Indomitable (5e Class)
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Indomitables are a force to be reckoned with on the battlefield. Never underestimate them. Most indomitables go through rigorous training to be able to withstand huge amounts of damage without falling. They are their teammates' shields, bringing the attention of the enemy to them while the others deal the damage. An indomitable often forsake social or intellectual abilities in preference of honing their strength and constitution, to withstand as much damage as possible.
Creating a Indomitable
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 from 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 character's 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 an Indomitable quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength as you gain innate buffs to this ability. Second, choose the Soldier background. Third, choose the Warhammer, the Halberd, a Dungeoneer's Pack and 4 Javelins as your starting equipment.
As a Indomitable you gain the following class features.
- Hit Points
Weapons: Simple and martial melee weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Intimidation, Perception, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Warhammer or (b) Any martial weapon you're proficient with.
- (a) Halberd or (b) Any simple weapon you're proficient with.
- (a) Dungeoneer's pack or (b) Explorer's pack
- 4 Javelins
|1st||+2||Intimidating Stature, Unarmored Defense, Surplus Health|
|4th||+2||Ability Score Improvement|
|5th||+3||Dense Muscle, Brutal Charge|
|8th||+3||Ability Score Improvement|
|9th||+4||Interpose, Surplus Health Improvement|
|10th||+4||Archetype Feature, Mighty|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
|20th||+6||Archetype Feature, Legendary Resistance|
At 1st level, you are incredibly high and powerful. You are considered to be one size larger for all intents and purposes.
Additionally, you can use your Strength modifier, instead of your Charisma, for Charisma (Intimidation) checks, and have advantage on Charisma (Intimidation) checks based on your physical appearance against creatures of lower size than yours.
While you are not wearing any armor, your armor class equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit.
When you reach 1st level, you have an amount of additional hit dice equal to twice your proficiency bonus. Whenever you finish a long rest, you also regain that amount of hit dice, in addition to the amount of hit dice you normal regain on a long rest.
In addition, you gain special abilities that are fueled by your hit dice, as shown below:
- Fast Recovery
As a bonus action on your turn, you can roll a hit die and regain a number of hit points as if you had completed a short rest.
As a reaction when you make a Constitution check, saving throw, ,Death Saving Throw, or Wisdom saving throw, you can roll a hit die and add the number rolled to the result of the roll. If you roll a 20 or higher (adding the number rolled on the hit die to the d20) you regain 1 hit point.
- Shake Off
As a bonus action when you are paralyzed, stunned or poisoned, you can spend 1 hit die to end that effect on you.
At 2nd level, you choose an archetype to follow. Choose the Keeper archetype or the Sentinel archetype, both detailed later on the page. You gain a features at 2nd level and again at 6th, 10th, 14th level and 20th levels.
At 3rd level, the heavy scarring and regrowth of new tissue cause your flesh to grow thick and enduring. Whenever you take damage from an attack that causes slashing, piercing or bludgeoning damage, you gain temporary hit points equal to half the damage taken.
Ability Score Increase
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.
Also at 5th level, your intense training and sheer will have caused your muscles and bone structure to alter. In addition, you can roll a d6 in place of the normal unarmed damage and your carrying capacity is doubled.
Moving trough the battlefield is a requirement in order to protect your allies. At 5th level, you can use your bonus action to move up to take the Dash action. If you move at least 20 feet and end your movement within 5 feet of a hostile creature after taking the Dash action, you can make one additional attack as part of your Attack action.
At 7th level, nothing can stand in between you and your enemies. Your movement ignore penalties due to difficult terrain, and you can push enemies out of your way, being able to shove as a bonus action.
Finally, your movement speed is not reduced when climbing or swimming, and you don't need to move before making a short or long jump.
Starting at 9th level, whenever a creature within 5 feet of you is targeted by an attack or effect that requires a save, you can become the target instead. If the effect requires a Dexterity saving throw to reduce the damage to half, you can use this ability to give advantage to a creature other than yourself withing 5 feet.
Finally, if an ally would be pushed by an effect while within 5 feet of you, you can reduce the distance covered by your ally by 10 feet (to a minimum of ).
Using this feature doesn't require an action.
Surplus Health Improvement
Starting at 9th level, your surplus health abilities improve in the following manners:
- Fast Recovery
When you use fast recovery, you also gain temporary hit points equal to your Indomitable level.
When you use your resolve, you add the number rolled to all saving throws you make until the start of your next turn.
- Shake Off
When you use your shake off feature, you can one additional melee weapon attack if you take the Attack action on this turn.
In addition, you can also use this ability to end the charmed, frightened and blinded conditions.
Beginning at 10th level, due to the sheer force behind your blows, your melee weapon attacks made using Strength score a critical hit on a roll of 19 or 20.
By 11th level, once in each of your turns when you hit a creature that have hit you or a friendly creature since your last turn, you cause additional 2d8 damage on a hit.
At 13th level, whenever you are within 5 feet of a hostile creature, all melee attacks made by that creature against creatures other than you are made at disadvantage.
Alternatively, all ranged attacks made against friendly creatures within 5 feet of you are also made at disadvantage.
