Purifier (5e Class)

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The Purifier

The world has become strange. Magic, weapons, and technology have long overtaken the mortal body. Very few have the courage (or insanity) to pit sweat, blood, and tears against cold steel and raging magic, fewer still can survive combat in this manner. Purifiers, in their own eyes, are the last line of defence against extinction. Their abilities in non-magical unarmed combat make them feared by even those who wield the strongest of Arcane forces.

Some Purifiers bear open hatred for magic and those who wield it, while others simply regard it as a dishonourable shortcut to overcome weakness. Whatever the case, Purifiers hold themselves above shortcuts to power, ignoring material pursuits to better the self and destroy those who corrupt magic and abuse the might of weaponry.

Creating a Purifier

When creating a Purifier, consider their motives before all else. Nobody simply realises they are a Purifier, as in the case of many Sorcerers, or goes through a certain process to gain this title, as with Warlocks. Perhaps a magical spell gone awry wreaked some havoc to their home that they have not forgiven, or they grew up witnessing senseless violence made possible by finely crafted weapons. It may even be that your character admired the drive and well-honed skill of a Purifier they encountered and wish to replicate these traits themselves. Whatever the case, understanding motive is at the core of your Purifier.

Quick Build

You can make a Purifier quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity if you intend to choose the Hardline Ascetic House, Constitution if you intend to take the Bulwark Ascetic House, or Wisdom if you intend to take the Spellbreaker Ascetic House. Second, choose the Outlander background. Do not choose any weapons.

Class Features

As a Purifier you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: None
Tools: Choose 1 of the following: Herbalism Kit, Alchemist's Supplies.
Saving Throws: Dexterity, Strength
Skills: Choose 4 from the following: Medicine, Survival, Stealth, Athletics, Acrobatics, Deception, Nature, Intimidation.

Equipment

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

  • 3 Healing Potions (1d6hp restored each)
  • (a) An Explorer's Pack or (b) A Dungeoneer's Pack
  • (a) Herbalism Kit or (b) Alchemist's Supplies
  • A trophy of a conquest. Choose from a broken martial weapon, a shattered Staff or Wand, or any other Spellcasting Focus.

Table: The Purifier

Level Proficiency
Bonus
Features Prowess Die
1st +2 Enhanced Unarmoured Defence, Unarmed Prowess 1d8
2nd +2 Mage's Nightmare, Measured Approach 1d8
3rd +2 Ascetic House 1d8
4th +2 Ability Score Improvement 1d8
5th +3 Extra Attack, Practiced Eye 1d8
6th +3 Ascetic House Feature 1d8
7th +3 1d10
8th +3 Ability Score Improvement 1d10
9th +4 1d10
10th +4 1d10
11th +4 Ascetic House Feature 1d10
12th +4 Ability Score Improvement 1d10
13th +5 1d10
14th +5 1d12
15th +5 1d12
16th +5 Ability Score Improvement 1d12
17th +6 Ascetic House Feature 1d12
18th +6 1d12
19th +6 Ability Score Improvement 1d12
20th +6 1d12

Enhanced Unarmoured Defence

Purifiers rely not upon steel, plate and leather for protection, choosing instead to dodge, anticipate or simply endure attacks. Beginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Strength modifier + your Wisdom, Constitution, or Dexterity modifier. Once you choose which modifier to use, you may not change it.

Unarmed Prowess

Purifiers, similarly to Monks, are trained to be expert unarmed combatants. However, the style employed by a Purifier cannot be described as an art. Although far from graceful and free-flowing, Purifiers are a terrible glory to behold in unarmed combat. Beginning at 1st Level, your Unarmed Attacks deal Prowess Die + your Strength modifier. This Prowess Die increases as shown in the class table.

Mage's Nightmare

Purifiers of every house are trained to resist and endure the wiles and power of magic in its many forms. Beginning at 2nd Level, you have advantage on saving throws against being charmed, and magic can’t put you to sleep. In addition, you may take a reaction when forced to make a Saving Throw against a Spell to impose Advantage on your Save. You may use this feature a number of times equal to half your current Proficiency bonus, rounded up. All uses are replenished with a Long Rest, and 1 use is replenished with a Short Rest.

Measured Approach

A key part of every Purifier's training is learning to identify weaknesses and flaws in the enemy, striking with maximum impact and effect. Beginning at 2nd Level, as a bonus action, you may target one humanoid creature of Large size or smaller that you can see within 20ft to activate the Measured Approach on. While active, each of your Unarmed Attacks on the target have advantage, and are aimed at one specific area. Attacks you make against other targets have disadvantage. Attacks against the target require the target to make a Save, the DC is calculated as 10 + your Proficiency Bonus + your Strength modifier.

