In the first age, in the first battle, when the shadows first lengthened, one stood, burned by the embers of the Great Conjunction, his soul blistered by the fires of Subternia 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 plans seeking vengeance against the Dark Lord who had wronged him. He wore the crown of the knight sentinels, and those who tasted the bite of his sword name him the Doom Slayer.
Tempered by the fires of Subternia, his iron will remained steadfast through the passage that preys upon the weak, for he alone was the hell walker, the unchained predator who sought retribution in all quarters, dark and light, fire and ice, in he beginning and the end. And he hunted the slaves of doom with barbarous cruelty; for he passed through the divide as none but demon had before.
And in his conquest against the blackened souls of the doom, 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 fourth without pity upon the beasts of the knight circles. Unbreakable, incorruptible, unyielding, the Doom Slayer sought to end the dominion of the dark realm.
The age of his reckoning was uncounted, the scribes carved his name deep into the caverns of Subternia across eons, with each battle etched terror in the hearts of demons. They knew he would come, as he always had, as he always will, to feast on the blood of the wicked, for he alone could draw strength from his fallen foes, and ever his power grew swift and unrelenting.
None could stand before the hoard but the Doom Slayer. Despair spread before him like a plague, striking fear into the shadow dwellers, driving them to deeper and darker pits. But from the depth of the abyss rose the great one, a champion, mightier then all that had come before; the Titan of immeasurable power and ferocity. He strode upon the plain and faced the Doom Slayer, and a mighty battle was fought on the desolate plains. The Titan fought with the fury of the countless that had fallen at the Doom Slayer’s hands; but there fell the Titan, and in his defeat the shadow hoard was routed.
And in his terrible rancor between worlds and through time came the wretch who shall not be named, but in his heresy was loyal to his evil cause. The wretch adorned the Doom Slayer in a mighty armor, wrought in the fortress of Subternia, impenetrable and unyielding, with sword and shield of adamantine strength, the Doom Slayer sent to banish all that were left unbroken by his savagery to the void.
Yet as the mighty Titan fell and dread engulfed the armies of DOOM, the demon priests of the blood temples laid a trap to capture the scourge of Subternia, insatiable, even by the vanquishing of the great one, the hell walker sought to prey in the tombs of the blood keep, and blinded by his fervor, the lure drew him in. The priests brought down the temple of the Doom Slayer and in his defeat entombed him in the cursed sarcophagus. The mark of the Doom Slayer was burned upon his crypt, a warning to all of hell that the terror within must never be freed. There he lies still, and ever more, in silent suffering...
You awaken inside the basement of Castle Grayskull at the Behest of the Sorceress of Grayskull, who, having opened your sarcophagus, proceeds to tell you that Hyboria has fallen to Ganon, the Demon King. Dark forces have been unleashed upon a world reeling from the effects of his dark magic, the Great Conjunction, and the opening of the Gash, the rift between Hyboria and the world of Leviathan, a dark realm of aberrations.
The sorceress shows you the way from the basement.
"The forces of darkness have tried to prevent this event."She tells you as she leads you from the bowels of Hyboria, back to the surface world that abandoned you so long ago. Your keen ears hear them outside; the legions of Subternia, baring down upon the once indomitable fortress of Grayskull. "The doors won't hold them much longer. I...need you. Hyboria...needs you..."
The sound of wood splintering fills the hallowed halls.
The sprint up the spiraling concrete stairs is met with a shower of wood as it cascades down, clacking its way down into the dark behind them as they arrive on the first floor of Castle Grayskull. The blue lights of the magical well radiate up the walls and off the ceiling, the only illumination as they enter the main hall. The moaning, growling of the undead echoes off the pillars, the columns, fills the air of the room.
"I beg you to listen to me."The Sorceress of Castle Grayskull said as she paused their advance, halted her lead of the Slayer to the entrance to the inner sanctum. "Your sleep has been long and uninteruppted from an age unremembered. The servants of DOOM still know your name, and they fear you. Hyboria will fall without you..."
The sounds of those that would dare invade the sacred Castle Grayskull began to echo the halls. The scraping, dragging sound of undead feet.
