Driver (5e Class)

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Driver[edit]

Driver (Based On Xenoblade Chronicles 2)[edit]

Warriors of the World of Alrest[edit]

Drivers are people who have been able to access a core crystal and awaken a Blade, an artificial life-form filled to the brim with power and the ability to manifest unique weapons. After a core crystal has revealed a Blade, the two are bonded until death, becoming partners. The Driver serves as the output for the weapon's power, while the Blade serves as the power's source. The Blade itself is an independant being with complete sentience, as they have their own feelings and emotions. The pairing can be repeated with other core crystal as well.

Creating a Driver[edit]

To create a Driver you can ask yourself these questions. How did you become a driver in the first place? What made you decide to become a driver, or was it forced? What will you use your Blade's power for? What is your relationship with your Blade?

Quick Build

You can make a Driver quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Soldier, Sage or Far Traveler background.

Class Features

As a Driver you gain the following class features.

Hit Points

Hit Dice: 1d10 per Driver level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Driver level after 1st

Proficiencies

Armor: Light and Medium armor
Weapons: All Blade weapons
Tools: One tool of your choice
Saving Throws: Strength, Charisma
Skills: Choose three from the following: Athletics, Arcana, Insight, Religion or History

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather or (b) Breastplate
  • The weapon granted by your Blade
  • (a) An Explore's Pack or (b) A Dungeoneers Pack
  • If you are using starting wealth, you have 4d4 x10 in funds.

Table: The Driver

Level Proficiency
Bonus
Features Blade Points
1st +2 Blade Bond, Blade Weapon, Blade Arts, Blade Points 5
2nd +2 Affinity Attack, Blade Abilities 5
3rd +2 Weapon Feature 5
4th +2 Ability Score Improvement, Blade Point Recovery 5
5th +3 Chain Attack 10
6th +3 Weapon Feature, Extra Attack 10
7th +3 Affinity Attack Upgrade 10
8th +3 Ability Score Improvement, Blade Empowerment 10
9th +4 Chain Attack Increase 15
10th +4 Blade Art Improvement 15
11th +4 Weapon Feature 15
12th +4 Ability Score Improvement, Chain Attack Increase 15
13th +5 Weapon Prowess 20
14th +5 Increase Blade Point Recovery 20
15th +5 Weapon Feature 20
16th +5 Ability Score Improvement, Affinity Attack Upgrade 20
17th +6 Chain Attack Increase 25
18th +6 Weapon Feature 25
19th +6 Ability Score Improvement 25
20th +6 Weapon Feature, Ultimate Bond 25

Blade Weapon[edit]

Your Blade provides you with a weapon. Roll a d8 to determine your weapon, each weapon grants different effects at higher levels. Starting at 3rd level, your weapon gains additional features.

1: Bitball[edit]

A floating ball which is wielded by the Driver through the use of physical contact or mental energy. Melee, Ranged: 20 ft. Damage: 1d6 Bludgeoning

2: Chroma Katana[edit]

A long, thin sword that can be used for quick slashes. Melee. Damage: 1d10 Slashing

3: Ether Cannon[edit]

A large futuristic cannon which fires off continues beams or single shots. Ranged: 100 ft. Damage: 1d10 Piercing. Two Handed

4: Great axe[edit]

A massive axe used to overpower and decimate opponents. Melee. Damage: 1d12 Bludgeoning. Two Handed, Heavy

5: Knuckle Claws[edit]

Small arm-mounted weapons used for damaging martial attacks made at incredible speeds. Melee. Damage: 1d8 Bludgeoning. Two Handed

6: Megalance[edit]

A massive weapon akin to an oversized spear, which requires high strength to use. Melee, Reach. Damage: 1d8 Piercing

7: Shield Hammer[edit]

A massive hammer accompanied by a built in shield, and can be use to defend or attack. Melee, Two Handed, Heavy. Damage: 1d12 Bludgeoning

8: Twin Rings[edit]

A pair of rings used for swift and graceful movements and acrobatic maneuvers. Melee, Two Handed Damage: 1d6 Slashing

Ability Score Increase[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.

Blade Bond[edit]

You Have successfully bonded with a Blade! The Blade is treated as an NPC under the player's control. The Blade has the same AC as your character, and has the following stats Str:16 Dex:12: Con:11 Int:10 Wis:9 Cha: Same as PC. When you gain your blade, choose between fire, ice, water, wind, earth, electricity, necrotic or radiant. All damage of that Blade are treated as such, and all Blade weapon attacks are treated as magical for the purpose of overcoming resistances. The blade has 1d10 Hp per Driver level of PC, as well as regeneration 2. At the end of battle the Blade recovers all HP. If the Blade would die, it is instead knocked unconscious, and all Driver Features that requires the Blade to be conscious are disabled. If you fall unconscious the Blade is treated as if it were unconscious too. The Blade has all the same proficiencies you do. You can bond with other Blades by using Core Crystals.

