Adept Survivor (5e Subclass)
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Adept Survivor
Fighter Subclass
You are the epitome of the phrase 'adapt to survive'. Through training and practice, you can adapt your style of combat in order to create a range of benefits or effects in combat
- Elemental Resistance
From third level, when hit with an attack using elemental features, (fire, cold, acid, lightning, or thunder) as a reaction, roll a CON save. On a success, reduce the damage done by your Elemental Resistance Modifier. This modifier starts at 1, and can be increased using "Adapt". On a failure reduce the damage by half your Elemental Resistance Modifier. The DC for the save is equal to 20 - half the damage taken.
- Improvise
At third level, you gain the ability to efficiently wield improvised weapons. When attacking with an improvised weapon, add damage equal to Proficiency Bonus + 1d4. This increases to Proficiency Bonus + 1d6 at level 7 and Proficiency Bonus + 1d8 at level 15.
- Adapt
From third level, experience is gained in the form of Battle Points, by the destruction of your enemies. Every time you reduce an enemy to 0 hit points, you gain Battle Points. To figure out how many points are gained, roll a dice and add your wisdom modifier. The type of dice is determined in the table below.
Battle Points Dice | |
---|---|
Level 3 - 6 | 1d8 |
Level 7 - 9 | 1d12 |
Level 10 - 14 | 2d8 |
Level 15 - 17 | 2d10 |
Level 18 - 20 | 2d12 |
Battle Points can then be spent on ability increases, these increases only last until your next long rest.
Ability Increases | ||
---|---|---|
Defensive Warrior | 10 Points | + 1 to AC. |
Undying | 15 Points | + 1 to Maximum Hit Points. |
Experienced Duelist | 10 Points | + 1 to all attack rolls and damage rolls on attacks made with a melee weapon. |
Advanced Archer | 10 Points | + 1 to all attack rolls and damage rolls on attacks made with a ranged weapon. |
Elemental Resistance Boost | 1 Point | + 1 to Elemental Resistance feature modifier. |
Accelerate | 15 Points | + 5 to movement. |
Battle Points can also be spent on one time effects:
Ability Effects | ||
---|---|---|
Show of Strength | 3 Points | You gain advantage on your next attack. |
Revitalise | 3 Points | You gain 1d4 - 1 lost hit points. |
Stamina | 12 Points | You regain one lost hit dice. |
Cleansing | 8 Points | Any effect (paralysis, exhaustion, etc) on you is cancelled. |
Refresh | 12 points | (Can only be used from level 7) Refills the number of uses of "Overcome" you have . |
Annihilation | 15 Points | (Can only be used from level 10) A roll of 18+ is critical. Increases to 17+ from level 15. |
- Overcome
From level 7, when you drop to 0 hit points, you instead drop to 1 hit point. 1 use per rest, increasing to 2 uses at level 10, 3 uses at level 15, and 4 uses at level 18.
- Survival Instincts
Due to your extensive experience of battle, from level 10, you can no longer be surprised, and your initiative bonus increases by 2 + 1 for every level past 10.
- Survivalist's Observation
At level 10, any enemy to which you deal damage grants you Battle Points upon its death. At Level 15, any enemy killed within 60ft of you that you can see or hear also grants Battle points.
- Additional Fighting Style
Your many years of combat have led to you specialising in multiple areas of expertise. At level 15, take an additional fighting style from the Fighter list. This cannot be the same as a fighting style you already have.
- Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have less than half of your hit points left. You don't gain this benefit if you have 0 hit points
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