The first undead creature shuffles into sight, staggering along on legs that are unsure, unsteady. Still it comes, moaning, slavering and ready for violence as it shambles toward its destruction.
The Sorceress took her leave, stepping back as the undead was joined by another...and another...
"I will guide you through the lands of Hyboria." She promised, putting the body of the Doom Slayer between herself and the creatures before them. "We will be connected telepathically as you do your grisly work. Now...rip and tear...until it is done."
And the Slayer reached for their weapon...
What is DOOM?
DOOMis a stand-alone solo campaign set in the Hyborian Dark World following the death of the unicorn mare and the Great Conjuction setting in motion the perpetual twilight. One player will be selected to test their mettle as the Doom Slayer, the powerful PC set against the hordes of Subternia, set loose upon the world by the advent of Ganon, the Demon King.
There will be no respite for the Doom Slayer. Initiative will be the near continuous focus of the campaign as wave after wave of foe is set upon you. Enemies will be multitudinous and ever-increasing in challenge rating. Violence will be the word of the day, and when you die, because you will die, you only get limited opportunities to get back up and keep fighting.
Because of the brutality and non-stop onslaught you will face in game play, you will have access to powers, capabilities, and character builds not typical of a PC.
You DO NOT need to know any of the lore of the AURYN Campaign to play DOOM. Additionally, none of the goings on of the main campaign or DOOM will effect one another.
DOOM is designed to be played Solo, so between one PC and the DM. Your character is POWERFUL, relying on a slew of homebrew rules and situations (outlined below) to make them more than just a common PC. This campaign is almost completely relentless combat, with very few traps / puzzles and a 'railroad' story arc that leads you from one battle to the next. It is designed to go from Level 1 to Level 20, though this may take some time and relies on you surviving. Combat is brutal and isn't fair. Challenge Ratings are a very loose suggestion.
Death is almost a certainty. You have been warned.
Building Your Character
Race
You can choose whatever race you desire when building your version of the Doom Slayer.
Class
You'll be starting at Level 1.
The Doom Slayer is a Gestalt character, following Gestalt rules. Because of the complexity of their build, you will need to use a PDF character sheet like this one-
A Gestalt character combines 2 Classes into 1 class. You can be a combination Fighter / Barbarian. Rogue / Ranger. Paladin / Warlock. Whatever combination you decide to go with at Level 1, you use the following rules-
You CAN Multiclass your build of the Doom Slayer, but every Multiclass has to be into a new Gestalt Combination.
Ability Scores
Ability Scores are Manual Entry from the following array- 20, 18, 16, 14, 12, 10.
Description
Background and description are up to you!
Equipment
Since you're starting at Level 1 after a millennia of being trapped in a sarcophagus, you'll only have Starting Equipment as you begin. You CAN have a little something extra, such as a set of Plate Armor if you want, but no magical items starting off.
Homebrew Rules
Legendary Abilities
At 1st Level, you must decide if you want 1 Legendary Action of one action equivalency, OR 1 Legendary Resistance. After that, Legendary Actions and Resistances have to be earned through the Upgrade Buy system.
For each additional Legendary Action you gain after that, it costs 2 Upgrade Points + Your Level to gain additional Legendary Actions. For each Legendary Resistance, it costs 1 Upgrade Point + Your Level to gain additional Legendary Resistances.
Your Legendary Action works just like a Legendary Monsters; they recharge at the start of your turn.
Legendary Actions- (WIP) Attack: Make an extra Attack. Costs 1 Legendary Action. Double Attack: Make two extra Attacks. Costs 2 Legendary Actions. Triple Attack: Make three extra Attacks. Costs 3 Legendary Actions. Cast a Spell: Cast an additional spell. Costs 1 Legendary Action for Cantrips - 3rd Level Spells, 2 Legendary Actions for 4th - 6th Level Spells, and 3 Legendary Actions for 7th - 9th Level. Half Movement: Move up to half your base speed. Costs 1 Legendary Action. Full Movement: Move up to your full base speed. Costs 2 Legendary Actions. Dash: Take an extra Dash action (double your movement speed). Costs 3 Legendary Actions. Disengage: Take an extra Disengage action. Costs 2 Legendary Actions.
