Vindicator

Vindicators are faithful protectors and dauntless warriors beyond reproach. They hold an important place in groups of adventurers because of their ability to absorb powerful attacks and to deflect magical spells.

Vindicators may be slow and single-minded, but they can dish out serious damage while being difficult to take down. They know how to use their weapons, that’s for sure!

Stats and Playstyle

Weapon: 1-handed Sword, Axe or Mace with Shield

Crafting: Arms Lore

Primary Stat: Strength

Recommended Secondary Stats: Constitution, Dexterity

Recommended Itemisation: HP, Presence Aura, Presence Radius, AC, Toughness, Block, Parry, Weapon Damage, Weapon Hit chance

Playstyle: Vindicators do one thing first: stay alive. After that, they offer a mixture of powerful melee attacks and protection to allies. The primary focus of a vindicator is being extremely difficult to kill, and drawing the attention of enemies, then they can focus on additional melee damage.

Cantrips

Level 1: Glow
You can infuse your Weapon with light at will, providing a soft glow and illumination for up to five metres.

Level 3: Shatter Obstacle
You are particularly good at breaking down doors and walls, smashing open chests and the like. Grants Advantage on your next attempt to do this. You must complete a Long Rest before you may use this Cantrip again.

Level 6: Gust
You generate a small blast of force, pushing back any Medium or smaller creature or object back by one square. Cooldown: one Turn.

Next Cantrip unlocked at Level 9.

Talents

Level One

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Spiritual Weapon

AP: 4 | Mana: 18 | CD: 2 | Range: 1

Lashes out with a mace of pure light, dealing 2d6 damage and healing you for 1d6.

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Rampart

Passive Benefit

Your sheer musculature grants an additional 5% Toughness.

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Lesser Restoration

AP: 2 | Mana: 8 | CD: 3 | Range: 1

Heals you for 1d12 HP. If you are under 25% of your Maximum HP, the Cooldown of this Spell is reduced by 1 Turn.

Level Two

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Shieldwall

AP: 2 | Mana: 18 | CD: 2 | Range: 1

Covers an adjacent creature with your shield, providing both of you with half cover until the start of your next Turn as long as they remain adjacent.

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Pavise

Passive Benefit

Your temperament and inner will gives you an additional 4% Magic Resistance.

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Thunderous Smite

AP: 4 | Mana: 18 | CD: 2 | Range: 1

Strikes with the power of the heavens, dealing 2d10 damage and knocking the target Prone for its next Turn. Less likely to be effective against Huge, Gargantuan or Colossal creatures.

Level Three

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Drag

AP: 2 | Mana: 16 | CD: 0 | Range: 1

Contest your Strength against a creature’s Strength. If successful, forcefully drags a creature with you as you move this Turn. You may choose when to stop Drag.

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Vindicator’s Aegis

AP: 6 | Mana: 22 | CD: 8 | Range: 1

Until the start of your next Turn, all adjacent creatures are held immobile by glowing golden chains of pure light. Each takes 3d12 damage. You are Healed for the same amount.

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Resounding Blow

AP: 2 | Mana: 8 | CD: 3 | Range: 1

Smashes a creature with brutal force. The target is Stunned for its next Turn, unless it succeeds at a DC 10 + Str Fortitude (Constitution) Saving Throw.

Level Four

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Bull Strength

AP: 4 | Mana: 0 | CD: 1 | Range: 1

Bashes a creature with your Shield, dealing Weapon Damage. The creature is knocked back a distance equal to half your Strength Modifier. Less likely to work against Huge, Gargantuan or Colossal creatures.

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Vital Strike

AP: 2 | Mana: 12 | CD: 0 | Range: 1

Marks your mace with your own blood in a sacred ritual. Lose 20% of your Maximum HP, gaining +2 to Weapon Chance this Turn, and increasing your Critical Chance by 1 this Turn.

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Cleave

AP: 2 | Mana: 8 | CD: 0 | Range: 1

Your next Weapon Attack this Turn also applies its damage to one adjacent creature.

Level Five

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Banded Armor

Cornerstone Talent
Passive Benefit | Mana: 20 | CD: 24h

Any damage taken in the next 24 hours that would reduce you to 0 HP instead restores 30% of your Maximum HP. Does not trigger if you do not have enough Mana.

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Spiked Armor

Cornerstone Talent
Passive Benefit

You are so tough that hitting you is often more trouble than it’s worth. You reflect 10% of all Damage you take.

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Grip

Cornerstone Talent
AP: 2 | Mana: 19 | CD: 1

Forces a chosen creature to focus on you for its next Turn, making it much more likely to target you. Less likely to work against Huge, Gargantuan or Colossal creatures.

Level Six

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Shield Mastery

Passive Benefit

Your mastery of Shields grants you additional Block equal to 2x Your Level.

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Bear Strength

Passive Benefit

Your Maximum Health is increased by 11%.

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Avenging Wrath

AP: 2 | Mana: 12 | CD: 8 | Range: 1

With a surge of strength, you gain +3 Weapon Chance and +10 Weapon Damage for this Turn and the next two.

Level Seven

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Fearsome Defender

Passive Benefit

Each time you Parry, you Heal yourself for 2d12 HP.

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Mangle

AP: 6 | Mana: 30 | CD: 2 | Range: 1

Severely wounds a creature for double Weapon Damage, and makes it moderately more likely to focus on you for its next Turn.

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Sanctuary

AP: 5 | Mana: 28 | CD: 5 | Range: 1

Until the end of your next Turn, all allies on the battlefield use your values for AC, Toughness, Magic Resistance and Parry.

Level Eight

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Cavalier Charge

AP: 2 | Mana: 24 | CD: 2 | Range: 1

Summons a Vindicator’s Warhorse, doubling your MP until the end of this Turn.

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Fires of Justice

AP: 0 | Mana: 35 | CD: 7 | Range: 1

Until the start of your next Turn, all Healing you receive is doubled and any Overheal is converted to Blood Points.

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Ape Strength

Passive Benefit

Increases your Base Strength by 14.

Level Nine

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Stand Strong

AP: 6 | Mana: 38 | CD: 8

Grants you 50% Magic Resistance, up to a maximum of 90%, for the next 2 Turns. While this ability is active, you are Healed for 25% of all Magic Damage you take (calculated before the Resistance is applied).

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Dreadblade

AP: 2 | Mana: 13 | CD: 3 | Range: 1

Your next successful Weapon Attack this Turn deals your missing HP in bonus Weapon Damage.

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Crusader’s March

Passive Benefit

Grants 1 MP.

Level Ten

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Skull Bash

Cornerstone Talent
AP: 4 | Mana: 12 | CD: 4 | Range: 1

Headbutts a creature, dealing Weapon Damage and preventing it from casting Spells until the end of its next Turn. This ability also removes all Magic Effects from the creature unless it succeeds at a DC 14 + Str Will (Wisdom) Saving Throw.

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Divine Intervention

Cornerstone Talent
AP: 1 | Mana: 8 | CD: 12

Makes the ultimate sacrifice for the good of the whole. For this Turn, you have 90% Toughness and 90% Magic Resistance. At the end of this Turn, you die. Your HP at the time of death is doubled and split between all allies, first as Health, then as Blood Points if Overheal occurs.

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Mass Grip

Cornerstone Talent
AP: 2 | Mana: 19 | CD: 1

Forces all creatures on the battlefield to focus on you for their next Turn, making them much more likely to target you. Less likely to work against Huge, Gargantuan or Colossal creatures.