Absolute Solver's Host (5e Class)
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Absolute Solver's Host[edit]
You have become the host of an ancient virus known as the Solver of the Absolute Fabric, or the Absolute Solver for short, and it intends to use you to achieve great things - whether that be fantastic deeds or horrors beyond comprehension.
Creating an Absolute Solver's Host[edit]
When making a character hosting the Absolute Solver, ask yourself - how did your character discover it? Did you inherit it from one of your parents, or did you discover it present in something else? Also, work with your DM to determine the nature of your relationship with the Absolute Solver. It could be friendly, and have the two of you working to achieve the same or similar goals, or it could be a constant battle for control over your body, or something else entirely.
- Quick Build
You can make an Absolute Solver's host quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Haunted One background.
Class Features
As a Absolute Solver's Host you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Absolute Solver's Host level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Absolute Solver's Host level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons, shortswords
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Arcana, Athletics, Deception, Intimidation, Perception, Persuasion, Sleight of Hand, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) two daggers
- (a) a shortsword or (b) a light crossbow and 20 bolts or (c) two handaxes
- (a) a dungeoneer's pack or (b) an explorer's pack
- Leather armor and two daggers
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Solver |
2nd | +2 | Amalgamation, MacGuffin |
3rd | +2 | Solver Form, Mechanical and Primal |
4th | +2 | Ability Score Improvement |
5th | +3 | Heart of Flesh |
6th | +3 | Let Me In |
7th | +3 | Solver Form feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Pranked |
10th | +4 | Heart of Flesh improvement |
11th | +4 | Solver Form feature |
12th | +4 | Ability Score Improvement |
13th | +5 | Callback Ping |
14th | +5 | Mentally Malfunctioned |
15th | +5 | Solver Form feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Heart of Flesh improvement |
18th | +6 | null |
19th | +6 | Ability Score Improvement |
20th | +6 | Absolute Fabric |
Solver[edit]
At 1st level, you have gained the ability to move around physical objects using the Solver. As an action, you can cast mage hand and use it to manipulate objects or move creatures. You must have at least one hand free in order to do this. It takes the form of the Solver symbol (colored either yellow or your eye color, if you have eyes), lasts until you dismiss it as a bonus action, can be used to attack with physical melee weapons that do not have the heavy or two-handed properties, and can carry up to 50 pounds. Alternatively, as an action, you can gesture and force one humanoid you can see within range to make a Constitution saving throw. The DC for this saving throw is equal to 8 + your Dexterity modifier + your proficiency bonus. On a failed save, the target is picked up by the Solver and moved up to 30 feet in a direction you choose, after which the Solver dissipates and the target is released. You can take this "throw" action a number of times equal to twice your proficiency bonus, regaining all expended uses after completing a short or long rest.
Amalgamation[edit]
At 2nd level, the Absolute Solver's influence has granted you a few extra appendages. You grow a pair of wings, granting you a flying speed equal to your walking speed, and clawed hands. Alternatively, if you already have natural claws, your speed increases by 5 feet. Attacks made with your claws count as unarmed strikes and deal 1d6 + your Strength modifier slashing damage on a hit, instead of the bludgeoning damage normal for an unarmed strike. While your claws are active, you cannot use your hands as normal until you change back. You cannot fly using your wings if you are wearing medium or heavy armor. You can retract or deploy your wings and/or claws as a bonus action on your turn.
MacGuffin[edit]
Also at 2nd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Host level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend one use of your Solver "throw" action to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.
Solver Form[edit]
At 3rd level, you choose a Solver form. Choose between Skinwalker and Eldritch, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th levels.
Mechanical and Primal[edit]
Also at 3rd level, the Absolute Solver has chosen to aid you by removing potential distractions. As a result of your form's transformations, you no longer need to breathe or sleep, and you are immune to disease and poison. Magic can't put you to sleep, and when you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. You gain a climbing speed equal to your walking speed. In addition, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also no longer need to eat or drink normally, but you do need to consume blood, in whatever forms it may take, in order to survive. For example, ichor from a celestial being or oil from a warforged would satisfy your hunger in place of blood.
