Way of the Absolver (5e Subclass)
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Way of the Absolver[edit]
Monastic Tradition
Absolvers are unarmed warriors who are trained by Oratian Priests to use a mystical power known as Essence.
Essence was a power given to many by the gods of good to combat the evil of the material plane. Long ago, several Priests from the Oratian Monastery had unlocked the true potential of essence. It was godlike what one could do with the power Essence had bestowed upon them. Deciding their knowledge was too dangerous to share for the unworthy, they locked themselves away inside their Monastery. Not long after, a Mad King sought the true power of Essence so he may take over the world. One of his spies found out about the Oratian Monastery and quickly the King's army marched towards their doors. A war ensued between the twenty Priests and the massive slave army of the King. In the end, only four Priests remained. Since he could not obtain the knowledge for himself, the King had his spies burn the Monastery to the ground with the secrets of Essence inside while the Priests went into hiding. Hundreds of years later the King remained in power, using a special mask imbued with Essence which the Priests also wore in order to achieve this Pseudo-Immortality. Many had lost their ability to use Essence. Seeking to finally put an end to the Mad King and his reign, the Priests sought out Prospects. These Prospects will face a series of trials and learn to properly wield the ultimate power of Essence in order to become Absolvers. Once the Absolvers learned to wield the ancient power, they were sent on a Journey to fight the forces that sought to bring pain to the world.
- Prospect Style
Starting at 3rd level, you learn your prospect style. Prospect styles are basic fighting styles that Absolvers learn from the very beginning. Each prospect style grants you a proficiency and a combat benefit.
You learn another prospect style at 6th level. If you know more than one style, you always benefit from the additional proficiency, but you must choose only one combat benefit to be active at any given time.
- Essence
"Essence is in every Absolver. It is given at birth by the gods and can never be taken away." -Absolver Revan
Starting at 3rd level, you gain access to another mystical force called essence. You gain an amount of essence equal to your Wisdom modifier, and regain your essence after finishing a short or a long rest.
You can also gain essence by either spending 1 ki point as a bonus action to regain one point of essence, or by reducing a hostile creature to 0 hit points.
Whenever you use an essence feature, you can make an unarmed strike using your bonus action. You learn four essence powers at 3rd level, and two additional ones at 6th and 11th level.
- Blind Fighting
"The eyes of an Absolver are important, but not as important as their training." -Absolver Qui Jinn
Starting at 6th level, when you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 10 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
- Absolver Styles
After your Pilgrimage is complete, you are ready to become an Absolver. At 11th level, you may choose one absolver style or one prospect style. Starting at 17th level, you can choose yet another absolver or prospect style.
Absolver Styles[edit]
- Armored Fighter
"Armor protects, but it has it's disadvantages." -Prospect Jarl
You gain proficiency with light, medium and heavy armor. Light armor reduces your movement speed in 10 feet, medium in 20 feet and heavy in 30 feet.
Combat Benefit: You add +1 to your AC while wearing armor.
- Tiger Style
- "Tiger strengthens the bones." -Master Xiau Tang, Oratian Priest.
Utilizing the core body strength of the Absolver, Tiger Style is a very powerful and hard hitting offensive based style. You gain proficiency in Intimidation.
Combat Benefit: You deal +2 of damage with unarmed strikes.
- Crane Style
- "The spirit of the crane resides within the stillness." -Master Kento, Oratian Priest
The Crane Style is graceful, evasive, and rarely offensive. You gain proficiency in Acrobatics.
Combat Benefit: Your AC increases in +1 while not wearing armor.
- Dragon Style
- "Dragon fist trains the spirit." -Master Kar'Tok, Oratian Priest
Dragon Style is a strong yet smart style, utilizing the unpredictable nature of the style to confuse the enemy. You gain proficiency in Deception. a
Combat Benefit: You gain a bonus of +2 for your attack rolls with unarmed strikes.
- Mantis Style
- "Quick, precise. In some cases, deadly." -Master Xan, Oratian Priest
Mantis Style focuses on quick attacks and keeping your opponent at range. You gain proficiency in Athletics.
Combat Benefit: You reduce any damage you take in 1 point.
Essence Powers[edit]
"A Prospect's Journey begins with four powers. An Absolver's continues with eight." -Absolver Hattori Hanzo
- Quake
Shaking the earth under your feet, you can use your action to force all creatures in a 5-foot radius to make a Dexterity saving throw or be knocked prone.
