Doomslayer, Dark Ages Variant (5e Class)

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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:
The hunter is a character with unmatched strength, he is not someone made for all campaigns, so ask your GM to authorize his use, as this class will pass his strength with some dark ages additions
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Slayer of The Dark Ages[edit]

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Source: DOOM The Dark Ages art
In the first age, in the first battle, when the shadows first lengthened, one stood. Burned by the embers of Armageddon, his soul blistered by the fires of Hell and tainted beyond ascension, he chose the path of perpetual torment. In his ravenous hatred he found no peace; and with boiling blood he scoured the Umbral Plains seeking vengeance against the dark lords who had wronged him. He wore the crown of the Night Sentinels, and those that tasted the bite of his sword named him... the Doom Slayer.
—Demon Priest in his last moments...

In a time when the sky was blackened with ashes and the rivers flowed red, kingdoms fell to a tide of darkness older than the gods themselves. The creatures of the night that ushered in the dark ages, rose from the depths... desecrating the earth, devouring hopes and erasing names from the annals of time... clerics fell silent, heroes fled, kings fell and then... he came.

As if the cries of fear and despair along with the prayers of those who begged for salvation, he appeared.... an outsider, a solitary figure amidst the rubble of the sacred. A warrior with no emblems, no banners, no god to claim him. Only the creak of his cursed armor, the hiss of his shield slicing the air and the echo of his heavy footsteps made the abyss name in the darkness.... He does not kneel, He does not retreat, He is the only thing they fear....

Creating an Slayer of The Dark Ages[edit]

"They sealed it with blessed chains and runes of silence. And yet, the gates of hell did not resist his fury. When he roars, the demons are silent. When it bleeds, the Abyss trembles. And when it comes... it is too late."

The Doomsalyer is not a paladin, nor a champion. He is a symbol of retaliation. Born in pain, shaped by loss, and steeped in the blood of a thousand wars, this warrior is the ultimate answer to corruption. His enemies are not mere mortals, but the aberrations that lurk in the folds of reality. Creatures of the night, demons and undead, creatures that whisper to the mad and devour the souls of the innocent. Against them all, the Hunter is the last word, the last blade, the last roar. The Doomslayer is more than a class. It is a promise. A promise of fire, death and punishment.

Class Features

As a Slayer of The Dark Ages you gain the following class features.

Hit Points

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

Proficiencies

Armor: Sentinel Armor (Description below)
Weapons: All weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose 2 from Insight, Medicine, Acrobatics, Stealth, Perception, Survival, Nature, Investigation

Equipment

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

  • (a) Long Sword or (b) a Chainsaw-Shield or (c) Two Martial Weapons
  • (a) Leather, Longbow and 20 Arrows or (b) Adventurer's kit
  • If you are using starting wealth, you have 4d4 x10gp in funds.

Table: The Slayer of The Dark Ages

Level Proficiency
Bonus
Features Fist of Vengeance Speed Force
1st +2 [[#|]], Carnage Points, [[#|]] 1d6 +10 ft.
2nd +2 [[#|]], [[#|]], Action Surge 1d6 +10 ft.
3rd +2 Improved Critical, [[#|]] 1d6 +10 ft.
4th +2 Ability Score Improvement 1d6 +15 ft.
5th +3 Extra Attack, [[#|]], [[#|]] 1d8 +15 ft.
6th +3 Rip and Tear, Slayer Fury 1d8 +15 ft.
7th +3 [[#|]], [[#|]], [[#|]] 1d8 +20 ft.
8th +3 Ability Score Improvement, [[#|]], Mass Control, [[#|]] 1d8 +20 ft.
9th +4 [[#|]], Unwavering, Incorruptible and Unalterable 1d8 +20 ft.
10th +4 [[#|]] 1d8 +25 ft.
11th +4 [[#|]], [[#|]] 1d10 +25 ft.
12th +4 Ability Score Improvement, Harder to Kill 1d10 +25 ft.
13th +5 [[#|]] 1d10 +30 ft.
14th +5 Berserker, Immunity to the Concept of Destiny 1d10 +30 ft.
15th +5 Double the Carnage 1d10 +30 ft.
16th +5 Ability Score Improvement, [[#|]] 1d10 +35 ft.
17th +6 [[#|]], [[#|]] 1d12 +35 ft.
18th +6 [[#|]] 1d12 +35 ft.
19th +6 Ability Score Improvement, [[#|]], [[#|]] 1d12 +40 ft.
20th +6 The Only Thing They Fear 1d12 +40 ft.

