Indomitable (5e Class)

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Indomitable

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.

Class Features

As a Indomitable you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple and martial melee weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Intimidation, Perception, and Survival.

Equipment

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

Table: The Indomitable

Level Proficiency
Bonus
Features
1st +2 Intimidating Stature, Unarmored Defense, Surplus Health
2nd +2 Archetype
3rd +2 Scarred Tissue
4th +2 Ability Score Improvement
5th +3 Dense Muscle, Brutal Charge
6th +3 Archetype Feature
7th +3 Unstoppable
8th +3 Ability Score Improvement
9th +4 Interpose, Surplus Health Improvement
10th +4 Archetype Feature, Mighty
11th +4 Avenging Strike
12th +4 Ability Score Improvement
13th +5 Primary Target
14th +5 Archetype Feature
15th +5 Preparation
16th +5 Ability Score Improvement
17th +6 Crowd Survivor
18th +6 Unyielding
19th +6 Ability Score Improvement
20th +6 Archetype Feature, Legendary Resistance

Intimidating Stature

At 1st level, you are incredibly high and powerful. You are considered to be one size larger for all intents and purposes. Your actual size does not change.

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.

Unarmored Defense

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.

Surplus Health

When you reach 1st level, you have an amount of additional hit dice equal to twice your proficiency bonus. These hit die do not count towards your maximum HP. 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.

Resolve

As a reaction when you make a Constitution ability check or saving throw, Death Saving Throw, or Wisdom saving throw, you can expend one hit die as if completing a short rest 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

When you are paralyzed, stunned or poisoned, you can spend 2 hit dice to end that effect on you. No action required.

Archetype

At 2nd level, you choose an archetype to follow. Choose the Brute, Eternal Flame, Keeper or Sentinel archetype. All are detailed later on the page. You gain features at 2nd level and again at 6th, 10th, 14th level and 20th levels.

Scarred Tissue

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 6th, 8th, 10th, 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

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 d4 and add the result to your normal unarmed damage. Your carrying capacity is doubled.

Brutal Speed

At 5th level, being fast on the battlefield is a requirement in order to protect your allies. Starting at 5th level, you can make 2 actions in your turn. This turns to 3 actions at 10th level and 4 actions at 15th level. In addition, you can use your bonus action 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, if you take the Attack action against that creature, you can make one additional attack as part of your Attack action.

Unstoppable

At 7th level, nothing can stand in between you and your enemies. Your movement is unaffected by 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 your standing long jump and high jump distance is equal to your running long jump and high distance.

Interpose

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 5).

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 hit dices times your Constitution Modifier.

Resolve

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.

Mighty

At 10th level, your critical strike range scales to 18-20.

Avenging Strike

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.

Primary Target

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.

Preparation

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.

Crowd Survivor

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.

Retribution

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.

Whirlwind

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.

Unyielding

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.

Legendary Resistance

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.

Archetypes

Brute

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 weapon attack, you can use your bonus action to cause additional damage equal to your Constitution modifier + your proficiency bonus. 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 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 22.

Brute Strikes

Starting at 10th level, you score critical hits with Strength based weapon attacks on a roll of 19-20 on the d20.

Savagery

When you reach the 14th level, whenever you roll a number below your Strength modifier on a damage roll with a weapon attack, you can reroll the die. You must use the new result.

Devastation

When you reach the 20th level, once per turn you can cause additional 2d6 damage with a weapon attack if you have advantage on the attack roll.

Eternal Flame

The eternal flame is a fighter who has made magic a spark capable of giving him extraordinary powers that allow him to always remain standing, even when death approaches.

Spellcasting

When you reach 2nd level, you augment your martial prowess with the ability to cast spells. You gain proficiency in Arcana ad Perception skills if you don't already have.

Eternal Flame Spellcasting
Indomitable
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
2rd 2 3 2
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Eternal Flame Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice.
The Spells Known column of the Eternal Flame Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Constitution is your spellcasting ability for your Eternal Flame spells, so you use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a arcane rage spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Sturdy Body

At 2nd level, your hit point maximum increases by 6, and it increases by 2 whenever you gain a level in this class.
Whenever you make a Constitution saving throw, you gain a bonus to the roll equal to your Strength modifier.

Sturdy Soul

At 2nd level, you become immune to the Frightened and Charmed conditions. In addition, you have advantage in any saving throw based on Intelligence, Wisdom or Charisma.

Souls Flame

At the 6th level you learn to suck the arcane particles from your enemies, taking advantage of them or imposing malus. You make an attack roll, as an action, in melee or ranged (maximum 60 feet) with your spellcasting ability. On a hit, choose from one of the following effects:

  • The target makes a Constitution saving throw. On a fail it is Stunned until the start of its next turn.
  • The target makes a Wisdom saving throw. On a failure, his next spell's DC or magic attack roll suffers a penalty equal to the eternal flame spellcasting modifier.
  • The target makes a saving throw vs. death. On a failed save, he takes 3d8 necrotic magic damage and you regain an amount equal to the damage dealt.
  • The target must make a Wisdom saving throw. With a failure it is marked: for the next minute it will be instigated to target only the eternal flame. Should it target anyone else, the sacred flame can make a spell attack roll against the enemy's DC or AC for no action. On a success, the enemy hits itself with its own attack.
Semi-Immortality

Starting at 6th level, you are extremely hard to kill. You only die after failing 4 death saving throws in a row.

In addition, when you reach this level the number of death saving throws you have is unlimited and can't be reduced.

Burning Shield

At 10th level, whenever your ally within a 30-foot radius is targeted by an attack or effect, even a magical one, you can waste a spell slot, such as Reaction, and roll your own hit die. On a roll greater than (excluding) 6 the effect dissipates, but you take an amount of fire damage equal to the roll.

Unkillable

At 10th level, you reach peak resilience in battle. At the start of each of your turns, you recover a number of hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points. You don't receive this benefit if you have 0 hit points. This trait is completely passive and can't be negated by magic or magical effects.

Eternal Fight

At 14th level when you are reduced to 0 or less hp you can roll your own hit die to which you add your Constitution modifier. The result indicates the number of rounds you remain standing. Any damage you take in this state will be ignored, however, after this state ends you fall instantly and roll a saving throw against death with disadvantage. Once at long rest.

Eternal Essence

At 20th level, you can regain a first-level spell slot by sacrificing some of your own essence. As a Bonus Action, you can roll your own hit die. You take an amount of damage equal to the result rolled but gain a spell slot equal to the result rolled:

  • between 1 and 3 of first;
  • between 4 and 7 of second;
  • between 8 and 10 of third;
  • between 10 and 12 of fourth.

The spell slot must be used by the end of your next turn. You can use this ability a number of times equal to your Constitution modifier.

Keeper

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.

Taunt

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.

Bodycheck

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.

Wrestler

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.

Endurance

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

Sentinel

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 until the start of its next turn.
  • 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.

Hardening

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.

Multiclassing

Prerequisites. To qualify for multiclassing into the indomitable class, you must meet these prerequisites: 13 Strength and 13 Constitution.

Proficiencies. When you multiclass into the indomitable class, you gain the following proficiencies: Simple and martial melee weapons.

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