Vindicator (5e Class)

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The Vindicator[edit]

Believing in justice and virtue above all, the vindicator is a warrior of light that opposes darkness and evil at every turn. They are the sworn enemy of the malicious: relentless heroes who bring hope to the masses and oppose the wicked wherever they may be found. They accomplish this not by merely smiting evil, but by utilising the divine light they wield to eliminate the darkness within them, freeing them of their own malice. To merely vanquish evil is to encourage more to spread; by redeeming the malicious, their influence can only be wielded for good. This is the belief of the vindicators.

Creating a Vindicator[edit]

When creating a vindicator, consider your character's beliefs and values. Are they opposed to violence, preferring that individuals always attempt to find common ground? Do they detest evil and seek to destroy it, rather than redeem it? Or perhaps they are forgiving towards their opponents, believing the wicked to merely require guidance in place of punishment? A vindicator is defined by their views towards the less fortunate or righteous and how they act when faced with them, so consider this amidst the creation process.

Quick Build

You can make a vindicator quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Dexterity. Second, choose the acolyte or folk hero background.

Class Features

As a Vindicator you gain the following class features.

Hit Points

Hit Dice: 1d10 per Vindicator level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Vindicator level after 1st

Proficiencies

Armor: all armors
Weapons: simple weapons, martial weapons
Tools: Herbalism kit
Saving Throws: Strength, Wisdom
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Performance, Persuasion, and Survival.

Equipment

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

  • (a) A martial weapon and a shield or (b) Two martial weapons
  • (a) Chain mail or (b) Leather armor, a longbow, and 20 arrows
  • (a) An explorer's pack or (b) A priest's pack or (c) An herbalism kit
  • If you are using starting wealth, you have 4d4 × 10 in funds.

Table: The Vindicator

Level Proficiency
Bonus
Features Righteous Sparks
1st +2 Righteous Power, Absolve, Vow of Light 3
2nd +2 Divine Punishment 6
3rd +2 Cleanse the Mind 9
4th +2 Ability Score Improvement 12
5th +3 Extra Attack 15
6th +3 Vow of Light feature 18
7th +3 White Charge 21
8th +3 Ability Score Improvement 24
9th +4 March of Justice 27
10th +4 Judge's Attunement 30
11th +4 Vow of Light feature 33
12th +4 Ability Score Improvement 36
13th +5 Extra Attack (×2) 39
14th +5 Unrelenting 42
15th +5 Rising Light 45
16th +5 Ability Score Improvement 48
17th +6 Vow of Light feature 51
18th +6 Triumphant Return 54
19th +6 Ability Score Improvement 57
20th +6 Champion of Virtue 60

Righteous Power[edit]

You wield the power of justice; virtue; good itself, which you can harness in inspiring displays. You are capable of channelling motes of holy power known as righteous sparks, or simply sparks. You possess a number of sparks based on your vindicator level, as displayed under the Righteous Sparks column of the Vindicator table. These sparks are utilised for particular vanquisher features, and all expended sparks are regained upon finishing a long rest. Some of these features impose saving throws. The DC for these saving throws equals 10 + your Wisdom modifier + your proficiency bonus, unless otherwise specified.

Additionally, your senses are infused with the light of justice, enabling you to detect good and evil effortlessly. You automatically know the alignment of any creature that you can see or hear, and you are aware of the presence and location of any evil-aligned creatures within 60 feet.

Furthermore, you are protected from the forces of evil. You are resistant to damage inflicted by evil-aligned creatures, and when making an attack roll, ability check, or saving throw against an evil-aligned creature, you gain a bonus to the roll equal to your proficiency bonus.

Absolve[edit]

With the unbridled power of light, you attempt to cleanse a creature of evil. Upon expending one spark, you choose one evil-aligned creature within 60 feet that you can see and force them to make a Wisdom saving throw as an action. The DC for this saving throw equals 8 + your vindicator level + your proficiency bonus. A creature cannot automatically succeed this saving throw by any means, including features such as Legendary Resistance, and a creature with a remaining amount of hit points equal to or less than your vindicator level automatically fails the save. On a failed save, that creature is removed of the malice within them, changing their alignment to good (lawful evil becomes lawful good, chaotic evil becomes chaotic good, and neutral evil becomes neutral good). Their personality remains intact, although it may be altered slightly to accomodate the changes in their mind. They cease to be hostile towards you, and they may become friendly towards you if they did not personally dislike you.

