Doomsday, Variant (5e Class)

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Doomsday[edit]

The Force that shakes the universe[edit]

In the universe there are countless forces, an example would be good and evil, it is not uncommon for forces to come into conflict simply to rise one over the other, as life and death, as creation and destruction, all those conflicts existing in our fragile universe, simply gave way to the birth of another force, that would shake this universe to its foundations, from wars monsters are born, a monster that was beaten, beaten, smashed and broken, but in spite of all that punishment, it kept crawling until it got up, and that's when the pain stopped having meaning, no matter how much it was smashed, it was as if it became stronger.

Receiving the name of Doomsday... the beings that managed to awaken this force, became unstoppable beasts being in the worst case invincible, that force was awakened after having gone through a path of suffering where pain was what they felt every day, reaching its climax, where the pain was taken to incomensurable scales, they awakened that force, being the living definition of: "What doesn't kill me, just makes me stronger" becoming something that defies death itself, shatters life and makes good and evil tremble alike, hosting destruction and receiving the fear of creation.

Creating a Doomsday[edit]

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Someone who has awakened the Doomsday force, they must have had a troubled past, an experience so painful and shocking that it forced their body to evolve in the worst way, and that gave them the key to becoming a Doomsday, they are not beings who known for doing good, but they know how to differentiate between good and evil, after all their suffering has given them the reasoning to know that difference, it will depend on what is now, force of nature decides to choose a side.

Quick Build

You can make a Doomsday quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution and Dexterity.

Class Features

As a Doomsday you gain the following class features.

Hit Points

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

Proficiencies

Armor: The hardness of my skin is More than enough
Weapons: Simple weapons, martial weapons
Tools: The strength to crush anything that gets in the way
Saving Throws: Strength, Constitution and Dexterity
Skills: Choose three from Acrobatics, Athletics, History, Intimidation, Insight, Perception, Survival

Equipment

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

  • (a) a greataxe or (b) two shortswords
  • (a) an explorer's pack or (b) a dungeoneer's pack

Table: The Doomsday

Level Proficiency
Bonus
Features Transformation Unarmed Damage Die
1st +2 Forced Evolution, Quick Recovery, Higher Senses 0 1d6
2nd +2 Apocalypse Force,Regeneration, X-Ray Vision 0 1d6
3rd +2 Doomsday Shape, Immortality and Adaptability,Indomitable 3 1d6
4th +2 Ability Score Improvement, Evolutionary Advantage 3 1d8
5th +3 Extra Attack, Power, Heat Vision 3 1d8
6th +3 Strikes of the Apocalypse, Fight Like a Monster 4 1d8
7th +3 Blaze of Destruction, Armored and Agile 4 1d10
8th +3 Ability Score Improvement, Meteor Burst, Relentless Resilience 4 1d10
9th +4 The Speed of a Lightning and the Force of a Missile 4 1d10
10th +4 Absolute Existence, The Devastator 4 1d12
11th +4 Critical Boom, Adversary of existence 5 1d12
12th +4 Ability Score Improvement, Supernova, Compression Licenser 5 1d12
13th +5 A Hard Nut to Crack, Evolve and Overcome 5 2d8
14th +5 Manipulation of the Osseous System 5 2d8
15th +5 Unbeatable Beast 5 2d8
16th +5 Ability Score Improvement, The Apocalypse has a Name 5 2d12
17th +6 Singularity Being, Universal Strength 6 2d12
18th +6 Roar of the Apocalypse 6 2d12
19th +6 Ability Score Improvement, The Perfect Being 6 3d12
20th +6 Identity Beyond the Rules, Doomsday Unlimited 4d12

Forced Evolution[edit]

At level 1, the punishment your body has been through has made it much more resistant and stronger, awakening has given you a gift, evolution. Thanks to your evolution, you get the following benefits:

