The Doom Slayer

by Blacklight85

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Doom Slayer


"So you walk eternally through the shadow realms, standing against evil where all others falter. May your thirst for retribution never quench, may the blood on your sword never dry, and may we never need you again."


In the deepest layers of hell and cursed layers of abyss, there is a legend of a being so brutal and fearsome that its story reminds demons and devils alike that even they can and will die a gruesome death. A being whose true name has long been forgotten, Doom Slayer traverses the abyss and nine hells constantly killing and destroying any fiend that gets in his way. Wearing a powerful set of magically enchanted armor, Doom Slayer charges through the thickest abyss legions and rips apart the toughest hell armies. Every kill and every mass slaughter enhances Doom Slayer through the absorption of fiendish energies by his armor, the Praetor Plate Armor.

Feared by Those That Cannot Fear. All throughout the realms, Doom Slayer is a being that inspires fear on all the fiends that inhabit the lower realms even though it is seemingly impossible. If demons and devils are used to scare pious priests, then Doom Slayer is a being that even the most ancient fiends do not dare talk about.

If you're looking for magic there's none, only my hands. Despite all the fear and paranoia surrounding Doom Slayer, Doom Slayer does not have any magical abilities, except for his supernatural strength and unbelievable resistance to magic. This lack of magical ability baffles even the most genius of wizards, and his world shattering strength can shame even the largest of fiends. Doom Slayer employs no strategy when going into battle, except skillfully dodging every attack he can and tanking those that he can't. While he is savage and brutal, Doom Slayer is an inherent genius when it comes to battling fiends and he cannot be easily tricked. He is aware of magic and its unique capability to banish him, his only true weakness, and because of this he instinctively avoids magic that is inherently dangerous towards him.

Demon Lords & Archdevils. Doom Slayer has proven to be the most prolific and most infamous fiend slayer in the known realms. One of his most infamous legends is when he slayed an extremely powerful demon lord that was brave enough to face him in physical combat. While this would be a normal event for Doom Slayer, he succeeded in killing the demon lord without his legendary Praetor Plate Armor. Due to this event, demon lords and archdevils actively avoid confronting Doom Slayer. The armies of the nine hells actively set perimeters just to see if the Doom Slayer would appear. Once Doom Slayer appears, the powerful archdevils of the nine hells would immediately prepare a plan to banish the Doom Slayer back to the abyss. Demon Lords follow the same pattern but instead of perimeters, they wait for slaughter to reach their ears and when they see the Doom Slayer, they immediately set to banish the ferocious killer.


"They are rage, brutal, without mercy. But you. You will be worse. Rip and tear, until it is done"

Doom Slayer's Arsenal

The Doom Slayer has the ability to use any weapon of any age even if it is the most advanced technological weapon or the most primitive weapon but just like any other creature, the Doom Slayer has his personal weapons and his favorites. Below are his favorite weapons but he has dozens of weapons stashed somewhere.

BFG 9000. An extremely advanced weapon that the Doom Slayer found in a material world that was devoured by the abyss. It has the ability to harvest demonic energy from the remains of deceased fiends and use it to fire a devastatingly powerful blast of energy. Its huge size and heavy weight prevents normal creatures to wield it and mostly needs a small crew to operate it but the Doom Slayer can easily lift and use it in combat. It's power and strength is definitely above what most weapons can dish out and while it can destroy most creatures, its largest downside is that it takes an extremely long time to charge up.

Chainsaw. A relatively advanced but also primitive weapon that the Doom Slayer found when he was banished into a mortal realm. One of his favorite weapons to rip and tear fiends, the chainsaw is the Doom Slayer's go to when he needs a quick recharge of demonic energy. Fortunately for fiends and Unfortunately for him, the fuel for the chainsaw hasn't been developed yet in the material world he's currently in, so he can only refuel it when he manages to visit a suitable material world.

Hands. Ironically, the Doom Slayer uses his hands far more than any other weapon he has. Despite being weaker than a gun, the Doom Slayer both literally rips and tears any fiend that's stupid enough to approach him. While it is clear that the Doom Slayer does this frequently, he doesn't do it for fun or because it gives him joy. It is simply because killing a fiend in the goriest way possible gives Doom Slayer the most energy for his Praetor Plate Armor.