Legendary Resistance- A Legendary Resistance grants the capability to ignore a failed Save and automatically pass the check. Your Legendary Resistance works just like a Legendary Monster's; once used, it doesn't recharge until after the encounter
Upgrade Points
You gain your Proficiency Bonus worth of Upgrade Points each time you level up. Additionally, you gain 1 Upgrade Point at the end of each encounter, and 2.5 x your Proficiency Bonus worth of Upgrade points after Boss Fights.
Legendary Resistance: It costs 1 Upgrade Point + Your Level to gain additional Legendary Resistances.
Legendary Actions: It costs 2 Upgrade Points + Your Level to gain additional Legendary Actions.
Feats: It costs 5 Upgrade Points + Your Level to gain additional Feats.
Ability Scores: It costs 10 Upgrade Points + Your Level to gain a +2 in an Ability Score.
Spell Slots: Additional Spell Slots are 7 Upgrade Points + Your Level.
Magic Upgrades: It costs 10 Upgrade Points + Your Level + the level of weapon / armor upgrade you’re gaining. Uncommon Items = 2 Upgrade Points. Rare Uncommon Items = 3 Upgrade Points. Very Rare = 4 Upgrade points. Legendary = 5 Upgrade Points. Wonderous = 6 Upgrade Points.
Spells: Additional spells cost 7 Upgrade Points + Your Level + the level of the spell. Cantrips = 0. After that, the spells level (1, 2, etc) is the additional cost.
Other Class Traits: The Slayer can learn traits from other Classes / Subclasses than those built into their Gestalt setup. This costs 10 + Your Level + The level at which the trait is gained from the other Class / Subclass. So for example, gaining Extra Attack from the Fighter Class when the Slayer is at level 3 would be 10+3+5 = 18 Upgrade Points.
Glory Kills
The Doom Slayer’s relentless solo struggle against the unending armies of DOOM means they have to be creative and resourceful to survive.
An enemy is Staggeredwhen its HP drops so low that an Unarmed Attack can kill it, but ONLY FOR THAT TURN. They will cease to stagger when their next turn begins. A staggered enemy is unable to attack for that round. The damage that dropped it to this point can be from any Action, Bonus Action, or Reaction, from any weapon attack or spell attack.
A Glory Kill is performed on an enemy that is staggered. The Slayer can use a BONUS ACTION to attack the enemy AT ADVANTAGE with their UNARMED STRIKE. If this unarmed strike kills the enemy, the Slayer gets to roll 1 Hit Dice and pick up that much HP, plus bonus HP determined by the creature’s CR. CR 0 to 5, 1 HP. CR 6 to 10, 2 HP. CR 11 to 15, 3 HP. CR 16 to 20, 4 HP. CR 21 to 30, 5 HP.
There is no penalty if an attempted Glory Kill fails to kill the enemy. The enemy still takes damage, but will no longer be Staggered.
A Glory Kill prevents abilities like Undead Fortitude from taking effect.
Critical Hits
When the Slayer lands a Critical Hit, it applies the MAXIMUM POTENTIAL DAMAGE + ROLLED DAMAGE. So, for example, if your Shortsword attack is 1d6+3 and you land a critical hit, it automatically does 9 damage + 1d6+3 additional damage.
When the Slayer kills a target with a Critical Hit, it doubles the amount of HP returned and grants the Slayer an additional Attack that they can perform immediately. This attack can be any regular attack Action or Bonus Action or Spell Attack.
Critical Hits also cause detrimental effects from broken limbs and so forth. These can really turn the tides of a battle. Please note, however, this applies to both the enemies AND the Doom Slayer.
Relentless Fury
The Slayer can continue to fight even after falling to 0 HP. The Slayer won’t roll Death Saves as usual. Instead, any damage after 0 HP causes 1 failed Death Save. Taking a Critical Hit during this time causes 2 failed Death Saves. Once the Slayer has accumulated 3 failed Death Saves, they succumb to the armies of DOOM.
Regaining HP while in Death Saves simply negates and removes 1 failed Death Save at a time. The Slayer cannot start regaining HP until they return to 0 HP.
