You know, you should do a "How to play Isabelle" video. So many D&D characters focus on fighting, monster slaying, and loot gathering. Not enough bother with real challenges like helping run a small town.
Well my version of him I made a fee months ago was a paladin of vengeance with a few levels in artificer so he could have the eldritch cannon, aka the shotgun Its slot of fun in demon based campaigns as paladin of vengeance gets advantage on everything demon related
@@ThisMelonHead Ah yes, Paladin of vengence. Only got to play as one for one glorious session. I was the punisher. Because nothing says 'smite evil' like a man with a giant fucking skull on his chest.
Too be fair, all the images I see of halflings are smiling and happy; anyone that looks that happy all the time is harboring a lot of dark and angry thoughts
@@SH-qs7ee I detest most halfling images I come across. The best artwork for them I've found came in the "The Five Shires" Gazetteer way back in the 1990's. They actually look like a people, and not fat mal-proportioned characatures.
@@bskec2177 I don't mind the halflings in Eberron; they may still look a little like parodies, but they're parodies riding fast, predatory dinosaurs, so no-one points this out to them
"doomslayer can have a little bit of healing... as a treat" i dunno just what it is about this line and it being repeated that i find so funny, but it is. thank you
Honestly this just makes me want to make a D&D campaign where a character vaguely based on Doomslayer is best friends with a character vaguely based on Isabelle. Goes out at night to kill all the Evil Monsters threatening the town so that his friend can live a perfectly idyllic life never knowing the dangers that are out there. Coming home every day wondering why he puts himself through so much misery, only to be reminded when he sees her smile. ...think I made myself misty eyed.
"You are the personification of rage made to slay demons. I think that means halfling but we're going scourge aasimar to bump our dps" I was legitimately drinking soda when you said that and now my screen is covered in pepsi
Bruh that might be what I do with Halflings in my home setting so that they feel less tacked on. Either you're a regular Hobbit and you chill in your Shire, or you take up a sword and kick ass across the nine hells until you get sick of it.
HOW DARE YOU NOT MAKE THE DOOM SLAYER A BARBARIAN!! THIS MAKES ME MAD!! BEYOND REASON!! AAAAAHHHHH!!!! ALSO MAKES ME HELP IN THE ALGORITHM!!! AAAAHHHH!!!!!
@@ourkeving I disagree with your counter statement and will spend 3 full paragraphs to say three sentences arguing that the original commenter has some valid points. such as "AAAAAHHHHH!!!!" (Rüth, line 2, 3/19/2020) Edit:
@@Xhawk777 Yep... and a tone-deaf Mega Corp thinks there's money to be made by tapping into the warm glow of Hell as a renewable-energy source. Yeah, the UAC Hologram Lady in "Eternal?" You will grow to despise her... as she will grow to despise you. "Will someone please kill this idiot?"
Probably someone said this before me. Since Isebelle is a playable character in the fighting game Smash Bros, it is possible to create a D&D character based on her.
Tulok: You don't have many spell slots. Doomguy: I'm sorry, but I cannot hear you over the sound of my Flexible casting and fast recharging spell slots.
"You get Light, which is redundant because of the darkvision" Not really. Darkvision only lets you see in grays. You still need light to discern color.
In the first age, in the first battle, when the shadows first lengthened... Personally, I originally saw The Doom Slayer as having a dip into Zealot Barbarian, but this works.
THIS WAS A REALLY GOOD ISABELLE VIDEO! I'M PROBABLY GOING TO MESS AROUND WITH THIS FOR MY OWN STUFF! P.S: SORRY FOR THE YELLING! BUT IF IT GRANTS YOU MORE OF THE ALGORITHM'S FAVOR THEN I'LL DO IT!
Honestly, having Isabelle be a utility character would be super fun and Awsome to see your creativity come out for a character that may not focus on just trying to max out their combat potental
King Byrd. Ok, take 4d10 bludgeoning, 2d8 necrotic, and disadvantage on any speech checks in the next 24 hours, because your jaw is going to get wrecked.
@@Lord_Numpty I know, it's really nice for Bethesda to actually have him specifically be a Catholic, instead of just being a generic Christian, or just being silent so they don't offend anyone.
