User:Quincy/Doom Guy

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Doom Guy[edit]

Otherwise known as the DOOM SLAYER, your goal in life is to redeem yourself from the ungodly crime you did all those years ago.

The Doom Guy[edit]

Revenge is your only goal

Creating a Doom Guy[edit]

Quick Build

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

Class Features

As a Doom Guy you gain the following class features.

Hit Points

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


Armor: Medium Armor
Weapons: All Martial Weapons
Tools: Sledgehammer
Saving Throws: Strength, Constitution
Skills: Athletics, Perception, Survival


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

  • (a) Scale Mail or (b) Nothing
  • Martial Melee Weapon
  • Sledgehammer
  • If you are using starting wealth, you have 1d10+Wisdom GP in funds.

Table: The Doom Guy

Level Proficiency
1st +2 Special Unarmored Defense
2nd +2 Life Steal
3rd +2 Temporary Health Points
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 The Crucible
7th +3 Fit of Rage
8th +3 Ability Score Improvement
9th +4 Giant Nemesis
10th +4 Intimidating Stature
11th +4 Arcing Slam
12th +4 Ability Score Improvement
13th +5 Overwhelming Strength
14th +5 Discharge
15th +5 Protection
16th +5 Ability Score Improvement
17th +6 Super Charge
18th +6 Damage Increase
19th +6 Ability Score Improvement
20th +6 Death Beam

Special Unarmored Defense[edit]

Starting at Level 1, while you are not wearing any armor your Armor Class equals 10 + your Strength modifier + your Constitution modifier. You can use a Shield and still gain this ability.

Life Steal[edit]

Beginning at Level 2, whenever you succeed an attack roll against an enemy, you gain 1/4 of the damage as health points rounded down. This will increase to 1/2 at Level 10 and gain full damage at Level 17.

Temporary Health Points[edit]

For the health that you gain from the Level 2 ability Life steal, you gain half the life as temporary hit points. If you already have temporary hit points you cannot gain any more than you already have

Ability Score Increase[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.

Extra Attack[edit]

Beginning at 5th level, when you take the attack option, you may attack twice.

The Crucible[edit]

When reaching level 6, you lose all weapons you have and they are replaced with the crucible. The weapon's damage is 1d12. This increases to 2d12 at level 13. The weapon has an ability called the Ever Growing. The Ever Growing is for each enemy you defeat in combat, the weapon gains an extra +1 to damage rolls. This ability ends at the end of combat. Every weapon you try to get after obtaining this weapon will be added to The Ever Growing ability and thus disappears at the end of combat.

Fit of Rage[edit]

Beginning at level 7, as a bonus action during combat you can activate Fit of Rage. When Fit of Rage activates all damage you take is halved, be from ranged or melee. Along with that your movement speed is doubled and all damage you deal is doubled. You have an additional attack while this is active. If you get a critical with an attack die, your damage doubles again. If you have a base roll under a 15 the roll is immediately changed to a 15. This ability ends at the end of the turn that it was activated. You can active this ability a number of times equal to half of your Doom Guy level per short rest.

Hell Resistor[edit]

Your time in Hell has payed off. Starting at Level 8 you are now resistant to Fire, Necrotic, Bludgeoning, and Slashing damage. This stacks with the Level 7 ability and while Fit of Rage is active, you are immune to Fire, Necrotic, Bludgeoning, and Slashing Damage.

Giant Nemesis[edit]

Your battles have given you experience against larger opponents. Starting at level 9, whenever you face an opponent that is larger than you in size you gain an extra 1d8 to your damage rolls. This increases to 1d10 at level 12, 1d12 at level 14, and 2d12 at level 17.

Intimidating Stature[edit]

Your very presence scares enemies. When you get to level 10 you gain proficiency in intimidation, and any enemies have disadvantage against you when they try to intimidate you.

Arcing Slam[edit]

At level 11 you gain the Arcing Slam. You can use an action to raise the crucible above your head and slam it down into an enemy. The enemy will take 3d12+mod slashing damage. If the enemy dies by this method, the crucible will gain an extra +3 to its damage rolls. This can only be used once per long rest.

Overwhelming Strength[edit]

At level 13, your characters strength increases by 2. Your characters max strength is now. For each level after level 13 the Doom Guy gains an additional 1 strength. At level 16 this increases to 2 per level.


Once per combat, at level 14, you can expend all the additional +1 to your damage roll to damage an enemy. Each +1 equals 10 damage to an enemy. This increases to 20 at level 20.


The deities are looking out for you. When you reach level 15, your armor becomes resistant to all physical damage.

Super Charge[edit]

At level 17, you get the option to supercharge the Crucible. To activate this ability you must stab your sword straight into the ground and hold it there for one action. On the next turn the weapon gains +10 to The Ever growing ability.

Damage Increase[edit]

Your combat expertise now allows you to deal more damage. Starting at level 18, the damage your crucible does is now increased to 6d12, and all +1 boosts that the crucible gains from The Ever Growing is now tripled.

Death Beam[edit]

Starting at level 20, you may unleash the limitless energy stored in the crucible into a deadly beam. You chose one target and fire. They must make a con save of dc-15 or take (or 3)5d20 damage and will take double damage for all damage types for the rest of combat. They take half damage and will only take double damage from physical attacks for the rest of combat if they fail the save. This ability may only be used once per long rest.

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