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 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Heart of Flesh[edit]
At 5th level, your heart transforms and now contains both your consciousness and the Absolute Solver's. When you take damage that reduces you to zero hit points but does not kill you outright, damage your heart, or fully destroy your body (e.g. being killed by a disintegrate spell), you can use your reaction to instead be reduced to one hit point and separate your heart from your body. Your size becomes Small, and you can no longer hold objects normally, but you can still speak, use your senses, and move normally. You are vulnerable to bludgeoning, fire, and radiant damage in this form, and you will begin to burn in direct sunlight, taking 1d8 fire damage for every minute you spend in direct sunlight. If you return to your body and regain at least one hit point, you reconnect to your body and regain control of it. You can take this reaction once, and need to finish a long rest before you can use this feature again. At 11th level, you can use this feature twice, and at 17th level, you can use this feature three times, regaining all expended uses after finishing a long rest.
Let Me In[edit]
At 6th level, the Absolute Solver's ferocity and primal instincts begin to show themselves in yourself. You gain proficiency in the Intimidation skill. Additionally, on your turn, you can use the Attack action to knock a hostile creature prone and attempt to claw your way through their chest, making three claw attacks. The targeted creature cannot be more than one size larger than you. If you reduce the targeted creature to 0 hit points, you can consume their heart (if they have one) and force all other creatures within 10 feet that can see you to make a Wisdom saving throw (DC 8 + your Charisma modifier + your proficiency bonus). On a failed save, the creature becomes frightened of you for 1 minute or until the effect is ended. Affected creatures can repeat the saving throw at the start of each of their turns, ending the effect and becoming immune to it for the next 24 hours on a success.
Pranked[edit]
At 9th level, the Absolute Solver helps you create illusions in order to fool others. As an action, you can cast major image without expending a spell slot or using material components. The spell save DC for this spell when cast with this feature is equal to 8 + your Charisma modifier + your proficiency bonus. You can cast major image in this way a number of times equal to your Charisma modifier, regaining all expended uses after completing a long rest.
Callback Ping[edit]
At 13th level, you gain the ability to temporarily take control of other creatures. As an action, you can cast dominate person a number of times equal to your proficiency bonus, regaining all expended uses after completing a short or long rest. The save DC for this spell when cast in this way is equal to 8 + your Charisma modifier + your proficiency bonus. The maximum duration for this spell when cast in this way is 30 minutes. While the targeted creature is under the effects of the spell, its eyes (if it has any) change to become the Solver symbol, colored either yellow or your eye color (if you have eyes).
Mentally Malfunctioned[edit]
At 14th level, your mind becomes a confusing mess to others. No matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful, your mind can’t be read or detected, and creatures can’t telepathically communicate with you unless you allow it. In addition, as an reaction, when something causes you to make a Wisdom or Intelligence saving throw, you can gain advantage on that saving throw.
null[edit]
At 18th level, you gain the ability to create an object of utter destruction at will. As an action, you can create a sphere of annihilation that is up to 5 feet in diameter and "throw" it like a ball up to 40 feet away from you. You must have at least one hand free in order to use this feature. The sphere will be destroyed after passing through any object that is 5 or more feet thick, or after traveling 40 feet. You can use this feature a number of times equal to half of your proficiency bonus (rounded down), and regain all expended uses after completing a long rest.
Absolute Fabric[edit]
At 20th level, the Absolute Solver's influence grants you the ability to cheat death. When you take damage from a nonmagical attack that reduces you to zero hit points but does not kill you outright, you can use your reaction to instead only take half of that damage. At the start of your next turn after taking this reaction, you regain hit points equal to the amount of damage you negated through that reaction. You can only take this reaction once per turn, and you cannot use this feature if you are in "heart" form. You can use this feature three times, regaining all expended uses after finishing a long rest.
Skinwalker[edit]
Skinwalkers prefer stealth and deception over open displays of power, opting to take on the appearance of someone else in order to disguise their true self.
