Doomsday (5e Class)

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Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
Apocalypse for equilibrium, not suitable for normal campaigns


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]


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


Armor: The hardness of my skin is More than enough
Weapons: My fists are all I need
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


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

  • (a) Leather armor and a shield or (b) Chain shirt
  • (a) a greataxe or (b) two shortswords
  • (a) an explorer's pack or (b) a dungeoneer's pack

Table: The Doomsday

Level Proficiency
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,Savage Beast 3 1d6
4th +2 Ability Score Improvement, Evolutionary Advantage 3 1d6
5th +3 Extra Attack, Power, Heat Vision, Frost Breath 3 1d8
6th +3 Strikes of the Apocalypse, Fight Like a Monster 4 1d8
7th +3 Blaze of Destruction, Armored and Agile 4 1d8
8th +3 Ability Score Improvement, Meteor Burst, Relentless Resilience 4 1d8
9th +4 The Speed of a Lightning and the Force of a Missile 4 1d10
10th +4 Absolute Existence, The Devastator 4 1d10
11th +4 Critical Boom 5 1d10
12th +4 Ability Score Improvement, Supernova 5 1d10
13th +5 A Hard Nut to Crack, Evolve and Overcome 5 2d6
14th +5 Manipulation of the Osseous System 5 2d6
15th +5 Unbeatable Beast 5 2d6
16th +5 Ability Score Improvement, The Apocalypse Has a Name 5 2d6
17th +6 Universal Strength 6 2d12
18th +6 Roar of the Apocalypse 6 2d12
19th +6 Ability Score Improvement, The Perfect Being 6 3d12
20th +6 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.
  • Superior Body: Your body is adapted to withstand the most hostile environments, you are not affected by extreme cold or extreme heat, you are resistance to damage from fire and cold, you don't suffer negative effects from these damages, you can also survive in the vacuum of space without problem.
  • Supreme Life Form: There is a saying: "If it bleeds, we can kill it" but creatures feel fear when they discover that... a Doomsday does not bleed, your organs are no longer necessary to live, the lack of them will not stop you and that is why you will not bleed because you no longer have a heart that pumps blood, nor do you need to breathe. Also, food consumption is unnecessary, the sun's rays are nutritious enough to satisfy your needs (if you are in a place without sunlight, your body will use the emergency reserves, making you able to survive without it for a full month), you are immune to disease and poison along with the poisoned state.
  • Better Capacity: 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.

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.

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.

X-Ray Vision[edit]

At level 2, you unlock the x-ray vision ability. As an additional action, you gain the ability to see through solid objects. Within that range, you gain vision in the dark if you don't already have it. This special sight lasts for 1 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.


At 2nd level, your regenerative abilities become present, as an additional action, 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. You can use this function a number of times equal to your Constitution Modifier, you recover all uses after a short or long rest.

Savage Beast[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. 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. As an additional action or with a reaction:

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.
  • Your HP doubles while you are transformed (previous HP loss is regenerated and you gain maximum HP).
  • You have resistance to all damage.
  • You recover hit points equal to your Constitution Modifier in each of your turns.
  • You can add d8 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 5 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 1 minute, 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 13), 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 5 rounds fighting with a creature it gets disadvantage in the attack rolls against you, after another 5 rounds, as an additional action you can give yourself advantage in the attack rolls against that creature and you will also get advantage in every saving throw you are forced to make and for every 5 rounds that pass, you will get a +1 to attack rolls and to your AC against that creature, this applies to all creatures if you are attacked by several opponents, also if you are reduced to 0 hit points, you will 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 your powerful regeneration brings you 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.


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, every time you get an ability score increase, you also raise the cap of that ability score by 1 point or choose a bonus 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.


At 5th level 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.

Heat Vision[edit]

At 5th level, you make use of the solar energy in your body, your eyes display a great red glow, as aditional action, from your eyes comes a powerful blast of heat, doing 6d6 + your Constitution modifier, the damage make that immunities count as resistance, and absorbs count as immunity and the heat vision overcome 1/2 covers. This damage increases to 6d12 + your Constitution modifier at level 14 and overcomes 3/4 cover.

