Vandar (5e Class)

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Vandar[edit]

A tall elven woman walks into the tavern with a long spear on her back.

A man in light armor with an axe in his hands deftly jumps through the branches of trees.

A fighter with a sword dashes forward swiftly, blocking the attack threatening his ally.

The prodigy[edit]

Vandars are agile fighters, who are swift and deadly on the battlefield. Experienced warriors who combine steel and magic in battle, both bringing death and often looking into its cold eyes.

Creating a Vandar[edit]

Now it is time to think about your background. How have you became a master of both sword and magic and why did you pick this exact path? Was it just a matter of taste, some kind of tradition or were you forced to? There are no real limitations on the reason for that. Who you are and why have you embarked on your journey? Anyone can use both steel and magic as their weapon after all, so the freedom of your background is fully yours. Just an adventurer, member of some kind of guard or even a former arena gladiator whose skills he took with him on a journey.

Quick Build

You can make a Vandar quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution and Strength. Choose any suitable background with skills, that will help you out of combat. Choose Athletics, Acrobatics, Insight, and Stealth as your skills. Choose a weapon, armor and a pack in addition to anything granted by your background.

Class Features

As a Vandar you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor
Weapons: Simple weapons, Martial weapons
Tools: Cartographer's tools, Thieves' tools
Saving Throws: Dexterity, Constitution
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

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

Table: The Vandar

Level Proficiency
Bonus
Features Magical Sustenance Dice
1st +2 Fighting Style, Second Wind 0
2nd +2 Action Surge (one use) 0
3rd +2 Fighting Spirit,Additional Proficiencies 0
4th +2 Ability Score Improvement 0
5th +3 Extra Attack 0
6th +3 Ability Score Improvement 0
7th +3 Magical Sustenance,Expertise 4
8th +3 Ability Score Improvement 4
9th +4 Startling Agility 4
10th +4 Indefatigable soul 4
11th +4 Extra Attack (2) 4
12th +4 Ability Score Improvement 4
13th +5 Magical Sustenance Improvement 6
14th +5 Ability Score Improvement 6
15th +5 Skillful Maneuvering 6
16th +5 Ability Score Improvement 6
17th +6 Action Surge (two uses), Runic Shield 6
18th +6 Magical Sustenance Improvement 8
19th +6 Ability Score Improvement 8
20th +6 Extra Attack (3) 8

Fighting Style[edit]

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind[edit]

At 1st level you have a limited source of stamina that you can use to protect yourself. On your turn, you can use a bonus action to restore hits in the amount of 1d10 + your Vandar level.

After using this skill, you must complete a short or long rest in order to be able to use it again.

Action Surge[edit]

You get the opportunity to overcome the usual possibilities for a moment. On your turn, you can perform one additional action in addition to the usual and bonus actions. After using this skill, you must complete a short or long rest in order to be able to use it again. Starting at level 17, you can use this skill twice before you need to rest, but it can still be used only once during one turn.

Fighting Spirit[edit]

At 3rd level your swiftness in battle can help you defend yourself and deliver a precise blow.

With a bonus action on your turn, you can give yourself an advantage on weapon attack rolls until the end of the current turn. At the same time, you also get 5 temporary hit points. The number of time hit points increases when you reach certain levels in this class: 10 at 10th level and 15 at 15th level.

You can use this skill three times. You recover all the spent uses after the end of a long rest.

Additional Proficiencies[edit]

At 3rd level you gain mastery of one of the following skills of your choice: Performance, History, Insight, or Persuasion. Alternatively, you can learn one language of your choice.

Additional Attack[edit]

At 5th level, when you do an attack with your action, you can attack twice instead of once. The amount of attacks will increase to 3 at level 11th and to 4 at level 20th

Magical Sustenance[edit]

At 7th level you gain the ability to empower your attacks with magic. Upon a weapon attack, deal additional damage equal to 1d4.

Damage type is chosen upon reaching level 7th and can't be changed. You can choose from Lightning damage, Radiant damage, Fire damage and Cold damage.

Your Magical Sustenance dice becomes 1d6 at level 13 and 1d8 at level 18.

Expertise[edit]

At 7th level choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Also gain proficiency in Wisdom saving throw. If you already have proficiency in Wisdom saving throw, you get proficiency in Intelligence or Charisma saving throw (of your choice).

Startling Agility[edit]

At 9th level you can deftly dodge zonal effects, such as the red dragon's fiery breath. If you fall under an effect that allows you to make a Dexterity saving throw to receive only half of the damage, instead you receive no damage at all if the saving throw was successful, and receive only half of the damage if it failed.

Indefatigable soul[edit]

At 10th level, when you make an initiative throw and you have no more uses of the "Fighting Spirit skill", you restore one use.

Skillful Maneuvering[edit]

At 15th level upon successfully attacking an enemy within the range of your melee weapon you can jump over them for the same range without causing any Opportunity Attacks.

Runic Shield[edit]

At 17th level you move some of your magical powers towards your defense and safety. When your hits drop below 1, you immediately receive hits in the amount of 1 + your proficiency bonus and do not receive any damage until the end of your next turn.

After using this skill, you must complete a long rest in order to be able to use it again.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-Vandar-> class, you must meet these prerequisites: Dexterity 13

Proficiencies. When you multiclass into the <!-Vandar-> class, you gain the following proficiencies: light armor, simple weapon, martial weapon, one skill from the class's skill list.

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