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!
Lashes out with a mace of pure light, dealing 2d6 damage and healing you for 1d6.
Your sheer musculature grants an additional 5% Toughness.
Touch a target, removing one Disease, or one condition from Blinded, Deafened, Paralysed, or Poisoned.
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.
Your temperament and inner will gives you an additional 4% Magic Resistance.
Strikes with the power of the heavens, dealing 2d10 damage and knocking the target Prone for its next Turn. Does not work against Huge, Gargantuan or Colossal creatures.
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.
Until the start of your next Turn, all adjacent enemies are held immobile by glowing golden chains of pure light. Each takes 3d12 damage. You are Healed for the same amount.
Smashes a target with brutal force. The target is Stunned for its next Turn. Generates a Medium amount of Presence Aura.
Bashes a target with your Shield, dealing Weapon damage. The target is knocked back a distance equal to your Strength modifier. Does not work against Huge, Gargantuan or Colossal creatures.
Marks your mace with your own blood in a sacred ritual. Lose 18 HP, gaining +2 to Weapon Hit chance and +6 Weapon damage this Turn.
Your next Weapon strike this Turn also applies its damage to one adjacent target.
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.
You are so tough that hitting you is often more trouble than it's worth. You reflect 15% of all damage you take.
Pulls any creature in your Presence Radius adjacent to you and doubles the strength of your Presence Aura towards it. Does not work against Huge, Gargantuan or Colossal creatures.
Slams a target with your shield, dealing Weapon damage and generating a large amount of Presence Aura.
Your Maximum Health is increased by 11%.
With a surge of strength, you gain +3 Weapon Hit chance and +10 Weapon damage for this Turn and the next two.
Each time you Parry, heal yourself for 2d12 HP.
Severely wounds a target for double Weapon damage. Generates a medium amount of Presence Aura.
Until the end of their next Turn, all allies on the battlefield use your values for AC, Toughness, Magic Resistance and Parry.
Summons a Vindicator's Warhorse, doubling your MP until the end of this Turn.
For this Turn and the next, all Healing done to you is doubled and any Overheal is converted to Blood Points. All Presence Aura generated by any healing done to you is attributed to you.
Increases your Block by 2x Your Level.
Deploys a wall of light five squares wide directly in front of you that lasts three Turns. These squares cannot be entered by enemies but may be traversed freely by allies. Does not block line of sight.
Your next successful Weapon attack this Turn deals your missing HP in bonus Weapon damage.
Grants 1 MP.
Headbutts a creature, dealing Weapon damage, removing all beneficial Magic effects, and preventing it from casting Spells until the end of its next Turn.
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.
Pulls all creatures in your Presence Radius adjacent to you and doubles the strength of your Presence Aura towards them. Does not work against Huge, Gargantuan or Colossal creatures.