ALL ATTACKS AGAINST THE SLAYER DURING DEATH SAVES ARE AT ADVANTAGE! Additionally, all of the Slayer’s rolls at this point are at Disadvantage. Gaining Advantage while in Death Saves negates Disadvantage and grants straight rolls.
Extra Lives
The Slayer can spend 10 Upgrade Points to gain Extra Lives. Extra Lives grant the Slayer the opportunity to restart the last encounter if they die / have 3 failed Death Saves.
Death
Once the Slayer dies and is out of Extra Lives, the game is over.
How to Apply
I will only accept a few applications before I choose the first Slayer to try their hand at the campaign. After that, others will be notified that they're in the queue for the next attempt.
You should post below with the following information-
Race: Gestalt Classes: Ability Score Array: Background: Equipment: A summary of your overall vision for this character build: Including any future classes, Feats, or your overall strategy that you're shooting for. Tell me something interesting about what you're building! Legendary Resistance or Legendary Ability at Start
Notes from the DOOM Master
I've run a couple of DOOMs now, as well as did some extensive playtesting. The characters that do the best have a good combination of MOVEMENT, MELEE, and SPELLS. Don't focus on just one area.
If you stand still, enemies will circle up on you, flank you (and gain Flanking Advantage) and beat you to a pulp. Do not stand still.
Your Unarmed Attacks are important! Having a strong Unarmed Attack will matter for Glory Kills. Glory Kills will keep you alive long enough to finish the fight.
Spells are great, but don't rely too much on them. You can run out of Spell Slots fast, and having to rely solely on Cantrips or a weak Melee game will get you killed.
I've seen some good results from mixtures of Barbarian, Fighter, Paladin, Warlock, and Sorcerer, but I guarantee there are some good builds out there with Ranger, Rogue, and Bard I haven't seen yet. HOWEVER, you can try ANY BUILD you want. Just read the Gestalt Rules (posted above) to make sure that you're looking for the best Synergy between classes as you build.
Note: This build relies heavily on the ability to achieve surprise per RAW and use flight and darkness both defensively and offensively. Please let me know if any of these do not apply in this setting/scenario and I will rework/resubmit.
Also, this seems like an invitation to optimize rather than "the DM is out to kill you" so I have approached it as such, with liberal amounts of cheesy goodness applied
Race: Winged Teifling(SCAG) with Reborn lineage reflavored as a half-demon Revenant Gestalt Classes: Life Cleric/Divine Soul Sorcerer Ability Score Array: 16+2 STR, 18 DEX, 20 CON, 10 INT, 14 WIS, 12+1 CHA Background: Custom Background per PHB p.125 with the background feature Wildspace Adaptation from Wildspacer(Spelljammer) Equipment: Breastplate(Bonus), Hand Crossbow w/ 100 bolts, sling with 40 bullets, component pouch, Bullseye lantern(sold starting eq at half price to buy these) High Concept: The ultimate ambush hunter - invisible and silent in the darkness, death from above Build Plan: 1 level dip to pick up Disciple of Life for lifeberry and favored by the gods/silvery barbs 5 levels Gloomstalker Ranger/Hexblade Warlock for short rest powered pass without trace/lifeberry and provide a magical improved pact weapon/eldritch smite 3 Levels Battlemaster Fighter/Assassin Rogue for combat maneuvers, 1st round nova damage, Surprise Crits Profit? Probably Paladin/Bard for smites and/or Monk/Barb for movement/damage resist/unarmed Legendary Action at Start
https://youtu.be/Jm932Sqwf5E?si=jKGhB8C7HQ-Ja2YL
AURYN Presents
DOOM
A Solo Campaign
In the first age, in the first battle, when the shadows first lengthened, one stood, burned by the embers of the Great Conjunction, his soul blistered by the fires of Subternia 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 plans seeking vengeance against the Dark Lord who had wronged him. He wore the crown of the knight sentinels, and those who tasted the bite of his sword name him the Doom Slayer.