- Heal
Focusing your essence, you are able to use your action to regain a number of hit points equal to your martial arts die per essence point spent.
- Shockwave
You can push your enemies to be able to regain your breath and reengage in combat. As an action, you can spend 1 essence to force all creatures within 5 feet to make a Strength saving throw or be pushed 10 feet back.
- Shield
Putting a shield around yourself, enemies are not able to attack you. You can spend 3 essence points as an action to become immune to the damage of attacks until the start of your next turn. The shield is dropped if you make an attack.
- Silence
Choose one creature you can see within 60 feet and spend 1 essence point as an action. That creature must succeed on a Wisdom saving throw against your ki save DC or is unable to speak or make any sound until the end of your next turn.
- Gravity
Summoning the living Essence of one opposing enemy, you are able to stun them. As an action, you can spend 1 essence point to force a creature to make a Wisdom saving throw or be stunned until the end of your next turn.
- Disarm
As an action, you can spend 1 essence point to disarm one creature within 5 feet of you. The creature must succeed on a Dexterity save against your Ki save DC or drop one object. You can choose to grab that object if you have your hands free.
- Gentle Step
Your essence makes you lighter and deadlier. You can spend 4 essence points as an action to make an unarmed strike with advantage. On a hit, you deal additional 3d6 damage. You have advantage on this attack regardless of conditions that also impose disadvantage.
Prospect Styles[edit]
- Forsaken
- "Well rounded and strong. Truly an Absolver's style." -Master Xiau Tang, Oratian Priest
After many years of perfecting this power based style, it has become versatile in every way.
Your Strength score increase in 2 up to a maximum of 22. In addition, once in each turn, you add your Strength modifier to the damage rolls of your unarmed strikes.
Special Ability:Parry. When you take damage from an attack, you can use your reaction to reduce the damage taken by half. Once you use this ability, you can't use it again until you finish a long rest.
- Windfall
- "Dodge, Duck, Dip, Dive, and Dodge." -Master Kento, Oratian Priest
The "father" of the Crane style, utilizing the Absolver's ability to quickly avoid an opponent's attack.
Your Dexterity score increase in 2 up to a maximum of 22. In addition, you can use your reaction to an attack, you can add bonus to your AC equal to your Dexterity against the triggering attack.
Special Ability:Avoid. When you are hit by an attack, you add 5 to your AC until the start of your next turn, potentially causing the attack to miss. You can't use it again until you finish a long rest.
- Kahlt
- "Like a stone, you may weather any storm." -Master Kar'Tok, Oratian Priest
Emerging from the far off land of the Draconic Isles, this fighting style focuses on being able to take a hit before dishing it back out.
Your Constitution score increase in 2 up to a maximum of 22. In addition, when you miss an unarmed strike, you can use your reaction to reroll that attack.
Special Ability:Absorb. As a reaction when you are hit by an attack, you make an attack against your attacker. If the result of your attacker is higher than his, you take no damage and the attacker take bludgeoning damage equal to the damage it would deal.
- Stagger
- "I am not drunk. I am using Stagger Style." -Master Xan, Oratian Priest
This style derives from an old Folk Tale, likely made up by a drunken Master Xan, of eight Drunken Immortals. These Immortals had such a fascinating style that Master Xan became the student of one of these Immortals and learned the secrets of this fighting style.
Your Charisma score increase in 2 up to a maximum of 22. In addition, when a creature miss you with a melee attack, you can use your reaction to cause that creature to hit another within 5 feet.
Special Ability:Stagger. In your drunken stupor, you are able to attack without trying to attack. After activating this ability using your reaction, until the start of your next turn whenever a creature miss you with a melee attack, it takes damage equal to your martial arts die.
Optional Class Features[edit]
- Feint
(Optional Feature: Replaces Timeless Body) "Knowing when to strike is a quarter of the battle." - Absolver Sin
At 15th level, you are able to feint an attack, catching your opponent off guard. You can forgo one of your attacks to hit the next attack you make on this turn automatically, without rolling.
- Absolver's Ascension
(Optional Feature: Replaces Perfect Self feature)
"Being one of the best is not an easy task." -Grand Master Bushido Brown, Oratian Priest
Reaching the peak of your training, you have learned the ways of the Absolver. Starting at 20th level, you gain the following benefits:
- Wearing armor doesn't hinder any of your monk abilities.
- Your essence is doubled.
- Your maximum number of hit points is increased by half your level + your Wisdom modifier.
- You can make one additional unarmed strike per turn.
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