Talk:Doom Slayer (5e Class)

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hey errybody, this is my first attempt at a homebrew class so feedback is greatly appreciated.

Also thanks Guy for adding the copy write disclaimer at the bottom—The preceding unsigned comment was added by Tkail (talkcontribs) . Please sign your posts.

Sure thing. I've still only played a few hours of the last Doom game, on which this seems to be based, but I'll give it a shot.
  • Most of the class features don't note at which level they are earned. E.g., "when you reach 5th level..." This forces the reader to continuously scroll back up to consult the table, then scroll back down, and repeat.

gone through and fixed that, mb

  • It's unclear why this class proficient in heavy armor, but not medium or light. Being "proficient" in armor just means you can move in it without undue difficulty, and it's difficult to imagine someone moving fine in heavy platemail but having trouble with some leather.

The idea is to make it clear the class is meant to be in heavy armor, although the Preator Sacrament does this i wanted it to be extra clear. with the focous being clear i didn't see a reason not to clip the classes versatility a bit since balance wise its already quite beefy. lore wise i'd paint it as being used to wearing weighted clothes everywhere and overextending without them.

  • A lot of features have unusual capitalization or lack thereof, at least by 5e standards. E.g., "DC" is an acronym and should always be capitalized, while class names are common nouns and shouldn't be capitalized. Help:When to Italicize and Capitalize has some details on this.

still going though this ¬_¬ gonna take a while

  • "Diplomacy attempts" might want to be replaced with something like "Charisma (Persuasion)" checks. "Devils and Demons" can just be replaced with "fiends." The more I read the more I realize a lot of features would be improved if they were better attuned to 5e terminology.

That's my inexperience showing changed to fiends

  • Why proficiency in improvised weapons?

The idea was to make a doom slayer dangrous even if stipped of his weapons, not as effective as a monk(since they get martial art dice) but still able to proficiently pick up a chair and beat someone to death with it.

  • The Ravenous Hatred feature asks for excessive math at the gaming table—calculating 10%, 20%, 30%, etc of various different amounts of hit points before one can even consider it being used. The player could only do this with metagame knowledge anyway, and the DM is (hopefully) far too busy to do math every time every creature takes damage just to see if the doom slayer can use this reaction. Isn't this feature called Glory Kill in the game itself, anyway?

hadn't heard of glory kills in 5th ed before. It is quite math heavy but i'm not too sure how to replicate the effect without it relying on monster hp percentages. Its meant to only become usable when it can potentially instakill something and my first though was monster hp %. I see your problem with the DM having to work out every monsters glory kill threshold and then telegraphing when each one is susceptible. Would a better option be forceing bloodied creatures hit by the doom slayer to take med to low chance of failure con saves triggering instant death?

  • Staggering Blow seems a little pointless, as anyone can attempt to shove in place of a normal attack. See melee attacks.

true but Staggering blow doesn't require the hit to be melee, or for the player to make an opposed athletics check or for the creature to be only one size category larger being able to slap a dragon back 10 ft seems pretty rad

  • "Sacrifice" is exceptionally exploitable, especially considering you can apparently do this as much as you want. 5e is built so players' damage output is several times more valuable than damage recovery or reduction, and this feature only enhances that further. Barbarians wish they could rage this hard.

entirely correct has been reeled back a chunk

  • "Each attack made with a different type of weapon (presumably after the first) in the same turn gains an additional half your Doom Slayer level rounded down as untyped magic damage." Why "untyped magic damage" and not just "extra damage"? This feature will (seemingly unintentionally)strongly encourage a player-character to use light weapons, since you get that extra attack at your bonus action which gets (eventually) tons of damage. By 20th level, this feature will grant you at least 20 extra damage output—or with ideal conditions and haste, at least 50 extra damage—which combined with its number of attacks puts this class WAY above what an SRD class can do in a standard turn without expending resources. Consult Class Damage (5e Guideline).

I hadn't considered two handing light weapons to proc the effect, tuned the damage back a bit. This feature was meant to mirror the frequent weapon switching that happens in the doom games. Changed it now to be once per turn and only be dependent on the weapons type


Overall this class seems too powerful because it already gets as many attacks as a fighter (and even gets the 4th one several turns earlier), plus all these crazy-strong Doom Slayer options. Bringing those inline would be the most important thing, but it would also be beneficial to rewrite most of the class features, and to make Ravenous Hatred less of a burden to use. - Guy 20:21, 14 September 2018 (MDT)
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