Survivor (5e Class)
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Survivor[edit]
<!-Introduction Leader->[edit]
Creating a Survivor[edit]
- Quick Build
You can make a survivor quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Outlander background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Survivor you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Survivor level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Survivor level after 1st
- Proficiencies
Armor: light armor, breastplate.
Weapons: simple weapons, Glaive, Halberd, Pike, Trident
Tools: land vehicles
Saving Throws: Wisdom, Intelligence
Skills: choose three from Acrobatics, Animal Handling, Nature, Perception, Stealth, and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A quarterstaff or (b) A spear
- (a) Leather or (b) Breastplate
- (a) Five daggers or (b) A Shortbow and a quiver of 20 arrows
- An explorers pack
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus |
Electrical Weapon | Features | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | ||||
1st | +2 | 2 | Fighting Style, Electrical Tinkering | — | — | — | — | — |
2nd | +2 | 2 | Survivor's Defense, Spellcasting | 2 | — | — | — | — |
3rd | +2 | 2 + 1d4 | Path of a Survivor | 3 | — | — | — | — |
4th | +2 | 2 + 2d4 | Ability Score Improvement, Enhanced Electrical Tinkering | 3 | — | — | — | — |
5th | +3 | 4 + 2d4 | — | 4 | 2 | — | — | — |
6th | +3 | 4 + 2d4 | Extra Attack | 4 | 2 | — | — | — |
7th | +3 | 4 + 2d6 | Path of a Survivor Feature | 4 | 3 | — | — | — |
8th | +3 | 4 + 2d6 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | 4 + 3d6 | — | 4 | 3 | 2 | — | — |
10th | +4 | 4 + 3d6 | Survivor's Resilience | 4 | 3 | 2 | — | — |
11th | +4 | 7 + 3d6 | Path of a Survivor Feature | 4 | 3 | 3 | — | — |
12th | +4 | 7 + 3d6 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | 7 + 4d6 | — | 4 | 3 | 3 | 1 | — |
14th | +5 | 7 + 4d6 | Worldly Expertise | 4 | 3 | 3 | 1 | — |
15th | +5 | 7 + 4d6 | Electrical Pulse | 4 | 3 | 3 | 2 | — |
16th | +5 | 7 + 4d6 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +6 | 10 + 5d6 | Path of a Survivor Feature | 4 | 3 | 3 | 3 | 1 |
18th | +6 | 10 + 5d6 | — | 4 | 3 | 3 | 3 | 1 |
19th | +6 | 10 + 5d6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | 10 + 5d6 | Burst of Lightning | 4 | 3 | 3 | 3 | 2 |
Fighting Style[edit]
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Archery
you gain a +2 bonus to attack rolls with ranged weapons.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, 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 two-handed or versatile property for you to gain this benefit
- Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to make the attack target you instead. You must be wielding a weapon with two hands. This can be done once per short rest
Electrical Weapon[edit]
At first level you have found you can enhance a weapon with electrical magic to make it more effective in combat. During a long rest, you can put this enhancement on a weapon that you are proficient in. This enhancement lasts until you apply this to a different weapon. This enhancement takes the form of extra damage. Once per turn when you make an attack with said weapon, you can do an extra 2 lightning damage to the target. The amount of extra damage increases as you gain levels in the survivor class, as shown in the Electrical Weapon column of the survivor table. Once you reach 4th level, weapons affected by this are considered an uncommon magical item, and have +1 to attack and damage rolls with it. Weapons affected by this also gain the finesse property.
Survivor's Defense[edit]
At second level you have learned to use your proficiency with two handed weapons to make yourself harder to hit. When wielding a two handed weapon you are proficient with, you can add half of your proficiency bonus (rounded down) to your AC. (this also works with a versatile weapon when wielding it with two hands)
Spellcasting[edit]
At second level, you have learned to use your knowledge of the world around you to cast spells. See Chapter 10 of the PHB for the general rules on spellcasting and later in this page for the survivor spell list
- Preparing and Casting Spells
The Survivor table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these survivor spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of survivor spells that are available for you to cast, choosing from the survivor spell list. When you do so, choose a number of survivor spells equal to your Intelligence modifier + half your survivor level (rounded down)(minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a level 5 survivor, you have four 1st level and two 2nd level spell slots. With a Intelligence of 16, your list of prepared spells can include five spells of first or second level, in any combination. Casting a spell does not remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent taking in your surroundings and feeling the magic around you: at least 1 minute per spell level for each spell on your list.
- Spellcasting ability
Intelligence is your spellcasting ability for your survivor spells, since your magic draws on your knowledge of the magic in your environment. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a survivor spell you cast and when making and attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Path of a Survivor[edit]
At 3rd level, you chose a Path of a Survivor. Choose between Path of Material, Path of Astral, and Path of Shadow, all of which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th and 17th level.
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.
Extra Attack[edit]
At 5th level, when you take the attack action, you can make two attacks instead of one.
Survivor's Resilience[edit]
Once you reach 10th level, you have trained your body to be more resistant to poison and disease. You have advantage on saving throws against poison and disease, and you are proficient in Constitution saving throws.
