Vanquisher (5e Class)

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Vanquisher[edit]

Vanquishers are skilled warriors that rely on the power located within all mortals: the energy of life itself. With this power and a weapon in hand, they unleash fearsome techniques capable of dispatching any opposition. A vanquisher is not inherently defined by their past, blood, or even their training, but rather, their will to overcome obstacles and carve their own path in the world. By their blades, they will create the future they desire, regardless of the tribulations.

Creating a Vanquisher[edit]

When creating a vanquisher, consider your ideals and the reason you fight. Do you believe in a world without prejudice, aiming to change the world with your words and only utilising force when it is required? Do you seek vengeance upon another individual who took everything from you? Perhaps you simply wish to save the world from what you perceive as the forces of evil? Although your past does not define you, it can drive you to momentous accomplishments, for good or ill.

Quick Build

You can make a vanquisher quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the soldier background.

Class Features

As a Vanquisher you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armors, Shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Three of your choice

Equipment

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

  • (a) Any martial weapon or (b) Two simple weapons
  • (a) Chain mail or (b) Leather armor, a longbow, and 20 arrows
  • (a) A diplomat's pack or (b) A dungeoneer's pack or (c) An explorer's pack
  • (a) A shield or (b) A shortsword
  • If you are using starting wealth, you have 5d4 × 10 in funds.

Table: The Vanquisher

Level Proficiency
Bonus
Damage Multiplier Features Life Surges
1st +2 ×2 Favored Armaments, Inner Strength 2
2nd +2 ×2 Specialisation 4
3rd +2 ×2 Rising Power 6
4th +2 ×2 Ability Score Improvement 8
5th +3 ×3 Hastened Arm 10
6th +3 ×3 Favored Armaments Improvement, Specialisation feature 12
7th +3 ×3 Artful Warrior 14
8th +3 ×3 Ability Score Improvement 16
9th +4 ×4 Glowing Technique 18
10th +4 ×4 Specialisation feature 20
11th +4 ×4 Favored Armaments Improvement 22
12th +4 ×4 Ability Score Improvement 24
13th +5 ×5 Hastened Arm (×2) 26
14th +5 ×5 Specialisation feature 28
15th +5 ×5 Master of Energy 30
16th +5 ×5 Ability Score Improvement 32
17th +6 ×6 Favored Armaments Improvement 34
18th +6 ×6 Hastened Arm (×3) 36
19th +6 ×6 Ability Score Improvement 38
20th +6 ×6 Paragon 40

Favored Armaments[edit]

Among the weapons you are capable of wielding, one in particular has earned your attention above others. Choose one weapon that you are proficient in. This weapon becomes a favored weapon, your tool of choice for removing obstacles. Whenever you inflict damage with that weapon, your total damage is multiplied by an amount contingent upon your level, as displayed under the Damage Multiplier column of the Vanquisher table. Certain vanquisher features can only be utilised with your favored weapon.

You can select an additional weapon at 6th level, and again at 11th level and 17th level.

Inner Strength[edit]

By channelling your life energy, you are capable of incredible feats. You have a pool of potent life force that you can draw upon. To utilise your life energy in such a manner is to utilise a life surge; the fluxing power emanated by all living creatures. Your number of life surges is contingent upon your level, as displayed under the Life Surges column of the Vanquisher table. All expended life surges are restored upon finishing a long rest.

Your life surges can be harnessed to unleash great strikes; powerful attacks infused with your surplus life energy. When you make an attack with your favored weapon, you can choose to utilise a great strike, which grant a plethora of benefits to your attack. Particular great strikes can be utilised in other manners as well. Some of your great strikes require saving throws. The DC for your great strikes is equal to 10 + your Strength or Dexterity modifier + your proficiency bonus. You begin with the following great strikes:

Inferno Assault

Your energy surges into crimson flame, wreathing your weapon in fire. Upon expending a life surge, your attack inflicts an amount of additional d12s in fire damage equal to your vanquisher level. Additionally, a creature damaged by this great strike suffers half of the initial fire damage at the beginning of each of their turns for a number of minutes equal to half of your proficiency bonus or until the flame is extinguished.

Glacial Drive

The life force freezes into a coat of ice, bestowing the power of frost upon your weapon. Upon expending a life surge, your attack inflicts an amount of additional d10s in cold damage equal to your vanquisher level. Additionally, the foe must make a Constitution saving throw. On a failed save, they are frozen solid, petrifying them for a number of minutes equal to your proficiency bonus or until they suffer at least 1/4 of their maximum hit points, rounded up, in fire damage.

