Fighter
Base Class: Fighter

Long ago, the firsts of this order chose the path of perpetual torment. Filled with hatred, they found nothing but fire and blood, as they seeked vengeance against the Archdevils and Demon lords who had wronged them. Those that tasted the bite of their swords and axes named them... the Doom Slayers.

Enemy of Fiends

Beginning when you choose this archetype at 3rd level, you start training to be as lethal as possible when fighting demons, devils and other foul beasts. You learn the abyssal and infernal languages, as to better understand and intimidate these creatures.

Whenever you hit a creature with the fiend type with a weapon attack, you deal an additional 1d4 points of damage. This bonus damage scales as you gain additional levels, becoming 1d6 at level 7, 1d8 at level 11, 1d10 at level 15 and 1d12 at level 20.

Unarmed Warrior

Starting at 7th level, you gain an unarmed strike that does 1d6+ STR points of bludgeoning damage. The Doom Slayer can pulverize enemies with its fists.

Firearms proficiency

Starting at 10th level, you become proficient with firearms. You don't have the ability to craft firearms, but you are proficient with those that you find.

Fiends' Nightmare

Starting at 10th level, you have advantage on Charisma (intimidation) checks against fiends.

Second Skin

Starting at 15th level, your armor becomes like a second skin to you.

You can sleep in any armor without any penalties.

You don't have disadvantage on Dexterity (stealth) checks from wearing armor.

You can add your full Dexterity modifier to your Armor Class while wearing medium armor.

You can add up to +2 from your Dexterity modifier to your Armor Class while wearing heavy armor.

For the purpose of encumbrance, the weight of the armor you are wearing is not taken into account.

Scourge of Fiends

At 18th level, you become known and feared among fiends.

Any fiend with a CR lower than your level must make a Wisdom saving throw if they start their turn within 30 feet of you or move within that radius. On a failure they become frightened of you as long as they are within 120 feet of you and/or can see you but on a success, they become immune to this effect for 24 hours. The DC is equal to 8 + your proficiency modifier + your Charisma modifier.

Your attacks ignore every fiends' resistances.

Previous Versions

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2/16/2019 12:05:28 AM
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