  • Improved Resistance: As long as you are not wearing armor or wielding a shield, your AC is equal to 10 + your Constitution modifier + your Strength modifier, you also gain resistance to bludgeoning, slashing, and piercing damage. Your HP formula also includes your Strength modifier in addition to Constitution modifier, as a sign of your evolution.
  • Monster Fist: You can roll a d6 instead of the normal damage of your unarmed attack. This die changes as you gain Doomsday levels, as shown in the Doomsday table column. When you use the Attack action with an unarmed attack on your turn, you can make an unarmed attack as a bonus action. You can make an unarmed attack as a bonus action.
  • Superior Body: Your body is adapted to withstand the most hostile environments, you are not affected by extreme cold or extreme heat, you are immune to damage from fire and cold, you don't suffer negative effects from these damages, you can also survive in the vacuum of space. There is a saying, "If it bleeds, we can kill it" but the creatures feel the fear when they discover that... a Doomsday does not bleed, your organs are no longer necessary for you to live, a lack of these will not stop you and that is why you will not You bleed because you no longer have a heart that pumps blood, you don't need to breathe either. In addition, the consumption of food is unnecessary, the sun's rays are nutritious enough to meet your needs, you are immune to diseases and poison along with the poisoned state.
  • Better Capacity: When you drop to 0 hit points, you drop to 1 hit point instead, You can use this function a number of times equal to your Constitution modify + Proficiency Bonus per long rest and 15 extra feet of movement. Also, any damage you take is reduced by 5, this reduction increases by 10 at level 8, 15 at level 12, 20 at level 16, and 50 at level 19.
  • The natural instinct to use weapons: With a naturally strong body you can wield heavy, two-handed on one-handed weapons, When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Quick Recovery[edit]

At level 1, your body is adapted for rapid recovery, recovering smoothly from any damage or exhaustion caused. By spending 4 hours doing light activity, you get the benefits of complete rest. if you are in a deplorable state, your body will accelerate and enhance the process of absorbing sunlight, causing you to recover from any injury to your body, your HP regenerates to the maximum, if you suffer exhaustion points these disappear and any negative effects you have suffered will disappear. You can use this ability once a day, you can activate it even if you are unconscious or at death's door, waking you up from these states, all this happens if your body receives the sun's rays, no matter how minimal they are, you will take full advantage of it.

  • Time For The Second Round: At level 10, when you use this function you count as if you have completed a long rest.

Higher Senses[edit]

Starting at level 1, you gain the ability of super hearing. You have advantage on all your Wisdom (Perception) checks related to hearing. Thanks to this you can no longer be surprised. Plus, you can hear up to 1 mile away without difficulty, able to discern subtleties and details in sounds as if you were hearing something no more than 100 feet away from you. You can also see up to 1 mile away without difficulty, able to discern even the finest details as if you were looking at something no more than 100 feet away from you. And you can use strength in calculation instead in your Wisdom (Perception) checks.

X-Ray Vision[edit]

At level 2, you unlock the x-ray vision ability. As an action, you gain the ability to see through solid objects at a distance of 60 feet. Within that range, you gain vision in the dark if you don't already have it. This truesight lasts for 10 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. You can use this ability a number of times equal to your Constitution Modifier.

Apocalypse Force[edit]

Starting at 2nd level, your maximum strength is 24, counting as a large size when determining your carrying capacity and the weight you can push, pull, or lift. Also, starting at level 6, you instead count as a huge creature for the purposes of determining your carrying capacity and the weight you can push, drag, or lift. And finally, at level 11, it instead counts as a gigantic size when determining your carrying capacity and how much weight you can push, pull, or lift.

Regeneration[edit]

At 2nd level, your regenerative abilities become present, as an additional action, you can eat anything 1 lb you can recover life points equivalent to as if you had completed a short rest, this can heal broken bones, bleeding and even missing and dislocated limbs.

Indomitable[edit]

At level 3th, the fact that you have gone through hell to reach evolution has made you have an indomitable will, you are immune to being frightened and bewitched, also mind games are useless against you, your anger causes you to be uncontrollable, also if someone tries to enter your mind or control you they receive 2d6 psychic damage and fail in their attempt.

Doomsday Shape[edit]

At level 3, you let out the force that makes the universe tremble, as an additional action or with a reaction, from the beginning you had different features, some layers of bone covering parts of your body, but when you enter this state, these features are more attenuated, growing in size, your knuckles covered with bones and other parts of your body, your skin takes on a grayer tone, your hair turns completely white, your eyes shine red and a great growth in your muscle mass.