Super Shotgun. Another relatively advanced but also primitive weapon that the Doom Slayer found in the hands of a deceased gunslinger and he's been using it ever since with lethal ability. This weapon, while weak compared to his personal weapons, is arguably his favorite one. Its magical bullets and high damage has lead to the gruesome deaths of thousands of fiends. Unfortunately even his favorite has a weakness, the super shotgun can only deal the highest damage when it is shot close to a creature which isn't a problem to Doom Slayer, who prefers ripping apart the heads of any fiend brave enough to approach him.

The Crucible. The most powerful artifact of the Doom Slayer and the lower plane's greatest nightmare. The Crucible is a large dagger-like sword with a handle that looks like a skull and a lower part modeled after a balor's eye. It has the ability to absorb huge amounts of demonic energy. While the Doom Slayer is able to use the Crucible with deadly efficiency, he prefers using his large arsenal of weapons to destroy fiends but if a powerful enough fiend approaches Doom Slayer, he uses the Crucible to slay them.

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Doom Slayer

Medium humanoid, chaotic neutral


  • Armor Class 23 (Praetor Plate Armor)
  • Hit Points 725 (50d8 + 500)
  • Speed 150 ft.

STR DEX CON INT WIS CHA
30 (+10) 24 (+7) 30 (+10) 18 (+4) 16 (+3) 16 (+3)

  • Saving Throws Str +19, Dex +16, Con +19, Int +12, Wis +12
  • Skills Perception +21, Acrobatics +25, Athletics +28, Intimidation +21
  • Damage Resistances cold
  • Damage Immunities fire, necrotic, poison, psychic; bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Condition Immunities blinded, charmed, exhaustion, frightened, poisoned
  • Senses blindsight 120 ft., darkvision 120 ft. passive Perception 31
  • Languages Abyssal, Common, Infernal
  • Challenge 32 (195,000 XP)

Badass Incarnate. Doom Slayer is an absolute badass and has advantage on intimidation checks against any creature, even creatures that are otherwise immune or does not understand what intimidation mean. Creatures that are within 30 feet and can see Doom Slayer must succeed on a DC 20 Wisdom saving throw or be paralyzed until the start of their next turn in which they need to repeat the saving throw. Creatures that succeed on their saving throw is immune to this effect for 24 hours.

Destruction Empowerment. When Doom Slayer slays a fiend he gains powerful bonuses that temporarily empower him. The Doom Slayer can choose what bonus he recieves.

  • Demonic Burst: The Doom Slayer's next melee attack deals an additional 22 (4d10) necrotic damage plus 22 (4d10) fire damage. This additional damage lasts for 1 minute or until it is used. The additional damage is tripled if he uses it against a fiend.

  • Superhuman Strength: When Doom Slayer does a melee attack, he deals an extra 33 (6d10) bludgeoning damage. The creature hit must also succeed on a DC 27 Constitution saving throw or be stunned until the end of Doom Slayer's next turn.

  • Stolen Vigor: Doom Slayer regenerates (10 X Fiend's CR) hit points.

Evasion. When Doom Slayer is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he insteads take no damage if he succeeds on the saving throw, and only half damage if he fails.

Glory Kill. If Doom Slayer successfully hits a creature, with 50 hit points or lower, with a melee attack, he brutally executes them, immediately killing them.

Legendary Resistance (3/Day). If Doom Slayer fails a saving throw, he can choose to succeed instead.

Limited Magical Immunity. Doomslayer is immune to spells of 5th level or lower unless he wishes to be affected. He has advantage on saving throws against all other spells and magical effects, except spells and magical effects that can banish or teleport him.

Magical Weapons. Doom Slayer's weapon attacks are magical. While in combat, Doom Slayer is able to use all his weapons without having to switch. In addition, his weapons are kept in a space that he can access.