Blade Points[edit]

You now have the power to use Blade Points. Blade Points are used for Blade Arts as well as Blade Weapon abilities. The number of Blade Points you have is the number relative to your Driver level on the table, + Proficiency + Charisma. You regain all expended Blade Points when you finish a Long Rest.

Blade Arts[edit]

Blade arts are special attacks that a Driver Performs using their Blade's power. Blade arts are determined by the Driver's Weapon and require the Blade to be conscious. Starting at 2nd level you have access to all arts specific to your Blade weapon. Each art can only be used once during a players turn. Each art requires at least 1 Blade Point to use. The attack bonus for arts is Proficiency + Charisma Modifier. The Save DC is 10 + Proficiency + Charisma Modifier.

Affinity Attack[edit]

Affinity attacks are powerful attacks when Drivers and Blades work together in tandem to produce incredible displays of power. During combat, when you roll a 15 or higher on an attack roll, you gain 1 affinity point. for every four affinity points, you gain a level of power for an Affinity Attack and by expending Blade Points equal to your Affinity Attack level + your Driver level, you can perform an Affinity Attack. All affinity points are lost on the use of an Affinity Attack. The attack is determined by the element of your Blade. The Affinity attack targets all enemies within 10ft per level. All enemies must make a DC check equal to your Driver level + your affinity level + your proficiency bonus. When you reach level 7 and again at level 16, the damage increase for each Affinity attack by one damage die.

Element Effect
Fire Deals 1d8 per Affinity level and inflicts ongoing 5 fire damage.
Cold Deals 1d6 per Affinity level and slows all hit enemies.
Water Deals 1d6 per Affinity level and heals all allies by 2d6 per Affinity level.
Lightning Deals 1d8 per Affinity level and stuns all enemies hit for 1d4 turns.
Wind Deals 1d8 per Affinity level and pushes all enemies back 15ft.
Earth Deals 1d10 damage per Affinity level and knocks all enemies prone who fail a DC 10 DEX check.
Necrotic Deals 2d4 per Affinity level, and targets becomes poisoned. Save ends
Radiant deals 2d6 per Affinity level and all cover from invisibility or hiding are negated.

Chain Attack[edit]

After gaining enough power, you and your allies can unleash a Chain Attack. To unleash a Chain Attack, you have to use an Art or Affinity Attack and hit at least one creature or use the Art's effect successfully. Each time this occurs you gain on Chain Attack Point. By expending 5 Chain Attack points, you can enter into Chain Attack mode, with all willing allies. During a Chain Attack, all allies in the attack one target designated at the start of the Chain Attack. All allies make a basic melee or ranged attack, or a Spell with a level equal to or lower than the Player's current Affinity level, against the chosen creature in initiative order. When the order loops around, the player attacking first must make a DC 10 check to engage in another round of attacks, with a maximum or four rounds. The DC increases by 3 with each successful round after the first. If the starting player fails the DC the Chain Attack Ends. When a players Driver level reaches 9 and 17, the number of maximum rounds increases by 2.

Weapon Feature[edit]

Starting at 3rd level, you gain a special feature based on your Blade Weapon. You gain another feature at 6th, 11th, 15th, 18th, and 20th level

Blade Point Recovery[edit]

When you finish a Short Rest, you regain Blade Points equal to your Driver level + Charisma.

Blade Abilities[edit]

You have gained the ability to expend Blade Point to use special abilities during and outside combat. Abilities and cost are as follows.

Ancient Wisdom Cost: 1 Blade Point. You can target one creature within 5ft. Target gains a + 3 bonus to the next History check made in the next 2 hours

Fortitude Cost: 2 Blade Points. You can reduce the damage from the next attack by 1d4 per Driver level, or when you would fail a Death Save, you can treat is as a success. This ability can only be used once before having to finish a long rest

Focus Cost: 1 Blade Point. You gain a +2 bonus to the next basic Melee or Ranged attack made within 30 minutes.

Keen Eye Cost: 1 Blade Point. You can target one creature within 10ft. Target gains a +2 bonus to all Perception checks for the next 1 hour.

Leaping Cost: 1 Blade Point. You gain a +5 to Jumping checks for 1 hour.

Lock picking Cost: 1 Blade Point. You can target one creature within 5ft. When the target makes a roll to pick a lock, they can roll twice and use either result.