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source: Junaidi Lim on ArtStation []
  • You have advantage on Strength checks and Strength saving throws, and you have a +2 bonus to melee attack and damage rolls. This bonus increases to +4 at 8th level, +6 at 12th level and +10 in the level 20.
  • You count as one size larger, count two size at level 5th.
  • Your HP doubles while you are transformed (previous HP loss is regenerated and you gain maximum HP).
  • You have resistance to all damage.
  • You can add d10 unarmed strike when you are transformed.
  • Your enemies feel the onslaught of your blows, you get 19-20 critical, and each time you critically hit you push the creature you attacked 10 feet. You deal triple damage on a critical hit.
  • you gain 10 extra feet of movement, and are unaffected by difficult terrain, You can't be incapacitated when you're transformed.
  • At level 5th, you can use strength in calculation instead in your Charisma (Intimidation) checks.

If you are able to cast spells, you cannot cast or focus on them while transformed. Your transformation lasts 1 hour, you can end your transformation with an additional action, you can transform a number of times as indicated on the table, you recover all uses after a short or long rest.

immortality and adaptability[edit]

From level 3, the Doomsday force has affected your physiology to a great extent, obtaining great adaptability and response to all situations, when you are attacked by some type of spell caster, your body identifies the threat and adapts to combat it. After 2 rounds, you get advantage on saves against their spells, leaving this permanently, this only applies to one type of caster, for example, if you face a paladin you will get advantage against their spells, and so on, you fight against a wizard you will develop advantage against his spells , so you will have to face any situation to adapt and after 3 minutes, creatures receive a penalty to attack and damage rolls against you equal to your proficiency modifier (add your Constitution modifier to this penalty at level 12), you also add your proficiency modifier as an extra bonus to any saving throws you are forced to make

Also, when you face a creature you adapt to its fighting style and attacks, after one minute fighting with a creature you get advantage in the attack rolls against that creature, after 2 minutes this creature attacks you with disadvantage and you will get advantage in every saving throw you are forced to make and for every minute that passes, you will get a +1 to the attack rolls against that creature, this applies to all creatures if you are attacked by multiple opponents, also if you are reduced to 0 hit points, you get an extra resistance to this damage, applying these benefits even if you already have an existing one. From now on death is not the end, it is simply one more step to make you stronger, if you fail your death rolls, your body will go into rest to recover, after 5 days you come back to life, they cannot kill you the same way they did, if it was a spell it has no effect on you, if it was a type of damage you get an absolute immunity to it that cannot be overcome, if it is a class feature you become immune to it.

You can also adapt to any hostile environment, you must complete 4 hours in that environment, after those 4 hours you will be able to survive in that environment without any problem.

Ability Score Improvement[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.

Evolutionary Advantage[edit]

At the 4th level, Being a Doomsday has taken you to the top of the evolutionary ladder, giving you the ability to always go further, now, every time you can choose a feat, you can choose 2 more extra feats each time you choose a feat

Extra Attack[edit]

Beginning at the 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to attacking thrice on level 11, and quadruple attacks on level 17.

Power[edit]

At 5th level your body becomes a vessel to smite those who wield stronger defenses than you may have imagined. Your unarmed strikes now can ignore any resistances or immunities, while also being able to choose from Bludgeoning, Slashing, Piercing, or Force damage when dealing damage. At level 10, you add your Constitution modifier to your damage rolls, and beyond you gain the ability to leap huge distances. Your jump height and distances are doubled, also your walking speed triples and you retain your movement speed at your swimming speed and climbing speed, without taking an action, to gain a flying speed equal to your movement speed, until the end of your turn. You must end your turn on the ground when using this feature, or else you fall. Your speed is tripled again at level 10

Heat Vision[edit]

At level 5th, you make use of the solar energy that is in your body, your eyes display a great red glow, as a free action, from your eyes a powerful blast of heat, doing 5d8 + your Constitution Modifier. This damage overcomes resistances and immunities. This damage increases to 5d12 + your Constitution modifier at level 12.

