Vain (5e Class)
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|Why try to fit in when you will stand out?
Acceptance of Self
Those in vain either are conditioned with an undying will and swagger; this is all due to their blessings of success or misfortune. They boast high charisma and exist as their true selves at all times while boasting a high competitive drive. The vain will use their own capabilities to the fullest, and those who are around them will benefit or suffer from their vibrance. Some are depressed maniacs who accept their "fate" and live without care, while others are shining stars in the deepest depths of despair.
Creating a Vain
When creating a character with the Vain Class, ask yourself what makes your character stuck in their ways, egotistical, or feel extreme vain towards an aspect of whatever they value (if needed). This thing can be a bond, bloodline, treasure, ideal, etc. Most of the time, however, this will apply to narcissism, meaning your character will boast a massive ego towards themselves. So you can then ask yourself, what is your character's ego origin? It can be from luck, wealth, misfortune, or anything; so long as you can show off a strong ego or conviction about yourself, you should feel comfortable in terms of fitting the theme of a Vain.
- Quick Build
You can make a Vain quickly by following these suggestions. First, Charisma should be your highest ability score, followed by any Ability Score of your choosing. Second, choose the Entertainer background. Third, choose an Equipment Pack based on your intended drive; I suggest one of the Bard Packs.
As a Vain you gain the following class features.
- Hit Points
Armor: Light Armor or Heavy Armor, Shields
Weapons: All Simple & Martial Weapons
Tools: All Gaming Sets, One Set of Artisan's Tools or Two Musical Instruments
Saving Throws: Pick One Ability Save and Charisma
Skills: Pick Four of Any Skills to Have Proficiency Within
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather Armor or (b) Studded Leather Armor
- (a) a Simple Melee Weapon and a Martial Melee Weapon or (b) Two of the Same Type of Melee Weapon (Simple or Martial)
- (a) a Longbow with a quiver of 20 ammunition or (b) a Hand Crossbow with 10 ammunition
- (a) a Set of Artisan Tools or (b) an Instrument
- If you are using starting wealth, you have 6d5x10 gp or 4 gp in funds.
|Forte, Exaggerated Swagger, Unarmored Prodigy
|1 + Charisma Mod
|Ego Dice (d4), Flow
|2 + Charisma Mod
|3 + Charisma Mod
|Ability Score Improvement
|4 + Charisma Mod
|Extra Reaction, Extra Attack, Ego Dice (d6)
|5 + Charisma Mod
|Ultra Ego Feature
|6 + Charisma Mod
|7 + Charisma Mod
|Ability Score Improvement
|8 + Charisma Mod
|Absolute Convinction, Ego Dice (d8)
|9 + Charisma Mod
|Ultra Ego Feature
|10 + Charisma Mod
|Live for This, Extra Attack
|11 + Charisma Mod
|Ability Score Improvement
|12 + Charisma Mod
|Up the Ante, Ego Dice (d10)
|13 + Charisma Mod
|Ultra Ego Feature
|14 + Charisma Mod
|15 + Charisma Mod
|Ability Score Improvement
|16 + Charisma Mod
|Ultra Ego Feature, Extra Attack, Ego Dice (d12)
|17 + Charisma Mod
|18 + Charisma Mod
|Ability Score Improvement
|19 + Charisma Mod
At the 1st Level, you flaunt your skills and talents naturally, as if they're by instinct. You can choose a skill to be proficient in and one to gain expertise in.
Starting at the 1st Level, those who oppose you will understand your outstanding presence. At the 1st level, your fighting instincts scale based on your character's aloof style and enthralling aura. You can now use your Charisma Modifier for attack and damage rolls in place of any other modifier on attacks you have proficiency in.
Any other features of this class that requires a saving throw are calculated with the following Vain DC: 8 + Proficiency Bonus + Charisma Modifier. Any critical failures against your saves will promote critical successes on your behalf.
While you are wearing no armor and not wielding a shield, your AC is 10 + Charisma Modifier + Proficiency Bonus.