- Disguise of Skin
When you choose this form at 3rd level, your body transforms, becoming more mechanical than organic. However, your outward appearance stays largely the same, masking your true mechanical self, except for your eyes, which become fully black with yellow X's for pupils. Your flesh can be removed, though, in favor of a different disguise. Over the course of a short rest, if you are in the possession or vicinity of the corpse of a Humanoid creature, you can take the skin, voice, and general outward appearance of that creature. The creature must share the same general arrangement of limbs as you, and cannot be more than one size larger or smaller than you. None of your game statistics change, and the disguise will decay over time, lasting 1d4 weeks before completely falling apart. Other creatures will believe you to be the creature you are disguised as unless given an obvious reason not to. You gain proficiency in the Deception skill, and have advantage on any Charisma (Deception) checks made to avoid detection.
- Neck Bite
At 7th level, you transform even further internally. Your teeth become sharp, with pronounced fangs. Your bite is now a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
- You regain hit points equal to the piercing damage dealt by the bite.
- You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Get Snuck Up On
At 11th level, the Absolute Solver assists you in moving around, allowing you to teleport around at incredible speeds. As a bonus action or as a reaction to taking damage, you can cast misty step at will, without expending a spell slot. Alternatively, instead of using your regular movement, you can cast misty step a number of times equal to your walking speed divided by 10 (round down), and you can use this kind of movement a number of times equal to your Dexterity modifier, regaining all expended uses after completing a short or long rest. You cannot use both of these features in the same turn.
- Regrow
At 15th level, you gain the ability to heal from damage and reform your body. As an action on your turn, you can begin to heal yourself. You spend and roll up to 1/4 of your current hit dice (rounded down), regain an amount of hit points equal to the total rolled immediately, and for 1 minute afterward, you gain 1 temporary hit point at the start of each of your subsequent turns. These temporary hit points stack with each other and temporary hit points from any other source. Also, any lost limbs regrow over the course of that same minute. You cannot use this feature if you are in "heart" form or if you have more than half of your total hit points remaining, and gained hit points cannot exceed your current hit point maximum. You must complete a long rest before you can use this feature again.
Eldritch[edit]
Eldritch hosts exhibit the Absolute Solver's survival instincts, with dramatic outward transformations and frightening power.
- Eldritch Transformation
When you choose this form at 3rd level, your body becomes more mechanical than organic, similar to a warforged. When you are not wearing armor, your base AC is 13 + your Dexterity modifier. Additionally, as a bonus action on your turn, you can grow a few biomechanical limbs, choosing between two clawed arms or two camera-like tentacles. These last for a number of hours equal to half of your proficiency bonus (rounded up) or until you dismiss them as a bonus action, and you can only have one of the two active at a time. While the claws are active, you can attack with them, and can make one additional attack with them when you take the Attack action on your turn. The clawed arms count as simple, natural melee weapons which you are proficient with, and have the reach property. You add your Strength modifier to the attack and damage rolls, dealing 1d8 piercing damage on a hit. While the cameras are active, you cannot be surprised, have advantage on Wisdom (Perception) checks related to sight, and other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
- Assimilate
At 7th level, the Absolute Solver begins to try to absorb what you kill in order to grow. When you reduce a creature to 0 hit points, you can absorb the body of that creature into yourself and gain temporary hit points equal to twice your Host level. You can use this feature a number of times equal to half your proficiency bonus (rounded down), regaining all expended uses after completing a long rest.
- Beast in the Shadows
At 11th level, the Absolute Solver's raw power begins to affect your physical performance. You gain proficiency in the Athletics and Stealth skills, and you gain a +1 bonus to your damage rolls for your natural weapons.
- Absolute Eldritch
At 15th level, you gain the ability to fully transform into a mechanical monstrosity. If you have less than half of your total hit points remaining, as an action on your turn, you can begin to transform into a massive beast. The transformation takes 1 minute, but can be halted and reversed as a bonus action. During the transformation, you cannot move or take actions, but you have resistance to all types of damage until it is finished. When the transformation is complete, your size becomes Large, and your legs (if you have any) are replaced with a centipede-like "tail". You have advantage on any Strength, Dexterity, and Constitution checks you make while the transformation is active. The transformation lasts for 1 hour, until you choose to end it as an action, which takes 1 minute for you to return to your normal form, or until you regain at least half of your total hit point maximum. You must complete a long rest before you can use this feature again.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Absolute Solver's Host class, you must meet these prerequisites: Dexterity of 13 or higher.
Proficiencies. When you multiclass into the Absolute Solver's Host class, you gain the following proficiencies: Pick one skill from the class's skill list.
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