Super strength Cost: 2 Blade Points. You gain a +3 Bonus to strength checks made to break, move or force open objects for 1 hour.

Elemental Mastery Cost: 3 Blade Points. For the next 30 minutes, you can freely manipulate the element of your Blade.

Extra Attack[edit]

When you use an action to make an attack, you can use your bonus action to make a second attack.

Blade Empowerment[edit]

Your Blade has grown considerably. Your starting Blade now has proficiency with all saving throws, and you can now choose a second element for your blade and swap either element freely once per your turn.

Weapon Prowess[edit]

You become accustomed to your Blade's Weapon, giving you an additional + 5 to attack and damage. You can also declare at the start of an encounter that all your Arts cost no Blade Points for their first use. You must finish a Long Rest before activating this feature again.

Ultimate Bond[edit]

You have forged the ultimate bond with your Blade, and now, your Blade is immune to slashing, bludgeoning or piercing damage, (your choice), also the cost of using an Affinity Attack is halved, and you gain one of the following features.


-Fullmetal Jacket

As a bonus action You take half-damage from all slashing, bludgeoning, and piercing damage and can direct any spell to target yourself. This lasts for 5 minutes and can only be used once before finishing a long rest.


-Perfect Heal

As an action You can target any number of creatures within 40ft, and all are fully healed and gain 4d10 temporary hit points - 5 for each additional creature targeted beyond the first.


-Critical Offense

As a bonus action Your AC receives a -5 penalty and your critical range increases by 2. This lasts for 5 minutes and can only be used once before finishing a long rest.

Bitball[edit]

Healing Boost

Starting at 3rd level, all healing done is increased by 1d4 per Driver level

Bounce Burst

Starting at level 6, once during your turn you can expend 1 Blade Point to turn a ranged attack with a Bitball into a 5 by 5 burst centred on the target.

Blitz Play

Starting at 11th level, your Bitball deals 2d6 damage.

Range Boost

At 15th level, your Bitball gains the Reach trait and the range increases by 30ft.

Mental Game

At 18th level, you no longer need to make physical movements to control your Bitball. This extends to your Blade as well.

Power Pass

At 20th level you can expend 3 Blade Points to pass your Bitball to your Blade after a successfully executed Blade Art and allow them to use the a different Art. You must finish a Short Rest before using this power again.

Chroma Katana[edit]

Dual Strike Critical

Starting at 3rd level, when you get a critical hit, you can make a second attack.

Singled Out

At 6th level, when an AOE spell would deal half damage to an ally, you can expend 2 Blade Points to direct the damage towards yourself.

Luck of The Draw

At 11th level, your critical range increases by 1.

Heavy Tank

At 15th level, you can expend 4 Blade Points gain 3d6 temporary hit points when entering combat.

One-shot Wonder

At 18th level, when you attack a creature, if you reduce the creature to half health or less, the creature must make a CON save equal to your save DC or be reduced to 0 hit points.

Iaijutsu Master

At 20th level, when you make your first attack during combat, it is treated as a surprise attack and your critical range increases by 1. You can draw and sheath your Chroma Katana in the same action used to attack.

Ether Cannon[edit]

ECE72 - Full Beam

Starting at 3rd level, when you make a basic ranged attack you can expend 1 Blade Point to have the attack target all creature in a straight line.

ECE34 - Core Drive

At 6th level, your Ether Cannon's attacks now deals 2d10 damage, but requires a bonus action.

ECE516 - Element Pure

At level 11, attacks done with the Ether Cannon now can fire a blast comprised of your Blade's element in a 10ft burst centred around you by expending 2 Blade Points.

ECE11 - Affinity Armor

At level 15, when your Affinity level is 2 or higher, you can expend all Affinity Points to give yourself a +2 to AC.

ECE23 - Bullet Curve

At 18th level, when a basic ranged attack, or an Art would target an ally, you can choose for them to take no damage and suffer no effect.

ECUE152 Overclock Burst

At 20th level, you can expend 5 Blade Points to target all creatures within 60ft, they must make a DEX save or take 15d10 damage or half as much on a successful save. After this feature is used, your Ether Cannon is disabled for 1 hour. You must complete a Long Rest before using this feature again.

Great Axe[edit]

Down Cutter

At 3rd level, when you successfully deal damage to an enemy with a basic melee attack using your Blade Weapon, you can expend 2 Blade Points and the target must make a DEX save equal to your save DC or be knocked prone.

Sweeping Motion

At level 6, when you would make a basic melee attack, you can expend 1 Blade Point to instead target all enemies within 5ft.