Starting at the 2nd Level, your pride can shine to affect those around you, including yourself. You gain a number of Ego Dice equal to your Charisma Modifier plus your Level. This die (1d4 Only) + your charisma modifier can be added to any of a creature's rolls that is within 30ft of you. You can give someone one of these die using a bonus action and remains with them for 1 minute per level. At the 9th level, Ego Dice can be given as a reaction. Unused ego dice go to waste and are lost. The creature can wait until after it rolls before deciding to use the Ego Dice but must decide before the DM says whether the roll succeeds or fails. Once used, it lasts for a full turn and critical successes grant a free ego die. Ego Die also represent your unarmed damage die.
You regain all expended uses when you finish a long rest, or following a short rest. Your Ego Dice change when you reach certain levels in this class. The die becomes d6 at the 5th level, d8 at the 9th level, d10 at the 13th level, and d12 at the 17th level.
There are more uses for the Die within your designated Ultra Ego Subclass.
- Braggin' Rights
- You talk the talk because you know there aren't many who can do what you do. Your competitive drive and complexes allow you to embarrass your foes and lead allies to victory! Initially, you can learn 4 of these and obtain a new braggin' right with each subclass feature you obtain (Lvls: 3, 6, 10, 14, 18). At Level 19, you learn all of these which means you can use any of them, albeit you may only have 10 at a time, swapping out during a long or short rest.
Untouchable: You've shown just how capable you are as a person, capable of overcoming anything that stops your progression forwards. When being attacked, you can expend an ego die and perform a dodge or bold stand against an attack, this is rolled via an acrobatics/intimidation check against the roll to hit you.
Ameliorate: When your opponent tries to hit you with an attack, you can use your reaction and expend one ego die to make any attack against your opponent with advantage, regardless if they hit or not. If you hit, you add a roll on the ego dice to the attack’s damage against the target, and this crits on rolls 1 more than your normal crit roll, this critical attack does the max damage roll. Show them how it's done.
Worthy of Praise: Choose an opponent to target, they become the victim of your wrath and so they become your testament of might. This enemy will grant you advantage on rolls against them but they also share advantage against you; however, should they attack anyone else, it will be at disadvantage.
Holy Grail: By expending an ego die, increase your damage roll by an ego dice roll, so if you roll a 2 (1d10->1d12, etc).
Damnation: While striking down those who testify against your might, you deal damage that feels as if it smites the enemy. Expend 2 Ego Die and the target becomes vulnerable to your attacks on this turn. If immune, they are now resistant, and if resistant, it is neutral.
Blasphemy: You love to get inside the heads of your opposition, attempting to provoke them and throw them off their game. You can do this as a bonus action or reaction, they must make a Charisma Saving Throw DC equal to your normal Vain DC above. If they fail, they take a number of ego dies equal to your proficiency bonus plus your Charisma Modifier of psychic damage. The target also takes disadvantage up until their next turn entirely.
Grace: Through a bonus action/reaction, you can expend an ego dice to give a single ally and yourself. You also grant you both an amount of temp hp equal to the dice roll * Charisma Modifier. Also, you both gain a great sense of pride, granting advantage for the your next full turns.
Vain: When you hit an opponent, expend an ego die to make a daunting taunt against your enemies, and cause any opponent within your speed's range into a Charisma Save. If they fail, they will be forced to move as close as possible and attack with disadvantage. If the enemy has already moved their max speed but isn't near you, then they will take a ranged attack with disadvantage instead. Afterward, you are able to immediately follow up to return the favor with any attack at your disposal with advantage. If you leave the reach of the person you hit on your recent turn, they can't hit you with opportunity strikes; however, if someone else is near then they can.
Smite: When you hit an opponent with a melee weapon attack, expend one ego die. The opponent must roll a Constitution Saving throw or be stunned until the end of your next turn. You add the die's roll to the attack's damage total.
Ambitious: When you hit an opponent with an attack, expend one ego die. This allows you to try and hit again. With each success you gain an additional +1 to your crit range and an additional bonus to damage equal to your charisma mod. This costs any available form of action to do so.
Pillar of Fate: When you fail a saving throw or ability check, you can expend an ego dice to pass it automatically. You can use this a number of times equal to your proficiency bonus. You regain uses after a long or short rest.
Worship: If you have an instrument you're proficient with, you can expend an ego die and play a fine piece that deals thunder damage onto an opponent equal to the ego dice plus your charisma mod. To do so, the opponents within a speed ft range must pass a charisma save. Also, Allies around you can add the same dice roll + charisma mod on either their hp, damage, or d20 rolls and advantage, but only until your next turn ends. You do this as a bonus action.
