Saver

by Whitaker

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Saver

Savers are individuals with a unique capacity for feats of superhuman strength, and a minor affinity for fire magic. They’re most often seen wielding greatswords nearly as long as they are tall. Some individuals even find the strength to fight with two of them.

Class Features

As a Saver, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per Saver level
  • Hit Points at 1st Level: 12 + Constitution Modifier

Proficiencies


  • Armor: Light Armor, Medium Armor, Heavy Armor
  • Weapons: Simple Melee Weapons, Martial Melee Weapons, Simple Ranged Weapons
  • Tools: Artisan's Tools, Navigator's Tools

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Athletics, Intimidation, Survival, and Medicine

Equipment

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

  • (a) One simple melee weapon or (b) one martial melee weapon
  • (a) One gun or (b) one simple ranged weapon
  • (a) A dungeoneer's pack or (b) an explorer's pack

Combat Specialization

Upon reaching 3rd level, and again at 10th level, you can select one of the following specializations to develop:

Neophyte: Neophytes are innovators in their field of combat.

Heavy Hander: Heavy Handers are those who prefer a much more hands-on approach to combat, so to speak.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 20th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As is normal, you can’t increase an ability score above 20 using this feature.

Astrolibrium

Starting at 1st level, you have unbreakable willpower, allowing you to outperform most other creatures in feats of raw strength. You have +3 to hit on enemies with an armor class higher than yours. Also, before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.





Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Fire Bolt

Starting at 3rd level, you can hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Mana Resistance

At 7th level, all damage from magical sources is reduced by 1d6. At 11th level, all non-damaging spells have disadvantage when targeting you, and the damage reduction is increased to 1d12

TOPPLE!!

At 9th level, you can tackle an enemy with inhuman strength to knock them on to the ground for 2d4 blunt damage. As a bonus action, you can perform a technique immediately after for no TP cost. Twice per short rest.

Novalibrium

Also at 10th level, you can dual wield two-handed heavy weapons. After every attack, you can perform an additional attack roll with no damage modifier or proficiency, nor does it get the damage bonus from Great Blade Rondo; this counts as your bonus action.

Reminiscence

Starting at 13th level, you can burn a polaroid photo as a bonus action, increasing your armor class by your proficiency modifier for two turns. Restores 1d6 TP. Your TP recovery from this ability increases to 1d12 at 17th level. Once per short rest.

One More!

Starting at 17th level, one round after your death, you can resuscitate with half HP and half TP. Once per two long rests.

Absolute Annihilation

At 19th level, you can perform a wide slash with your weapon, cleaving reality 10 ft. in front of you in twain. Anything caught in the attack takes 5d10 slashing damage, and any creature with less than 50 hit points is annihilated. This can only be done once per long rest.

Class Techniques

Techniques consume technique points (TP) and count as actions, unless a technique in question states otherwise. They are unique to certain classes, but function universally. When in combat, a character will recover one point at the beginning of their turn. After a short rest, half of a character's TP maximum is recovered, and all of a character's TP is recovered after a long rest.

Great Blade Rondo

At 5th level, if your attack lands, you may perform a second attack. At 9th level, you may perform a third attack if the second one lands. Each additional attack gets a bonus 1d6 slashing damage.

Force Step

At 6th level, as a bonus action you can dash horizontally to a location within 80 feet of you with the force of a hurricane. Creatures near you take 1d4 force damage at a range of 5 ft. from the force of your arrival.







Shatter Slash

Starting at 10th level, you can put all of your strength into a single, all-out attack. You bring your blade down on an enemy with such force that it shatters the ground under them, dealing 9d4 slashing damage to the target, and 2d10 force damage to any other creatures within 10 feet of the target. The damage increases to 9d10 at 15th level, and 20d10 at 20th level. You must have at least 5 TP to perform this technique.

Mana Purge

At 11th level, as an action, you can destroy all mana within 100 ft. of you, preventing magic from being used in that area for two rounds. Once per long rest.

Saver Features
Level Proficiency Bonus Features
1st +2 Astrolibrium
2nd +2 Danger Sense
3rd +2 Determine Specialization, Specialization Feature, Fire Bolt
4th +2 Ability Score Improvement, Specialization Technique
5th +3 Specialization Technique
6th +3
7th +3 Specialization Feature/Technique, Mana Resistance
8th +3 Ability Score Improvement
9th +4 TOPPLE!!
10th +4 Second Specialization, Specialization Feature, Novalibrium
11th +4 Specialization Feature
12th +4 Specialization Technique, Ability Score Improvement
13th +5 Reminiscence
14th +5 Specilization Feature/Technique
15th +5
16th +5 Ability Score Improvement
17th +6 One More!
18th +6
19th +6 Absolute Annihilation
20th +6 Ability Score Improvement
Saver Techniques
Level Technique Points Techniques Technique Point Cost
1st 10
2nd 10
3rd 10
4th 10 No Escape!/Heavy Strike 2/3
5th 12 Great Blade Rondo, Intercept!/SMASH!!! 2, 2/6
6th 12 Force Step 3
7th 12 Great Blade Blossom/Spec. Feature 3/-
8th 12
9th 15
10th 15 Shatter Slash All
11th 15 Mana Purge, No Escape!/Heavy Strike All, 2/3
12th 15 Intercept!/SMASH!!! 2/6
13th 17
14th 17 Great Blade Blossom/Spec. Feature 3/-
15th 17
16th 17
17th 20
18th 20
19th 20
20th 20

Neophyte

Neophytes are innovators in their field of combat.

New Age Swordsmanship

At 3rd or 10th level, rolling an 18, 19 or 20 now results in a critical hit.

No Escape!

Starting at 4th or 11th level, if an enemy attempts to disengage, you can use your reaction to emit a powerful force of willpower to prevent their escape.

Intercept!

Starting at 5th or 12th level, you can use your reaction to deflect a ranged attack, and recover 1d12 hp plus your constitution bonus. You must succeed a dexterity check to perform this technique.

Great Blade Blossom

Starting at 7th or 14th level, at the end of a Great Blade Rondo, you can perform a flourish with your weapon(s) that will deal 3d4 slashing damage plus your strength modifier.

Heavy Hander

Heavy Handers are those who prefer a much more hands-on approach to combat, so to speak.

Fisticuffs

Upon selecting the Heavy Hander specialization, unarmed damage is equal to 1d4 from 3rd level to 4th level. 5th level to 10th is 1d6. 11th level to 16th is 1d8. 17th level to 20th is 1d10.

Great Blade Transmission

At 3rd or 10th level, you can teleport to your weapon(s) as a bonus action. Twice per short rest.

Heavy Strike

Starting at 4th or 11th level, at the end of an unarmed Great Blade Rondo, you can perform one last finishing uppercut that deals 1d12 blunt damage.

SMASH!!!

Starting at 5th or 12th level, as an action, smash an enemy into the ground from above with your fist or weapon, if you can reach your target. It deals your weapon’s damage, or unarmed damage if you’re unarmed. If the enemy is airborne, it deals an additional 3d4 blunt damage.









Let's Dance

Starting at 7th or 14th level, while unarmed, you can use your bonus action to gain the following effect: Any techniques that would normally require a sword are able to be used while unarmed, but must now be performed with a single target at a 5 ft. range. Said attacks also have advantage and deal a blunt damage bonus equal to your proficiency bonus. This effect lasts for two rounds before you become exhausted from the exertion and are forced to use your next action to recover your stamina.