Extend Smash

At level 11, your Blade Weapon gain the Reach quality.

Versatile Grip

Starting at level 15, you can use axe weapons one-handed without penalties.

Overwhelm

Starting at level 18, when you attack an enemy with less health than you, you gain a bonus to damage equal to half your Driver level.

Grand Crusher

Staring at level 20, your axe now deals 2d12 damage and when you attack a prone target you deal one extra damage die.

Knuckle Claws[edit]

Rapid Jab

Starting at 3rd level when you use an action to attack, you can spend 1 Blade Point to make a second attack.

Muscle Increase

At level 6th when you make a Strength check to move, break, or open something using Knuckle Claws, you gain a +3 bonus.

Climb Claw

At level 11th you gain a plus 4+ to all climbing check.

Upperhand

At level 15, you gain a +4 bonus to attack roll made with your Knuckle Claws.

Reaction Guard

At level 18, when you are targeted for an attack, you can spend 3 Blade Points make a DC 15 DEX check to reduce the damage by 2d4 per Affinity level.

Cross-gap Counter

At level 20, when you take damage for a melee attack, you can spend 5 Blade Points to make a basic melee attack, or a Blade Art against the target.

Megalance[edit]

Force Shift

Starting at level 3, when you deal damage with your Megalance, you can push your target 1d4 x 10ft.

Silent Spear

Starting at level 6, when you attack damage with your Megalance, aggro will be reduced.

Critical Strike

Starting at level 11, critical hits deal 50% more damage than before.

Defender

Starting at level 15, your Megalance will deal 50% more damage, and you will take 75% of what you would normally take if an ally is below 3 HP or felled.

Critical Up

Starting at level 18, Critical hits will activate with an 18 or 19 accuracy roll as well.

Void Lance

Starting at level 20, your Megalance will deal twice the normal amount of damage you roll.

Shield Hammer[edit]

Slam

Starting at 3rd when you hit a creature with your shield hammer you may send 2 blade points to have them make a con save against save dc or get stunned for 1 turn

Deflect Attack

At 6th level when and ally with 5ft of you is hit by an attack you may use your reaction to impose disadvantage on that attack

Immovable Tank

At 11th level you gain 11 extra hp and 1 extra hp every driver level after. You have advantage on strength save made against being knocked prone or moved against your will

Mountain Crusher

At 15th level when you miss an attack you may spend 3 blade points to force the target to make a strength save against your save dc. On a failure the target is knocked prone

Regeneration

At 18th level when you are under half hp you can roll a d6+con and add that to your current hp

Ultimate Shield

At level 20 when you use iron wall you now gain a +4 to ac and for the duration all enemies within 30ft have disadvantage on attack rolls not targeting you

Twin Rings[edit]

Rapid Slash

Starting at 3rd level when you use an action to attack, you can spend 1 Blade Point to make a second attack.

Revolution

At 6th level, your twin rings gain the thrown property, range of 30/60. They return to you or your blade after being thrown.

Elusive

at 11th level during your turn, if you make a melee attack against a creature that creature can't make opportunity attacks against you for the rest of the turn

Draining Slash

At 15th level you may spend 5 blade points to attack with both twin rings, target ally within 30ft heals the for the damage dealt with this attack

Sharpened Edge

At 18th level your twin rings now deal 1d8 instead of 1d6 and their throwing range is increased to 60/120

Supreme Healing

At 20th level your healing abilities now heal all allies within 30ft

Driver Art List[edit]

You know all of the Art on the list for you Blade Weapon and additional spells based on your subclass.

Bitball

Touchdown: Deals 1d6 damage to one creature within 20ft. Heals one creature within 20ft by 2d6. Cost: 1 Blade Point

Brave Throw: Deals 2d4 damage to one creature within 20ft. Deals an extra 1d4 damage if the target is prone. Cost: 1 Blade Point

Strong Shoot: Deals 2d4 damage to one creature within 20ft. Heals all creature of your choice within 30ft by 2d4. Cost: 1 Blade Point

Mighty Ball: Deals 1d6 damage to one creature within 20ft. Target must make a DEX save equal to your save DC or be pushed 20ft. Cost: 1 Blade Point

Chroma Katana

Sword Uppercut: Deals 1d10 damage to one creature within 5ft. Target must make a DEX save equal to your save DC or grant combat advantage for 10 minutes. Cost: 1 Blade Point

Feral Blade: Deal 1d10 damage to all creature within 5ft. All enemies within 15ft must make a WIS save equal to your save DC or be forced to target you for all attacks for the next 10 minutes. Cost: 1 Blade Point

