JNAProductions
2018-05-10, 10:17 PM
Note on the title: I have nothing against Doomladies. It just doesn't roll off the tongue as well as Doomguy. Same with Doomperson.
HIT POINTS
Hit Dice: 2d12
Hit Points at 1st Level: 24+Con Score
Hit Points at Higher Levels: 2d12 (13)+Con Mod
PROFICIENCIES
Armor: All
Weapons: All
Tools: None
Saving Throws: Strength and Constitution
Skills: Any two physical skills
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-(a) Two combat knives, (b) two holdout pistols, or (c) one of each
-(a) A riot shield or (b) a sledgehammer
-(a) Mesh Jacket, (b) Flak Armor, or (c) Riot Armor
-4 Medkits
-1 Berserk Pack
Doomguy
Level
Proficiency Bonus
Features
1st
+2
I Don't Die, Archetype
2nd
+2
Fighting Style, Second Wind
3rd
+2
Weapon Specilization (Damage)
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Archetype Feature
7th
+3
I REALLY Don't Die
8th
+3
Ability Score Improvement
9th
+4
Weapon Specialization (Enhancement)
10th
+4
Archetype Feature
11th
+4
Extra Attack II
12th
+4
Ability Score Improvement
13th
+5
Death Hurts. I Hurt More
14th
+5
Archetype Feature
15th
+5
Weapon Specialization (Crits)
16th
+5
Ability Score Improvement
17th
+6
Extra Attack III
18th
+6
To Hell And Back
19th
+6
Ability Score Improvement
20th
+6
Archetype Feature, Weapon Master
I Don't Die-At level one, death... Eh, screw it. You need to fail six death saves to die, have advantage on death saves, and may continue to roll death saves even after stabilizing, if you want to try for a nat 20.
Archetype-At level one, choose to be a Marine or a Scout.
Fighting Style-At level two, gain any fighting style of your choice.
Second Wind-At level two, once per short rest, you may use a bonus action to regain a number of hit points equal to 1d10+your levels in Doomguy.
Weapon Specialization-At levels three, nine, and fifteen, you gain improvements with weapons you are proficient in. At level three, add your proficiency to damage rolls. At level nine, add half your proficiency to attack and damage rolls, as if it were a +X weapon. This does not stack with actual +X weapons. At level fifteen, your critical range expands by 2, usually to 18-20.
Ability Score Improvement-At the usual levels.
Extra Attack-At levels five, eleven, and seventeen, to a max of four.
I REALLY Don't Die-At level seven, you must fail nine death saves to die, and gain proficiency in death saves. If you roll 20 or higher, you regain one hit point.
Death Hurts. I Hurt More-At level thirteen, whenever something knocks you to 0 HP, you may immediately take a turn before dropping unconscious.
To Hell And Back-At level eighteen, you might be facing stuff powerful enough to finally make you dead. Luckily, you know how to claw your way out from hell itself. 1d10 hours after dying, your body comes back to life. Should your body be destroyed, you tear open a rift with your weapon and step out as near where you died as possible. If you are killed again before you take a long rest, though, you stay dead, so be careful.
Weapon Master-At level twenty, choose one of the following abilities:
-Melee Master-Any time you kill a creature with a melee weapon, regain HP equal to their CR. If you would gain more HP than you have lost, gain any excess as THP.
-Pistol Master-Once per short rest, you may make an additional attack with a pistol for each attack that hits on your turn. This continues until you run out of targets or have to reload.
-Shotgun Master-Any time someone is struck by a shotgun you wield, they are knocked back 10'.
Badass-At level one, you gain two extra HP per level, and halve all forced movement.
Power Up King-At level six, any consumable item you use lasts half again as long.
Hardier-At level ten, you gain an additional two HP per level. You may also use your reaction to completely cancel any forced movement.
Might Makes Right-At level fourteen, increase all physical stats current and max by 2, to a max of 30.
A Born Soldier-At level twenty, you may add twice your proficiency bonus to any attack roll you would normally add your proficiency to, but may only do so once per turn.
Speed Demon-At level one, you gain a 10' increase to your move speed.
MonkeyFish-At level six, you gain a swim speed and climb speed (spider climb) equal to your land speed. You also increase your move speed by 10'.
Fleet Action-At level ten, you can Dash or Disengage as a bonus action.
Wind Walker-At level ten, you can run along the air itself for limited periods of time. You gain a fly speed equal to your land speed, but must end your turn on a solid surface or fall. You also gain a 10' bonus to your move speed.
Faster Than The Rest-At level fourteen, you gain another 10' bonus to your land speed.
Flurry Of Blows-At level twenty, you can, once per short rest, make six attacks as a bonus action.