Carnage Points[edit]

From the first level you get a resource pool called Carnage Points. Every time you receive or inflict 10 or more damage points, you automatically gain 1 Carnage Point; furthermore, if you receive 50 or more damage points, you immediately gain 12 Carnage Points, The maximum for these is non-existent and they will remain with you until you enter a new fight. You always start the first initiative round (start of fights) with 0 accumulations of Carnage Points, resetting each time you enter a new fight but remaining until that happens.

The save DC for any of your Carnage features that require one is 10 + your Strength or Constitution modifier + your proficiency bonus

Unbreakable Will[edit]

They say that the body can break, that the flesh can fail, and that even the greatest champions have a limit. But there is something inside the Hunter of the Abyss that defies that truth. Unbreakable Will is not blind faith or stubbornness: it is the pure manifestation of purpose. It is the total refusal to fall to one's knees in the face of pain, death or fear. When the drums of war beat louder and the hordes of the Abyss cover the horizon, it is your will that keeps you standing, even when there is nothing else left. It is not magic. It is not blessing. It is fury channeled. Faith made steel. Hate turned to life.

Starting from 1st level you are immune to the charmed condition, Additionally if a creature tries to frighten you and succeeds, instead of receiving the frightened condition, you gain the Bloodlusted condition towards the creature that tried to provoke fear in you. Also you gain advantage on Wisdom saving throw and resistance to psychic damage.

Path of Torment[edit]

And in his conquest against the blackened souls of the doomed, his prowess was shown. In his crusade, the Seraphim bestowed upon him terrible power and speed, and with his might he crushed the obsidian pillars of the Blood Temples. He set forth without pity upon the beasts of the nine circles. Unbreakable, incorruptible, unyielding, the Doom Slayer sought to end the dominion of the dark realm. At 1st level, you have put aside your mortal weaknesses in order to pursue your path of bloodshed and slaughter - you gain the following benefits.

  • Your body left the shackles of mortality to gain strength equal to your unbreakable will. You have supernatural strength, speed and durability. You gain a +1 to your Strength, Constitution and Wisdom modifiers and your Strength, Dexterity and Constitution stat limit increases to 50.
  • You have resistance to non-magical bludgeoning, piercing and slashing damage.
  • Whenever you force a creature to make a saving throw you can use your reaction to spend a Carnage Points to make the creature make the save with disadvantage.
  • While in combat against Demons, you have advantage on attack rolls, ability checks, and saving throws.
  • You add one more damage die to your attacks against demons, undead, aberrations, shapeshifters, wraiths and ghosts.
  • You add as a penalty your proficiency bonus to attack rolls, saving throw and skill checks against demons, undead, aberrations, shapeshifters, wraiths and ghosts.
  • You do not need to eat, drink or sleep as long as you have defeated an enemy in the last week.
  • For every 1000 years, you only age the equivalent of 1 year.
  • Your unarmed strikes inflict 1d6 + your Strength modifier of blunt damage. This die changes as you gain levels, as shown in the Unarmed Attack column of the Doom Slayer table.
  • Your rage has broken your mortal limits, granting you supernatural speed. You gain 10 feet of additional movement, which will increase with level as shown on the Doom Slayer table.