Worldly Expertise[edit]
At 14th level, your knowledge of the world around you has allowed you to increase the effectiveness of your spells. Your proficiency bonus is doubled when determining your spell save DC and spell attack modifier.
Electrical Pulse[edit]
At 15th level, your Electrical Weapon sends out pulses of electricity. As an action, you can deafen all hostile creatures within 50ft of you.
Burst of Lightning[edit]
When you reach 20th level, you can release the safety mechanism on your tinkered weapon, causing it to overload with lightning. The next attack you make with it has an additional +4 to hit, and the Electrical Tinkering damage from it is doubled. When you hit with that attack, the tinkering was destroyed, and you must spend a long rest fixing it.
Path of Material[edit]
When you reach third level you have reached out into the world, and have been met with a flow of energy from the material plane. Your subclass gives you features at 3rd level when you select it, and again at 7th, 11th, and 17th level.
- Knowledge of the Material
At 3rd level when you choose this subclass, you have learned enough of the material plane to use it's energy to boost your abilities, even when you are not on it. You gain proficiency in the Nature and Survival skills, and can add your proficiency bonus to saving throws against poison and disease.
- Enhance Tinkering
At 7th level, you can change the damage type of the extra damage from Electrical Tinkering to Fire or Cold. Changing the damage requires spending a long rest messing with the settings on your weapon while attuning to the world around you.
- Survivors Regeneration
At 11th level you can pull from the world around you to regain health. Once per short or long rest you can pull from the land around you to regain 10 + proficiency bonus + your survivor level.
- Will to Live
At 17th level you are so attuned to the material plane that it becomes extremely hard to kill you. Any spells you cast that restore hit points restore an additional 1d8 hit points, your AC increases by one, and you gain extra hit points at 17th, 18th, 19th, and 20th level equal to your proficiency bonus.
Path of Astral[edit]
When you reach third level you have reached out into the world, and have been met with a flow of energy from the astral plane. Your subclass gives you features at 3rd level when you select it, and again at 7th, 11th, and 17th level.
- Knowledge of the Astral
At 3rd level when you choose this subclass, you have learned enough of the Astral plane to use it's energy to boost your abilities, even when you are not on it. You gain proficiency in the Arcana and History skills, and you can double your proficiency bonus when making Intelligence checks about the arcane.
- Enhance Tinkering
At 7th level, you can change the damage type of the extra damage from Electrical Tinkering to Force. Changing the damage requires spending a long rest messing with the settings on your weapon while attuning to the world around you.
- Astral Blade
At 11th level, you can pull from the astral plane to give your Tinkered weapon an extra ability. This ability takes the form of a ranged attack: ranged weapon attack INT modifier + Proficiency Bonus to hit. range 30ft. On hit 1d10 + Intelligence modifier + 1 force damage. You can use this a number of times per short or long rest equal to your intelligence modifier.
- Will to Strike
At 17th level you are so attuned to the astral plane that it becomes extremely hard to avoid getting hit by you. You gain +2 to attack and damage rolls against creatures not native to the Astral plane, and once per long rest you can make a strike that ignores armor and unarmored defense. (it sees the targets AC as 10 + the targets dexterity modifier)
Path of Shadow[edit]
When you reach third level you have reached out into the world, and have been met with a flow of energy from the shadow plane. Your subclass gives you features at 3rd level when you select it, and again at 7th, 11th, and 17th level.
- Knowledge of the Shadow
At 3rd level when you choose this subclass, you have learned enough of the Shadow plane to use it's energy to boost your abilities, even when you are not on it. You gain proficiency in the Deception and Stealth checks, and you have advantage on Stealth checks to hide.
- Enhance Tinkering
At 7th level, you can change the damage type of the extra damage from Electrical Tinkering to Necrotic. Changing the damage requires spending a long rest messing with the settings on your weapon while attuning to the world around you.
- Hide in Shadows
At 11th level, you can pull from the shadow plane to strike when enemies least expect it. You can make an extra attack with your Tinkered weapon as a bonus action, and you have advantage on initiative rolls.
- Will to Hide
At 17th level you are so attuned to the astral plane that it becomes extremely hard to find you. Creatures have disadvantage on perception checks to notice you while you are hiding, and once per long rest you can gain blindsight out to 30ft for three hours.
Survivor Spell List[edit]
You know all of the spells on the basic survivor spell list.
- 1st Level
Burning Hands, Compelled Duel, Cure Wounds, Disguise Self, Entangle, False Life, Hunters Mark, Shield, Thunderwave,
- 2nd Level
Darkness, Dark Vision, Heat Metal, Pass Without Trace, Phantasmal Force, Protection From Poison, See Invisibility,
- 3rd Level
Counter Spell, Dispel Magic, Lightning Arrow, Lightning Bolt, Nondetection, Protection From Energy, Water Breathing,
- 4th Level
Death Ward, Greater Invisibility, Ice Storm, Phantasmal Killer
- 5th Level
Conjure Elemental, Flame Strike, Legend Lore, Tree Stride, Wall of Force,
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the survivor class, you must meet these prerequisites: Dexterity and Intelligence of 13 or higher
Proficiencies. When you multiclass into the survivor class, you gain the following proficiencies: light armor, breastplate, simple weapons, martial melee weapons.
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