Doom Slayer, 3rd Variant (5e Class)

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Doom Slayer

The Doom Marine was originally a human from Earth who served in the Marines and was dishonourably discharged due to assaulting his commanding officer after refusing to fire upon a crowd of unarmed civilians, and was later transferred to the UAC Phobos base as security. The Marine soon found himself trying to prevent the demons of Hell from invading Earth. After having fought demonic hordes through Phobos, Deimos and Hell, he returned home to find Earth overrun by demons and his wife, child, and pet rabbit Daisy, among the billions of people killed, giving him further reason to pursue hunting the demons. He continued fighting the horde on Earth, before taking the fight to Hell once more.


The demons of Hell first gave him the appellation "Doom Slayer" and also refer to him as the Unchained Predator, the Beast, and the Hell walker. The UAC refers to the Doom Slayer as DOOM Marine, or The Slayer. Before the character had any epithets in the story, he was most commonly called Doom guy in the fan community. This nickname is mentioned in Doom Eternal and used in his dialogue subtitles. He is intended to be the latest iteration and continuation of the classic DOOM Marine who is the protagonist for most of the series. The original iteration of the DOOM Marine was the grandson of Commander Keen and the great-great-grandson of William J. Blazkowicz. Some fan-theories say the Doom Slayer's name could be William Joseph "B.J." Blazkowicz III but according to official interviews the developers clearly stated he has no name. The Doom Slayer's Blazkowicz ancestry may or may not be canonical for the modern iteration.

Creating a Doom Slayer

Female Doom Slayer by georgy stacker

Quick Build

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

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


Armor: Praetor Sacrament
Weapons: Simple, Martial, Improvised and Firearms
Tools: None
Saving Throws: Strength + Constitution
Skills: Choose 2 from - Intimidation, Athletics, Acrobatics, Survival, Perception or Insight


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

  • (a) Battle-axe or (b) Glaive or (c) Chainsaw
  • (a) Short bow with or (b) Heavy Crossbow or (c) Lever action Rifle
  • (a) 4 Hand Axes or (b) Hand Crossbow with or (c) Revolver with
  • (a) Dungeoneers Pack or (b) Explorers Pack or (c) Scholars Pack
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Doom Slayer

Level Proficiency
Features Path of Torment
1st +2 Praetor Sacrament
2nd +2 Fighting Style Path of Torment 10ft
3rd +2 Glory Kills Eternal Upgrades Dark Vengance 10ft
4th +2 Ability Score Improvement 10ft
5th +3 Extra Attack 10ft
6th +3 Hell Walker 15ft
7th +3 Eternal Upgrade Unshakeable/Incorruptable 15ft
8th +3 Ability Score Improvement 15ft
9th +4 Doom Dance 15ft
10th +4 Eternal Upgrade Fighting Style 20ft
11th +4 Extra Attack 20ft
12th +4 Ability Score Improvement 20ft
13th +5 The Only Thing They Fear 20ft
14th +5 Wrathful Life Impact Reduction 25ft
15th +5 Eternal Upgrade 25ft
16th +5 Ability Score Improvement 25ft
17th +6 25ft
18th +6 Eternal Upgrade Fighting Style 30ft
19th +6 Ability Score Improvement 30ft
20th +6 Rip and Tear 30ft

Praetor Sacrament

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:

  • While wearing the Praetor Armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
  • While worn all Charisma (Persuasion) rolls are made at disadvantage, but all Strength (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 as it magically generates into the weapon.
  • It has no weight while being worn or carried by a doom slayer and may not be removed involuntarily. It is considered Heavy Armor

Fighting Styles

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. At 10th and 18th you may choose an additional fighting style.

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
You gain a +2 bonus to attack rolls you make with ranged weapons.

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Close Quarters Shooter
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
As long as you are not wearing heavy Armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to Armor class.
Tunnel Fighter
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
You gain a +2 bonus to attack rolls you make with ranged weapons.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Path of Torment

At 2nd level, your speed increases by 10ft to fit your tenacity, as you level this increase as the table shows.

Glory Kills

At 3rd level, When you reduce a creature below 10 HP within 5ft of you, you can use your bonus action to subject them to a Dexterity saving throw (DC = 8 + Prof + Intelligence) On a failure the target is executed reducing them to 0 HP, you gain temp HP = to the HP the target had when executed. This threshold increases to 20 HP at 10th Level and 30 HP at 18th Level.

Eternal Upgrades

At 3rd level, you chose a Eternal Upgrade Path. Choose between Runes, Praetor Suit or Sentinel Crystals, all are detailed at the end of the class description. Your choice grants you features at 3rd level the subclass features begin and again at 7th, 10th, 15th and 18th level.

Dark Vengeance

At 3rd level, you have become more adept at hunting fiends and aberrations, you gain advantage on intelligence checks to recall information on them and you can add your Doom slayer level to the damage against them.

Ability Score Improvement

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

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.

Hell Walker

At 6th level, you time in hell fighting the demons and fiends your body has become more accustomed to fighting them. You gain resistance to fire and slashing damage and all of your attacks count as magical for overcoming resistances.


At 7th level, you unwavering drive to save your bunny Daisy makes you immune to charmed effect and the frightened effect.

Doom Dance

At 9th level, your understanding of your enemies and there weaknesses you learn to adapt and evolve during the fight. You gain the option to switch weapons during your attack action, if you do so the attack after you switch is made at advantage.