Sentinel Armor[edit]

At the first level you are given the sentinel armor. The Armor of the Doomslayer is not a simple piece of protection. It is a cursed legacy, a prison of steel and fury that seals within it the ultimate weapon against the Abyss. It was created by the ancient Sentinel Artificers, smiths who knew the secrets of living runes and metal consecrated with hatred. The helmet is engraved with symbols that blind demons, and its core is fueled by a red relic: the Heart of War, a crystal latent with the rage of a thousand souls fallen in combat, the mark that decorates all the armor of all the Sentinels of the Night. Its boots are designed to crush skulls and sustain the wearer even on battlefields littered with corpses. His gauntlets allow him to channel the energy of the Abyssal Wrath directly into melee attacks. Thanks to it, you obtain the following benefits:

  • You gain resistance to fire damage and advantage against any saving throw that cause this damage. At level 10th you become immune to fire damage you are immune to exhaustion in Extreme Heat environments, as detailed in Chapter 5 of the DMG.
  • Wearing this armor combined with the toughness of your skin gives you an adamantine defense. Critical attacks do not count as critical against you, and you are not affected by additional effects of these attacks.
  • While worn all Charisma (persuasion) rolls are made with disadvantage, but all Charisma (intimidation) rolls are made with advantage.
  • While worn all opportunity attacks against the doom slayer have disadvantage.
  • They cannot knock you down, plus you have advantage against saving throws that force you to be pushed or dragged against your will, in case you fail these saves you are only pushed about 10 feet, as long as you are on solid ground and are not unconscious.
  • The armor contains a space-time technological backpack, capable of storing all of the Slayer's weapons and ammunition without space or weight limitations. He can switch or store weapons as an bonus action, apart from the fact that any weapon stored inside the backpack cannot be snatched or removed against his will.
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source: By the artist Wisper Art []

Shield Saw[edit]

At level 2 you are given the Slayer’s Shield Saw, a brutal fusion of defense and carnage, was engineered by Sentinel Forge-Lords. Crafted from Oblivion Iron and fueled by Sentinel energy, its spinning wraith-steel blades tear through demonic hordes with malicious efficiency. Despite its immense weight and searing heat, the Slayer wields it effortlessly. Any creature using the shield that is not the Slayer will suffer fire damage equal to 3 times the Slayer's strength modifier, and will feel incredibly heavy causing it to lose all shield proficiency if it had any, weighing 100 pounds for anyone other than the Slayer.

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[]

Type: Special Shield (requires attunement to the Slayer's class) Requirements: Strength 15 or higher

-Properties:

  • Grants +2 to AC as a normal shield.
  • Can be used as a melee weapon (versatile)
  • Damage: 1d8 slashing (1d10 when thrown as a disc). This weapons grows in power as you level up. At 2nd level the 4th deals 1d10 slashing damage (1d12 when throw as a disc) and will gains dice every 6th, 8th, 10th, 12th, 14th, 16th and 18th of The doom slayer's levels.
  • Properties: Heavy, Versatile, Throwable (30 ft), Returns (The shield is linked to the Slayer through synchronization, so it will automatically return to you at the end of your turn. Alternatively, you can choose to switch to its long-range mode, causing the shield to double its range at the cost of only being able to recall it as a free action on your turn).
  • Damage ignores resistance to non-magical damage. Can be activated as a bonus action to power up its built-in circular saw. While active (lasts 1 minute or until it is turned off as a free action), the shield gains the following benefits:
  • Saw Mode Activated: Attacks with the shield deal 1d6 + your Strength modifier of additional slashing damage and provoke disadvantage concentration rolls if they damage spell casters. You can spend 2 Carnage Points to make an additional attack as part of your bonus action while the chainsaw is active.
  • Slashing Counterattack: When a creature misses a melee attack against you, you can spend 3 Carnage Points as a reaction to activate a counterattack with the saw, automatically hitting it if it is within 5 feet. If the attack is critical fail the target will be automatically stunned and knocked down.
  • Parry: Each time you are hit by an attack or spell, by spending a Carnage Points as a reaction you raise your shield, which reduces the damage by half and absorbs any residual energy. You gain temporary hit point equal to the reduced damage, which disappear at the end of a long rest. At level 6 you can choose to use the residual damage to add to your damage rolls with the shield instead of gaining temporary hit point.
  • Cutting Disc (Throw): You can throw the shield as a spinning disk in a straight line 30 feet and 15 feet wide. All creatures in that line must make a Dexterity saving throw or take the shield's damage plus 1d10 + your Strength modifier slashing damage. You can spend 3 Carnage Points to make the shield bounce between up to 3 additional targets within 20 feet of each other, applying the same damage.
  • Deflect projectiles: You can use your reaction to raise your shield to cover yourself and deflect projectiles against you. When you do so, the damage you take from the attack is reduced by an amount equal the weapon damage of your Shield saw + your Strength modifier + your Doomslayer level, as part of this reaction you can spend Carnage Points to add the dice back (you can spend a maximum of Carnage Points equal to your Strength modifier). If you reduce the damage to 0, you return the projectile to the creature that launched it and, as part of the same reaction, you perform this attack proficiently, regardless of your proficiency with the weapon, and the missile counts as a fast weapon for the attack. Additionally as a reaction or bonus action you can give yourself the benefits of 1/2 cover. At level 10 this cover becomes 3/4.
  • Ram: As an action by spending 2 Carnage Points you can ram a creature you can see within 60 feet without generating attacks of opportunity, forcing this creature to make a Constitution saving throw, in case of failure the creature receives 1d10 x your Strength modifier as blunt damage and is stunned receiving a -2 to its AC, in case of success it only receives half the damage and does not suffer the other effects. In addition, any enemy creature within 15 feet of the rammed creature takes the same damage as thunder due to the shockwave caused by your force. At level 6th As part of this action you may choose to spend up to 1 additional Carnage Point (maximum up to your Strength modifier} when activating this ability. For each additional point spent, add 1d10 points of blunt and thunder damage. If you spend at least 4 Carnage Points total, the main target also moves back 20 feet and must succeed on a Constitution saving throw or be pinned against the terrain, remaining restrained until the end of your next turn or until you use an action to free yourself.
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[]
  • Shield Recall (Level 5): At any time, you can use a free action to make your shield return to you with a trail of sparks and blood. If there are enemies between you and the shield, they must make a Dexterity saving throw or they take 1d8 + proficiency bonus for slashing damage for every 10 feet traveled by the shield on its return. If the shield returns from a still-living body, it deals an additional 1d10 damage on the way out.
  • Inlaid Saw (level 6): As an action or reaction you throw your shield towards a creature forcing it to make a Constitution saving throw, in case of failure the shield is embedded in its chest with the spinning saw causing great damage and pain, the target’s current action or reaction (if any) is interrupted and wasted, suffering double the damage of the shield and being {[5c|incapacitated}} and stunned until the end of your next turn or before if you decide to call your shield as a free action. In case of success, the creature suffers only the normal damage of the shield roll without suffering the other effects. As part of this action, you can spend 5 Carnage Points to inflict Hemorrhage on the creatures affected by this ability.

Action Surge[edit]

Starting at 2nd level, your hatred can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 9th level, you can use it twice before a rest, Starting at 12th level, you can use it tree times before a rest, but only once on the same turn.

Monstrous Strength[edit]

Starting at 2nd level, you count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift. In addition, starting at 6th level, you instead count as three sizes larger for the purposes of determining your carry capacity and the weight you can push, drag, or lift. And lastly, at 9th level you instead count as four sizes larger when determining your carrying capacity and the weight you can push, drag or lift. In addition; you may use a two-hand and/or heavy weapon in one-hand for the purposes of duel-wielding or using a weapon as a weapon and shield where you gain proficiency in all melee attacks made with a Str-Based Melee Weapon on your turn aswell as being able to add your proficiency bonus to your damage rolls.

Improved Critical[edit]

Starting on level 3th your weapon attacks score a critical hit on a roll of 19 or 20. You can use 5 Carnage Points to automatically make your attack a critical hit. You may only use this feature once per round, this increases to twice per round when you reach 11th level in this class and your weapon attacks score a critical hit on a roll of 18-20 when you reach 12th level in this class.