Breakdown: Deals 2d10 damage to one creature within 5ft. All enemies must target you for 15 minutes. Cost: 1 Blade Point

Dual Slash: Deals 2d8 damage to one enemy within 5ft. Increases AC by DEX modifier for 20 minutes. Cost: 1 Blade Point

Ether Cannon

Daring Shot: Deals 1d4 damage to one creature within 100ft. Deals 2d4 extra damage if you have at least 5 temporary hit points. Cost: 1 Blade Point

Armor Crusher: Deals 1d10 damage to one creature within 100ft. Target must make a CON save equal to your save DC or have their AC reduced by 1. Cost: 1 Blade Point

Grenade Launcher: Choose a 10ft by 10ft area within 100ft and all creatures in that area must make a DEX saving throw equal to your save DC or take 2d8 damage or half as much on a successful save and be knocked prone. Cost: 1 Blade Point

Wild Volley: Deals 2d6 damage to all creatures within 20ft. This attack can use as a reaction when an ally within 15ft is attacked, by making a DC 10 DEX check. Cost: 1 Blade Point

Great Axe

Strong Smash: Deals 1d12 damage to one creature within 5ft. Deals 1d12 extra damage against prone targets. Cost: 1 Blade Point

Axe Twist: Deals 2d6 damage to all creatures within 5ft. If this power hits a creature with the Aquatic trait it does 2d8 damage. Cost 1 Blade Point

Power Swipe: Deals 1d12 damage to one creature within 5ft. The targeted creature must also make a DEX save equal to your save DC or be pushed 30ft

Bold Tackle: Deals 1d12 damage to one creature within 5ft. For 5 minutes after this attack is used, whenever you roll a critical on an attack roll you recover 1d4 Blade Points. Cost 1 Blade Point

Knuckle Claws

Feral Uppercut: Deals 1d8 to one creature within 5ft. Target must make a DEX save equal to your save DC or be knocked prone. This Art can be used as a reaction. Cost: 1 Blade Point

Grand Smash: Deals 1d8 damage to one creature within 5ft. Heal one creature within 15ft by 1d4 + Proficiency. Cost: 1 Blade Point

Mach Straight Punch: Deals 2d6 damage to one creature within 5ft. Deals 1d6 extra damage if hidden. Cost: 1 Blade Point

Bullet Punch: Deals 2d4 damage to all creatures within 5ft. Cost: 1 Blade Point.

Megalance

Strong Horn: Deals 2d4 damage to one creature within 10ft. Deals 1d4 extra if you have at least 5 temporary hit point currently possessed, consumes 5 temporary hit points at the end of the action. Cost: 1 Blade Point

Power Spike: Deals 1d10 damage to one creature within 10ft. Target must make a DEX saving throw equal to your save DC or grant combat advantage for 1 minute. Cost: 1 Blade Point

Heavy Hitter: Deals 2d8 damage to one creature within 10ft. For the next 5 minutes, no enemies can directly target the user. Cost: 1 Blade Point

Feral Spin: Deals 1d10 damage to all creatures within 10ft. Deals an increased 1d10 if the attack hits an insect. Cost: 1 Blade Point

Shield Hammer

Iron Wall: Target one creature that is within 15ft, that target receives a +2 bonus to AC for 30 minutes. Cost: 1 Blade Point

Divine Swing: Deals 2d8 damage to all creature within 5ft. For the next 10 minutes, when a creature would target an ally within 10ft, you may switch places an the attack now targets you. Cost: 1 Blade Point

Power Hammer Deals 1d12 damage to one creature within 5ft. Deals an increased 1d12 damage if you moved 10 or more feet from your starting point. Cost: 1 Blade Point

Mighty Beat: Deals 2d6 damage to one creature within 5ft. If the target is prone, instead deals 2d8 damage. Cost: 1 Blade Point

Twin Rings

Wide Slash: Deals 1d8 slashing damage to one target within 5ft. If done from cover, deals 1d10. Cost: 1 Blade Point

Strong Saucer: Deals 1d6 slashing damage to one target within 5ft. Heal target creature within 20ft of the user 2d4. Cost: 1 Blade Point

Eightfold Edge: Deals 1d8 slashing damage to one target within 5ft. Deals 1d8 extra damage if attacking a beast. Cost: 1 Blade Point

Spin of Bravery: Deals 2d4 Slashing damage to all creatures within 10ft. Cost 1 Blade Point

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into this class, you must meet these prerequisites:Charisma 15, Strength or Dexterity 13

Proficiencies. When you multiclass into this class, you gain the following proficiencies: Blade Weapons



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