On a successful save, the creature is unaffected and cannot be targeted by this feature again for 24 hours.

Vow of Light[edit]

You take a vow to follow a particular path of the vindicator, as is the custom of those who seek to pursue the arts of virtue. Choose between the Unifier's Vow and the Crusader's Vow, both detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 11th, and 17th level.

Divine Punishment[edit]

You awaken holy power akin to that of the heavens, delivering justice to your adversaries. Beginning at 2nd level, as an action, you can expend any number of remaining sparks and choose a number of creatures within 120 feet up to an amount equal to your Wisdom modifier. Those creatures must make Charisma saving throws; evil-aligned creatures suffer disadvantage, whilst good-aligned creatures have advantage. On a failed save, a creature suffers radiant damage and becomes stunned until the end of their next turn, as burning light erupts from their hearts. The damage equals the amount of sparks expended in d8s (e.g. expending 3 sparks would equal 3d8 damage). On a successful save, a creature suffers half of the damage and no additional effects.

A creature reduced to 0 hit points by this feature falls unconscious, but they do not begin dying.

Cleanse the Mind[edit]

You purify a creature's mind, cleansing it of the miasma of discord. Beginning at 3rd level, as an action, you can expend one spark and touch a creature within reach. That creature is put at ease, immediately becoming calm and collected, as well as being cured of the charmed and frightened conditions. Additionally, if that creature's Intelligence, Wisdom, or Charisma score had been reduced by a spell or other magical effect, that effect is removed, and their ability score returns to normal.

Ability Score Improvement[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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action. The number of attacks increases to three upon reaching 13th level.

White Charge[edit]

You are capable of stockpiling sacred energy to unleash on foes. Beginning at 7th level, you can expend sparks to take special actions, as enumerated below:

Gather Energy. You begin charging power, expending any number of sparks. The next time you use Integrous Rush, you add a number of additional damage dice equal to the number of sparks expended to its radiant damage. Alternatively, upon using this feature, you can choose to restore a number of hit points equal to the number of sparks expended × 2.

Integrous Rush. You attack with righteous anger. Upon expending three sparks, you move up to your speed towards a creature and make a weapon attack. On a hit, you deal an additional 3d12 radiant damage. Following the most recent initiative roll, if the target has inflicted damage upon you or another creature, you add an additional 1d12 radiant damage, and if the target has reduced another creature to 0 hit points, the attack becomes a critical hit.

March of Justice[edit]

You lead your allies in a powerful march, stepping forward to thwart evil. Beginning at 9th level, you and friendly creatures within 120 feet can travel at a fast pace without penalty, and they cannot suffer exhaustion as a result of travel.

Additionally, as a bonus action, you can expend three sparks and choose any number of creatures within 120 feet. You and the selected creatures can move up to your speed towards a creature. During this movement, you and selected creatures can move an additional 15 feet.

Judge's Attunement[edit]

Your senses have grown even keener, enabling you to detect evil from even greater distances. Beginning at 10th level, you are aware of the presence and location of any evil-aligned creatures within 300 feet, as well as their identity. Additionally, when you roll initiative at the beginning of a combat encounter, any evil-aligned creatures suffer a penalty to their initiative rolls equal to your Wisdom modifier.

Unrelenting[edit]

Nothing can deter you from your path. Beginning at 14th level, you become immune to the charmed and frightened conditions, as well as to the effects of exhaustion. Additionally, you gain advantage on death saving throws.

Rising Light[edit]

Your control over virtuous energy is becoming masterful. Beginning at 15th level, whenever you roll initiative with no sparks remaining, you regain six sparks. Additionally, creatures suffer disadvantage on saving throws made to resist the effects of your Absolve feature.

Triumphant Return[edit]

The world needs you; you cannot fail it. Beginning at 18th level, while you are at 0 hit points, you can choose to expend ten sparks and recover half of your maximum hit points, regaining consciousness and rising in a resplendent flash of light. You can utilise this feature regardless of whether or not it is your turn.