Hunter's Mark[edit]

From level 3th, With a burning glare of vengeance, you mark a creature as your prey. This mark brands them with a sigil visible only to you—one forged in wrath and blood. While marked, the target becomes the focal point of your relentless fury. You can choose a creature you can see and mark it to a creature for 1 minute, granting the following benefits:

  • The creature cannot benefit from invisibility, resistance to nonmagical damage, or temporary hit points.
  • Once per round, your first melee hit against it is a critical hit if it is below its maximum hit points.
  • Latent Fear: The marked creature has disadvantage on saving throw against you, if the creature was already at a disadvantage, it receives a -2 penalty.
  • Relentless Pursuit: You gain advantage on all attack rolls, if you already had advantage you gain a +2 to damage rolls, plus advantage on skill checks made to track or locate the marked creature, and your movement speed increases by 10 feet when moving towards it. Additionally, the creature cannot move more than 30 feet away from you.
  • Terror of the Slayer: If the creature is reduced to less than half its hit points while marked, it must succeed on a Wisdom saving throw on each of its turns, or it suffers the frightened condition until the mark ends or the creature heals above half its hit points.
  • Armor Destruction: The target's AC is reduced by 1 for every 2 successful hits it receives from your melee attacks, if the creature's AC is reduced by 15 or less you can force it to make a Constitution saving throw, on a failure its armor will be completely destroyed, if AC is reduced to 0 its armor is automatically destroyed. This reduction is restored at the end of the combat or if the creature receives some kind of healing.

If the marked creature is reduced to 0 hit points while under your Mark of the Hunter, you can immediately choose a new target within 30 feet to become marked without using a bonus action. You also regain 1 use of your reaction and gain 5 Carnage Points.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Also following the ability score improvement you gain reaction, at 4th level you gain an additional reaction, and again at 6th and 10th.

Extra Attack[edit]

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 and to four at 17th level in this class.

Vengeance Has a Name[edit]

At 5th level, you can use a reaction to absorb soul fragments that detach from a creature you kill. When you kill a creature, the target makes a Constitution saving throw against your butcher DC. If you fail you absorb its soul fragments - if the creature critically fails you absorb its entire soul (the creature cannot be properly resurrected and can only return as an undead, also if a creature is brought back to life it loses all connection to any higher power since you possess its soul).

You recover a total amount of hit points equal to the damage you inflicted in the killing blow. If the creature scored a critical failure, you get double the hit points. If the hit points you absorbed exceed your hit points maximum, the remainder will be added to the temporary hit points. By absorbing soul fragments, you become stronger, when you succeed in absorbing soul fragments you get a +1 that you can add to your Strength, Constitution and Wisdom stats, but if you absorb a complete soul you can gain an extra proficiency of your choice, if you choose a proficiency with a function you were already proficient with, you double that proficiency.

Slayer Fury[edit]

At 6th level, your relentless fury imbues each and every one of your weapons, turning everything that touches your hands into a deadly tool. Your damage counts as magical for the purpose of overcoming resistances and immunities to non-magical attacks and damage. Additionally they count as silver weapons to cause the greatest suffering to the creatures of the night. Moreover, every weapon is also imbued with your will, therefore weapons in your possession cannot be broken by any known means. Furthermore, if they are targeted by an effect that would destroy a weapon, such as the Rust Metal trait of a Rust Monster or the antennae action, ignore it.

Maximum Efficiency[edit]

At level 7th your adamantine defenses show their toughness. Every time you are going to receive more than 50 damage, you can reduce that damage to 50 as force damage, this does not cost your reaction and you can also make a Constitution check against the spell or attack, if you succeed, you will redirect that 50 damage as force damage to the attacker. You can use this function a number of times equal to your Constitution modifier, you regain all uses after a long rest.

Rip and Tear[edit]

At 7th level, all forms of defense feel the effect of your onslaught. Whenever you successfully make two melee weapon 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 Strength modifier. A creature with natural armor is no longer under the effect of this feature when they are healed to their hit point maximum. If the enemy hears as if a heavy metal band was playing with every Slayer hit, it must be because he has already been hit too hard.

