Saber (5e Class)

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Saber[edit]

Saber is one of the seven standard Servant classes summoned for the Holy Grail War. Servants of this class are adept at hand-to-hand combat, as well as agile and powerful warriors adept at the sword.

Creating a Saber[edit]

Saber card.jpg

What historical hero were you? Were you known for wearing a legendary sword? You may kill a legendary monster with your faithful sword?or perhaps you have done something terrible using your sword,either way, your name was remember by the history and now you have been summoned by your new master to perform a difficult task

Quick Build

You can make a Saber quickly by following these suggestions. First, Strength and constitution should be your highest abilities scores, focus on one or not depending on which Path you want to choose. Second, choose the Folk Hero background.

Class Features

As a Saber you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor
Weapons: Simple and martial melee weapons
Tools: Choose one artisan's tools
Saving Throws: Choose one from: Strength, Intelligence, Charisma. Choose one from: Wisdom, Dexterity, Constitution.
Skills: Choose any two skills

Equipment

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

  • (a) one martial melee weapon or (b) two simple melee weapons
  • (a) Scale Mail or (b) Ring Mail or (c) Studded Leather
  • (a) explorer's pack or (b) dungeoneer's pack

Table: The Saber

Level Proficiency
Bonus
Features Magic Energy Points
1st +2 Fighting Style, Saber Path 0
2nd +2 Action Surge 0
3rd +2 Saber Path Feature, Noble Phantasm 1+Constitution bonus
4th +2 Ability Score Improvement 2+Constitution bonus
5th +3 Extra Attack 2+Constitution bonus
6th +3 Brutal critical 3+Constitution bonus
7th +3 Saber Path Feature 3+Constitution bonus
8th +3 Ability Score Improvement 4+Constitution bonus
9th +4 Sword Mastery 4+Constitution bonus
10th +4 Saber Path Feature 5+Constitution bonus
11th +4 Extra Attack (2) 5+Constitution bonus
12th +4 Ability Score Improvement 6+Constitution bonus
13th +5 Saber Path Feature 6+Constitution bonus
14th +5 Magic Resistance 7+Constitution bonus
15th +5 Sword Parry 7+Constitution bonus
16th +5 Ability Score Improvement 8+Constitution bonus
17th +6 Saber Path Feature 8+Constitution bonus
18th +6 Tough body 9+Constitution bonus
19th +6 Ability Score Improvement 9+Constitution bonus
20th +6 Saber Path Feature 10+Constitution bonus

Saber Path[edit]

Starting at 1st level, you must choose a Saber Path. You may choose between the King, Treachery, or Dragonslayer paths, all listed at the end of this class.

Fighting Style[edit]

When you reach 1st level you can choose which way you fight and thus gain a bonus to that way of fighting.

Piercing fighter

When wielding a melee weapon, if you hit, you can give a penalty of 1 to the AC to the attacked enemy, the penalty lasts until the start of your next turn.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When wielding a melee weapon in one hand and no other weapon, you gain a +2 bonus to damage rolls with that weapon.

Versatile Weapon Fighting

When you role a 1 or 2 on a damage die dor an attack you roll a 1 or 2 on a damage die for an attack you make with a melee weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you may add your ability modifier to the damage of the second attack.

Action Surge[edit]

At 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action and bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Noble Phantasm[edit]

At 3rd level, you gain use of a Noble Phantasm. Your Noble Phantasm is unique to your Saber Path, and you can do it once, you must finish a short or long rest before you can use it again. Or you can pay 2 magic energy points to use it again.

Magic Energy[edit]

Also at 3rd level, you gain the ability to tap into the source of magic in the world, by using your Magic Energy. You have an amount of Magic Energy points equal to the shown into the Magic Energy colum on the Saber table.

You regain spent Magic Energy points after finishing a long rest. Some features require your target to make a saving throw.

Magic Energy save DC equals 8 + your proficiency bonus + your Charisma modifier.

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to three times instead of twice at 11th level.

Brutal Critical[edit]

Beginning at 6th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 9th level and three additional dice at 17th level.

Sword Mastery[edit]

At 9th level, you excel in the use of the swords, that are shortswords, longswords, scimitars, rapiers and greatswords. When you hit with a target with a sword, you can roll the weapon's die one additional time to calculate damage.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

Magic Resistance[edit]

At 14th level, magic is less effective against you. You gain the following benefits:

  • You gain advantage on all saving throws against magic.
  • You have resistance against the damage from spells.
  • Spell attack rolls have disadvantage against you.

Sword Parry[edit]

At 15th level, you gain the ability to parry weapon strikes. Whenever you are targeted by an attack made by a creature within 5 feet, you can use your reaction to make one weapon attack against the attacker. You make this attack immediately before the attack made against you. If your attack hits, your enemy attack automatically fails, in addition to the attack's normal effects.

