Survivor (5e Subclass)
Survivor[edit]
Fighter Subclass
Survivors are fighters that learn that the best way to win their battles is not by being the strongest warrior, or the faster, but the enduring one. To win a battle, hitting your enemies hard is not enough, if you can't endure the pain, suffering and wounding. The winner is the last man standing, the warrior that don't let himself buckle under the weight of their enemies strikes. These warriors don't see battle as an art form, or a pride contest, but as what it truly is: a hardship that they must survive in order to overcome it. For this very reason, these warriors are extremely enduring having a powerful will and a herculean resistance, using all their willpower to survive to fight another day.
- Scarred Body
At 3rd level, the scars on your body prove your resilience and will to keep on living. While not wearing armor, your AC equals 10 + your Constitution modifier + your Wisdom modifier.
In addition, you can use your Second Wind feature to gain temporary hit points, instead of regaining hit points.
- Willpower
When you choose this archetype at 3rd level, you have an endless drive to survive. This drive is represented by your Willpower dice, which is a d6. You have an amount of willpower equal to your Wisdom modifier (minimum 1), and you can use your will in the following manners:
- You can roll your die as a reaction, reducing the result of an enemies attack.
- As a reaction when you fail a saving throw, you can use your reaction to roll your willpower die, adding the result to the total rolled, potentially causing you to succeed.
- As a bonus action, you can add your willpower die to the next Constitution or Wisdom check you make until the end of your turn.
- When you are reduced to 0 hit points, you spend your willpower die and roll it, being reduced to the amount rolled instead.
The size of your Willpower die increases as you gain levels in this class: becomes a d8 at 5th level, a d10 at 11th level and a d12 at 17th level. When you spend all your willpower, you can't use this die again until you finish a long rest. You also regain 1 die whenever you finish a short rest or succeed on a Wisdom saving throw.
- Resilient Mind
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Constitution check or Death Saving Throw, you gain a bonus to the check equal to your Wisdom modifier.
Your self-control also causes you to gain proficiency in Wisdom saving throws.
- Healing Surge
At 10th level, when you use your Action Surge feature, you regain a use of your Second Wind.
- Relentless Will
Starting at 15th level, your willpower can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Wisdom saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
- Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
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