Tempered by the fires of Subternia, his iron will remained steadfast through the passage that preys upon the weak, for he alone was the hell walker, the unchained predator who sought retribution in all quarters, dark and light, fire and ice, in he beginning and the end. And he hunted the slaves of doom with barbarous cruelty; for he passed through the divide as none but demon had before.
And in his conquest against the blackened souls of the doom, 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 fourth without pity upon the beasts of the knight circles. Unbreakable, incorruptible, unyielding, the Doom Slayer sought to end the dominion of the dark realm.
The age of his reckoning was uncounted, the scribes carved his name deep into the caverns of Subternia across eons, with each battle etched terror in the hearts of demons. They knew he would come, as he always had, as he always will, to feast on the blood of the wicked, for he alone could draw strength from his fallen foes, and ever his power grew swift and unrelenting.
None could stand before the hoard but the Doom Slayer. Despair spread before him like a plague, striking fear into the shadow dwellers, driving them to deeper and darker pits. But from the depth of the abyss rose the great one, a champion, mightier then all that had come before; the Titan of immeasurable power and ferocity. He strode upon the plain and faced the Doom Slayer, and a mighty battle was fought on the desolate plains. The Titan fought with the fury of the countless that had fallen at the Doom Slayer’s hands; but there fell the Titan, and in his defeat the shadow hoard was routed.
And in his terrible rancor between worlds and through time came the wretch who shall not be named, but in his heresy was loyal to his evil cause. The wretch adorned the Doom Slayer in a mighty armor, wrought in the fortress of Subternia, impenetrable and unyielding, with sword and shield of adamantine strength, the Doom Slayer sent to banish all that were left unbroken by his savagery to the void.
Yet as the mighty Titan fell and dread engulfed the armies of DOOM, the demon priests of the blood temples laid a trap to capture the scourge of Subternia, insatiable, even by the vanquishing of the great one, the hell walker sought to prey in the tombs of the blood keep, and blinded by his fervor, the lure drew him in. The priests brought down the temple of the Doom Slayer and in his defeat entombed him in the cursed sarcophagus. The mark of the Doom Slayer was burned upon his crypt, a warning to all of hell that the terror within must never be freed. There he lies still, and ever more, in silent suffering...
You awaken inside the basement of Castle Grayskull at the Behest of the Sorceress of Grayskull, who, having opened your sarcophagus, proceeds to tell you that Hyboria has fallen to Ganon, the Demon King. Dark forces have been unleashed upon a world reeling from the effects of his dark magic, the Great Conjunction, and the opening of the Gash, the rift between Hyboria and the world of Leviathan, a dark realm of aberrations.
The sorceress shows you the way from the basement.
"The forces of darkness have tried to prevent this event." She tells you as she leads you from the bowels of Hyboria, back to the surface world that abandoned you so long ago. Your keen ears hear them outside; the legions of Subternia, baring down upon the once indomitable fortress of Grayskull. "The doors won't hold them much longer. I...need you. Hyboria...needs you..."
The sound of wood splintering fills the hallowed halls.
The sprint up the spiraling concrete stairs is met with a shower of wood as it cascades down, clacking its way down into the dark behind them as they arrive on the first floor of Castle Grayskull. The blue lights of the magical well radiate up the walls and off the ceiling, the only illumination as they enter the main hall. The moaning, growling of the undead echoes off the pillars, the columns, fills the air of the room.
"I beg you to listen to me." The Sorceress of Castle Grayskull said as she paused their advance, halted her lead of the Slayer to the entrance to the inner sanctum. "Your sleep has been long and uninteruppted from an age unremembered. The servants of DOOM still know your name, and they fear you. Hyboria will fall without you..."
The sounds of those that would dare invade the sacred Castle Grayskull began to echo the halls. The scraping, dragging sound of undead feet.
The first undead creature shuffles into sight, staggering along on legs that are unsure, unsteady. Still it comes, moaning, slavering and ready for violence as it shambles toward its destruction.
The Sorceress took her leave, stepping back as the undead was joined by another...and another...
"I will guide you through the lands of Hyboria." She promised, putting the body of the Doom Slayer between herself and the creatures before them. "We will be connected telepathically as you do your grisly work. Now...rip and tear...until it is done."
And the Slayer reached for their weapon...