Tough body[edit]

At 18th level, you have become denser and more resistant, being considered a unbreakable wall. You will gain the following benefits:

  • Your hit point maximum increases by an amount equal to double your level when you gain this feature. Whenever you gain a level in this class, your hit point maximum increases by additional 2 hit points.
  • You have resistance to non magical bludgeoning, piercing, and slashing damage.
  • Whenever you take damage from any source, reduce that damage by 1d6 + your constitution modifier.

Saber Paths[edit]

Path of the King[edit]

Arthur.png

The Path of the King is a Saber subclass that emphasizes the regal power and leadership of a true monarch. Those who follow this path wield powerful legendary swords capable of striking blows that can destroy fortresses and shatter the resolve of their enemies. The Path of the King is not merely about being a skilled warrior, but about embodying the ideals of justice, honor, and courage that are necessary to rule over a kingdom.

Expert Riding

Starting at 1st level, you gain proficiency in land vehicles and proficiency in animal handing, in the case of already being proficient you will gain expertise instead.

Conjure Excalibur

Also at 1st level, you can conjure a unique sword, the Excalibur. As a bonus action if you have both hands free you can summon it to your hands. This sword has the same properties of a greatsword.

At 7th level, you awaken the true power of the Excalibur. It is now considered magical, for the purposes of overcoming resistances and immunity to non-magical damage. Additionally, it gives off a bright golden glow, illuminating 25 ft in bright light and another 25 in dim light.

Excalibur (Noble Phantasm)

At 3rd level, you have learned how to release a giant wave of magical energy in front of you. As an action, you can force all creatures in a 15ft. wide 50ft. line to make a dexterity saving throw against your magic energy DC. On a failure they receive 3d10 radiant damage, they take half damage on a success. This deals twice as much damage to structures and objects.

At 11th level, Excalibur deals 4d10 radiant damage instead of 3d10 radiant damage.

You may also spend additional magic energy points to give your Excalibur additional properties:

  • You can expend magic energy points to deal extra damage, for every point you expend you'll add 1d10 extra damage.
  • You can expend magic energy points to increase it's reach, for every point you expend it's reach will be 10 feet longer.
  • You can expend magic energy points to increase it's width, for every 2 magic energy points spent you will increase your excalibur's width by 10 ft.
  • You can expend 2 magic energy points to force creatures to make the saving throw with disadvantage.
  • You can expend 2 magic energy points to make your excalibur ignore evasion or similar effects.
  • You can expend 2 magic energy points to ignore resistance, and treat immunities as resistances.

You can only grant your Excalibur 2 of those effects at once.

Dragon Core

At 7th level, increase your Strength, Dexterity, or Constitution score by 2, to a maximum of 20 (choose one).

Invisible Air

At 10th level, as a bonus action, you can make your sword invisible, so that your enemy can't easily predict your first hit. Doing so give you Advantage on your next melee weapon attack using a sword. On a hit with the invisible sword, the target must succeed on a Strength saving throw against your Magic Energy save DC, or be pushed 10 feet back.

You can expend 1 magic energy point to keep the sword invisible for a minute, giving you advantage on all attacks made during that time.

In addition, whenever you take the Attack action, you can cause the air around you to push you up to 15 feet in any direction. This movement doesn't provoke opportunity attacks, and if you attack a creature immediately after moving in this manner, you cause +1 damage for each 15 feet moved.

Mana burst

At 13th level, When you finish a long rest you can choose one of these 2 effects: Do +2 to all attack and damage rolls you make or get 4 extra magic energy points.

Prediction

At 17th level, all ranged attacks are made at disadvantage against you. In addition, whenever a creature hit you with an attack, you can use your reaction to force that attacker to reroll, choosing the new result.

Shining Path

At 20th level, you gain the following benefits:

  • You gain a bonus of +2 to your AC.
  • Your melee weapon attacks cause additional 3d8 radiant damage.
  • You score critical hits on a roll of 19-20.

Path of the Treachery[edit]

Mordred.jpg

description

Secret of Pedigree

At 1st level, You can as a free action summon a magic helmet that covers your face, this helmet gives you a +2 armor class and prevents them from knowing your name by any means,the helmet lasts 1H and can be summoned 1 time per long or short rest. You can remove your helmet before as a free action, this does not cause you to have to take a break to be able to summon it, once summoned you can put it on and take it off during that hour as a free action

You can also summon your sword the Clarent blood arthur, a silver greatsword that does magic slashing damage.

Clarent Blood Arthur (Noble Phantasm)

At 3rd level, As an action you can make a magical attack (use your strength modifier), in a 15 by 50ft line, all creatures in that zone can make a dexterity or suffer 4d6 of electric damage.

  • You can expend magic energy points to make extra damage,you use 1 point for 3 extra damage you add.
  • You can expend noble 2 magic energy points to give it 10 feet wide.
  • You can expend noble 2 magic energy points to force creatures to make the saving throw at a disadvantage.
  • You can expend 5 magic energy points to don't make the dexterity Dc, only take the damage directly.
  • You can expend 2 magic energy points to ignore resistance.
Overwhelming Strength

At 7th level, when you make an attack roll, ability check or saving throw using Strength, you can do so with Advantage. You can't do it again until you finish a short or a long rest.