Shameless: When an opponent hits you with an attack that you can sense, as a reaction, you can expend one ego die to halve the damage, and you can subtract the number rolled on the die (roll again each succeeding attack afterwards) from further damage rolls made against you by the same opponent. Afterward, roll an attack.
Spiteful: Whenever an opponent in your range casts a spell, you can use your reaction to expend an ego die to make a melee attack against that creature, only if you are hit OR can see them perform the spell. Add the glory die's roll to the damage total.
Detrimental Swagger: You may choose to spend one ego dice to dissuade opponents within your speed amount of range from attacking. Your opponents may perform a Wisdom Save and if they fail their save, then they cannot make an Attack action until their upcoming turn.
Glory Shot: While showing just how capable you are, expend 2 Ego Dice to aim your next attack for the target's most vital area, on success, it turns a regular successful strike into a critical hit. Also, Critical Rolls with this bonus will do triple damage instead.
Devout Followers: Can summon an army of men and women that will distract and restrain all opponents within your speed range who fail a Charisma Save. During this break of action, you gain an amount of Temporary HP equal to the (number of people affected x your charisma mod). And they are treated as being restrained. This only works in areas with people who populate them, unless you multiclass into druid, then you can make animals work too. You can use this once and regain use after a short or long rest.
Absolute Will: Whenever an opponent would succeed on a saving throw, check, or attack against you, expend one Ego Dice and render said attempt futile, causing either no damage or a failure on the attack/check/save. Alternatively, you can use this for yourself to succeed or fail any roll automatically. You may perform this once and regain use after a short or long rest.
Trading Blows: When attacking an opponent or even when they hit you, expend an ego dice to force them with a Charisma Saving Throw and upon success, they will attack you normally, and then you will follow up. If you get hit at any point within the turn of this activation, then keep track of the damage to add to your revenge attack later. On this revenge attack, you roll with their to-hit and advantage; if you've used ego dice to boost rolls, then you may add it. This is a guaranteed critical hit only if you roll higher than their initial roll. If you roll the same then it's a normal hit. And if you roll lower, then it's halved.
At the 2nd Level, you begin to walk through life without a care for the world because you know who you are and you won't be obstructed from the paths you take in life, granting you a 5 feet bonus to speed. In addition to this, you are able to use a bonus action to perform the Dash or Dodge action while neglecting difficult terrain. You can perform those as a bonus action a number of times equal to your proficiency bonus.
This bonus is added at the 2nd, 7th, 13th, and 17th Levels.
Starting 3rd level, you may choose an Ultra Ego through which you begin to narrow your drive or source of strength based upon the view you have on life. Choose one from the sub-classes all detailed at the end of the class description. You gain a feature from your subclass at the 3rd level, and further features at the 6th, 10th, 14th, and 17th levels
Ability Score Improvement
When you reach the 4th level, and again at the 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.
You've begun to grow accustomed to handling more and more attention. Beginning at the 5th level, if you have yet to use your reaction for the round of combat then you can expend one Ego Die in place of a reaction. You can perform this feat until you don't have an Ego Dice to expend.
Every attack counts when it comes to expressing yourself and keeping your drive alive. That's why it's good to be able to flex your ego more. Beginning at the 5th level, you can perform two actions instead of one, whenever you take the attack action on your turn. The number of attacks increases to three when you reach the 11th level in this class and to four when you reach the 17th level in this class.
At the 7th level, you gain the Self-Absorbed feature. As a being who holds great pride and conviction, you begin to grow unbothered by those who try to hamper your drive. You are no longer open to manipulation. You are immune to being Charmed, Frightened, etc. and anyone trying to perform a charisma or wisdom check/save against you must do so with disadvantage. Additionally, you are now resistant to psychic damage and the damage you deal gains a boost to damage equal to an ego dice roll.
Your pride in yourself shows itself to be of great reason as you come off as unstoppable in your signature attacks. Starting 9th level, when you miss an attack with a weapon you are proficient in, you may instead choose to have it hit, leaving your opponent in a false sense of safety initially. You have a number of uses equal to your proficiency bonus. You only regain uses of this feature after you finish a long rest, or you can regain half uses after a short rest.