Doomguy's Arsenal
Armor
Light
-Mesh Jacket-AC 12+Dex mod
-Demonhide-AC 12+Dex mod, fire resistance
-Scout Power Armor-AC 13+Dex mod, +2 to Strength and Dexterity (max 30), +20' Move Speed, impose disadvantage on attacks of opportunity against you
Medium
-Flak Armor-AC 15+Dex mod (max 2)
-Ablative Armor-AC 16+Dex mod (max 2), as a reaction when struck in melee you may reduce your AC by 1 until you finish a rest to deal 4d10 bludgeoning and piercing damage to the attacker
-Power Armor-AC 16+Dex mod (max 3), +4 Strength (max 30)
Heavy Armor
-Riot Armor-AC 18
-Demolitionist Armor-AC 19, resistance to damage from explosives
-Tactical Dreadnought Armor-AC 20, +4 Strength (max 30), resistance to bludgeoning, piercing, and slashing damage
Shields
-Riot Shield-AC +2
-Force Shield-AC +2, immune to Magica Missile
-Power Shield-AC +3
Weapons
Light Melee
-Combat Knife-1d6 slashing or piercing, light, finesse
-Guache-1d10 slashing, light, finesse
-Lightsaber-2d8 radiant and slashing, light, finesse
Heavy Melee
-Sledgehammer-2d8 bludgeoning, heavy
-Gravhammer-3d6 bludgeoning, heavy, creatures struck must make a DC 14 Con save or halve speed for one turn
-Chainsaw-4d8 slashing
Pistols-Pistols take a bonus action to reload
-Holdout Pistol-1d6 piercing damage, range 80'/320', 6 bullet magazine
-Revolver-1d10 piercing damage, range 60'/240', 6 bullet capacity
-Raygun-2d6 radiant and necrotic damage, range 200'/800', 18 shots per energy pack
Shotguns-Shotguns take an action to reload
-Double Barreled-3d4 piercing damage, range 40'/160', 2 bullet capacity
-Super Shotgun-4d4 piercing damage, range 60'/240', 4 bullet capacity
-Obliterator-5d4 piercing damage, range 80'/320', 6 bullet capacity
Other Weapons
-BFG-10d10 damage of whatever type hurts most, range 100'/400', affects all targets in a 10' radius, 1 shot, requires an action to reload
Other Equipment
Healing Items
-Medkit-Bonus action to use on yourself or an adjacent ally. 3d4+3 HP healed.
-Big Medkit-Action to use on yourself or an adjacent ally. 5d4+5 HP healed.
-Advanced Medkit-Bonus action to use on yourself or an adjacent ally. 10d4+10 HP healed.
Other Items
-Berserk Pack-Enter a Rage as a Barbarian of your level. Bonus action to use. If used while in a rage of your own, double the bonus damage and gain the ability to make an attack on each of your turns as a bonus action.
Note: This class is wildly stronger than anything in the PHB. That... That should be obvious, I would hope. This is mainly meant to be used for fun, overpowered romps. Feel free to critique the class, of course, or make suggestions, but do note: It's not MEANT to be balanced. It's just meant to be fun.
HIT POINTS
Hit Dice: 2d12
Hit Points at 1st Level: 24+Con Score
Hit Points at Higher Levels: 2d12 (13)+Con Mod
PROFICIENCIES
Armor: All
Weapons: All
Tools: None
Saving Throws: Strength and Constitution
Skills: Any two physical skills
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-(a) Two combat knives, (b) two holdout pistols, or (c) one of each
-(a) A riot shield or (b) a sledgehammer
-(a) Mesh Jacket, (b) Flak Armor, or (c) Riot Armor
-4 Medkits
-1 Berserk Pack
Doomguy
Level
Proficiency Bonus
Features
1st
+2
I Don't Die, Archetype
2nd
+2
Fighting Style, Second Wind
3rd
+2
Weapon Specilization (Damage)
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Archetype Feature
7th
+3
I REALLY Don't Die
8th
+3
Ability Score Improvement
9th
+4
Weapon Specialization (Enhancement)
10th
+4
Archetype Feature
11th
+4
Extra Attack II
12th
+4
Ability Score Improvement
13th
+5
Death Hurts. I Hurt More
14th
+5
Archetype Feature
15th
+5
Weapon Specialization (Crits)
16th
+5
Ability Score Improvement
17th
+6
Extra Attack III
18th
+6
To Hell And Back
19th
+6
Ability Score Improvement
20th
+6
Archetype Feature, Weapon Master
I Don't Die-At level one, death... Eh, screw it. You need to fail six death saves to die, have advantage on death saves, and may continue to roll death saves even after stabilizing, if you want to try for a nat 20.
Archetype-At level one, choose to be a Marine or a Scout.
Fighting Style-At level two, gain any fighting style of your choice.
Second Wind-At level two, once per short rest, you may use a bonus action to regain a number of hit points equal to 1d10+your levels in Doomguy.
Weapon Specialization-At levels three, nine, and fifteen, you gain improvements with weapons you are proficient in. At level three, add your proficiency to damage rolls. At level nine, add half your proficiency to attack and damage rolls, as if it were a +X weapon. This does not stack with actual +X weapons. At level fifteen, your critical range expands by 2, usually to 18-20.
Ability Score Improvement-At the usual levels.
Extra Attack-At levels five, eleven, and seventeen, to a max of four.
I REALLY Don't Die-At level seven, you must fail nine death saves to die, and gain proficiency in death saves. If you roll 20 or higher, you regain one hit point.