The Only Thing They Fear

At 13th level, you gain the ability to improve your lethality in combat. You have a number of uses of this feature equal to your Intelligence mod (Min 1). As a bonus action you can roll 1d6 and gain the bonus relating to it for your intelligence mod of rounds (Min 1). You regain all uses after a Long rest.


Haste: You are under the effect of magic haste.

Quad Damage: You do 4X your weapon damage.

Invulnerability: You gain resistance to all types of damage.

Berseker: Your unarmed strikes now deal 1D12 + 4 + Str and Con modifier.

Wrathful Existence

At 14th level, you sheer despise of the demons and fiends that haunt your past you no longer age and cannot be magically aged.

Impact Reduction

At 14th level, you have began to use your suit to absorb some of the impacts from falling. You may now reduce fall damage by 10x your Doom Slayer level.

Rip and Tear

At 20th level, you have became a nightmare in the eyes of the demons you hunt. Your strength, Constitution and Intelligence Each increase by 4 as does there maximum to 24.


Demonic runes are used by demons in their magics and curses. As hideous as it is that power could be used against them.

Saving Throw

At 3rd level, when you gain this rune you have gained the ability to return back to 1 HP if you are reduced to 0 but not killed outright. You can do this once per short rest.

Seek and Destroy

At 7th level, the next rune you gain allows you to perform you glory kills at longer ranges. You can perform glory kills up to 15ft away.


At 10th level, this next rune allows you unrelenting aggression to fuel your glory kills. Glory kills now take a reaction instead of a bonus action.

Blood Fuelled

At 15th level, this rune allows you to be more aggressive when perusing enemies. After successfully performing a glory kill you may move up to half your movement and make a single melee strike against a target.

Chrono Strike

At 18th level, the final and most powerful rune you acquire allows you to flourish in destroying you opponents in combat. After successfully performing 2 glory kills within a minute you may immediately take another attack action.

Praetor Suit

The Praetor Armor as powerful as it is, it can be improved to make you more resilient in combat or give you more options on the battle field. You gain a number of augment points equal to your Doom Slayer level + your Int mod. At the levels 3,7,10,15,18. You gain a slot to equip a suit augment, you may switch augments between a short rest if you have enough augment points to use the augments. All available slots must be in use at all times for this to work.

Augment Point Cost Augment Effect
1 Slayer Atlas After a glory kill you know where every hostile creature is within 60ft of you.
1 Grappler You have advantage on grapple checks.
2 Fog Lights Dark vision to 60ft and can see through magical darkness.
2 Item Classifier You may ritually cast identify [1] your Int mod times per long rest (Min 1).
2 Hazard Protection You gain resistance to Poison, Fire, Cold and Acid damage.
2 Harder Skin You gain resistance to Bludgeoning, Piercing and Slashing damage from all sources.
2 Ice Drops Enemy's killed by permafrost or while effected by frostbite heal you by your Int mod (min 1).
3 Hot Swapper Swapping weapons is now a free action.
3 Hit and Run After successfully performing a glory kill you may move up to your movement speed.
3 Frag Stock Up You gain a grenade ability that acts as a level 3 fireball [2] Save DC = 8 + Proficiency + Int mod. You can do this you Int mod times per long rest. (Min 1)
4 Permafrost You can throw a blast of cold energy forwards in a cone. Acts as 5th level Cone of Cold [3] Save DC = 8 + Proficiency + Int mod. You can do this you Int mod times per long rest. (Min 1)
4 Frostbite Enemies that fail their save vs permafrost are paralyzed till the end of your next turn.
4 Faster Dasher When you use you hit and run feature you may move up to double your movement instead.
4 Faster Frag Cooldown After performing a glory kill roll 1d6 on a 5/6 you immediately use your grenade ability once for free.
10 Scatter Bombs Enemies hit by your grenades explode acting like a level 3 fireball [4] Save DC = 8 + Proficiency + Int mod.

Sentinel Crystals

Before the Doom Slayer as known as now, was once a Night Sentinel an outlander the first to be a Night Sentinel. The Night Sentinels when they opened a portal invade Hell, rather than appearing as a unified force they were scattered, embattled from all sides by the legions of Hell with their way back barred even if they could reach it. All who took part in the ill-fated expedition perished save for one, the man they once called Outlander, who the demons would come to know as the Doom Slayer. This pact looks at delving back into your roots and the raw power it can give.

Quickdraw Belch

At 3rd level, You may now swap weapons as a free action instead of a bonus.

Naplam Belch

At 7th level, as an action you may spew forth the infernal flames themselves. This acts as a 4th level wall of fire [5] Save DC = 8 + Proficiency + Int mod. You can do this you Int mod times per long rest. (Min 1)

Health for Blood

At 10th level, you have gained the ability to sacrifice vitality to cause more damage to your foes. As a bonus action at the start of your attack action you may expend any amount of hit die + con mod in HP and deal that as additional damage for all of your attacks.

Belch Armor Boost

At 15th level, your brutality in combat strikes fear into the hearts of your foes making you harder to hit, After successfully performing any glory kill your AC increase by +1 for 1 minute.

Armor for Blood

At 18th level, you have gained a true understanding of the risk in brutality and how to abuse it. As a free action at the start of your turn you may reduce your AC to 10, doing so makes all your attacks deal your original AC in bonus damage until the start of your next turn.


Prerequisites. To qualify for multiclassing into the Doom Slayer class, you must meet these prerequisites: Con - 16

Proficiencies. When you multiclass into the Doom Slayer class, you gain the following proficiencies: Praetor Sacrament

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