No Bounds[edit]

At level 8, your limitations are broken, you are a walking mass of rage that can hardly be stopped. Your movement is not affected by difficult terrain, and you can push enemies out of your way, and you can push as an additional action. Finally, your movement speed is not reduced when climbing or swimming, and your long jump distance is doubled, additionally you suffer no fall damage. As a bonus action each time you jump or fall from a great height, you can cause a shockwave, forcing all creatures within 120 feet to make a Constitution {[5e|saving throw}}, on a failure they receive 1d10 x your Strength modifier, (for every 10 feet in your fall the damage die increases by one) and are knocked prone. On a success the creatures only receive half the damage and are not knocked prone. You can spend your reaction to double the damage.

Stand and Fight[edit]

At level 8th, your fight in hell has made you an expert in fighting multiple opponents. When you are attacked by More than one creature they get a penalty to their attack and damage rolls equal to your Strength modifier, plus you get a reaction for each creature and after enemy creatures fail at least once during your turn, you get a damage roll increased by 1 for each failure (This stops accumulating once you attack). All enemies in combat with you take double damage if they are either grappled, prone or incapacitated and any time you complete a grapple you can make that the grappled opponent complete a Strength saving throw and if they fail they become incapacitated for one turn.

  • Brutal Counterattack: When a creature misses a melee attack against you, you can use one of your reactions to make a Brutal Counterattack. If it hits, you push the target 10 feet away and can move 10 feet without provoking opportunity attacks. This attack ignores resistance to non-magical damage. You may spend 4 Carnage Points to unleash a shockwave with your strength as part of this reaction, forcing nearby enemy creatures to make a Strength saving throw. On a failed save, they take the attack's damage as thunder damage and suffer its full effects. On a successful save, they take only half damage and suffer no additional effects.
  • Echo of Pain: As an action, by spending 5 Carnage Points, you slam your shield to unleash a massive shockwave empowered by your strength. The damage is equal to your unarmed strike, but for each enemy within range, the damage die increases by one step. Creatures in 120-foot cone must make a Constitution saving throw. On a failed save, they take damage equal to your unarmed strike dice multiplied by your Strength modifier as thunder damage, are pushed 30 feet, and become stunned, deafened, and knocked prone. On a successful save, they take half damage, are pushed only 15 feet, and suffer no additional conditions.

Titans Killer[edit]

At level 9th, It doesn't matter how big your enemy is the bigger they are, more harder will be the fall If a creature is larger than you, you gain a +2 bonus to attack and damage rolls, also all your damage dice increase by 1. For each size category the creature is larger, you add this benefit again (Large = +2 to attack and damage rolls , Huge = +4 attack and damage and so on). You get a +2 bonus to your Strength score.

  • Titanic Grip: You gain advantage on any checks or saving throw to resist being grappled, shoved, or knocked prone by creatures larger than you. Additionally, when you grapple or shove a creature larger than you, you can spend 2 Carnage Points to do so without disadvantage, and may treat yourself as one size category larger for the purpose of the contest.
  • Carnage Slam: When you hit a creature larger than you with a melee attack, you may spend 3 Carnage Points to add a brutal shockwave to your strike. The target must make a Strength saving throw. On a failed save, it is knocked prone and stunned until the start of its next turn. On a success, it is pushed 10 feet and cannot take reactions until the end of your next turn.
  • Giant Cleaver: When you reduce a Large or larger creature to 0 hit points, you may spend 5 Carnage Points to enter a state of empowered brutality until the end of your next turn:

-All your melee attacks deal maximum weapon damage on hit.

-You gain temporary hit points equal to your Strength score × the creature’s size modifier (Large = ×2, Huge = ×3, Gargantuan = ×4).

-All enemies within 10 feet must succeed a Wisdom saving throw or be frightened of you until the end of your next turn.

Unbreakable, Incorruptible and Inflexible[edit]

Starting at 10th level, your Strength score, your Constitution score, your Wisdom and your hit point maximum cannot be reduced. In addition, are completely immune to the exhaustion. Additionally, your current hit points 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.

Multiclassing[edit]

Prerequisites. You may not multi-class into this class.

Proficiencies. You may not multi-class into this class.

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