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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.

 

 

 

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