This attack can be made more powerful, using an action this ability increases its power, choosing a creature within 60 feet, you force it to make a Constitution saving throw, on a miss it takes 10d10 + your Constitution modifier and is pushed 20 feet, on a success he only takes half damage and is pushed 10 feet. Dc: 10 + Strenght Modifier + Constitution Modifier. This damage increases to 12d12 + your Constitution modifier at level 12.

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source []

Strikes of the Apocalypse[edit]

At the 6th level In combat, the scale of your strength shows its power, as a reaction when they make an attack roll against you, you slam your fist into your opponent's weapon, forcing him to make a strength roll against your Dc, if he fails you destroy the opponent's weapon, in doing so, you can make an attack of opportunity against the creature as part of that reaction. If the opponent passes the saving throw, you fail to break his weapon but it is bruised upon collision with your fist, taking a -1 penalty to attack and damage rolls. Each time you use this function and fail to break his weapon, the penalty accumulates, when it reaches a -8, you break the weapon automatically without spending your reaction and make attacks of opportunity with advantage.

In a clash of fists against another unarmed fighter, you force him to make a Strength save against your Dc, creatures with a strength less than 20 lose the save, you automatically break his arm, rendering it useless, but creatures that have this strength make the save normally, if the creature does not pass your save you cause it to only be able to make half of its attacks and it cannot use that limb until its next turn, on a success the creature makes its attacks normally and does not suffer the penalty of the arm . If the creature accumulates 3 failed saves, if it fails again, you break both of its arms without spending your reaction.

Magical weapons, weapons made from the will of the user, are not spared from your fist, Doomsday's fists is something everyone fears.

Fight Like a Monster[edit]

At the 6th level, involved in the fight you let your savagery be part of your fighting style, more brutal and mortifying. Once per turn when you perform the Attack action and make an attack with your unarmed strikes, you can make a grapple or push attempt as part of that same action, when you successfully thrust or grapple a creature, that creature suffers 2d6 of bludgeoning damage, creatures with less strength than yours cannot push or knock you down, nor can they try to catch you. When you make a critical hit, creatures that see this must make a Wisdom roll, DC: 10 + Strength modifier + Constitution modifier, on a miss they will be frightened as well as having advantage in attacks against them when they are frightened.

All forms of defense feel the effect of your onslaught. Whenever you successfully make two melee attacks against the same creature on the same turn, the target receives a -1 penalty to their Armor Class. This only applies if the target possesses a form of armor whether it be natural or otherwise. This penalty can stack, to a maximum penalty equal to your Strenght modifier. A creature with natural armor is no longer under the effect of this feature when they are healed to their hit point maximum.

Your instincts respond to aggression against you in a much more aggressive way, when you are attacked as a reaction you intercept your opponent's attacks and force him to make a Strength saving throw between the two of you, dueling in order to break the other. If you win the duel, you bring your opponent to their knees stopping attacks against you and as part of that reaction you can use your heat vision against them, making the save with disadvantage (in your Blaze of Destruction form the creature fails the auto-save). . If the creature wins the duel of strength, its attacks will hit you since you will not be able to stop them.

Armored and Agile[edit]

At level 7, your reaction speed and stamina allow you to escape unscathed from area attacks, such as a mage's lightning bolt or a dragon's breath. When you suffer an effect that allows you to make a Dexterity saving throw to take only half damage, you take no damage if the saving throw succeeds and only half if you fail, the same applies for Constitution saving throws, When you suffer an effect that allows you to make a Constitution saving throw to take only half damage you take no damage if the saving throw succeeds and only half if you fail, Giving a great demonstration of speed and Fortitude.

Blaze of Destruction[edit]

At the 7th level, For 5 minutes, you can make use of the solar energy stored inside you, causing your body to start burning with heat comparable to the sun, your body is covered with fire becoming a blaze of destruction. You can use this skill a number of times equal to your proficiency Modifier.