Live for This
At the 11th Level, you find yourself capable of regaining strength and vigor with thrilling moments. Whenever you perform a critical success, critical fail, or defeat an opponent, gain 1d4 Ego Dice. You can go over your maximum but once the battle ends, you go back to your main cap. You can also roll your Ego Dice's roll and gain that roll + your Charisma Modifier as HP/Temp HP each time this happens. Each time you perform a critical success, you gain another attack action on your turn and your critical damage is increased by x1.5.
Up the Ante
At the 13th Level, you are able to utilize an ego dice as a bonus action in order to grant yourself or a number of allies (equal to proficiency bonus) within speed range with a +10ft bonus to base speed and a +(half proficiency bonus) to AC. At the 14th level, this increases to a +15ft bonus to movement and +(proficiency bonus) to AC, and at the 19th level, this increases further to a +20ft bonus to movement and +(charisma mod) to AC.
This effect lasts for a number of rounds equal to the number you roll. This ability can be used a number of times equal to your Charisma Modifier. You regain all uses of this feature after a long rest. Also, you can use this on a reaction or bonus action if you are able to use Ego Die on reactions.
At the 15th level, you learn how to use your unwavering confidence and unique presence to disrupt and sap the confidence and competence of others.
When a creature that you can see within 60 feet of you makes an Attack roll, an ability check, or a damage roll, you can expend your Ego Die to force detriment onto their efforts.
You roll an Ego Die and subtract the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll. The creature is immune if it can’t sense you by any means.
Eventually, those in vain will show just how futile it is to challenge you. Starting at the 18th level, when you make a successful attack with a weapon you are proficient in, you may roll an ego die. The damage you deal is multiplied by the result. You may use this feature a number of times equal to your proficiency bonus, regaining use after you finish a short or long rest.
Additionally, when you reduce a creature's hp to zero through your own attack, you have the option to finish off your opponent ever so gallantly. Doing the finishing move can be described however the player wants so long as it's plausible and takes a turn or 4 ego die. This finisher can't be interrupted unless you are reduced to zero hitpoints or die. Those who interrupt roll with a disadvantage and are critically attacked upon failure. On success, they deal critical damage instead. With a successful execution, all allies that see you gain advantage on all d20 rolls for an ego die number of rounds, with a bonus of an ego die * your Charisma Modifier in temp health.
Any enemies that can witness or have knowledge of the execution must roll a wisdom saving throw. On success, nothing happens, on fail, they become frightened of the Vain. This places them at a disadvantage that can't be ignored and reduces a charisma mod number of points to any attack or saving throw they make until they successfully use an action to try to end the fear's effects with another wisdom saving throw.
At the 20th level, you become notorious for your exploits and have finally achieved a light of fame that makes you into something like a celebrity. Your Charisma score increases passively and in maximum by 6, bringing your maximum for this score to 26. It also boosts and raises the cap for your highest score that isn't Charisma by 2, bringing it to 22 maximum. Your number of Ego Dice is now unlimited but you can't use more than your proficiency bonus per turn. This decreases your critical success clearance by 2.
At the start of any battle, all creatures must make a Wisdom or Charisma saving throw of DC 10 + your Charisma Modifier + your proficiency bonus. Upon a failure, they have an absolute disadvantage on all rolls against you and all saving throws made to protect themselves from you.
Starting 3rd level, you gain further capabilities within an aspect of Vainglorious that you decide to dive head first into. Choose from one of the subclasses below.
Your ego grows to the point where you believe that you are greater than man and can achieve more than most normally would. Those around you will rejoice in your presence while those who oppose you will have to suffer from your judgment. Show the world your true might!
- Vain in Self
- Your ego propels you further in battle and life, motivating you and those around you to perform better when facing challenges. When you use this ability, for each person within 30 ft. of you, choose 1 of the following to perform as a Free Action once per round (Max people affected == Vain level):
- Add an Ego Dice + Charisma Mod per person to add an amount of HP to all affected;
- Add an Ego Dice Roll bonus to Attacks To Hit until the end of your next turn, for all affected;
- Add an Ego Dice Roll bonus to AC until the end of your next turn, for all affected;
You may use this ability a number of times equal to your Proficiency bonus and regain all uses after a short or long rest.