Death Hurts. I Hurt More-At level thirteen, whenever something knocks you to 0 HP, you may immediately take a turn before dropping unconscious.
To Hell And Back-At level eighteen, you might be facing stuff powerful enough to finally make you dead. Luckily, you know how to claw your way out from hell itself. 1d10 hours after dying, your body comes back to life. Should your body be destroyed, you tear open a rift with your weapon and step out as near where you died as possible. If you are killed again before you take a long rest, though, you stay dead, so be careful.
Weapon Master-At level twenty, choose one of the following abilities:
-Melee Master-Any time you kill a creature with a melee weapon, regain HP equal to their CR. If you would gain more HP than you have lost, gain any excess as THP.
-Pistol Master-Once per short rest, you may make an additional attack with a pistol for each attack that hits on your turn. This continues until you run out of targets or have to reload.
-Shotgun Master-Any time someone is struck by a shotgun you wield, they are knocked back 10'.
Badass-At level one, you gain two extra HP per level, and halve all forced movement.
Power Up King-At level six, any consumable item you use lasts half again as long.
Hardier-At level ten, you gain an additional two HP per level. You may also use your reaction to completely cancel any forced movement.
Might Makes Right-At level fourteen, increase all physical stats current and max by 2, to a max of 30.
A Born Soldier-At level twenty, you may add twice your proficiency bonus to any attack roll you would normally add your proficiency to, but may only do so once per turn.
Speed Demon-At level one, you gain a 10' increase to your move speed.
MonkeyFish-At level six, you gain a swim speed and climb speed (spider climb) equal to your land speed. You also increase your move speed by 10'.
Fleet Action-At level ten, you can Dash or Disengage as a bonus action.
Wind Walker-At level ten, you can run along the air itself for limited periods of time. You gain a fly speed equal to your land speed, but must end your turn on a solid surface or fall. You also gain a 10' bonus to your move speed.
Faster Than The Rest-At level fourteen, you gain another 10' bonus to your land speed.
Flurry Of Blows-At level twenty, you can, once per short rest, make six attacks as a bonus action.
Doomguy's Arsenal
Armor
Light
-Mesh Jacket-AC 12+Dex mod
-Demonhide-AC 12+Dex mod, fire resistance
-Scout Power Armor-AC 13+Dex mod, +2 to Strength and Dexterity (max 30), +20' Move Speed, impose disadvantage on attacks of opportunity against you
Medium
-Flak Armor-AC 15+Dex mod (max 2)
-Ablative Armor-AC 16+Dex mod (max 2), as a reaction when struck in melee you may reduce your AC by 1 until you finish a rest to deal 4d10 bludgeoning and piercing damage to the attacker
-Power Armor-AC 16+Dex mod (max 3), +4 Strength (max 30)
Heavy Armor
-Riot Armor-AC 18
-Demolitionist Armor-AC 19, resistance to damage from explosives
-Tactical Dreadnought Armor-AC 20, +4 Strength (max 30), resistance to bludgeoning, piercing, and slashing damage
Shields
-Riot Shield-AC +2
-Force Shield-AC +2, immune to Magica Missile
-Power Shield-AC +3
Weapons
Light Melee
-Combat Knife-1d6 slashing or piercing, light, finesse
-Guache-1d10 slashing, light, finesse
-Lightsaber-2d8 radiant and slashing, light, finesse
Heavy Melee
-Sledgehammer-2d8 bludgeoning, heavy
-Gravhammer-3d6 bludgeoning, heavy, creatures struck must make a DC 14 Con save or halve speed for one turn
-Chainsaw-4d8 slashing
Pistols-Pistols take a bonus action to reload
-Holdout Pistol-1d6 piercing damage, range 80'/320', 6 bullet magazine
-Revolver-1d10 piercing damage, range 60'/240', 6 bullet capacity
-Raygun-2d6 radiant and necrotic damage, range 200'/800', 18 shots per energy pack
Shotguns-Shotguns take an action to reload
-Double Barreled-3d4 piercing damage, range 40'/160', 2 bullet capacity
-Super Shotgun-4d4 piercing damage, range 60'/240', 4 bullet capacity
-Obliterator-5d4 piercing damage, range 80'/320', 6 bullet capacity
Other Weapons
-BFG-10d10 damage of whatever type hurts most, range 100'/400', affects all targets in a 10' radius, 1 shot, requires an action to reload
Other Equipment
Healing Items
-Medkit-Bonus action to use on yourself or an adjacent ally. 3d4+3 HP healed.
-Big Medkit-Action to use on yourself or an adjacent ally. 5d4+5 HP healed.
-Advanced Medkit-Bonus action to use on yourself or an adjacent ally. 10d4+10 HP healed.
Other Items
-Berserk Pack-Enter a Rage as a Barbarian of your level. Bonus action to use. If used while in a rage of your own, double the bonus damage and gain the ability to make an attack on each of your turns as a bonus action.
Note: This class is wildly stronger than anything in the PHB. That... That should be obvious, I would hope. This is mainly meant to be used for fun, overpowered romps. Feel free to critique the class, of course, or make suggestions, but do note: It's not MEANT to be balanced. It's just meant to be fun.