Head: On a hit, the target makes a Constitution Saving Throw. On a failed save they are incapacitated until their next turn, when they use their action to attempt this save again. On a successful save, they are unaffected. The condition ends at the end of your next turn.

Arm: On a hit, choose one of the target's limbs that is holding an object. The target makes a Dexterity Saving Throw. On a failed save, that object is knocked from their grasp and thrown 10ft away from them in a direction of your choosing. On a successful save, they are unaffected.

Torso: On a hit, the target makes a Constitution Saving Throw. On a failed save, you deal one additional Prowess Die of damage, and the target has disadvantage on attack rolls until the end of your next turn. On a successful save, they are unaffected.

Legs: On a hit, the target makes a Dexterity Saving Throw. On a failed save, they are knocked prone until the end of your next turn. On a successful save, they are unaffected.

Measured Approach ends when the targeted creature drops to 0hp, you are incapacitated, or you end it as a bonus action. You have two uses of Measured Approach. You regain all uses on a Long Rest, or one use on a Short Rest.

Ascetic House

At 3rd Level, you choose an Ascetic House, binding you to a particular path of Purification. Choose between House Bulwark, House Hardline, and House Spellbreaker, all detailed at the end of the class description. Your choice grants you features at 3rd Level, and again at 6th, 11th, and 17th.

Ability Score Improvement

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

Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Practiced Eye

Beginning at 5th Level, you gain a 3rd use of Measured Approach.


House Bulwark

Purifiers sworn to House Bulwark have devoted years, or, in some cases, decades, to making a fortress of their mind and a wall of their body. A Bulwark is nigh on immovable when they wish it, mastering their own weight and strength to hold the line against mages and soldiers alike. Bring your soldiers, your bolts, your arrows, your spells, or your holy fire - a Bulwark holds fast.

As a Bulwark, at 3rd Level, you gain access to a resource pool called Fortitude Points, used to endure and deal incredible physical punishment. You regain all Points after completing a Long Rest, or half of your total Point maximum on a Short Rest. The Points available at any level is calculated as your Proficiency Bonus + your Constitution modifier.

Immovable Object

Beginning at 3rd Level when you join this House, you have learned to conserve your energy to plant in place and weather damage. If you take an Action without using any movement speed since the beginning of your turn, you may take a bonus action to spend 2 Fortitude Points, activating this feature, lasting one minute, or until you use 10ft or more of your movement speed in a turn or are incapacitated. While active:

● You gain temporary hit points equal to twice your level in Purifier, and are resistant to force, bludgeoning, piercing, and slashing damage.

● You have advantage on Saves against being pushed or otherwise moved, and can spend 1 Point as a reaction to automatically succeed on a Save against any attack that would cause you to be knocked prone, stunned, incapacitated, or rendered unconscious while also dealing bludgeoning or force damage.

● If a creature attempts to move out of your melee range, it must succeed on a DC 16 Strength Save. On a failed save, it does not move and its turn ends.

Practiced Resistance

Beginning at 3rd Level when you join this House, you have slowly built up a tolerance to many poisons, venoms, and toxins.

● When making a Saving Throw against being poisoned, you can take a reaction to spend 2 Fortitude Points, gaining Advantage on the Save.

● When taking Poison damage, you can take a reaction to spend 2 Points, gaining resistance to Poison damage until your next turn.

● If you are in the poisoned condition, you may use your action to spend 2 Fortitude Points to end the condition immediately.

Iron Mind

Beginning at 6th Level, you are tied to this plane, resistant to the flow of the many planes of existence. You are unable to be sent to another plane against your own will. Spells attempting to send you to another plane will fail without your consent, and Gates and Portals to other planes will feel solid to you unless you consciously decide to enter them.

Unshakeable Presence

Beginning at 11th Level, you have learned how to harness the fear you impose upon enemies to weaken their powers. If a creature misses a melee or weapon attack against you, you can spend 1 point as a reaction to force them to make a Wisdom Save, at a set DC of 16. On a failed save, they become frightened of you until the end of your next turn.

House Hardline

The polar opposite of the Ascetic House of the Bulwark, Hardline Purifiers are built to shatter defences, intimidate opponents, and break walls and bodies alive. They are, even among the skilled Order of the Purifier, heralded as some of the finest unarmed combatants ever seen. While all Purifiers train to cleanly take enemies apart by hand, Hardlines also perfect a second technique designed to cause pain and draw enemies' attention

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Spell List

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

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing

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