June 18, 2018

Doomslayer

Primal Path
Comments from the Finger: Doom Eternal was announced at E3, which gave me a great chance to revisit Doom 2016 and listen to its banging soundtrack (also, to put some Doom-inspired demons in Dark Matter!) 
     This class uses our Firearm Rules.

In other news, we're going down to two posts a week (Monday and Thursday) while we're working on the Kickstarter. We still plan for one of these each week to be a PDF post, while the other will be a Wednesday-style variety post.

Path of the Doomslayer

Barbarians who walk the Path of the Doomslayer live to crush fiendish skulls beneath their heels, to impale demons and devils with their blades, and to feel their palms slick with demonic blood. Theirs is a ferocity that eclipses the fires of hell―demons would be wise to fear a doomslayer's wrath when stepping foot on the Material Plane.
     The oldest doomslayers sharpened their axes on whetstones taken from the pit of the Nine Hells, but modern slayers often prefer the bite of a blaster to that of a blade. Regardless of their weapons or era, doomslayers are tireless and savage demon killers.

Doomslayer
Starting at 3rd level, you gain proficiency in simple and martial firearms, and you can use your Strength modifier instead of your Dexterity modifier on firearm attack rolls. While raging, you can add your Rage damage bonus to firearm damage rolls, and you have resistance to all damage dealt by fiends.

Rip and Tear
Starting at 6th level, your unarmed damage increases to 1d6 bludgeoning damage, and melee attacks you make count as magical for the purposes of overcoming damage resistance and immunity. Additionally, when you take the Attack action and hit a single creature with 2 or more melee weapon attacks on your turn, you can use your bonus action to deal that creature an additional 1d8 points of magical bludgeoning or slashing damage. At 14th level, this bonus damage increases to 2d8.

Argent Feast 
Starting at 10th level, whenever you critically hit a hostile creature or reduce a hostile creature to 0 hit points with a melee attack on your turn, you can use a bonus action to regain a number of hit points equal to half your barbarian level.

Glory Kill
Starting at 14th level, you have advantage on attack rolls against creatures that have fewer than half their maximum hit points left.

15 comments:

  1. First of all, it feels super Doom-y. Cool.

    That is one powerful barbarian. All four abilities are 100% combat-oriented, which doesn't really fit the normal barbarian path build, making this possibly more powerful than it should be. You might want to consider replacing one ability with something non-combat related, such as double proficiency on knowledge checks on demons (I realize it doesn't have much to do with doom, but otherwise it will simply be stronger than other barbarians).

    Another issue is the resistance to all damage from fiends. Maybe limit to only while raging, to keep it on par with the bear totem?

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    1. The resistance is only while raging.

      I could add in something about double jumping or something like that, but to really get the point across i'd have to add ALL the stuff from Rip and Tear into Dooslayer, and that's already a large ability.

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    2. Perhaps something to do with executions? Like overkilling an enemy gives advantage on Intimidation checks till the next round, and you use your Strength rather than Charisma modifier.

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    3. I'm of the opinion that 10th could be removed to make room for an interaction feature. Not sure what I'd put in its place, though.

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    4. Note: Argent Feast is 100% supposed to use your reaction, since it should absolutely synergize with Rip and Tear.

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    5. So it states Argent Feast uses your bonus action, is that a typo then?

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  2. First of all, I like it, gives a pretty good DOOM guy feel. However, I do feel executions should be in there somewhere. Most fitting to add onto Glory Kill, but I feel that's way late for it. Perhaps onto Argent Feast? That too do feel late for it. No matter, just mentioning it as my opinion.

    My thoughts on execution have always been tied to reactions. Example;
    "When you kill an enemy you can use your reaction to initiate a brutal finisher, any enemy within X feet needs to roll a wis save or be frightened."

    Perhaps instead of fear it could heal, or add temp health. Would fit fairly well. Overall I really feel like the executions should be somewhat of a core thing as they are a main part of DOOM(2016).

    Lastly, adding a list of firearms would be neat, but not needed as those are easy to find. Just would make it easier to have them on the same sheet.

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  3. How on earth can you use Strength to hit harder with firearms?

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    1. If you're using our firearm rules (I'll link them at the top), you won't be adding Strength to damage, just attack.

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    2. How in-universe are they using STR to be better at guns though?

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    3. Rather than lining up precision shots in the conventional sense, Doom Guy is more about holding his weapons at arm's length, throwing them aggressively between targets as he sprints around the battlefield. It's more of a fluff thing: he's using his weapon in a manner that's brutal, not precise.

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    4. This guy is perfect :)

      Sort of hoping he finds his way into Dark Matter :)

      If y'all are looking for a fluff ability, you could give him an internal map as one of his abilities. Give the Doomslayer the ability to always know the general layout of the land aroubd him. Something akin to s Rangers favored terrain.

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  4. It's interesting to see people worried about this being too powerful. It'd be exceptionally easy to build a barbarian who utilized zero of these features until 14th level, so I'm worried it's actually underpowered in the majority of campaigns/settings.

    I'm particularly confused by this path granting firearm proficiencies (which don't even exist in the majority of campaigns), and then having 3 consecutive features that only apply to melee attacks. It also has two mutually exclusive Bonus Action options (having multiple options isn't bad), both of which are often going to be less valuable than the ones granted by Polearm Master or Great Weapon Master.

    Not feeling locked into one of those feats in order to gain a bonus action damage option is probably a stronger benefit than I am giving it credit for, but I'm not sure how to weigh it.

    So overall, despite being very flavorful, the bonuses here feel very minimal to me and may not ever come into play until the capstone is reached. That capstone is glorious, though.

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    1. Out of curiosity, have you played DOOM 2016?

      I ask, because this was intended to mostly replicate the feel of that game through the lens of D&D. Obviously, firearms are a large part of that, so this is intended to work with our firearm rules. As well, a central mechanic to the game is the "glory kill" system whereby you kill a weakened creature with an unarmed attack and it gives you a bunch of health back.

      The general playstyle of this guy is to get in reasonably close, weaken your enemy with a shotgun, and then tear his face off with your bare hands so you can heal for free.

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    2. I think the execution kinda falls short there, due to the fact that there's really nothing to incentivize using the firearm over any other weapon that gets your full Strength bonus + rage + any other fighting style that you may or may not pick up.

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