Saviour (5e Class)

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Saviour[edit]

Saviour are Sorcerers that specialize in the casting of numerous powerful spells. They show of their superior magical and divine knowledge to others. This specialization in using wide range of magic, that most other spellcasters, cannot has led Saviour to become far more efficient and powerful.

Creating a Saviour[edit]

Why does your character want to know how all magic works enough to go into this route? Is there something your character wants to accomplish with this knowledge? Explain how your character got into studying magic, and specifically why they want to reach the peak of Arcane and Divine power?

Quick Build

You can make a Saviour quickly by following these suggestions. First, put your highest ability score in Wisdom or Intelligence, depending on which study you'd like to focus on, followed by Constitution and Dexterity. Second, choose the Hermit background. Third, choose the scholar's pack and the holy symbol for divine spells, or an arcane focus for arcane spells.

Class Features

As a Saviour you gain the following class features.

Hit Points

Hit Dice: 1d8 per Saviour level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Saviour level after 1st

Proficiencies

Armor: None
Weapons: quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two of the following skills: Arcana, history, insight, investigation, medicine, perception, and survival.

Equipment

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

Table: The Saviour

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Chosen Study 4 2
2nd +2 Spell Souls 4 3
3rd +2 Magical Defense 4 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 5 4 3 2
6th +3 Chosen Study Feature 5 4 3 3
7th +3 5 4 3 3 1
8th +3 Ability Score Improvement, Mystic Swap 5 4 3 3 2
9th +4 5 4 3 3 3 1
10th +4 Chosen Study Feature 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 6 4 3 3 3 2 1 1
14th +5 Chosen Study Feature 6 4 3 3 3 2 1 1
15th +5 6 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 4 3 3 3 2 1 1 1
17th +6 6 4 3 3 3 2 1 1 1 1
18th +6 Chosen Study Feature 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20th +6 True Soul 7 4 3 3 3 3 2 2 1 1

Chosen Study[edit]

At 1st level, you choose a spell area to focus on. Choose one of the following studies, detailed here Spell Study. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.

Spellcasting[edit]

As a master of magic, you choose to know all the spells that other spell casters only dream of. You know the intricacies of how spells work better of all other magic users.

Cantrips

At 1st level, you know four cantrips of your choice. The ones you can get are determined by your study. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Saviour table.

Preparing and Casting Spells

You prepare the list of spells that are available for you to cast, choosing from the spell list detailed in your study. When you do so, choose a number of Saviour spells equal to your (study determined) modifier + your saviour level (minimum of one spell). The spells must be of a level for which you have spell slots. Ritual Spell are always considered as prepared.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Saviour spells requires time spent in study: at least 1 minute per spell level for each spell on your list. You can cast any spell you have prepared so long as you have the spell prepared and a spell slot greater than or equal to the spell's level. Casting the spell does not remove it from your list of prepared spells.

Spellcasting Ability

Your spellcasting ability is determined by your study for your Saviour spells. You use the modifier for the spell attack bonus and when setting the saving throw DC for a saviour spell you cast.

Spell save DC = 8 + your proficiency bonus + your modifier

Spell attack modifier = proficiency bonus + your modifier

Ritual Casting

You can cast a Saviour spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use the spellcasting focus determined by your chosen study for your saviour spells.

Spell Souls[edit]

Beginning at 2nd level, your knowledge into spellcasting has allowed you to realize the inefficiencies of spellcasting, and in an attempt to harness its lost power you discovered Spell Souls. Whenever you cast a Saviour spell of 1st level or higher, a number of small orb of magic begins orbiting you in your space until you finish a long rest; the number of orbs equal the level of the spell. You can only apply one effect at a time. You can have a maximum number of Spell Souls equal to half your Saviour level + your Constitution modifier (minimum 1). These orbs can be spent when you cast spells and they expire when you finish a long rest. You gain three of the following Spell Souls feat of your choice. You can swap one out upon gaining a new level. At 20th character level, you can swap one out after finishing a long rest.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell for each spell soul spent in this way. When you cast a spell that has a range of touch, you can spend 1 spell soul to make the range of the spell 30 feet.

Maximized Spell

When you cast a spell that deals damage, you may spend a number of spell souls equal to the three times the spell’s level (minimum 3) to treat all dice rolls as the maximum number.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 spell souls to change the casting time to 1 bonus action for this casting.

