Indomitable (5e Class)

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Indomitable[edit]

Masters of resolve and known to be unstoppable forces spearheading many charges and sieges. Although many use their resilience to provide a bulwark between their ally's and any harm.

Hardy and resolved[edit]

Known for their immense statures, many find themselves out of place in civilized setting and so finding themselves counted amongst tribes of roaming barbarians or utilizing these talents in a military fashion. However, the most accomplished Indomitable's having not only brute strength but the willpower to back up the brawn.

Creating a Indomitable[edit]

When making an Indomitable keep in mind that they are geared towards a tanking sponge in a group rather than dealing vast amounts of damage, however nothing is to stop you adapting and enhancing the strengths to become a force to be reckoned with. Your origin and the place you're from as always comes from your mind, the only restrictions being the ones your DM applies but work with them to create your favored origin. For example:Where is your character from? How did they end up committing themselves to this self improvement, or was it merely a choice of convenience given your characters natural hardiness? Are you a gentle giant? If so, who do you strive to protect or what drives you ? Are you fear incarnate? If so, to what extent do you use your imposing presence?

Quick Build

You can make a Indomitable quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution as you gain innate buffs to this ability. Second, choose the soldier background. Third, choose heavy weapons or your fists to stick to the heavy theme.

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d12 per level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per level after 1st

Proficiencies

Armor: None
Weapons: All Simple and Martial weapons except finesse weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose 2 from Athletics, Intimidation, Perception, Survival, Animal handling

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Warhammer or (b) Any martial weapon without the finesse tag
  • (a) 4 Javelins or (b) Any simple weapon without the finesse tag
  • (a) Dungeoneer's pack or (b) Explorer's pack
  • 4 Javellins
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The

Level Proficiency
Bonus
Features
1st +2 <!-Class Feature2->
2nd +2 <!-Class Feature2->
3rd +2
4th +2 Ability Score Improvement
5th +3 <!-Class Feature2->
6th +3 <!-Class Feature2->
7th +3 <!-Class Feature2->
8th +3 Ability Score Improvement
9th +4 <!-Class Feature2->
10th +4 <!-Class Feature2->
11th +4 <!-Class Feature2->
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5 <!-Class Feature2->
16th +5 Ability Score Improvement
17th +6
18th +6 <!-Class Feature2->
19th +6 Ability Score Improvement
20th +6 <!-Class Feature2->

Thick skin[edit]

Beginning at 1st level, your hit point maximum increases by an additional 2 hit point every level gained in the Indomitable class and while wearing no armor, your Armor Class equals 10 + your Constitution modifier. You can use a shield and still gain this benefit.

Regeneration[edit]

When you reach 2nd level, at the start of your turn you regain hit points equal to half of your Indomitable level rounded down. Outside of combat this bonus takes the form of when you roll a hit dice to heal, you double the number on the dice and regain that number of hit points + your Constitution modifier.

Archetype[edit]

At 3rd level, you choose an archetype to follow. Choose the Sentinel archetype or the Siege engine archetype, both detailed later on the page. You gain a features at 3rd level and again at 6th,10th, and 14th levels.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Dense muscle[edit]

At 5th level, your intense training and sheer will have caused your muscles and bone structure to alter. For medium creatures your size is now large (10-12ft height), for small or smaller creatures your size is now medium (5-9ft height). In addition, you can roll a d6 in place of the normal unarmed damage and your carrying capacity is doubled.

Resolve[edit]

At 7th level, you can choose to gain advantage on Constitution saving throws or Wisdom saving throws.

Mighty[edit]

Beginning at 9th level, due to the sheer force behind your blows your weapon attacks score a critical hit on a roll of 19 or 20.

Unyielding[edit]

Starting at 11th level, your resilience can keep you moving despite heavy damage. If you drop to 0 hit points and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a long rest this resets the DC to 10.

Scarred tissue[edit]

At 15th level, the heavy scarring and regrowth of new tissue grants you resistance to all damage types except psychic, lightning, necrotic, and radiant damage.

Intimidating stature[edit]

At 18th level, you gain proficiency in the intimidation skill, if you already have this skill then double your proficiency bonus for this skill.

Preparation[edit]

Beginning at 20th level, you spend time to warm up and mentally prepare. After you finish a short rest you gain 40 temporary hit points.

Keeper[edit]

The keeper is a staunch protector of their allies often acting selflessly to preserve those dear to them. A Stoic island amidst of the raging seas of battle, a hardy shield to another man's sword.

Bodycheck

Starting at 3rd level, when a creature within 5 feet of you makes an attack against an ally other than you, you can use your reaction to make a shove attack or an unarmed attack against the attacking creature.

Grappler

Beginning at 6th level, you can use your bonus action to attempt to grapple.

Bulk up

Beginning at 10th level, you gain +1 to your Armor Class and your hit point maximum increases by an additional 1 hit point every level gained in the Indomitable class.

Taunt

At 15th level, you can use your actions to taunt a creature within a 60ft radius. The creature makes a 8 + your Charisma modifier + your proficiency bonus DC Wisdom Saving throw or be force to attack you until they either make the saving throw at the end of their turn or you hit 0 hit points.

<!-Class Option 2->[edit]

<!-Introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your archetype.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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