Superhuman Abilities. Doom Slayer counts as three times larger in terms of size when determining his carrying capacity and the weight he can push, drag, or lift. When determining Doom Slayer's jumping capability it is twice than usual. When Doom Slayer takes the dash action his speed is tripled instead of doubled. When Doom Slayer takes the dodge action he gains a +5 to his AC until the start of his next turn.

Too Angry to Die. If Doom Slayer is grappled, paralyzed, petrified, knocked prone, restrained, stunned or unconscious, he can use a remaining action, bonus action, legendary action or reaction to end the effect on himself. He can only end one condition with one action but he can choose to end multiple conditions by using multiple actions. If Doom Slayer is reduced to 0 hit points and doesn't die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. He can use this feature every time he drops to 0 hit points but the DC increases by 5 each time which resets after a long rest. In addition, if Doom Slayer succeeds, he gets to use his Destruction Empowerment as if he's killed a CR 5 fiend.

Actions

Multiattack. Doom Slayer makes 4 slam attacks or uses any of his other weapons which are specified in the weapon page.

Slam. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit 15 (1d10 + 10) bludgeoning damage.

BFG 9000 (1/day). Doom Slayer hefts the BFG 9000 and shoots a powerful blast of raw energy at a point within 120 feet of him that he can see. Each creature in a 30-foot radius Sphere centered on that point must succeed on a DC 20 Dexterity saving throw, taking 178 (12d12 + 100) force damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 Hit Points, it is disintegrated. This spell automatically disintegrates a Huge or smaller nonmagical object or a Creation of magical force. If the target is a Gargantuan object or Creation of force, this spell disintegrates a 20-foot-cube portion of it. A magic item is unaffected.

Bonus Action

Frag Grenade. Doom Slayer throws a grenade at a point within 120 feet of him that he can see that explodes on contact. Each creature in a 10-foot radius sphere centered on that point must succeed on a DC 20 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Doom Slayer can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Doom Slayer regains spent legendary actions at the start of his turn.

Move. Doom Slayer moves up to his speed.

Attack. Doom Slayer makes a slam attack.

Gunplay (Dependent on the weapon). Doom Slayer makes a single ranged weapon attack that's specified in the weapon page.

Perfect Manuever (Costs 2 Actions). Doom Slayer moves up to his speed and makes 2 slam attacks. In addition, he doesn't incur opportunity attacks while moving this way.

Rage Induced Attack (Costs 3 Actions). Doom Slayer brutally attacks a creature within melee range and the creature must succeed on a DC 27 Strength saving throw, taking 54 (8d10 + 10) bludgeoning damage and be stunned for 1 minute on a failed saving throw, or take half as much damage and not be stunned. A creature can repeat the saving throw at the start of their turn, ending the effect on themselves on a success.

Rip and Tear (Costs 4 Actions). Doom Slayer moves up to his speed and attacks a creature within melee range. The creature must succeed on a DC 27 Dexterity saving throw, taking 75 (10d12 + 10) bludgeoning damage on a failed save, or no damage on a successful one.

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Doom Slayer's Weapon Stash

There has never been a more overkill stash of weapons than Doom Slayer's. Unfortunately for all fiends, Doom Slayer is always with his weapons despite their cumbersome weight. This is mostly due to his ability to manifest a pocket dimension where he can easily store and retrieve his weapons. The weapons here are what he generally has but he's not limited to them. Once a weapon that has more than one type of recharge (E.G. Heavy Assault Rifle) has been used, Doom Slayer needs to succeed on that weapon's specific type of recharge before using the weapon or another ability of it but he can still use other weapons with their own recharge.

When using the legendary action Gunplay, Doomslayer can only use a weapon with a ranged weapon attack.

Pistol (1 Legendary Action)

Multiattack. Doom Slayer makes 5 pistol attacks.

Ranged Weapon Attack: +16 to hit, range 60/120 ft., one target. Hit 11 (1d8 + 7) force damage.

Heavy Assault Rifle (1 Legendary Action)

Ranged Weapon Attack: +16 to hit, range 90/180 ft., one target. Hit 18 (2d10 + 7) piercing damage.

