Doom Slayer
Doom Slayer
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in
✘
+5
+4 to damage rolls with strength melee weapon attacks. You have resistance to
bludgeoning, piercing, and slashing damage.
+2 Dexterity Unarmored Defense. While you aren’t wearing armor, your AC equals 16. You can use a
shield and still gain this benefit.
✘ +10 Constitution ARMOR CLASS
Reckless Attack. When you make your first attack on your turn, you can decide to attack
DEXTERITY recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength
+1 Intelligence during this turn, but attack rolls against you have advantage until your next turn.
MAXIMUM HIT DICE TEMPORARY
14 +0 Wisdom
-1 Charisma
261 16d12/4d10
Danger Sense. You have advantage on Dexterity saving throws against effects that you can
see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or
incapacitated.
Primal Knowledge. When you reach 3rd level and again at 10th level, you gain proficiency
CONDITIONAL
in one skill of your choice from the list of skills available to barbarians at 1st level.
+2 Extra Attack. You can attack twice, instead of once, whenever you take the Attack action
on your turn.
CURRENT HIT POINTS Fast Movement. Your speed increases by 10 feet while you aren’t wearing heavy armor.
CONSTITUTION DEATH SAVING THROWS Feral Instinct. You have advantage on initiative rolls. If you are surprised at the beginning
SAVING THROWS of combat and aren’t incapacitated, you can act normally on your first turn, but only if you
enter your rage before doing anything else on that turn.
18 N
CIE C
+2 Acrobatics (Dex)
SPEED
40ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Instinctive Pounce (Rage). As part of the bonus action you take to enter your rage, you
can move up to half your speed.
Y
PROFI
RT
EXPE
Brutal Critical. Two additional weapon damage die when determining the extra damage
✘ +6 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION for a critical hit with a melee attack.
+4 +1 Arcana (Int) Darkvision Relentless Rage. If you drop to 0 hp while you’re raging and don’t die outright, you can
make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hp instead. Each
time you use this feature after the first, the DC increases by 5. When you finish a short or
✘ +11 Athletics (Str) Resistances. Necrotic, Radiant long rest, the DC resets to 10.
Persistant Rage. Your rage is so fierce that it ends early only if you fall unconscious or if
INTELLIGENCE -1 Deception (Cha) you choose to end it.
12
Divine Fury. While raging, the first creature you hit on a turn with a weapon attack takes
+1 History (Int) an extra 1d6+8 necrotic or radiant damage(choose when taking this feature.)
+0 Insight (Wis) Warrior of the Gods. When a spell with the sole effect of restoring you to life(not
undeath) is cast on you, the caster doesn't need material components.
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Fanatical Focus (1/Rage). While raging, if you fail a saving throw, you can reroll it, and you
+1 +1 Investigation (Int)
must use the new roll.
Zealous Presence (Bonus Action—1/Long Rest). Unleash a battle cry, up to 10 other
creatures of your choice within 60ft gain advantage on attack rolls and saving throws until
+0 Medicine (Wis) Humanoid. Your creature type is Humanoid. the start of your next turn.
8
Rune Carver. Whenever you finish a long rest, you can touch 2 objects, and you inscribe a
✘ +6 Survival (Wis) end of each of your turns, each creature within 10 different rune onto each of the objects. To be eligible, an object must be a weapon, suit of
SKILLS feet of you takes 6 radiant damage. Until the armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your
rune remains on an object until you finish a long rest, and an object can bear only one of
transformation ends, once on each of your turns, your runes at a time.
Your Rune Magic saving throw DC is 18.
you can deal 6 extra radiant damage to one target Frost Rune (Bonus Action—1/Short Rest). While wearing or carrying an object inscribed
-1 16 PASSIVE PERCEPTION when you deal damage to it with an attack or a with this rune, you have advantage on Animal Handling checks and Intimidation checks.
You can invoke the rune increase your sturdiness. For 10 minutes, you gain a +2 bonus to
spell. all ability checks and saving throws that use Strength or Constitution.
Fire Rune (1/Short Rest). While wearing or carrying an object inscribed with this rune,
your proficiency bonus is doubled for any ability check you make that uses your
proficiency with a tool.
ADVANTAGE
✘ When you hit a creature with an attack using a weapon, you can invoke the rune to
summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on
+2
a DC18 Strength save or be restrained for 1 minute. While restrained by the shackles, the
INITIATIVE 2 Attacks / Attack Action RACIAL TRAITS
target takes 2d6 fire damage at the start of each of its turns. The target can repeat the
saving throw at the end of each of its turns, banishing the shackles on a success.
Giant’s Might (Bonus Action—6/Long Rest). You magically gain the following benefits,
which last for 1 minute:
NAME RANGE ATTACK DAMAGE / TYPE If you are smaller than Large, you become Large, along with anything you are wearing. If
you lack the room to become Large, your size doesn’t change.
The Crucible 5 ft +11 vs AC 2d6+5 slashing You have advantage on Strength checks and Strength saving throws.
Once on each of your turns, one of your attacks with a weapon or an unarmed strike can
deal an extra 1d6 damage to a target on a hit.
Heavy, Two-Handed
FEATURES & TRAITS
Crossbow, Heavy 100/400 +10 vs AC 1d10+2 piercing
Ammunition, Heavy, Loading, Two-Handed
Armor Proficiencies. Light Armor, Medium Armor,
Shields
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and
armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a
standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during
a recent war.
When you choose this background, work with your DM to determine which military organization you were a part of,
how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a
standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a
mercenary company.
PERSONALITY TRAITS
IDEAL
BOND
Military Rank
You have a military rank from your career as a
soldier. Soldiers loyal to your former military
organization still recognize your authority and
influence, and they defer to you if they are of a
lower rank. You can invoke your rank to exert
influence over other soldiers and requisition simple
equipment or horses for temporary use. You can also
usually gain access to friendly military encampments
and fortresses where your rank is recognized.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Praetor Suit. This armor consists of a coat and leggings
[Praetor Suit] 1 45 (and perhaps a separate skirt) of leather covered with
[The Crucible] 1 6 overlapping pieces of metal, much like the scales of a
Crossbow, Heavy 1 18 fish. The suit includes gauntlets.
The Crucible.
0 0 0 0 0
69 lb / 300 lb 600 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Light
Evocation Cantrip
You touch one object that is no larger than 10 feet in any dimension.
Until the spell ends, the object sheds bright light in a 20-foot radius
and dim light for an additional 20 feet. The light can be colored as
you like. Completely covering the object with something opaque
blocks the light. The spell ends if you cast it again or dismiss it as an
action.
If you target an object held or worn by a hostile creature, that
creature must succeed on a Dexterity saving throw to avoid the spell.