This attack can be made more powerful, using an action this ability increases its power, by choosing a creature within 60 feet, you force it to make a Constitution saving throw, on a failure it receives 12d6 + your Constitution modifier and is pushed 20 feet, on a success it only receives half damage and is pushed 10 feet (Dc: 10 + Strength modifier + Constitution modifier). This damage increases to 12d12 + your Constitution modifier at level 14.

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Frost Breath[edit]

Starting at level 5, you get the ability Ice Breath. You are able to blow a huge blast of icy wind against multiple enemy targets. As an action, you can force all creatures in a 15-foot cone to make a Constitution saving throw, or take 8d6 points of cold damage if they fail the saving throw and creature that fails the saving throw is also frozen, having to make a Strength saving throw each time it is their turn to free themselves from the ice, on a success they will stop being frozen. On a success they only receive half of the damage they do not suffer the frozen condition.

Strikes of the Apocalypse[edit]

At the 6th 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.

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 saving throw + their proficiency bonus against your Dc, if he fails you destroy the opponent's weapon, causing all attack and damage rolls to be halved and its range reduced to 5 feet if it wasn't 5 feet previously. 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 -10, 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, as a reaction, you force him to make a Strength save against your Dc, (creatures with a strength lower than 20 automatically lose the save) creatures that fail the save you break his arm, applying a penalty to their attack and damage rolls equal to hlf of your Strength Modifier, on a success the creatures only take damage equal to your strength modifier, and cannot use that limb until their next turn.

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. (this does not affect your allies)

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 3 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.

source []
  • Your unarmed strikes gain an extra d10 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.
source []

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 run as an extra action.
  • You have an advantage in rolls of initiative and Dexterity.
  • You obtain a flight speed equal to double 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.
  • In a burst of speed you can make an attack roll that counts for every creature within 60 feet. You can use this ability a number of times equal to your Dexterity Modifier + your proficiency Modifier, recover all uses in a long rest. (This don't affect to your allies)

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.
  • Now when you transform, your Strength, Constitution and Dexterity Modifier receive a bonus of +2 and you have an advantage in all physical tests.
  • 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 double your Constitution modifier + Proficiency modifier on each of your turns.
  • You are immune to all status effects
  • You add d10 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 Dexterity Modifier + Proficiency bonus and recover your uses after finishing a prolonged rest.


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, during 1 minute you get the following benefits in addition to the ones you already have when you enter this phase:

  • Your anger burns like a Supernova. You can gain the effects of haste until this form finish.
  • 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 Supernova 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 10 feet of you, receive 2d6 + your Constitution modifier fire damage on each of their turns near you, the damage make that immunities count as resistance and absorbs count as immunity
  • 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, as a reaction you use your heat vision, if the creature fails the Constitution roll against your heat vision, it receives the damage and its attacks miss, but on a success it receives no damage and its attacks 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 4d6 fire damage + 4d10 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.

A Hard Nut to Crack[edit]

At 13th level, you have full control of your body's bone system, growing and shrinking at will, thanks to this you create a powerful armor around your body made of your bones, turning you into an armored beast. You add your proficiency modifier to your AC and critical attacks do not count as critical when wearing this bone armor, the hit points of the bone armor are equal to your maximum hit points. This bone armor lasts for 1 minute, in each of your turns you recover temporary hit points equal to half of your total hit points, you also have the option that this armor receives all the damage caused against you without harming you, but when you do this your bone armor is destroyed and you lose its benefits.

While you are in the armor, this grants you a piercing attack, as an action a sharp bone blade grows in one of your hands and you force a creature that is within your reach and you can see to make a saving throw with your Dc, on a failure it receives damage equivalent to your unarmed strike and its hit points will be reduced, on a success it only receives half the damage.

Once you have used this armor, you will not be able to use it again until you complete a long rest.