Galvanic Raid

Your life energy converts into electricity, imbuing your weapon with lightning. Upon expending a life surge, your attack inflicts an amount of additional d10s in lightning damage equal to your vanquisher level. Additionally, the foe must make a Constitution saving throw. On a failed save, they are paralyzed for a number of minutes equal to half of your proficiency bonus.

Terra Skewer

The life energy solidifies onto your weapon, creating a sharp shell of earth on your weapon. Upon expending two life surges, your attack inflicts an amount of additional d12s in piercing damage equal to your vanquisher level × 1.5, rounded up. Additionally, the foe is knocked prone.

Tempestuous Rush

Your force rages into a cyclone, enveloping your weapon in turbulent wind. Upon expending two life surges, your attack inflicts an amount of additional d12s in slashing damage equal to your vanquisher level × 1.5, rounded up. Additionally, the foe is knocked back up to an amount of feet equal to your vanquisher level × 5.

Aqua Strike

The energy alters into water, covering your weapon in a bubble. Upon expending two life surges, your attack inflicts an amount of additional d12s in bludgeoning damage equal to your vanquisher level × 1.5, rounded up. Additionally, the foe's speed is reduced by half for a number of rounds equal to your proficiency bonus.

Specialisation[edit]

You have determined your preferred role in battle. Beginning at 2nd level, you select a specialisation. Choose between Offense, Defense, and Support, all detailed at the end of the class description. Your choice grants you features at 2nd level, and again at 6th, 10th, and 14th level.

Rising Power[edit]

With time and effort, your power will continue to grow. Beginning at 3rd level, your ability scores do not bear a maximum. Additionally, your favored weapon's die size increases by one (1d4 - 1d6, 1d6 - 1d8, 1d8 - 1d10, 1d10 - 1d12, 1d12 - 2d8, etc.), and it gains additional damage dice equal to your Charisma modifier.

Additionally, your hit point maximum increases by 30. Whenever you gain a level in this class, your hit point maximum increases by 10, in addition to your standard increase.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 4, or you can increase two ability scores of your choice by 2.

Hastened Arm[edit]

You strike swiftly with your weapon. Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action. The number of attacks increases to three at 13th level and four at 18th level. Whilst wielding your favored weapon, your total number of attacks is doubled.

Additionally, damage inflicted by your favored weapon cannot be reduced by any means.

Artful Warrior[edit]

Amidst your journey, you have practised new techniques to endure tribulations. Beginning at 7th level, you learn the following great strikes:

Venomous Offensive

Your energy becomes a virulent poison, coating your weapon in a malignant toxin. Upon expending two life surges, your attack inflicts an amount of additional d10s in poison damage equal to your vanquisher level × 1.5, rounded up. Additionally, the foe is poisoned for 1 minute, and any creatures that enter 10 feet of that creature become poisoned for 1 minute as well. You and creatures of your choice are immune to this effect.

Cerebral Charge

Your life energy is channelled from your mind, bolstering your weapon with psychic power. Upon expending two life surges, your attack inflicts an amount of additional d10s in psychic damage equal to your vanquisher level × 1.5, rounded up. Additionally, the foe's Intelligence, Wisdom, and Charisma scores are reduced by an amount equal to the psychic damage inflicted, to a minimum score of 3, for 1 minute.

Tumultuous Storm

The energy is stored within your weapon, unleashing in a thunderous burst on contact. Upon expending three life surges, your attack inflicts an amount of additional d10s in thunder damage equal to your vanquisher level × 2. Additionally, the foe is deafened for 10 minutes, as well as stunned until the end of their next turn.

Arcane Descent

The life energy swirls into pure magic, enchanting your weapon with supernatural force. Upon expending three life surges, your attack inflicts an amount of additional d10s in force damage equal to your vanquisher level × 2. Additionally, the foe becomes vulnerable to all magical damage for 1 minute, and they cannot cast spells if they are normally capable of doing so for the duration.

Additionally, you recover half of your expended life surges upon finishing a short rest.

Glowing Technique[edit]

Your body brims with energy, yet it is your skill that shines brightest. Beginning at 9th level, the damage of Inferno Assault, Glacial Drive, and Galvanic Raid is increased to a number of d10s equal to your vanquisher level × 2.

Additionally, creatures suffer disadvantage on saving throws against your great strikes.

Master of Energy[edit]

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the vanquisher class, you must meet these prerequisites: Strength or Dexterity 13

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

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