What is DOOM?
DOOM is a stand-alone solo campaign set in the Hyborian Dark World following the death of the unicorn mare and the Great Conjuction setting in motion the perpetual twilight. One player will be selected to test their mettle as the Doom Slayer, the powerful PC set against the hordes of Subternia, set loose upon the world by the advent of Ganon, the Demon King.
There will be no respite for the Doom Slayer. Initiative will be the near continuous focus of the campaign as wave after wave of foe is set upon you. Enemies will be multitudinous and ever-increasing in challenge rating. Violence will be the word of the day, and when you die, because you will die, you only get limited opportunities to get back up and keep fighting.
Because of the brutality and non-stop onslaught you will face in game play, you will have access to powers, capabilities, and character builds not typical of a PC.
You DO NOT need to know any of the lore of the AURYN Campaign to play DOOM. Additionally, none of the goings on of the main campaign or DOOM will effect one another.
DOOM is designed to be played Solo, so between one PC and the DM. Your character is POWERFUL, relying on a slew of homebrew rules and situations (outlined below) to make them more than just a common PC. This campaign is almost completely relentless combat, with very few traps / puzzles and a 'railroad' story arc that leads you from one battle to the next. It is designed to go from Level 1 to Level 20, though this may take some time and relies on you surviving. Combat is brutal and isn't fair. Challenge Ratings are a very loose suggestion.
Death is almost a certainty. You have been warned.
Building Your Character
Race
You can choose whatever race you desire when building your version of the Doom Slayer.
Class
You'll be starting at Level 1.
The Doom Slayer is a Gestalt character, following Gestalt rules. Because of the complexity of their build, you will need to use a PDF character sheet like this one-
https://media.wizards.com/2016/dnd/downloads/5E_CharacterSheet_Fillable.pdf
A Gestalt character combines 2 Classes into 1 class. You can be a combination Fighter / Barbarian. Rogue / Ranger. Paladin / Warlock. Whatever combination you decide to go with at Level 1, you use the following rules-
https://www.gmbinder.com/share/-MT2sxgDTonnoJXusFoe
You CAN Multiclass your build of the Doom Slayer, but every Multiclass has to be into a new Gestalt Combination.
Ability Scores
Ability Scores are Manual Entry from the following array- 20, 18, 16, 14, 12, 10.
Description
Background and description are up to you!
Equipment
Since you're starting at Level 1 after a millennia of being trapped in a sarcophagus, you'll only have Starting Equipment as you begin. You CAN have a little something extra, such as a set of Plate Armor if you want, but no magical items starting off.
Homebrew Rules
Legendary Abilities
At 1st Level, you must decide if you want 1 Legendary Action of one action equivalency, OR 1 Legendary Resistance. After that, Legendary Actions and Resistances have to be earned through the Upgrade Buy system.
For each additional Legendary Action you gain after that, it costs 2 Upgrade Points + Your Level to gain additional Legendary Actions. For each Legendary Resistance, it costs 1 Upgrade Point + Your Level to gain additional Legendary Resistances.
Your Legendary Action works just like a Legendary Monsters; they recharge at the start of your turn.
Legendary Actions- (WIP)
Attack: Make an extra Attack. Costs 1 Legendary Action.
Double Attack: Make two extra Attacks. Costs 2 Legendary Actions.
Triple Attack: Make three extra Attacks. Costs 3 Legendary Actions.
Cast a Spell: Cast an additional spell. Costs 1 Legendary Action for Cantrips - 3rd Level Spells, 2 Legendary Actions for 4th - 6th Level Spells, and 3 Legendary Actions for 7th - 9th Level.
Half Movement: Move up to half your base speed. Costs 1 Legendary Action.
Full Movement: Move up to your full base speed. Costs 2 Legendary Actions.
Dash: Take an extra Dash action (double your movement speed). Costs 3 Legendary Actions.
Disengage: Take an extra Disengage action. Costs 2 Legendary Actions.