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source []
  • Your unarmed strikes gain an extra 2d12 fire damage.
  • You can make an additional unarmed attack each time you take the Attack action.
  • Each creature within 10 feet of you takes 2d6 fire damage each of its turns near you.
  • When you take fire or radiant damage, Instead of taking damage, you absorb it to heal any damage you would have taken.
  • Your heat vision deals double damage in this form.
  • When you take large amounts of damage your body absorbs it and expels it, your body accumulates the damage and when you decide to expel it, on your next turn, you can add the damage you suffered to your damage rolls (No action is required for this) or as an action you can choose to expel it as a large explosion, you force creatures within 30 feet to make a Constitution saving throw against your Dc, on a failure they take the full accumulated damage double as Strength damage, on a success they only take half the damage. At level 12, the rank of the skill is doubled.

Meteor Burst[edit]

At the 8th level, being in your Doomsday form, your rage simply increases as you see your opponent still standing, ready to end this once and for all, your whole body tenses up, your veins become noticeable, your muscles are pushed to the maximum, letting out a roar of fury and striking so fast that your blows seem like a meteor blast. Once and only once in your turn, you double your attack and damage rolls, plus you can make an additional unarmed attack each time you take the Attack action. You can only use this ability once every 24 hours, you get an additional use of this skill at level 12, another use at level 16 and a last use at level 19.

Relentless Resilience[edit]

Starting at 8th level, you can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re in your Doomsday shape and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

The Speed of a Lightning and the Force of a Missile[edit]

At the 9th level, for those who think you are not fast for your size, they will regret having become overconfident. Your eyes, your instincts and your body have developed to be able to respond to things that may be faster than you, adapting to this and being able to counterattack.

  • You gain 60 feet of blindsight and 30 feet of Tremor-sense.
  • Now every time a creature misses an attack against you you can make an attack of opportunity against it.
  • You can use the action of retreat, dodge and dash as an extra action.
  • You have an advantage in rolls on all Strenght and all Dexterity checks.
  • You obtain a flight speed equal to three times your walking speed, in addition to that you can add your Dexterity modifier to your AC.
  • Your senses reach their highest point, causing your Wisdom score to increase to its maximum. If it was already at its maximum, it increases by 2 extra points which breaks the limit and you receive 2 extra reactions.

Absolute Existence[edit]

Starting at 10th level, Your body becomes practically indestructible, cuts that would cut limbs are simply superficial wounds on your skin, Even legendary weapons, such as the Trident of Atlantis, have difficulty piercing your skin, the most forceful blows that make the earth tremble only leave you bruises, attacks that would disintegrate someone only leave you with burns making it clear that you cannot be erased from existence, you cannot be mutilated or disintegrated, but you still suffer the damage that these attacks cause, you will still feel pain, yes, and the damage can kill you, but you will come back stronger, in addition your soul cannot be divided, fragmented, destroyed or manipulated by any means, nor can anything imprison or expel his soul against his will.

Also in this level, if you fall to 0 hit points, you do not fall unconscious or die until you succeed or fail 3 saving throws against death or die instantly.

Also, your Strength score, your Constitution score, your Dexterity score and your hit point maximum cannot be reduced. In addition, anytime you come under the effect of exhaustion you can treat it as one level less than it actually is. Additionally, your current hit point maximum increases by an amount equal 3 times your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional 3 hit points.

The Devastator[edit]

At the 10th level, your transformation receives an increase, giving you a greater capacity, now the creatures understand the threat that you are, a beast that no matter how hard they try to knock it down, it will still stand. Now every time you transform, you get the following benefits in addition to the ones you already had:

  • You can no longer be vulnerable to any damage, and you cannot be made vulnerable to any damage, if in your normal form you were vulnerable to any damage, when you transform that vulnerability will disappear. Also, you are immune to non-magical slashing, piercing and blunt damage.
  • Now when you transform, your Constitution and Dexterity increase by 2, exceeding the limit and now being its maximum 22.
  • With each of your blows you feel the great roar they cause, you add your Proficiency Modifier to your damage rolls as thunder damage and every time you make an attack roll against a creature and hit your blows, this creature must make a Constitution saving throw against your Dc (10 + Strength Modifier + Constitution Modifier), if it fails it is pushed 15 feet, but if it succeeds it is not pushed.
  • You have a 18-20 crit chance and now do quadruple damage on a critical hit instead of triple.
  • You can't be knocked down, proving someone's fierceness with your strength.
  • Your regenerative capacity is also increased, now healing for 10 + double your Constitution modifier + Proficiency modifier on each of your turns.
  • You are immune to all condition.
  • You add 2d10 to your unarmed attacks in this new form.
  • You become immune to fall damage. (This feature is maintained even if you are not transformed)

Critical Boom[edit]

At the 11th level, You know well that after a big hit is when your opponent is most vulnerable, without giving him a break, you advance relentlessly and critically to knock him down. Whenever you score a critical hit, you can use the barrier to perform another attack against the same target.