I mean what is God going to be mad about? "HOW DARE YOU KILL THAT EVIL BEING THAT EXISTS ONLY TO SPREAD SUFFERING" At worst there may be concern that he enjoys his work a bit too much
@@Megidramon Good point but Space Marines are only ever specialized to use bolters sure they might use a heavy flamer now and then but they don't have as much variety of weapons as the doom slayer so maybe not as many levels into sorcerer in that case.
If you're relying on heavy armor as a Doomslayer, you're doing something wrong. First line of defense, don't get hit, second, armor, third, health, forth, rip and tear, last, be so angry that you refuse to die. To that end, Dex, Con, Str, Wis, Cha, then Int, for AC++, HP, carry weight/melee, will save, intimidate, and because his solution to everything is just breaking shit. As for abilities, none of them are innate besides a slightly above average punch and uncompromising rage, they're just tools. To that end make him Human, because that's what he is, give him Tavern Brawler for those above average punches and glory kills, and Crossbow Expert for point blank rapid fire xbow, Sharpshooter for why the fuck not, Eldritch Knight for normal Fighter stuff and Magic Item Attunement, and Berserker for Mindless Rage. The rest is external, be it magic weapons, wands, runes, or even his healing which comes from the Praetor armor or health packs. So assuming level 20 cap, 14 Eldritch Knight / 6 Berserker with a bunch of magic items/wands is how Doomslayer is meant to be played. Because lets be frank, he's not Doomslayer if he's getting scared or mind controlled by demons.
For a doomslayer build, I would imagine going human variant (tavern brawler). Then going in the least likely direction of artificer for your (cantrips for different damage types{tangent: get booming blade and green flame blade for your punches) guns and (spells and actual thrown weapons {tangent idea for you: get alchemist fire,caltrops, and lantern oil. Combined together and tied with rope makes a mean Molotov cocktail}) grenades. Get to 3rd lvl for your doom slayer armor with the UA Armorer subclass. Go with guardian for even better punches and temp hp. Swap to paladin for the next 3 lvls for smites, fighting style, health, and go vengeance for your vow of enmity. Now swap back to artificer for you sick abilities but thats about it, perhaps a look at magic initiate wizard for extra guns but yeah.
I love your work, and I am a bit late to the party here. I also love the story of doom. I also wrote up a character sheet for mr. doomy-doom doom man doom. It's a bit different from what you show here, I hope that you think it is up to par. Text wall ahead. Before we begin, a couple of caveats. I like giving wiggle room for character creation. With that in mind, I'll be including some of my own house rules for character creation in this build. These include the following: -When multi-classing, you get 1 of the class's skill proficiencies. -You get two extra feats from the get-go. -You can use any of the supplementary materials for 5e to realize your build. With all that out of the way, let's get started! For stats, I'll be using the standard point array as a base. We're gonna dump Intelligence because, while the character isn't an idiot, a lot of the things he does don't require the thinky-thinky. The starting stat array is as follows: STR 15 DEX 14 CON 10 INT 8 WIS 12 CHA 13 For the race, I chose Variant Human, giving +1 to Strength and Wisdom. Now we can already multiclass into all the necessary classes. Chosen languages are Common and Dwarven (Don't know why Dwarven, he doesn't talk a lot, but hey, more languages.) For the feat, I chose Tough to make up for the lacking Constitution at this point. That will be fixed later on. Skill proficiency, choose Investigation. This guy may not do a whole lot of thinking, but he's good at finding secrets. For Background, I chose Haunted One from Curse of Strahd. Skill Proficiencies are Religion and Survival. For the flavor of the trinket, I chose Rabbit's Foot. Haunted One has a feature called Heart of Darkness. It's flavor suggests that people are just automatically afraid of you. If there were such a thing, I would say that that sounds like passive intimidation. If such a thing were to exist, I'd say that it would be calculated as 10+ your Intimidation modifier. People run when they see this guy. For the last bit of pre-class character prep, let's choose the 2 house-rule feats. I choose Crossbow Expert and Magic Initiate. For Initiate, I chose the Sorcerer spell list to get the Firebolt and Sword Burst cantrips and the 1st level Chaos Bolt spell. Now on to the build proper. We start this big boy off with Paladin, getting his gear. His weapons are a hand axe, hand crossbow, and heavy crossbow. The Skill Proficiencies from this are Athletics and Intimidation. Paladin level 1 gets Divine Sense and Lay on Hands. Basically you have a healing pool and you can smell when some higher or lower power is near. Spoiler alert: This guy isn't known for healing people. 