The Chaos Towers theme this month is the DOOM franchise, with the gates of hell spitting out legions of the damned.

Rules for the one-shot are listed at D20 Chaos One-Shot Rules, plenty of scope for magic items and character builds so get busy. As well as the standard array of gear this month firearms and future tech is allowed thanks to the theme – and there’s a few extras this month too:

DOOM Weapons

All firearms are ranged weapons using your Dexterity ability, and require firearms proficiency to wield. Each player will receive a Bandolier of 6 power cells and an infernal pistol as their starting weapon, but you can choose these weapons as one or more of your free magic items (still only one Legendary in total).

Each powered weapon comes with one cell ready-loaded, and other power cells may be collected around the map. Other weapon features:
Weapon Wheel: It’s a free action to equip or stow any Doom weapon.
Power Scaling: The damage dice of a Doom weapon is not affected by its size.

Infernal Chainsaw (Very Rare club)

  • reach 10ft, heavy, two-handed
  • 2d8 slashing + 1d8 elemental damage (your choice)
  • Bonus action to activate
  • 10 attacks per power cell

Infernal Pistol (starting equipment, Very Rare firearm)

  • range 50/150, light, reload(6)
  • 2d6 piercing + 1d6 elemental damage (your choice)
  • 6 shots per power cell

Infernal Shotgun (Very Rare firearm)

  • range 30/90, two-handed, reload(4)
  • 2d8 bludgeoning + 1d8 elemental damage (your choice)
  • 4 shots per power cell
  • Explosive Shot: expend full power cell for triple damage in 15ft cone (6d8 bludgeoning + 3d8 elemental), or half damage on DC 15 Dex save.
  • Grappling Shot: as a Bonus action expend 1 power cell charge to fire a grappling hook into terrain within 30ft, and drag yourself up to 25ft towards that location as a Reaction (hook disengages automatically).

Infernal Rifle (Very Rare firearm)

  • range 120/360, heavy, two-handed, reload(4)
  • 2d10 piercing + 1d10 elemental damage (your choice)
  • 4 shots per power cell
  • Ricochet Shot: expend full power cell to target 3 creatures in range up to 10ft apart for triple damage (6d10 piercing + 3d10 elemental). Roll once to-hit and rifle strikes all 3.

Infernal Cannon (Very Rare firearm)

  • range 120/360, heavy, two-handed, reload(2)
  • 4d10 force damage
  • 2 shots per power cell –
  • Armor Piercing: expend full power cell for +5 to hit and increased damage (6d10 force)

Infernal Rocket (Very Rare firearm)

  • range 60, heavy, two-handed, reload(1)
  • area of effect 10ft radius, DC 15 Dex save for half damage
  • 3d10 bludgeoning + 2d10 elemental damage (your choice)
  • 1 shot per power cell
  • Overcharge: load 2 cells for double damage (6d10 bludgeoning + 4d10 elemental in 15ft radius) and roll d4, on a 1 the ammo explodes on launch

Doom Blade (Legendary greataxe)

  • needs attunement
  • reach 15ft, heavy, two-handed
  • 3d12 slashing + 1d12 force
  • Go Again: use reaction to attack an additional time when a target is reduced to 0hp

Infernal BFG (Legendary)

  • needs attunement
  • range 120, heavy, two-handed, reload(1)
  • expend your hit dice to do force damage
  • area of effect 20ft radius, DC 18 Dex save for half damage
  • 1 shot per power cell
  • make a Constitution save to avoid a level of exhaustion, the DC is the number of hit-dice expended
  • This Time with Feeling: pool hit-dice of up to 3 allies within 30ft, 1d4 exhaustion for allies and wielder

DOOM Power Armor

Power armor can be picked in place of one of your free magic items (but not your Legendary).

Power Armor (Very Rare – light, medium or heavy)

  • needs attunement
  • +2 AC
  • +10ft speed
  • 50 temp HP and 3 charges of Shield spell, recharge on short rest
  • Light armor (studded leather +2) AC = 14 + Dex
  • Medium armor (half-plate +2) AC = 17 + Dex (max 2)
  • Heavy armor (plate +2) AC = 20

Infernal Bandolier (starting equipment, Power Cell use tracker)

Each player will receive a Bandolier of 6 power cells, and other power cells may be collected around the map and stored in your bandolier as a free action.

  • included with basic starting equipment
  • the Bandolier can hold up to 6 power cells
  • Fast Loading: It’s a Bonus action to load any Doom weapon from your bandolier.

DOOM Map Power-Ups

Lucky players may find power-ups hidden around the map, which can provide your character with much-needed boosts to complete the challenge.

Doom Fury

Grants resistance to bludgeoning, piercing and slashing for 3 rounds, and adds 1d6 to your armor class. During this time melee weapon attacks using Strength deal an extra 1d20 damage. Once the effect ends make a DC 15 Constitution saving throw or spend 1 round incapacitated while you recover.

Doom Life

Grants 20 temporary hit points, and a healing ability which lasts for 3 rounds. During this time the creature can expend 1 or more Hit Dice to heal. Once the effect ends make a DC 15 Constitution saving throw or spend 1 round incapacitated while you recover.

Doom Cloak

Grants the user effects of the spell invisibility for 3 rounds. During this time movement does not make noise. Once the effect ends make a DC 15 Constitution saving throw or spend 1 round incapacitated while you recover.

Doom Speed

Grants the user the effects of the Haste spell for 3 rounds (plus an additional 20ft speed), and adds 1d6 to your armor class. Once the effect ends make a DC 15 Constitution saving throw or spend 1 round incapacitated while you recover.