Beginning at 15th level, you spend time to warm up and mentally prepare. After you finish a short rest, you can give yourself advantage on the next attack roll, ability check or saving throw you make.
Starting at 17th level, you learn how to stand alone against a horde of enemies. You can choose one of the following tactics below, and can change the chosen tactic whenever you gain a level in this class.
When you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature. On a hit, you add half your Indomitable level (rounded down) to the damage roll.
You can use your action to make a melee attack against any number of creatures within 5 feet. You must make a separate attack roll for each target.
Starting at 18th 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.
At 20th level, whenever you fail a saving throw, you can turn that fail into a success. Once you use this ability, you can't use it again until you finish a long rest.
You also regain one use of this feature after rolling a 20 on a saving throw.
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.
At 2nd level, you can use your bonus action and spend 1 hit die to taunt a creature within a 60 feet 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.
Starting at 2nd 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.
Beginning at 2nd level, once per turn when you take the Attack action and make an attack with a melee weapon, you can make a grappling or shove attempt as part of that same action.
- Bulk up
Also at 6th level, when you take damage from an effect that you are able to see, you can use your reaction to reduce that damage to half.
- Hard Impact
At 6th level, once per turn when you shove or grapple a creature successfully, that creature takes 1d6 bludgeoning damage.
Starting at 10th level, whenever you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you take no damage on a success, and half damage on a failure.
- Hard Impact Improvement
At 14th level, once per turn when you shove or grapple a creature successfully, that creature takes additional 2d6 bludgeoning damage.
- Sudden Violence
When you reach the 20th level, on your first turn of combat, you have advantage on Strength checks and attack rolls you make. In addition, you double the amount of dice rolled on any damage you cause during this turn.
The sentinel is a guardian, who uses alertness and tactical positioning in order to keep its allies safe from danger. They have sharp senses and quick reflexes, always ready to keep enemies at bay.
- Sentinel Stance
Starting at 2nd level, you can assume a sentinel stance using your bonus action, lasting for 1 minute. For the duration, you gain the following benefits:
- Whenever a friendly creature takes damage while within 5 feet of you, the damage is reduced by 1d4.
- Whenever a creature moves within 5 feet of you, you can make an attack against that creature using your reaction. On a hit, the target's movement speed is reduced to 0.
- The area within 5 feet of you becomes difficult terrain to hostile creatures.
If you are able to cast spells, you can't cast or concentrate on them while in this stance. The stance ends earlier if you are knocked unconscious. You can also end this stance using your bonus action.
Once you use the sentinel stance, you can't use it again until you finish a long rest.
- Always Alert
Also at 2nd level, you gain proficiency in Perception, if you don't have already. You also gain a bonus of +5 to you passive Wisdom (Perception), and can't never be surprised while you are conscious.
Finally, you can spend 1 hit die when you roll initiative to add to the result of the roll.
Beginning at 6th level, whenever a creature misses you with an attack, you gain 1 hardness point. You can have an amount of hardness point equal to your proficiency bonus. When you take damage, your hardness is reduced to 0 and the damage is reduced by the amount of hardness you currently have.
- Sentinel Improvement
At 10th level, you can use your Sentinel Stance twice between rests. In addition, the damage reduction increases to 1d6.
- Restless Sentinel
When you reach the 14th level, if you are reduced to 0 hit points while your Sentinel Stance is active, you can choose to end the Sentinel Stance and be reduced to 1 hit point instead.
When you gain your Unyielding feature, you can use this feature to reduce the DC to 5.
Once you use this feature, you can't use it again until you finish a long rest.
- Sentinel Mastery
When you reach the 20th level, you can use your Sentinel Stance three times between rests. In addition, the damage reduction increases to 1d8.
Brutes are indomitable who focus on a heavy offense to keep their allies safe, instead of relying solely on defensive capabilities. They can obliterate their foes with a single strike, and are a terrifying sight on the battlefield.
- Destructive Blow
Starting at 2nd level, when you hit a creature with a Strength based melee weapon attack, you can use your bonus action to cause additional damage equal to your Constitution modifier + your Indomitable level. You double this additional damage against objects and structures.
Once you use this ability, you can't do it again until you finish a short or a long rest.
- Heavy Strikes
Also at 2nd level, once per turn when you make a melee weapon attack based on Strength with a weapon that have the heavy property, you add 2 to the damage roll. This increases to 4 at 10th level.
- Overwhelming Might
Also at 2nd level, whenever you make a Strength check, saving throw or Strength based attack roll, you can roll a hit die and add to the result of the roll, using your bonus action.
- Brute Force
Starting at 6th level, your Strength increases in 2, to a maximum of 18.
- Brute Strikes
Starting at 10th level, you score critical hits with Strength based melee weapon attacks on a roll of 19-20 on the d20.
When you reach the 14th level, whenever you roll a number below your Strength modifier on a damage roll with a melee weapon attack, you can reroll the die. You must use the new result.
When you reach the 20th level, once per turn you can cause additional 2d6 damage with a melee weapon attack if you have advantage on the attack roll.
Proficiencies. When you multiclass into the indomitable class, you gain the following proficiencies: Simple and martial melee weapons.