You can use this function a number of times equal to your proficiency bonus and recover your uses after finishing a prolonged rest.

Adversary of existence[edit]

At your level 11th , you achieved the purest state of chaos, dominate your inner voice, becoming the embodiment of destruction itself, a disaster of mother nature itself. A power so great that causes tidal waves, shatters the environment around you and can even affect the atmosphere. when you use Doomsday Shape, you can enter in your demon state, growing fangs, claws, a tail, horns and even wings. Your body morphs into a very demonic form while retaining some of your original appearance. while in this form, you gain the following bonuses:

  • Your size increases by one category.
  • If you're already resistant to the taken damage type, your resistances now reducing damage to 1/4.
  • You gain 120 feet of truesight
  • You regain 20 hit points at the start of each turn if you have at least 1 hit point
  • Your flight speed is doubled.
  • You have a bonus to your AC, attack rolls and damage rolls equal to your strength modifier.
  • Your fangs, claws, tail and horns count as unarmed strikes for you, and are so sharp that when you hit a creature with a critical hit, it automatically loses a limb of your choice, such as an arm, leg, or head, if it has any. Losing all its heads will usually kill a creature instantly. Also, your tail can lift as much weight as you and can hold Huge or Gargantuan objects.
  • you gain a +6 bonus to your Strength, constitution and Dexterity scores and your scores don't have a limit anymore.
  • With a bonus action on your will, you can make the smoke around your body become a sphere, causing the effects of antimagic field to a 30 feet radius, and making each non-undead creature within range make a Constitution saving throw against your DC, taking 4d4 necrotic damage on a failed save, or half as much damage on a successful one, and healing you in the damage dealt.

Supernova[edit]

At the 12th level, your flare of destruction has had a surge, giving off a great heat that is felt at a range of 60 feet, along with a flame that burns wildly commensurate with your fury, turning you into a chaotic solar flare. To enter this form, you spend an additional use of your blaze of destruction form, doing this, you get the following benefits in addition to the ones you already have when you enter this phase:

  • You can gain the effects of haste until this form finish.
  • You can make an additional unarmed attack each time you take the Attack action (+2)
  • When you hit a creature, it must make a Constitution saving throw, on a failure it catches fire and takes damage equal to your proficiency modifier for each of its turns, these flames will last until you come out of your Solar Chaos form and the creatures affected by your burn cannot recover hit points while covered in your flames, the creature must spend its action to extinguish the flames.
  • Creatures within 15 feet of you, receive 2d6 + your Constitution modifier fire damage on each of their turns near you, this damage overcomes resistance and immunities, including absorptions.
  • Any metal within 10 feet melts and is destroyed, and act as if targeted by a heat metal spell.
  • Every time they make an attack against you, they take 4d6 fire damage with every hit.
  • As an action, making a powerful clap you can provoke a sling of flaming shock, creatures in a 120 foot cone must make a Constitution saving throw, on a failure they take 5d10 fire damage + 5d12 Thunder damage + your strength modifier, they also get the effect of your burn and are pushed 30 feet, on a success they only take half damage and are not pushed but still suffer the effect of your burn.

Compression Licenser[edit]

At the 12th level, You can compress your body to a smaller size (Limit Small size) but your strength will remain the same.