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,

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(You can use this function a number of times equal to your Constitution modifier),

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, as you grow and manipulate the shape of your bones, this causes you to form a drill made of pure bone in each of your hands. Whenever you successfully make two melee attacks against the same creature in the same turn, the target takes a -1 penalty to its Armor Class. This only applies if the target possesses a form of armor, natural or otherwise. This penalty can accumulate, up to a maximum penalty equal to your Strength modifier. A creature with natural armor ceases to be under the effect of this trait when it heals to its maximum hit point. your hits cause the Hemorrhage condition. Drills last one minute, you can use them a number of times equal to half your proficiency modifier, you recover all the uses after a 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 4d10 blunt damage + 2d8 piercing damage + your Strength Modifier.
  • It hurts you more than it hurts me: As a bonus action, you grow brittle bones around your body. When creatures within 5 feet of you attack you, they take 2d6 points of 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 Constitution Modifier + your Proficiency Modifier.
  • Bone Execution: As an action, concentrating on your bone control, you bury your hands in the earth, causing huge bones to grow out of the ground, forcing a maximum Creature Creatures equal to your Proficiency modifier within 60 feet to make a Dexterity saving throw (DC = 10 + Strength modifier + Constitution modifier). If they fail, they take 8d10 points of piercing damage + your Constitution modifier and are affected by Hemorrhage. the severity of the hemorrhage depends on how close the creature came to succeeding. If it succeeds, it only takes half damage and does not suffer Hemorrhage. You can use this ability a number of times equal to your proficiency modifier.

Unbeatable Beast[edit]

At level 15, how is this possible? your adversaries ask themselves when they see you still standing, they may have broken every part of you, mind, senses, spirit, hope, body, maybe even your heart but you will continue to rise to fight back, you will always know how to oppose the adversity that comes your way. When you are reduced to 0 hit points you do not die, neither do you enter death's door, you enter negative hit points and if these negative hit points reach your maximum hit points, you die with the inability to make death saving throws.

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 gain 1 legendary action, choosing from the following options:

  • Headbutt: You make a headbutt attack, devastatingly striking your opponent, dealing 4d10 + 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.

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 and your strength no longer has a maximum limit, also 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 status effect. 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 level 18, is when everyone feels it, the calm before the storm, that annoying feeling of anxiety and fear of knowing what punishment will come, but the fear comes when you hear the roar of the apocalypse, because Doomsday has arrived. As a complete action, you concentrate that force that shakes reality itself, and make a single blow, this blow ignores all types of AC and the affected creature must make a Constitution saving throw, on a failure the creature receives equivalent damage As if you had hit all your blows and it is pushed a mile away, destroying and passing through everything in its path due to your monstrous Strength and you roll a d8, the result will be the turns that the creature affected by the blow will be stunned, due to the power of impact This affects creatures that are immune to this state, on a success the creature only takes half the damage and is only pushed 200 feet.

The blow is so powerful that it leaves a path of destruction for a mile, every object or building behind it is destroyed, making it seem like the apocalypse has arrived, even leaving the ground cracked at your feet. The shockwave caused by your force will cause creatures near the point of impact to make a strength saving throw, on a failure they are pushed 20 feet and take 6d10 thunder damage, on a success they are not pushed and take half the damage. You can use this skill a number of times equal to half your proficiency modifier rounded down.

The Perfect Being[edit]

At the 19th level, You have reached the peak of evolution, becoming the perfect being, someone without flaws. You become immune to non-magical slashing, piercing and blunt damage.

While you're in your Doomsday shape, you are immune to exhaustion and you are immune to effects that have the purpose of weakening you. You also duplicate all your Proficiencies and all your stats receive a +4 exceeding its limit. Apart from that you have better mastered how to hit stronger, adding your Constitution modifier to your attacks and 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 your Quick Recovery can now be used a number of times equal to half of your Constitution Modifier .


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 Modifier receive a +4.
  • You get 2 legendary resistances. They recharge after a 24 hours.
  • 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.
  • 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 by any means except by a wish or a true resurrection spell.
  • Unbreakable bones: When you wear your bone armor, the hit points you receive are doubled, giving you unparalleled defense.


Prerequisites. You can't multiclass into this class or out of this class.

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