2nd level of Paladin gets us spellcasting, Divine Smite, and a fighting style. The style I chose for this was Close Quarters Shooter from Unearthed Arcana. This removes the disadvantage of shooting something between the eyes at point-blank, allows you to ignore partial cover, and gives you +1 to ranged attack rolls. Divine Smite allows you to expend spell slots to add radiant damage to your weapon attacks. The damage is 2d8+1d8 for every level above 1st, and there is a bonus 1d8 if you hit an undead or fiend. As for spells, I'll cover them all in a lump at the end. 3rd level Paladin gets Divine Health, granting disease immunity, and the Paladin's Oath. This boy has the Oath of Vengeance. Oath of Vengeance gets access to some extra spells that suit the revenge flavor. We won't be using too many of these, though. This also gets you your Channel Divinity with Abjure Enemy and Vow of Enmity. Abjure Enemy puts the fear of God - or of you - into your enemies within 60ft of you if they fail a Wisdom Save, making them unable to move and shit themselves until they take damage. Vow of Enmity lets you get advantage to attack a visible target within 10 ft. Next we start Multiclassing. Time for the first level of Ranger. House rules, we take skill proficiency in Animal Handling. The guy may be a walking apocalypse, but he's got a soft spot for the cute and fuzzies. First level of Ranger gets Favored Enemy and Natural Explorer. Explorer has a lot of helpful things for traveling, like ignoring difficult terrain, having advantage in initiative rolls, and a whole bunch of other goodies, I advise checking it out if you don't know Rangers. Favored Enemy lets you select a type of enemy to gain bonuses against. Our choice is Undead. The bonuses you get to them are +2 to weapon damage, advantage on survival checks when tracking them, and Intelligence checks to know about them. You also gain proficiency in another language associated with your favored creature, if they have one, or just another language. We'll go with Abyssal, I suppose because it kinda makes sense flavor-wise. 2nd level we get another fighting style, went with Archer. You gain a +2 to ranged weapon attack rolls. You also get Ranger spellcasting. Ranger Level 3 gets us Primeval Awareness and the Ranger Conclave of our choice. Primeval awareness allows you to understand the needs and feelings of your fuzzy friends as well as sense the presence of your favored enemy and learn information about them if they are within 5 miles of you. For the Conclave we are selecting the Monster Slayer. This conclave also gets some interesting extra spells, but again, they won't be seeing all that much use. Monster Slayers get Hunter's Sense and Slayer's Prey. Hunter's Sense lets you figure out how to hurt things better and Slayer's Prey lets you hurt things HARDER. We're going to multiclass again into Fighter. House rules, we get our final skill proficiency, Perception. Immediately, we get our third and final Fighting Style. We're taking Unarmed Fighting from Unearthed Arcana. You punch as hard as swords swing and suplex harder. You can also punch things you've got grappled even harder. You also get Second Wind, letting you stay alive that much longer. 2nd level of Fighter gives us Action Surge, letting you take more actions. 3rd level of Fighter gives the Martial Archetype, I chose Battle Master because this guy schmoves. Battle Master gets Student of War - proficiency with artisan's tools of your choice, I chose cartography because again, finding secrets (though yes you could go with Caligraphy tools) - and Combat Superiority. This give you access to Maneuvers and Superiority Die - in our case d8's - to do those Maneuvers with. We'll go with Lunging Attack, Maneuvering Attack, and Riposte. It's all about the Schmovin' and Groovin', if by "Groovin'" you mean "Maiming horribly", that is. I advise looking up maneuvers if you want to learn more. For the next 3 levels, you could take the 4th level of any of the classes in any order. This give a whopping 3 Ability Score Increases. We'll use this to get Wisdom, Charisma, and Constitution all up to 14. Finally, some constitution. We are also never touching Fighter again. 5th level of both Paladin and Monster Slayer Ranger give Extra Attack, so we're taking them for the next 2 levels. Hooray for hitting things more in addition to harder and better. We're back to decisions being important again, so we're taking 6th level Ranger's Greater Favored Enemy. If you haven't caught on by now, the next enemy type we choose is Fiends. You now get a +4 to damage on all of our favored enemies, and you gain advantage on saving throws against this enemy type. 7th level of Ranger grants Supernatural Defense. You get a d6 added to your saving throws against targets of your Slayer's Prey ability. Our 8th and final level of Ranger gives us another Ability Score Improvement, putting our Strength up to 18 now, and Fleet of Foot, allowing for the use of the Dash action as a bonus action on your turn. Schmoves. 