Piercing Spell

When you cast a spell that deals damage, you may spend 5 spell souls to ignore the creatures' resistance to the spell's damage, or act as if the creatures' have resistance to the spell's damage instead of immunity to it.

Powerful Spell

When you cast a spell that forces one or more creatures to make a saving throw to resist its effects, you can spend 3 Spell Souls to give disadvantage on that saving throw.

Sculpt Spell

When you cast a spell, you may spend 2 Spell Souls to modify an area spell, by changing the area's shape to either a cylinder (10-foot radius, 30 feet high), a 40-foot cone, a ball (20-foot-radius spread), or a 120-foot line. The sculpted spell works normally in all respects except for its shape. For example, a lightning bolt whose area is changed to a ball deals the same amount of damage, but affects a 20-foot-radius spread.

Subtle Spell

When you cast a spell, you can spend 1 spell soul to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of spell souls equal to the spell's level to target a second creature in range with the same spell (1 spell soul if the spell is a cantrip).

Magical Defense[edit]

You have learned how to magically defend yourself. Starting at 3rd level, while you are not wearing any armor, you can add your spellcasting ability modifier to your armor class.

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.

Mystic Swap[edit]

Beginning at 8th level, as a bonus action, you can spend any number of Spell Souls to switch your Ability modifier between them, the number of Spell Souls spent in this way must be the sum of all ability modifiers changed in this way (ex. if your Wisdom modifier is 3 and your Charisma modifier 1, by spending 4 Spell Souls you can change your Wisdom modifier to 1 and your Charisma modifier to 3). This change last for 1 minute or until you dismiss it. You may do so twice, regaining both uses after finishing a long rest.

True Soul[edit]

Beginning at 20th level, when you roll initiative, you may invoke long lost magic, allowing you to rapidly absorb magic from the air around you for a short period of time. For 1 minute, you gain Spell Souls equal to the your Constitution modifier and an amount of spell slot levels equal to your Wisdom modifier. After this feature is used, you must finish a short or long rest to regain use of it.

Spell Study[edit]

Arcane Study[edit]

You have chosen to focus on arcane spells. You can use an arcane focus as your spellcasting focus and Intelligence is your spellcasting ability modifier. You gain access to the wizard spell list.

1st level feature
Arcane Counter

At 6th level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction and spend any number of spell souls to gain a +1 to your armor class or a +1 to that saving throw for every 2 spell souls spent in this way. Everything resets at the start of your next turn.

14th level feature
18th level feature

Divine Study[edit]

You have chosen to focus on divine spells. You can use a holy symbol as your spellcasting focus and Wisdom is your spellcasting ability modifier. You gain access to the cleric spell list

1st level feature
6th level feature
14th level feature
Chosen by the Gods

Starting at 18th level, when you cast a spell on the cleric spell list that normally requires concentration, you can choose to instead cast it without concentration. You can only do so once, regaining the ability to do so after finishing a long rest.

Balanced Study[edit]

You have chosen to dedicate your time learning both arcane and divine spells. You can use either an arcane focus or a holy symbol as your spellcasting focus and use Intelligence as your spellcasting ability modifier.

Dual Study

You have decided to invest in learning a bit of the arcane and the divine. At 1st level, choose 2 spells of 1st level, one from the wizard spell list and the other from the cleric spell list. Every time you gain access to a higher spell level, you choose 2 spells of that level, one from the cleric spell list and the other from the wizard spell list. For example, at 5th level you choose 1 cleric spell of 3rd level and 1 wizard spell of 3rd level.

6th level feature
Intelligent Interruption

Beginning at 14th level, whenever a creature makes a saving throw or an attack roll you may, as a reaction, reduce the result by your Intelligence modifier. You can use this once, regaining usage upon finishing a short or long rest.

18th level feature

Saviour Spell List[edit]

Mixture of cleric and wizard spells, but not the stronger ones. You always have access to the spells on this list, regardless of your subclass.

Cantrips

acid splash, chill touch, guidance, spare the dying

1st Level

healing word

2nd Level

3rd Level

4th Level

5th Level

6th Level

7th Level

8th Level

9th Level

Multiclassing[edit]

This class counts as a full spellcaster for the purposes of multiclassing.

Prerequisites. To qualify for multiclassing into the Saviour class, you must meet these prerequisites: Intelligence or Wisdom 13.

Proficiencies. When you multiclass into the Saviour class, you gain no proficiencies.

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