A Hard Nut to Crack[edit]

At the 13th level, you have total control of your body's bone system, growing and shrinking as you please, thanks to this you create a powerful armor around your body made of your bones, making you an armored beast. You you add your Proficiency Modifier to your AC and critical attacks do not count as critical when using this bone armor, you receive hit points equal to your maximum hit points, if these hit points are reduced to 0, your bone armor disappears and you will not be able to use it again until a long rest, but if your armor is damaged and not reduced to 0, you can rebuild it by recovering the lost hit points up to its maximum with a free action, you can use this function a number of times equal to half your Constitution Modifier.

when using this form, sharp bones grow from your knuckles forming a blade, giving you an extra d8 to your unarmed attacks.

Evolve and Overcome[edit]

Evolve and Overcome, this is the instinct that is intricate in your body, effectively to adapt to any kind of possible situation and keep it in its best condition, making it resistant to anything that comes its way. At 13th level, you gain proficiency with all saving throws. In addition, every time you make a saving throw and fail, you can re-roll the die and choose the result, you can use it a number of times equal to your Constitution Modifier. It also stops aging and cannot be magically aged by any means other than a wish spell or similar magic and you cannot be cursed since your body found a way to get rid of that negative effect making you unable to be cursed anymore, also your durability and endurance have become unmatched. Whenever you are forced to make any saving throw, you can add your Constitution modifier to the roll.

Manipulation of the Osseous System[edit]

At the 14th level, by controlling your bone system at will, this gives you a new range of possibilities, giving you greater lethality. Thanks to this you can make use of various techniques:

  • Bone Drill: As a bonus action, by growing and manipulating the shape of your bones, this makes you form a drill made of pure bones in each of your hands that last 1 minute, this weapon does 4d20 + your strength modifier of piercing damage replacing your unarmed dice, being a drill this weapon ignores any type of AC, going through as if it were butter, creatures must make a Constitution roll against your Dc, on a success they only receive half the damage of your attacks. Once you use your drills you cannot use them again until a short or long rest.
  • Piercing Lariat: As a action, in a savage manner, you propel yourself at great speed, choose a creature that is within your reach and that you can see, extend your arm forming a sharp layer of your bones and brutally strike your opponent , in doing so you force the creature to make a Constitution roll in case of failure the creature suffers double the damage of the technique and is knocked down being stunned, on a success it only takes the normal damage, He is not stunned but knocked down. The damage of the technique is 10d12 blunt damage + 3d20 piercing damage + your Strength Modifier.
  • It hurts you more than it hurts me: As a bonus action, you grow brittle bones around your body, creatures attacking you take 3d8 piercing damage for each attack against you, this defense disappears after 1 minute or if you are reduced to 0 hit points. You can use this ability a number of times equal to your proficiency modifier.
  • Bone Execution: As a action, concentrating on your bone control, you bury your hands into the ground, making huge bones grow out of the ground, forcing creatures within 60 feet to make a Dexterity saving throw, on a failure they take 10d20 piercing damage + your strength modifier, becoming incapacitated, on a success they only take half damage and are not incapacitated. You can use this skill a number of times equal to your proficiency modifier.

Unbeatable Beast[edit]

At the 15th level, How is this possible? is the question of your opponents to see you still standing, they may have broken every part of you, mind, senses, spirit, hope, body, maybe even your heart but you will keep getting up to strike back, you will always know how to oppose the abversity that comes your way. When you are reduced to 0 hit points you don't die, you don't enter death's door either, you enter negative hit points and if these negative hit points reach your maximum hit points, you die.

The Apocalypse has a Name[edit]

At the 16th level, You have certainly come a long way, every battle you have been in, every blow you have given and received, victories, defeats, have made you what you are now, someone with the ability to be unstoppable. At this level, you get 1 legendary resistance and 1 legendary action, choosing from the following options:

  • Headbutt: You make a headbutt attack, devastatingly striking your opponent, dealing 15d12 + your Strength Modifier and forcing the creature to make a Constitution roll against your DC, on a miss the creature is stunned and prone, on a success it is only take half of the damage.
  • Piercing Lariat: Your lariat can also be used, but it is in a more deadly attack, if the creature fails the save, you break its Thorax, leaving the creature incapacitated, to get out of this effect you must use a greater restoration.