6th level of Paladin gives us Aura of Protection. A friendly creature within 10ft of you gains +1 or your Charisma mod, whichever is higher, on saving throws while you are conscious. 7th level of Vengeance Paladin grants Relentless Avenger. When you hit with an Opportunity Attack, you can move up to half your speed right afterwards as a reaction. This doesn't provoke an attack of opportunity. The final level of this build is 8th level of Paladin, granting the last Ability Score Increase and putting our guy's strength at 20. Beefy boy. Okay, spell list. For Casting ability, you have both Wisdom for Ranger and Charisma for Paladin, but since they are equal for this character, it doesn't really matter. These are the spells I chose for this guy: Detect Good and Evil Hunter's Mark Jump Wrathful Smite Branding Smite Blinding Smite Flame Arrow Lightning Arrow Staggering Smite With all that said and done, let's summarize the character. He's a tough guy that's good at finding secrets, has a soft spot for animals, slays fiends and undead with a vengeance, likes his ranged weapons but is good with his fists, can move around the battlefield, and tears through his hellborne enemies. If you aren't fond of the idea of a crossbow, real ass weapons do exist in this game, they are in the DMG, can't remember what page though. Somewhere to look for a more authentic rip and tear experience.
An interesting play on this could be going for Celestial Warlock. Yeah you lose the fun Hexblade spells, but you get Shield with Sorc, so it's not all bad. And your healing stuff will be a touch more useful via Divine Soul. So you'll be an Aasimar, with Celestial Chosen heritage in your blood, who's also getting direct aid from your Celestial boss. And you're basically a bit more survivable over hurty.
I add a few levels of bard because I like to imagine that the metal music comes from doom slayer himself and the demons fear it getting closer and louder
You could play this as an artificer and multiclass differently depending on the subclass you pick. Your magic items can be stuff you know how to use rather than you made because you just find everything in Doom. If you are allowed homebrew in your game, you can use Matt Mercer's gunslinger subclass. (I know that homebrew isnt used in these videos)
Avenger Paladin would probably work thematically. Especially since there are some Paladin spells that buff your ranged attacks as well as your melee (but let's be real here, your guns are a means to keep the pain going until you enter chainsaw range).
yes, i can finally go on a blind rampage and kill everything in my path, and scare every cleric in a 5 island area Out of curiosity, what are your thoughts on the stibbles codex of companions? Nero from dmc5 in DND, i live and breathe for the dmc franchise
I've personally built Nero in D&D based on his DMC4 version. Fallen aasimar with 5 levels in hexblade and 5 levels in battle master gives you everything you need. I haven't figured out how to get all his devil breakers to work, though. Maybe a dip into sorcerer for some extra cantrips?
V would be interesting too. Probably shadow sorcerer for meta magic and hound of I'll omen and levels in conjuration wizard with find familiar and cojure animals.
I made a build of DOOM Slayer using magic items, point buy and guns from the source books as a fighter gunslinger. Using online CR calculators he was a CR of 20 AS A PLAYER CHARACTER. That shiz is crazy! Also he dealt like 200 damage a round for two rounds before slowing down and ONLY doing 80 on round 3.
More like Tulok the Slayer, my god man your slinging these builds out! Y'know, ever since that UA with the fighting style variants came out, I was wondering if their was a way to make a good ol' fashion fist fighter without too much dip into monk. Not sure if you've heard of a little show called Letterkenny, but I think it'd be hilarious if you dropped an episode on the legend that is Wayne, the most rigid, machine-gun chirpin', good old boy in recent history.
here's a heckin' hot take: doomguy is a ranger. his favored enemy is fiends and his favored terrain the underdark edit: nevermind, that's dante from devil may cry
Hot take (plus it benefits the algorithm): If you start Paladin/Vengeance, you could take Ranger just out to the Horizon sub and finish Paladin to be a demon seeking killing machine of righteous fury
If you ask me I would've done 14 levels in oath breaker paladin, 4 levels in champion fighter, 1 level in hex blade warlock, and finally 1 level forge cleric. Not necessarily in that order but paladin first lvl.