Rain of Bullets (Recharge 5-6). Doom Slayer hefts the Heavy Assault Rifle and shoots in a 60-foot cone in front of him. Each creature in that cone must succeed on a DC 20 Dexterity saving throw, taking 44 (8d10) piercing damage on a failed save, or no damage on a successful one.

Micro-Missiles (Recharge 6). Doom Slayer activates the Heavy Assault Rifle's Micro Missile Mod and release a salvo of small missiles that hit 4 creatures, within 60 feet of him, of his choice. Each creature of his choice must succed on a DC 20 Strength saving throw, taking 22 (4d10) fire damage and be stunned until the start of their next turn.

Chain Gun

Scorched Earth (Recharge 6). Doom Slayer lifts the Chain Gun and shoots in a 30-foot cone in front of him. Each creature in that cone must succeed on a DC 20 Dexterity saving throw, taking 78 (12d12) piercing damage on a failed save, or no damage on a successful one.

Uranium Coating. The Chain Gun penetrates any non-magical walls that is lower than 5 feet in thickness. In addition, creatures that have full cover are considered not in full cover if the wall or object they're hiding behind is in range of the Chain Gun.

Cooldown. After using the Chain Gun, Doom Slayer must let it rest for 2 rounds before he can start using it again. Once the 2 rounds are done, Doom Slayer can then roll for a recharge.

Plasma Rifle (1 Legendary Action)

Multiattack. Doom Slayer makes 3 plasma rifle attacks.

Ranged Weapon Attack: +16 to hit, range 30/60 ft., one target. Hit 10 (1d6 + 7) force damage.

Build Up. Every time Doom Slayer hits a creature with the Plasma Rifle, its damage dice increases by 1d6. The damage resets to 1d6 if he misses.

Stun Bomb (Recharge 5-6). Doom Slayer supercharges the Plasma Rifle and releases a burst of supercharged energy around 15 feet of him. Each creature within range must succeed on a DC 20 Constitution saving throw or be stunned for 1 minute on a failed save. A creature can repeat the saving throw at the start of their turn, ending the effect on themselves on a success.

Gauss Cannon (1 Legendary Action)

Ranged Weapon Attack (Recharge 6): +16 to hit, range 300/600 feet., one target. Hit 11 (2d10) force damage.

Charging Shot. When Doom Slayer uses the Gauss Cannon, he can use his action to charge it up increasing its damage by an additional 2d10 force damage which he can use on the next turn. As long as Doom Slayer is conscious and is able to wield the Gauss Cannon, it can infinitely charge.

Siege Mode. When Doom Slayer is charging the Gauss Action, he can gain an additional 4d10 force damage instead of 2d10 force damage if he does not move the whole round.

Rocket Launcher

Explosive Payload (Recharge 4-6). Doom Slayer shoots the Rocket Launcher, releasing a missile that hits a point within 60 feet of him. Each creature in a 10-foot radius sphere centered on that point must succeed on a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage and be knocked prone on a failed save, or half as much damage and not be knocked prone on a successful one.

Combat Shotgun (3 Legendary Actions)

Multiattack. Doom Slayer makes 3 combat shotgun attacks.

Ranged Weapon Attack: +16 to hit, range 15 ft., refer to spread shot. Hit 10 (1d6 + 7) piercing damage.

Spread Shot. When Doom Slayer uses the combat shotgun, it deals damage in a 15 foot cone. Each creature takes the same amount of damage but Doom Slayer must make three separate attack rolls. If a creature is 10 feet near Doom Slayer, the combat shotgun deals 17 (3d6 + 7) piercing damage and if a creature is 5 feet near Doom Slayer, the combat shot gun deals 38 (9d6 + 7) piercing damage

Super Shotgun

One Shot (Recharge 5-6). Doom Slayer shoots the super shotgun in front of a creature that is 5 feet in front of him. The creature must succeed on a DC 20 Dexterity saving throw taking 91 (24d6 + 7) piercing damage on a failed save. A creature that fails their saving throw is knocked prone.

Chainsaw

Melee Weapon Attack (3/day): +19 to hit, reach 5 ft., one target. Hit 77 (14d10) slashing damage.