Legendary Resistance-
A Legendary Resistance grants the capability to ignore a failed Save and automatically pass the check. Your Legendary Resistance works just like a Legendary Monster's; once used, it doesn't recharge until after the encounter
Upgrade Points
You gain your Proficiency Bonus worth of Upgrade Points each time you level up. Additionally, you gain 1 Upgrade Point at the end of each encounter, and 2.5 x your Proficiency Bonus worth of Upgrade points after Boss Fights.
Legendary Resistance: It costs 1 Upgrade Point + Your Level to gain additional Legendary Resistances.
Legendary Actions: It costs 2 Upgrade Points + Your Level to gain additional Legendary Actions.
Feats: It costs 5 Upgrade Points + Your Level to gain additional Feats.
Ability Scores: It costs 10 Upgrade Points + Your Level to gain a +2 in an Ability Score.
Spell Slots: Additional Spell Slots are 7 Upgrade Points + Your Level.
Magic Upgrades: It costs 10 Upgrade Points + Your Level + the level of weapon / armor upgrade you’re gaining. Uncommon Items = 2 Upgrade Points. Rare Uncommon Items = 3 Upgrade Points. Very Rare = 4 Upgrade points. Legendary = 5 Upgrade Points. Wonderous = 6 Upgrade Points.
Spells: Additional spells cost 7 Upgrade Points + Your Level + the level of the spell. Cantrips = 0. After that, the spells level (1, 2, etc) is the additional cost.
Other Class Traits: The Slayer can learn traits from other Classes / Subclasses than those built into their Gestalt setup. This costs 10 + Your Level + The level at which the trait is gained from the other Class / Subclass. So for example, gaining Extra Attack from the Fighter Class when the Slayer is at level 3 would be 10+3+5 = 18 Upgrade Points.
Glory Kills
The Doom Slayer’s relentless solo struggle against the unending armies of DOOM means they have to be creative and resourceful to survive.
An enemy is Staggered when its HP drops so low that an Unarmed Attack can kill it, but ONLY FOR THAT TURN. They will cease to stagger when their next turn begins. A staggered enemy is unable to attack for that round. The damage that dropped it to this point can be from any Action, Bonus Action, or Reaction, from any weapon attack or spell attack.
A Glory Kill is performed on an enemy that is staggered. The Slayer can use a BONUS ACTION to attack the enemy AT ADVANTAGE with their UNARMED STRIKE. If this unarmed strike kills the enemy, the Slayer gets to roll 1 Hit Dice and pick up that much HP, plus bonus HP determined by the creature’s CR. CR 0 to 5, 1 HP. CR 6 to 10, 2 HP. CR 11 to 15, 3 HP. CR 16 to 20, 4 HP. CR 21 to 30, 5 HP.
There is no penalty if an attempted Glory Kill fails to kill the enemy. The enemy still takes damage, but will no longer be Staggered.
A Glory Kill prevents abilities like Undead Fortitude from taking effect.
Critical Hits
When the Slayer lands a Critical Hit, it applies the MAXIMUM POTENTIAL DAMAGE + ROLLED DAMAGE. So, for example, if your Shortsword attack is 1d6+3 and you land a critical hit, it automatically does 9 damage + 1d6+3 additional damage.
When the Slayer kills a target with a Critical Hit, it doubles the amount of HP returned and grants the Slayer an additional Attack that they can perform immediately. This attack can be any regular attack Action or Bonus Action or Spell Attack.
Critical Hits also cause detrimental effects from broken limbs and so forth. These can really turn the tides of a battle. Please note, however, this applies to both the enemies AND the Doom Slayer.
Relentless Fury
The Slayer can continue to fight even after falling to 0 HP. The Slayer won’t roll Death Saves as usual. Instead, any damage after 0 HP causes 1 failed Death Save. Taking a Critical Hit during this time causes 2 failed Death Saves. Once the Slayer has accumulated 3 failed Death Saves, they succumb to the armies of DOOM.
Regaining HP while in Death Saves simply negates and removes 1 failed Death Save at a time. The Slayer cannot start regaining HP until they return to 0 HP.
ALL ATTACKS AGAINST THE SLAYER DURING DEATH SAVES ARE AT ADVANTAGE! Additionally, all of the Slayer’s rolls at this point are at Disadvantage. Gaining Advantage while in Death Saves negates Disadvantage and grants straight rolls.
