Doom Guy (5e Class)

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Doom Guy[edit]

Otherwise known as the DOOM SLAYER, your goal in life is to redeem yourself from the ungodly crime you did all those years ago.

The Doom Guy[edit]

Revenge is your only goal

Creating a Doom Guy[edit]

Quick Build

You can make a Doom Guy quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Mercenary background.

Class Features

As a Doom Guy you gain the following class features.

Hit Points

Hit Dice: 1d10 per Doom Guy level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Doom Guy level after 1st

Proficiencies

Armor: None
Weapons: Simple and Martial Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose three from Athletics, Insight, Survival, Acrobatics, Investigation, Religion, and History.

Equipment

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

  • Any Martial Melee weapon
  • Any Simple Melee weapon
  • If you are using starting wealth, you have 3x1d4 in funds.

Table: The Doom Guy

Level Proficiency
Bonus
Features
1st +2 Unarmored Defense
2nd +2 Regain Life
3rd +2 Temporary Health Points
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 The Crucible
7th +3 Binding Weapon
8th +3 Ability Score Improvement
9th +4 Giant Nemesis
10th +4 Intimidating Stature
11th +4 Arcing Slam
12th +4 Ability Score Improvement
13th +5 Overwhelming Strength
14th +5 Discharge
15th +5 Protection
16th +5 Ability Score Improvement
17th +6 Super Charge
18th +6 Battle Veteran
19th +6 Ability Score Improvement
20th +6 Debilitating Strike

Unarmored Defense[edit]

Starting at level 1, while not wearing any armor, your AC is 10 + Dexterity Modifier + Constitution Modifier

Regain Life[edit]

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + DoomGuy Level. You need to finish a long rest before you can use this again.

Temporary Health Points[edit]

Unlocked at level 3. At the beginning of combat you may target a single enemy. Upon damaging the target you may have 1/2 of the damage dealt to it converted to temporary health points. This can only be used once per combat and only when you have no temporary health points in your health pool. Temporary hit points can only be gained from a non ability attack.

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]

Beginning at 5th level, when you take the attack option, you may attack twice.

The Crucible[edit]

When reaching level 6, your martial weapon turns into the crucible. The crucible is alike to a long sword, except with a glowing red blade and a black bone hilt. The damage starts off at 1d10, at level 10 the damage goes to 2d6, 3d6 at 14 and 3d8 at 17, 5d6 at level 20.

Binding Weapon[edit]

Beginning at level 7, your Crucible cannot be removed from your person and you cannot be disarmed of it either. The only way to remove this weapon from your person is if you remove it yourself.

Hell Resistor[edit]

Your time in Hell has payed off. Starting at Level 8 you are now resistant to Slashing damage. At level 12 you gain resistant to Bludgeoning and at level 17 you gain resistance to Fire damage.

Giant Nemesis[edit]

Your past battles throughout time have given you experience against larger opponents. Starting at level 9, whenever you face an opponent that is larger than you in size you gain an extra 1d8 to your damage rolls. This increases to 1d10 at level 12, 1d12 at level 14, and 2d8 at level 17.

Intimidating Stature[edit]

Your very presence scares enemies. When you get to level 10 you gain proficiency in intimidation, and any enemies have disadvantage when they try intimidation checks against you or any of your party.

Arcing Slam[edit]

At level 11 you gain the Arcing Slam. You can use an action to raise the crucible above your head and slam it down into an enemy. The enemy will take 3d12+str mod slashing damage without normal weapon damage.

Overwhelming Strength[edit]

At level 13, your characters strength increase by 1, this increase by 1 each level after 13 until your strength reaches 20. Once your characters strength reaches 20 any weapons that require strength also get a +3 bonus to Damage and Attack rolls.

Discharge[edit]

Once per combat, at level 14, you can expel some of the energy in your sword in a beam like energy attack. Any enemies in a straight line take 2d10 necrotic damage, this increase to 3d10 at level 17. This beam has a range of 30 feet.

Protection[edit]

The deities are looking out for you. When you reach level 15, your gain +2 to your AC.

Super Charge[edit]

At level 17, you get the option to supercharge the Crucible. For one turn, you may add 2d10 to your damage roles. This can be used once per short rest.

Battle Veteran[edit]

Your endless years of battle have advantages. At level 18 You gain advantage to Accuracy rolls with weapons you are proficient with.

Debilitating Strike[edit]

When leveling up to level 20, you learn of weak points on enemies. As an action you may choose to strike one of these spots dealing 12d6 damage and they must roll a con-15 saving throw or risk taking 3d6 necrotic damage for 4 more turn rotations. On a successful save they take half damage and only take necrotic damage on their next turn. This can only be used once on each enemy in a battle.



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