Singularity Being[edit]

You need to stand and fight. You have a duty to fulfill. Your will and resolve are so potent, that even death itself cannot stop you now. At 17th level, if you fail 3 death saving throws your body becomes cloaked in an indestructible field of Hell Fire and you will get back up as if you had finished a long rest after 5 full rounds of combat. Should you die outside of battle, it will take a full day for your body to recover.

Universal Strength[edit]

At level 17, your strength is something that cannot be compared in the universe, you receive a +2 to your Strength statistic, its maximum now being 26, you can push and carry anything regardless of weight, even moving things . and creatures that cannot be pushed or moved, ignoring those effects. Additionally, when you trap a creature in a grapple, you can force it to make a Strength roll with disadvantage against your Dc, if it fails the creature is incapacitated, due to your colossal strength, you can incapacitate and capture creatures that are immune to this condition. This strength also allows you to grab things that are ethereal, even being able to close a black hole with your bare hands.

Roar of the Apocalypse[edit]

At the 18th level, You have already seen what you are capable of, unmatched and unparalleled feats, your enemies will think they have seen it all, but they will be star-struck, realizing your true reach. In a burst of pure speed forcing your chosen creature to make a Constitution roll, on a failure, you deliver a mighty uppercut against it, with damage equivalent as if you had hit all your blows and sending your enemy out of earth's orbit, the force behind that blow was such, that it was sent into space, creatures within 120 feet must make a strength saving throw or be pushed back 80 feet by the powerful shockwave released and leaving a huge crater under your feet, on a success the creature only takes half damage, and is lifted 2 miles into the air. You can't use this ability again until you do a long rest

The Perfect Being[edit]

At the 19th level, You have reached the peak of evolution, becoming the perfect being, someone without flaws.

You are immune to exhaustion that comes from traditional magic and you are immune to effects that have the purpose of weakening you that come from traditional magic. You also duplicate all your Proficiencies. Apart from that you have better mastered how to hit stronger, adding your Dexterity modifier to your damage rolls.

In addition, you can choose to ignore any effect, spell, or class feature used against you a number of times equal to your proficiency bonus and now you can use your Solar Chaos a number of times equal to your Constitution Modifier.

Identity Beyond the Rules[edit]

You are destined to be the embodiment of destruction. representative of emptiness Perhaps your identity existed before the beginning of the universe, At the 20 th level you get the following benefits:

  • Absolute Erasure: You may choose to devour an dead creature, which makes the creature be erased from existence, even the memories of the creature are erased from history
  • Will of Nothing: immortality and even divinity cannot save a person from you. Your ignore immunity and even absorption. In addition, all creatures are considered mortal to your attacks, while spirits and other beings without physical form take double damage from all your abilities.
  • Beyond Space and Time: you are immune to time stopping effects, you can use your teleportation to travel to any plane of existence you wish, your movement speed is doubled.

Doomsday[edit]

At the 20th level, the Doomsday force has reached its maximum, reaching the pinnacle of this universal force, Doomsday has come... Now every time it transforms you get the following benefits:

  • Your Strength, Constitution, and Dexterity are increased and defined by 30(You can also benefit from Adversary of existence).
  • You get 4 legendary resistances. They recharge after a long rest.
  • You are immune to effects that would kill you instantly.
  • You are immune to divine intervention and other divine effects provoked directly by a god, unless you choose to be affected.
  • You have 17-20 critical chance, and now your critical attacks knock creatures prone.
  • You add a d20 to your unarmed strikes.
  • Being the beast of the apocalypse, your blows are capable of killing the same gods, everything you finish will be erased from existence, that is the essence of the apocalypse. Your unarmed attacks ignore the resistances and immunity to non-magical damage of deities and outsiders (aberrations, celestials, elementals, fairies and demons), and if your melee attacks reduce them to 0 health points, they die instantly and cannot be resurrected.
  • Unbreakable bones: When you wear your bone armor, the hit points you receive are doubled, Your resistances and Immunities cannot be ignored or reduced..
  • Doomsday Strike: When you use your roar of the apocalypse, the damage is multiplied by 3 and the creature makes the save with disadvantage.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Doomsday class, you must meet these prerequisites: You can't multiclass when using this class

Proficiencies. When you multiclass into the Doomsday class, you gain the following proficiencies: You can't multiclass when using this class

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