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The Doomguide

The document outlines the features and abilities of the Doomguide class in Dungeons & Dragons, focusing on their role in combating undead creatures and ensuring the passage of souls to the afterlife. Key abilities include Revoke Undeath, Touch of Death, and Rapture, which allow Doomguides to return undead to a dormant state and enhance their combat effectiveness against them. Additionally, the class provides spellcasting capabilities and unique rites that prevent living creatures from rising as undead after death.

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Griffin Fredette
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0% found this document useful (0 votes)
7 views

The Doomguide

The document outlines the features and abilities of the Doomguide class in Dungeons & Dragons, focusing on their role in combating undead creatures and ensuring the passage of souls to the afterlife. Key abilities include Revoke Undeath, Touch of Death, and Rapture, which allow Doomguides to return undead to a dormant state and enhance their combat effectiveness against them. Additionally, the class provides spellcasting capabilities and unique rites that prevent living creatures from rising as undead after death.

Uploaded by

Griffin Fredette
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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CREDITS

Designer: Griffin Fredette


Graphic Designer: (Credit here)
Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Cover: DMsGuild Art Pack: Adventurers

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
pp
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is copyright 2020 by Griffin Fredette and published under the Community Content Agreement for Dungeon Masters Guild.

1
THE DOOMGUIDE REVOKE UNDEATH
At 2nd level, you gain the ability to return risen undead
creatures to their dormant state. As an action, touch an
Among the faithful exists a small sect dedicated to the
undead creature, if it has an intelligence higher than 6,
ideals of death and the passage between life and death. In
force it to make a Con save DC 15. If their INT score is
Faerun, these people are followers of Kelemvor, but other
higher than 6, force their creator to make the save. Om a
worlds may have other Doomguards dedicated to lawful
failure, or if the creator is not present in the latter case, the
gods of death in all forms. A Doomguide’s main purpose is
creature is unanimated and returns to death.
to ensure that undead are not created and dissuade the
fears of mortals regarding death and what lies beyond the
Once you use this feature once, you must complete a long
grave for them.
rest to do so again.
You gain another use of this feature at 3rd level, and

PREREQUISITES another at 5th.

To become a Doomguide, a character must be a Cleric or TOUCH OF DEATH


Paladin of at least 3rd level, faithful to a Deity who is tied to
At 3rd level, your combat prowess against the undead is
the Death Domain.
increased. Weapon attacks made against undead
opponents deal an additional 1d8 radiant damage. In

LEVELING UP addition, you can use your Revoke Undeath ability as a


bonus action after dealing damage to an undead creature.
As with any other multiclass option, whenever a character
levels up they can choose to take a level in the Doomguide
class or whichever other class they possess. A character RAPTURE
can have up to 5 levels in the Doomguide class. In addition,
Starting at 4th level, you can purge a greater amount of
your hit points and hit die for this class are the same as the
undead from their risen forms. As an action, all undead
cleric or paladin class you started with.
creatures within 10ft of you must make the Con save
described in your Revoke Undeath feature and be

SPELLCASTING unanimated on a failure.


Once this feature has been used you must complete a long
At 1st level, the Doomguide gains access to spells beyond rest to do so again.
their normal spell level, at each level you gain one spell,
each spell first level or higher that you gain from this class In addition, any creature unanimated with this feature or
can be cast once before you must complete a short or long Revoke Undeath cannot be risen as an undead for 10 days
rest to do so again. after they are unanimated.
In Addition, you learn Spare the Dying and one other
necromancy cantrip of your choosing
Class Level Spells DEATH’S CHOSEN
1st False Life At 5th level, your body is enchanted with the touch of death.
You can add your constitution modifier to death saves, and
2nd Gentle Repose
you no longer age.
3rd Revivify
4th Blight
5th Enervation

RITES OF DEATH
At 1st level you gain the ability to ensure the passage of
living creatures to the afterlife. If you spend 1-minute
praying over a living creature close to death, you make it,
so their body is incapable of being raised as an undead
creature once they die. In addition, when you drop a
creature to 0hp, you can use a bonus action to pray and
ensure that the body cannot be raised as an undead.
In addition, if you are ever to die, your body cannot be
raised as an undead.

2
pells Table

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