I hate how people assume the slayer is super pissed off all the time, he is not his rage is not a boiling pot but rather a nice simmer. its controlled and focused (Focused on demons) Good on ya for resisting the barbarian
I was saying this the other day on my friend stream while she was playing her press release version of doom eternal that I was going to make doom guy In DnD So thank you you've made it a lot easier
For those that want more of a tech feel than magic feel, may I suggest Champion/Artillerist? Get that heavy armor, get a big crossbow, and then augment the hell out of it with the artificer enhancements. And if you make your artillery cannon tiny, there is nothing stopping you from just strapping it to your shoulder or arm as a mounted cannon!
Episode #137 of the Fire Emblem stats: The Doom Slayer. Doom Guy has a lot of strengths: Heavy armor, bows, brawling, and swords (which chainsaws are closest to). He's weak only in authority because he's a mute psychopathic murder hobo. He excels in strength and dexterity and has decent stats everywhere else.
Shulk is a Warlock/Paladin/Rogue Hear me out on paladin, he promised to slay the final boss, that may or may not be God-like. Celestials are Gods/godlike Oath of the Watcher has a bonus against Celestials, and a cylinder AOE like Monado Cyclone in moonbeam and Healing Word for Light Heal, then Hexblade cause Monado, and rogue for backslash. If UA isn't allowed, then Oath of the Ancient, similar concept, but dosen't get celestial smiting, but still gets Moonbeam.
Fun fact: you can rage in heavy armor. You don’t gain any benefits from the base class, but every subclass feature that enhances rage still works. So a bear totem in plate armor is still resistant to all damage while wearing plate armor.
the good news for goblin slayer fans is if you alter it to be mostly fighter classes with some ranger for favored enemy I think you can just do this for your goblin slayer build (saying this since in another video he says he won't do goblin slayer.....at all)
I was expecting Barbarian tweaked in a way that somehow uses armor, but this turned out way better. Spells with gun-shaped casting foci is so much better than sorting out actual guns Can't help but occasionally glance at the Path Of The Doom Slayer homebrew subclass I found awhile ago though. Obligatory "Vegeta When"
@@PikStab that would have been good but I was on a short rest on my bike when I saw I was almost 45 minutes late to make a witty and almost funny comment
Seeing this now reminds me of Hazbin Hotel and the whole "Annual purging of sinners due to Overpopulation of Hell" part of the lore. Imagine Charlie trying to rehabilitate sinners to avoid the Annual Purge only for Doom Slayer to show up, making them think it came early
Haunted one background let's you pick two skills to be proficient in, so you can choose arcana and relegion, and it would kinda fit with all the shit he's seen
Maybe an intrepid merchant build? The guy who will go anywhere, do anything, and kill anyone in order to buy and sell with adventurers who are in the middle of questing.
I had a friend who made a level 3 Paladin and Level 17 fighter Samurai build that while I don't remember exactly how it works it was pretty damn similar how Doomguy would fight and had a higher DPS than even the DPS classes.
honestly i like it better when you forgo the expected classes in favor of something more creative. no anger, i am perfectly satisfied (please do an isabelle build though that would be awesome)
I love the image of a party with just Isabelle and doomguy, this big, scary, full armored, Angel of death with eldritch powers, running around with this cute, happy go lucky, nice little halfing. Just picture it.
Based on my recent nightmare playthrough of doom eternal, i can add a few comments on the concept: 1) Needs at least 7 levels of monk to run around at the speed of sound and rip and tear stuff, also evasion will help you with dem endless fireballs 2) Needs -4 constitution at start, so u get 1 hp per level and start the game with 4 hp so every random zombie can 1-hit-kill you. Feat lucky could ease the difficulty a bit 3) As a weapon you will need akimbo blowpipes glued togehter so you can deal 1 damage to all the bullet sponge demons and then finish them off with glory killing melee flurry of blows (make sure to never carry more than 12 ammo for blowpipe) 4) 2 levels of warlock so you can get silent image and make it look like you wear heavy armor while actually you do not. This will also allow you to play heavy metal music with cantrips 5) Ask your DM for a magic weapon on the start of the game that will spawn glowing colourful beans every time you hit some1. You will use those beans as ammo 6) Get sharpshooter feat because no cover can save anyone from you and only use +10 damage ability when you get close, so your peashooter makeshift double barrel turns from 1 damage to 11 damage gun 7) Pick revenant as your race so you can savescu... eh, i mean resurrect every time you die because you are in fact too angry to die (completely).