Violent Reward. If Doom Slayer kills a creature with his chainsaw, he can use Destruction Empowerment as if he's killed a CR 10 fiend.

The Crucible

Multiattack. Doom Slayer makes 4 Crucible attacks.

Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit 48 (6d10 + 15) force damage.

Limited Power. Doom Slayer can activate this weapon but it only lasts for 1 minute. The weapon regains it power if Doom Slayer can kill a demon with a CR of 20. The weapon also regains its power daily at dawn.

Source of Power. Every damage dealt by this weapon heals Doom Slayer for half the amount.

Credits

Doomslayer

Sacred Oath: Oath of the Slayer

Unending Destruction

The power to destroy is an ability that many have but there are a select few who are so devoted to it, that it manifests as power. This power, coupled with their wish to destroy, simply makes these devoted beings of complete carnage.

Devoted Slayers are paladins who gave themselves to the endless rage and destruction. This usually stems from a past event which is the source of their godlike rage.

Slayer Tenets

While there are no exact scriptures for the tenets that the slayers follow, there are patterns that all slayers exhibit.

Be Fearless. So you walk eternally through the shadow realms, standing against evil where all others falter.

Never Stop. May your thirst for retribution never quench, may the blood on your sword never dry, and may we never need you again.

Rip and Tear. They are rage, brutal, without mercy. But you. You will be worse. Rip and tear, until it is done.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin level Spells
3th hex, searing smite
5th enhance ability, branding smite
9th counterspell, haste
13th Mordenkainen's faithful hound, fire shield
17th flame strike, passwall

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Mark of the Beast. As an action, you mark a creature with death that lasts for 1 minute. While a creature is marked, anytime you deal damage to it, you gain temporary hit points equal to half your paladin level.

Mark of the Slayer. As an action, you can mark a creature with doom that lasts for 1 minute. While a creature is marked, you can use your bonus action to move up to your speed towards it. While the creature is marked, you gain an extra 10 feet walking speed and you deal an additional damage dice for your melee weapon attacks.

Silent Rage

You are a creature of endless rage but it does not mean there aren't times you have to socialize. Despite your best efforts to appear approachable, the simmering fire inside you makes you a terrifying individual. Beginning at level 3, you become proficient in the Intimidation skill, and your proficiency bonus is doubled for any ability check you make using that skill.

Glory Kill

At 7th level, if a melee attack you make on a creature, marked by your channeled divinity, reduces the target to a number of hit points equal to or fewer than your paladin level, the target must succeed on a Constitution saving throw against your spell save DC or be brutally executed, dying instantly. If you kill a creature this way, you can either gain hit points equal to double the creature's CR if it is marked by the mark of the beast or gain an expended spell slot equal to 1/4 of your paladin level (rounded down), up to a max total of spell slots that is equal to 1/2 of your paladin level (rounded down) if it is marked by the mark of the slayer.

If the target is slain, you can use a bonus action on a subsequent turn of yours to mark a new creature.

Rage Unleashed

Beginning at level 15, you can project powerful energy generated by your rage in a cone of 15 feet in front of you. Each creature within that cone must make a Dexterity saving throw against your spell save DC or take 10d8 force damage on a failed save, or half as much on a successful one.

Once you use this feature, you can't use it again until you finish a long rest.

Slayer's Rage

At 20th level, you allow your rage to overwhelm you, giving you unstoppable rage. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • You gain an extra 30 feet walking speed.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • You can use the Rage Unleashed feature twice during the duration. If you have already used Rage Unleashed, you can use it once during the transformation.

Once you use this feature, you can't use it again until you finish a long rest.

Night Sentinels

In another world, in another time, a powerful order of supernaturally enhanced super soldiers exist to obliterate, destroy and purge the enemies of a long past warrior-kingdom.

This order was once lead by the slayer, until the order was betrayed by its very leaders. Ever since then, the order is now filled with the current night sentinels, beings of lesser worth compared to their predecessors but there is still hope as the slayer might deem some worthy to be trained for despite the rage and power of the slayer, he seems to be a bit more sensitive when it comes to humanity.

 

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