Extra Lives
The Slayer can spend 10 Upgrade Points to gain Extra Lives. Extra Lives grant the Slayer the opportunity to restart the last encounter if they die / have 3 failed Death Saves.
Death
Once the Slayer dies and is out of Extra Lives, the game is over.
How to Apply
I will only accept a few applications before I choose the first Slayer to try their hand at the campaign. After that, others will be notified that they're in the queue for the next attempt.
You should post below with the following information-
Race:
Gestalt Classes:
Ability Score Array:
Background:
Equipment:
A summary of your overall vision for this character build: Including any future classes, Feats, or your overall strategy that you're shooting for. Tell me something interesting about what you're building!
Legendary Resistance or Legendary Ability at Start
Notes from the DOOM Master
I've run a couple of DOOMs now, as well as did some extensive playtesting. The characters that do the best have a good combination of MOVEMENT, MELEE, and SPELLS. Don't focus on just one area.
If you stand still, enemies will circle up on you, flank you (and gain Flanking Advantage) and beat you to a pulp. Do not stand still.
Your Unarmed Attacks are important! Having a strong Unarmed Attack will matter for Glory Kills. Glory Kills will keep you alive long enough to finish the fight.
Spells are great, but don't rely too much on them. You can run out of Spell Slots fast, and having to rely solely on Cantrips or a weak Melee game will get you killed.
I've seen some good results from mixtures of Barbarian, Fighter, Paladin, Warlock, and Sorcerer, but I guarantee there are some good builds out there with Ranger, Rogue, and Bard I haven't seen yet. HOWEVER, you can try ANY BUILD you want. Just read the Gestalt Rules (posted above) to make sure that you're looking for the best Synergy between classes as you build.
DM of AURYN: The Measure of Devotion - Escape from New York
DM of Legacy of NIMH
I am still accepting applications for this solo campaign.
DM of AURYN: The Measure of Devotion - Escape from New York
DM of Legacy of NIMH
Note: This build relies heavily on the ability to achieve surprise per RAW and use flight and darkness both defensively and offensively. Please let me know if any of these do not apply in this setting/scenario and I will rework/resubmit.
Also, this seems like an invitation to optimize rather than "the DM is out to kill you" so I have approached it as such, with liberal amounts of cheesy goodness applied
Race: Winged Teifling(SCAG) with Reborn lineage reflavored as a half-demon Revenant
Gestalt Classes: Life Cleric/Divine Soul Sorcerer
Ability Score Array: 16+2 STR, 18 DEX, 20 CON, 10 INT, 14 WIS, 12+1 CHA
Background: Custom Background per PHB p.125 with the background feature Wildspace Adaptation from Wildspacer(Spelljammer)
Equipment: Breastplate(Bonus), Hand Crossbow w/ 100 bolts, sling with 40 bullets, component pouch, Bullseye lantern(sold starting eq at half price to buy these)
High Concept: The ultimate ambush hunter - invisible and silent in the darkness, death from above
Build Plan:
1 level dip to pick up Disciple of Life for lifeberry and favored by the gods/silvery barbs
5 levels Gloomstalker Ranger/Hexblade Warlock for short rest powered pass without trace/lifeberry and provide a magical improved pact weapon/eldritch smite
3 Levels Battlemaster Fighter/Assassin Rogue for combat maneuvers, 1st round nova damage, Surprise Crits
Profit? Probably Paladin/Bard for smites and/or Monk/Barb for movement/damage resist/unarmed
Legendary Action at Start
Old school AD&D player, now learning to be a better DM dad
Are you still recruiting for this? This sounds interesting.
If this is still recruiting by then, I'll look at making a character on Monday
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
All the current applicants are on the queue, which is first come first serve. I'll reach out to all of you via PM soon.
The first contestant will start soon.
Once their run is done, the next can step in.
Thanks to all that applied, either here or via PM!
CLOSED TO APPLICATIONS
DM of AURYN: The Measure of Devotion - Escape from New York
DM of Legacy of NIMH
Would it be possible to know who the queued applicants are for the sake of avoiding confusion?