Just wanted to share one of my favorite tidbits about Darkvision, since you said Light spell is worthless because of Darkvision. This is not true. Darkvision states that you can see in darkness as if it were dim light and cannot perceive colors. Thing about Dim Light is that it counts as Light Obscurement, meaning you have disadvantage to Perception (based on sight). This means creatures with Darkvision still have a use for light. If they are trying to find someone hiding in the dark, they might not want to have disadvantage on their check. So having both Darkvision and the Light spell is still nice. You don't need to use the spell to navigate in darkness, but in case you think someone is sneaking past you, you can shine a light on them and find them easier. I learned this while running a game for a pair of Drow Rogues. In general, they decided to do all missions at night, as they thought it gave them the advantage. For the most part, it did. But then I started using Goblins, who get a bonus action to hide and also have Darkvision.
A few counter arguments: 1) due to the different time setting, there's nothing saying you have to emulate the weapons Doomguy has. 2) due to the fact you go down like a fat sack of potatoes unless you KEEP MOVING, I'd say the heavy armor doesn't matter all that much and naturally increased movement would be more beneficial. 3) And this is an unpopular opinion, but you don't *have* to rage immediately all the time, the games actually have rage powerups in some of the arenas, i'd say knowing when to get too mad to die would be better. 4) Speaking of being too mad to die, level 14 Zealot barbarian is literally that. Drop down to 0 hit points and you don't go unconscious. You still make death saving throws and get them from being attacked as you normally would, but even if you fail all 3, not a problem, you still don't die. You only die if your rage falls off while still at 0 hit points and having failed all 3 death saving throws. That specific 0 hit points part is important because if you're going Scourge Aasimar, just give yourself a bit of that healing. As a treat. Edit: Also why do we want the unarmed attacks exactly? The only time you really do unarmed attacks is to do a glory kill, which uses his other weapons plenty too. It's just flavor, "how do you wanna do this?" style.
Everything is pretty spot on except for one thing. He's a full blooded human unlike the Night Sentinels of Argent D'nur. Either way I will definitely be adapting this build in my next Campaign! Great work!
On one hand, crossbows definitely don't go boom enough for Doomslayer. On the other, the two levels of artificer would let you make a bag of holding to help carry the 12 or so guns he has on his person at all times. You could just hope you find one inside of a room, halfway down a dead end, behind a fake wall, in the middle of a dungeon, beside the DM's severed head instead, but I'm not too sure how many DM's would go for the reference.
I'M INCREDIBLY ANGRY ABOUT THE LACK OF BARBARIAN IN THIS BUILD!!! In all seriousness, been waiting for this build since Doom eternal was announced and it does not disappoint at all.
My alternate hot take would recommend going Warlock, Hexblade, Pact of the Blade, and the new UA Invocation Eldritch Armour to allow you to use a suit of Heavy Armour
Light cantrip isn't useless for a character with darkvision. Darkvision (in total darkness) lets you only see as if you were in dim light, which means a nasty penalty to your Perception checks. Yes, passive Perception too. Interesting build overall, but not what I would've made. First, I would aim to make Doom Eternal version of Doomguy, and, if possible, pick demon plate armor. Next, crossbow expert + archery + heavy crossbow to simulate the shooting. That's all you really need in my opinion. Make him a fighter to get all the feats you would ever need and have fun.
One could also go scourge Aasimar Hexblade/Paladin of Vengeance. Start with with a paladin with a heavy crossbow then take 3 levels of hexblade, take pact of the blade, and then take the the greater pact blade invocation so that you can have a heavy crossbow that you use as an arcane focus as your pact weapon that you can use your charisma to attack with and then take the crossbow expert feat so you can ignore the loading feature of crossbow to make your crossbow even more like the BFG. So then at level 5 you have everything you need to be DoomSlayer. You'll have the armour, the powerful guns and thanks to eldritch blast you can have an unlimited amount of lasers flavored with all sorts of invocations.