Champion of Virtue[edit]

You are a symbol of good; an ideal to rally behind, and none shall hinder that. Beginning at 20th level, when an evil-aligned creature forces you to make a saving throw, you can expend five sparks to automatically pass the save. When a friendly creature within 60 feet is subjected to a saving throw by an evil-aligned creature, you can expend five sparks to cause them to automatically pass the save.


Unifier's Vow[edit]

You have sworn a vow of trust, peace, and integrity. The unifiers seek to bring together all creatures of the world, delivering wisdom to the uncertain and finding common ground with their opponents. A unifier is a skilled sage and leader, yet even greater than their wisdom is their battle prowess.

Salvation

Protecting others from cruel fate is among your foremost objectives. The DC of your Absolve features becomes 14 + your vindicator level + your proficiency bonus.

Additionally, when a friendly creature that you can see takes damage sufficient to reduce them to 0 hit points, you can expend a spark and suffer the damage in their stead as a reaction. You are resistant to this transferred damage.

Inspiration

Your words weave peace and motivation. Beginning at 6th level, as a bonus action, you can expend two sparks and speak a word of encouragement. Any friendly creatures that can hear you gain temporary hit points equal to your vindicator level + your Charisma modifier, as well as a bonus to their attack and damage rolls equal to your Wisdom modifier.

Redemption

The souls you save become strengthened by the light. Beginning at 11th level, when a creature fails the saving throw imposed by your Absolve feature, they become friendly to you and potentially willing to fight alongside you. Additionally, for 24 hours, they gain a bonus to their damage rolls equal to your vindicator level, and whenever they receive damage, the total damage is reduced by an amount equal to your vindicator level.

Additionally, you can target a friendly, good-aligned creatures with your Absolve feature to grant them a bonus to their damage rolls equal to your vindicator level. Furthermore, should they suffer damage, the total damage is reduced by an amount equal to your vindicator level. These effects remain for 1 minute.

Consecration

You can bless an area with a protective aura, warding off the malicious. Beginning at 17th level, as an action, you can expend ten sparks to indefinitely bless the area in a 300-foot radius centered on yourself. The area glows with a pale white light and faint glimmers akin to stars in the sky. Friendly creatures within the radius gain advantage on all saving throws, as well as a bonus to their saving throws equal to your Wisdom modifier. Additionally, they become immune to necrotic damage, and they restore 3d10 hit points at the beginning of each of their turns. An evil-aligned creature within the radius is paralysed until they exit the circle.

Crusader's Vow[edit]

You have sworn a vow of justice, honor, and battle. The crusaders are powerful warriors who fight to eliminate evil from the world, be it through combat or conversation. Should their attempt to turn a foe to good fail, they will not hesitate to strike them down with force akin to diving lightning.

Vanguard

You are the first to face danger, wherever it may hide. You cannot be surprised, and your initiative rolls are treated as though you rolled their maximum value.

Strike of the Heavens

Your weapon carries the fury of the gods within. Beginning at 6th level, when you successfully hit a creature with a weapon attack, you can expend three sparks to deal an additional 4d12 radiant damage. Additionally, the creature must make a Constitution saving throw. On a failed save, they are paralysed for 1 minute.

Divine Defense

Evil cannot hope to harm you. Beginning at 11th level, when an evil-aligned creature makes an attack roll or ability check against you, they suffer a penalty to their roll equal to your Wisdom modifier. Additionally, when an evil-aligned creature requires you to make a saving throw, you gain a bonus to the roll equal to your Wisdom modifier, and on a successful save, you suffer no damage or effects, and they cannot force you to make that saving throw again for 24 hours.

Judgement

You speak, and the hammer of the gods is swung. The guilty shall face punishment for their sins. Beginning at 17th level, as an action, you can expend fifteen sparks and choose any number of creatures within 300 feet. Those creatures must make Wisdom saving throws. They cannot benefit from advantage, any bonuses, or features such as Legendary Resistance. On a roll of 11 or more, they suffer 10d10 radiant damage and become paralysed until the end of their next turn. On a roll of 10 or less, they are instantly killed and cannot be resurrected by any means. An evil-aligned creature has disadvantage on this saving throw. A creature who passes the saving throw cannot be affected by this feature again for 24 hours.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the vindicator class, you must meet these prerequisites: Wisdom 13

Proficiencies. When you multiclass into the vindicator class, you gain the following proficiencies: All armors, simple and martial weapons

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