- People Person
- When looking into people, your charismatic aura will carry your instincts and ability to keep those around you in check. At the 6th Level, you may add your charisma modifier to your bonus when making checks/saves that involve directly interacting with others in any way.
- Prideful Blow
- Starting 10th level, when you hit someone with an attack, gain resistance to the damage type that you dealt to them until the end of your next turn. Alternatively, when someone damages you, you may expend and roll an ego die the next time you hit them to deal damage with the same damage type, treating it as a critical if you land it. Damage added to total is equal to the number you roll.
- Insurmountable Might
- Starting 14th level, when you make an attack, you may ignore all resistances and immunities. You also treat rolls of 18-20 as critical.
- Starting 17th level, you can choose to have your presence be treated as something one size larger than normal. You can force a single opponent into a charisma save, and on success, nothing happens, but on failure, they suffer disadvantage against you on all rolls for an ego dice roll in minutes. You also gain advantage against them and if you are in battle, they are frightened until their next turn; if you want them to admire you instead of revere you, then they become charmed. If you fail against an opponent, they become unaffected by this until you take a short or long rest. You passively become immune to psychic damage and mental saves. If they are immune to being frightened or charmed, then they go prone and take an amount of psychic damage equal to the dice roll you made for them per round (if you are in battle). They will not take this as a hostile attack unless you act in a threatening way while boasting your presence.
Additionally, you appear to be much more of a showoff in battle, able to perform and replicate any attack you see with one additional damage die. This costs the same action type(s) as it costs the victim.
Your acceptance of the misfortune you've been granted has taught you to thrive without much hassle against even the most preposterous foes. Those around you see you as comforting and sometimes just unfortunate. Prove your self-worth and ability to keep going onward!
- Acceptance of Reality
- You realize life isn't fair and have grown accustomed to your misfortunes, turning the worst moments into the best opportunities! When you roll a critical failure (nat 1) on any d20, treat it as a nat 20. You may use this a number of times equal to your proficiency bonus and regain uses after a short or long rest.
- Starting 6th level, unhinged in your pursuit and actions against others. Once someone remains within your reach, you are capable of using a reaction or expending an ego dice to make an attack with the roll of a die added onto the to-hit bonus. Additionally, you gain proficiency in survival and add your charisma mod onto initiative rolls.
- You remain confident in yourself at all times, no matter what. At the 10th Level, you may substitute your charisma score or charisma-based bonuses when making any ability checks/saves/DCs rather than the base number. Expend 1 Ego Die when doing this.
- Starting 14th level, you become resistant to all types of damage while at or under 25% of your health pool, if resistant then it halves again, making it 1/4. Additionally, you can successfully come back after being set to 0 HP once per battle, and you gain HP and Temp HP of an amount equal to a Hit Dice + your Charisma Modifier. You can choose to expend an ego dice and add it + your Charisma Modifier to your main Health at any time as well. You gain an inexhaustible advantage against the target who knocked you out. After using this, you can't do so again until the fight has ended.
- Starting 17th level, you can choose to have your presence be treated as being one size larger than normal. You can force any opponents who try to hit you into a charisma/wisdom save that on success, nothing happens, but on failure, they suffer disadvantage against you for all rolls for as long as an ego dice's roll in minutes. You also gain advantage against them on all rolls. Also, disadvantage is impossible to imbue on you in base regardless of state, and advantage is impossible to have against you. If you fail against an opponent, they are simply unaffected until you take another hit. You passively become immune to psychic damage and are unable to be affected by any non-physical checks/saves. Also, all your attacks ignore resistances and immunities while you are unbothered by negations and debuffs as you've truly become unique to yourself. Your critical successes occur in 19-20s and 1-2s, or can increase the crit range by 1. Enemies also critically fail on 1s and 2s.
You can passively roll a free Ego Dice to stretch your zen onto others, giving those around you an Ego Dice + your Charisma Mod in Temp HP per turn.
Prerequisites. To qualify for multiclassing into the Vain class, you must meet these prerequisites: Charisma 14
Proficiencies. When you multiclass into the Vain class, you gain the following proficiencies: Any Two Skills, Simple Weapons, Charisma Saving Throws