Vigilant Yaksha (5e Class)

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Vigilant Yaksha[edit]

The Vigilant Yaksha is reserved, logical and determined, albeit curt and straight to the point. He is rarely in a good mood and prefers being alone. He shows almost no interest in humans and their culture, some of which he finds strange or pointless.

As a Yaksha, you are constantly afflicted by his negative karmic burdens that he accumulates from committing endless slaughter against monsters that threaten Aedoghar. Others have taken note of the pain he constantly suffers and take pity on him, being the only remaining Yaksha who is active in protecting Aedoghar where as his fellow Yaksha have died or disappeared, stating that he does not sleep and neither do the demons, indicating his absolute focus in protecting the land from evil spirits. In one particular instance, he was nearly consumed by his own karma, only to be saved by a person playing a flute. This incident left him touched and he hopes for the day that he can dance to the tune of the flute amidst a sea of flowers.

This negative karma is also the reason he prefers being alone, as he does not wish to burden others with his own problems, nor cause problems for others in the area. While it is implied that he has killed humans in the line of duty, this is often as a result of them straying too close to him as he fights; he states that he does not intentionally kill them. Despite this, you remain dedicated to fulfilling his contract with Waukeen, expressing eternal gratitude and loyalty to the god for saving him from his former master, who treated him like a bloodhound.

The yaksha is appreciated by the humans and adepti of Aedoghar alike. Waukeen still deeply cares for you and offers to deliver some special painkillers to him to help relieve his pain.

He prefers Almond Tofu because it reminds him of the dreams he consumed. He dislikes other foods and cannot stomach them.

Weapon Primordial Jade Winged-Spear 3D.png


Primordial Jade Winged-Spear[edit]

This spear grants you 1 extra damage die on all standard melee attacks and ability attack rolls learned by this class at level 5/10/15/20.

Class Features[edit]

As a Vigilant Yaksha you gain the following class features.

Hit Points[edit]

Hit Die: 1d8 per Vigilant Yaksha level

Hit Points at 1st Level: 8 + Constitution modifier

Hit Points at Higher Levels: 1d8 + Constitution modifier per Vigilant Yaksha level after 1st

Proficiencies[edit]

Armor: Light Armor

Weapons: Martial weapons, Simple Weapons, Spears

Tools: None

Saving Throws: Strength and Dexterity

Skills: Choose two skills from Acrobatics, Athletics, Insight, Intimidation, Perception, Persuasion, Deception, and Survival

nONE

Table: Vigilant Yaksha

Level Proficiency
Bonus
Features
1st +2 Transcension: Gravity Defier
2nd +2 Annihilation Eon - Blossom of Kaleidos
3rd +2 Lemniscatic Wind Cycling
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Viscous Critical
7th +3 Conqueror of Evil: Wrath Deity
8th +3 Ability Score Improvement
9th +4 Sweeping Strike
10th +4 Bane of All Evil
11th +4 Dissolution Eon: Heaven Fall,Extra Attack(2)
12th +4 Ability Score Improvement
13th +5 Dissolution Eon - Destroyer of Worlds
14th +5 Transcension - Extinction of Suffering
15th +5 Conqueror of Evil: Tamer of Demons
16th +5 Ability Score Improvement
17th +6 Evolution Eon - Origin of Ignorance
18th +6 Maximum Critical
19th +6 Ability Score Improvement
20th +6 Conqueror of Evil: Guardian Yaksha

Transcension: Gravity Defier[edit]

Beginning at the 1st level you gain an extra 15 feet of movement speed.

Annihilation Eon - Blossom of Kaleidos[edit]

Starting at the 2nd level while out of combat you passively regenerate 1 health per second up to 50% of your maximum health.

Lemniscatic Wind Cycling[edit]

Beginning at the 3rd level you gain the ability to move your body fluidly with the wind, as a standard action you may dash in a target direction up to 20 feet away dealing 1d8 Lightning damage to everything in your path upon a failed Dex save, half damage on successful save.

Vicious Critical[edit]

Starting at the 6th Level your weapon attacks score a critical hit on a roll of 19-20.

Conqueror of Evil: Wrath Deity[edit]

Starting at the 7th level your body attunes more to the wind making Lemniscatic Wind Cycling a bonus action and granting 1 extra charge and increasing its damage to 2d8.

Sweeping Strike[edit]

Beginning at the 9th level you may use a bonus action to swipe around your feet with your spear in a 10 foot circle if it would strike a creature(s), that creature(s) must make a Dexterity Saving throw of DC 8 + Proficiency Bonus + Dexterity modifier or be knocked prone.

Bane of All Evil[edit]

Starting at the 13th level as a bonus action you may don the Yaksha Mask that set gods and demons trembling millennia ago for one minute.

Yaksha's Mask[edit]
  • Grants 5ft Reach
  • Doubles Movement speed.
  • Grants the ability to use plunge attack as your attack action, you leap into the air and dive down spear first emitting a shockwave dealing 6d12 lightning damage in a 15ft circle on a failed Dexterity save, half as much on a succeeded one.
  • Greatly increases your jumping ability.
  • Enhances all attacks and abilities to deal 1 extra die of damage.
  • Converts all attacks into Lightning damage for the duration.
  • In this state, you will continuously lose 1/10th of current hp per round.
  • After the effect ends you gain 2 levels of exhaustion.

Dissolution Eon: Heaven Fall[edit]

Starting at level 11 using Lemniscatic Wind Cycling increases the DMG of subsequent uses of Lemniscatic Wind Cycling by 1 die of damage. This effect lasts for 2 rounds, and has a maximum of 3 stacks. Gaining a new stack refreshes the effect's duration.

Dissolution Eon - Destroyer of Worlds[edit]

Starting at the 13th level Lemniscatic Wind Cycling is a legendary action dealing 3d8 and gains an additional charge(3).

Transcension - Extinction of Suffering[edit]

Starting at the 14th level, your body flows with the wind when you fall below 50% health you gain resistance to all damage types.

Conqueror of Evil: Tamer of Demons[edit]

Starting at the 15th level while under the effects of Bane of All Evil, DMG increases by a further die for every round the ability persists. The maximum DMG Bonus is 5 rounds. Gain Extra Attack.

Evolution Eon - Origin of Ignorance[edit]

Starting at the 17th level you gain legendary resistance while in Bane of All Evil.

Maximum Critical[edit]

Starting at the 18th level all critical damage rolls deal maximum damage.

Conqueror of Evil: Guardian Yaksha[edit]

Starting at Level 20 While under the effects of Bane of All Evil, hitting an opponent with your Plunging Attack will immediately grant 1 charge per opponent hit of Lemniscatic Wind Cycling up to 3.