC.

Mental Armor

You instinctively throw up defenses around your body upon detecting an attack. Starting from 1st level you have resistance to fire damage as well as being immune against being charmed and frightened. At level 8 you become resistant psychic Damage. At level 16 you become immune to psychic Damage. You may use a carnage point to gain advantage on a save roll.

Path of Torment

Starting from 1st level, your speed increases by 10 feet. This bonus increases when you reach certain Doomslayer levels, as shown in the Doomslayer table.

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Praetor Armor

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. It has half weight while worn by the Doom slayer. It may not be removed involuntarily from the Doom slayer. 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, The Doom Slayer is able to hold all his weapons simultaneously and weapons can't be removed from his possession in any way, shape, or form, and any ranged weapon that uses Ammunition never need to be reloaded(within exception of super shotgun) While worn all opportunity attacks against the doom slayer have disadvantage. While wearing the Praetor Armor, your AC equals 10 plus dex and con mods.

At 2nd level, you unleash enough carnage to unlock the potential held up in your Praetor Armor. When you would perform a check of any Strength or Dexterity skill or saving throw, you may add your Constitution modifier to your roll. You may use this feature equal times your Intelligence modifier. You may not wear any other armor. As a reaction you can add your Strength Mod to your AC.

Mental Armor

You instinctively throw up defenses around your body upon detecting an attack. Starting from 1st level you have resistance to fire damage as well as being immune against being charmed and frightened. At level 8 you become resistant psychic Damage. At level 16 you become immune to psychic Damage. You may use a carnage point to gain advantage on a save roll.

Path of Torment

Starting from 1st level, your speed increases by 10 feet. This bonus increases when you reach certain Doomslayer levels, as shown in the Doomslayer table.

Carnage

Starting at first level you gain a pool of resources called Carnage Points. You regain all points at the end of a long rest. You may not have more points then your total maximum as indicated on the table above. You may spend an action to gain a hit dice to gain that much Carnage Points. Anytime you take or deal 10 damage or more you automatically gain 1 Carnage Points. Additionally if you take 50 damage or more you immediately gain 12 carnage points. Your carnage points are equal to your level times 3.

Action Surge

Starting at 2nd level, you 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 17th level, you can use it twice before a rest, but only once on the same turn.

The Crucible

At 2nd level you now have a favored weapon named: The Crucible. A sword forged in the flames of Hell in which you use to unleash your fury. At 2nd level the Crucible deals 1d12 + your Strength or Dextery Mod slashing damage, you can use either dexterity or strength to use this weapon and will gains dice every 4th, 6th, 8th, 10th, 12th, 14th, 16th and 18th of The doom slayer's levels You may never be disarmed of this weapon and it is bound only to you. It is considered magical and if ever broken may be reconjured in your hands fully repaired. You may expend 4 carnage points to increase the damage dealt with this weapon by another 1d12 slashing damage until the fight is over, this is cumulative. Starting at level 5, it is considered a +1 weapon, this bonus becomes greater at higher levels, the crucible becomes a +2 weapon at level 10, finally becoming a +3 weapon at level 15. This weapons grows in power as you level up.

The Doomslayer

At 3rd level The doom slayer gains 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 feature at a time but you can switch out the ones you chosen on short rest

Ravenous Hatred You gain the ability to execute your enemies. When an enemy within 5 feet drops to 10 hp or less, Slayer can make them roll a dexterity save. On a failed save, the target runs and drops to 0HP. The life threshold for execution is 10 HP lvl3 and increases in the following levels of the doom slayer 20 HP level 7, 30 HP level 11, 40 HP level 18. The Doom Slayer may spend a Carnage point to make the target roll with disadvantage.

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 temp hp, the temp hp does stack with this feature and the max temp is half you max hp rounded down. at level 20 the max temp you can have is equal to your max hp

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 temp hp 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 gains disadvantage on all saving throws intill the start of your next turn.

Seek and Destroy You now can use Ravenous Hatred 10ft away.

Improved Critical

Starting at level 3, your weapon attacks score a critical hit on a roll of 19 or 20. You may use 4 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 20th level in this class.

Multi-attacker

At level 3 your are capable of multiple swift strikes against your opponents, gaining the following benefit: Once on each of your turns when you take the Attack action, you can make two additional attack as a part of the same action with a weapon of your choice. You may use this effect a number of times equal to your proficiency bonus, and you regain all uses of this feat after you finish a long rest. These attacks can only attack a different creature within your range.


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Ability Score Improvement[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.

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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