In addition, increase your Strength score by 1, to a maximum of 20.

Fierce Blow

At 10th level, when you make your first attack on your turn, you can decide to attack fiercely. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

In addition, any fierce blow that hits cause additional damage equal to your Strength modifier (in addition to the modifier already added to the damage).

Mana Burst

At 13th level, When you finish a long rest you can choose one of these 2 effects: Do +2 to all attack and damage rolls you make or get 4 extra magic energy points

Power Difference

At 17th level, when you use the Sword Parry ability, and you fail to parry the attack, roll the damage for your attack anyway. Attacker's damage is reduced by the damage you roll. If you reduce the damage of the attack to 0, any exceeding damage is taken by the attacker.

Scarlet Lion

At 20th level, your attacks with swords using Strength cause additional 3d6 damage on a hit.

In addition, when you are reduced to 0 hit points, you can spend one hit die to be reduced to 1 hit point instead.

Path of the Dragonslayer[edit]

Siegfried.png

Description

Lash of Dragons

At 1st level, when you hit a creature with a melee weapon attack, you can cause additional damage equal to 1d10 + your Saber level. If the target is a dragon, you can choose a 10, instead of rolling the die. Once you use this feature, you can't do it again until you finish a short or a long rest.

Also you can summon your greatsword the Balmung it makes magical damage and the damage is doubled against the mentioned before creatures

Balmug (Noble Phantasm)

At 3rd level, As an action you can make a magical attack (use your strength modifier), in a 15 by 50ft line, all creatures in that zone can make a dexterity or suffer 4d6 of force damage. The damage is doubled against draconic creatures or creatures with dragon characteristics.

  • You can expend magic energy points to make extra damage,you use 1 point for 1d6 extra die you add, if its a draconic creatures or creatures with dragon characteristics your objective then add 2d6 for them.
  • You can expend magic energy points to give it 10 extra feet long for each point you expend.
  • You can expend noble 2 phantasm points to force creatures to make the saving throw at a disadvantage.
  • You can expend 3 magic energy points to do no harm to allies in the area.
  • You can expend 1 magic energy to make the flying creatures unable to fly for 1 minute
Blood Sacrifice

At 7th level, you can touch a creature and perform a blood sacrificing, exchanging your vitality by that of the creature. As an action, you can touch a creature and spend one hit die. That creature regain hit points equal to the number rolled on your hit die + your Constitution modifier.

In addition, increase your Constitution score by 1, to a maximum of 20.

Fafnir's Armor

At 10th level, you gain a bonus to +3 to your AC when wearing heavy armor, and any slashing, piercing and bludgeoning damage you take from non-magical attacks is halved.

You don't benefit from this feature if you are surprised by the attacker.

Purify

At 13th level, As an action once per short rest you can regain life equal to 2 hit dice and end all curses, poisons and negative states on you, you gain additional uses at level 14 and level 16.

Heroic Sacrifice

At 17th level, when an ally is hit by an attack while within 30 feet of you, you can take the damage instead. The damage you take by this attack is halved. If the damage is caused by a dragon, you take no damage, rather than half.

Nibenlungenlied

At 20th level, your hit point maximum increases by 20. In addition, when you are reduced to 0 hit points or start your turn with 0 hit points, you can use your reaction to make a DC 15 Constitution saving throw to instantly regain 20 hit points.

Finally, being reduced to 0 hit points doesn't knock you unconscious. You still suffer all the other effects from being reduced to 0 hit points, and still die if you fail three death saving throws.

Variant Rules[edit]

Player Familiars[edit]

Servants are the greatest form that magical familiars can take and, as such, can not survive in the material plane without a master. When creating a Heroic Spirit, a player must choose a separate humanoid creature, typically a spell caster, to be their “Master”. If either the player or their “Master” is considered dead, they die instantly and can not be resurrected by any means, including the Wish spell, until a time set by the DM.

The "Master" also will also get 3 command stamps, they are like a tattoo that can be seen on his hand the master can use this command to make different effects to the servant. You can use it to regenerate health equal to all the servant's hit dice. You can use it to recover all Noble Phantasm uses and Noble Phantasm points, and you can use it to make the servant make any possible action you want, he can't refuse that order but he will be aware while he do it.

All this uses cost 1 command spells, when you expend all of it the servant will cease to be yours and he will disappear in 8 H unless he signs a contract with another spellcaster to be his Servant, in that case that new Master will gain 3 command spells, a master who has lost his Servant by spending all the command spells will not be able to re-sign a contract to be his Master again.

If you play a campaign with the theme of the war of the holy grail, the judge or the servant ruler can give commando seals as rewards to missions that they send to the master, but the number of commando seals a master can have will never be greater than 3

Multiclassing[edit]

You can't Multiclass in or out of the Saber class.

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