Absolver (5e Class)
Absolver
Absolvers are unarmed warriors who are trained by Oratian Priests to use a mystical power known as Essence.
Absolver Lore
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.
Creating an Absolver
Absolvers lean towards good alignments, but rare cases have been Lawful Neutral.
- Quick Build
You can make an Absolver quickly by following these suggestions. Strength should be your highest ability score, followed by Wisdom.
Class Features
As a Absolver you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Absolver level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Absolver level after 1st
- Proficiencies
Armor: Light & Medium
Weapons: Simple Melee
Tools: One musical instrument or a Gaming set.
Saving Throws: Strength, Wisdom
Skills: Choose two from Acrobatics, Athletics, Intimidation, Medicine, Sleight of Hand
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A mask of any design, common clothing, and 15 gp
- (a) Short Sword or (b) Fist weapon
- (a) The Absolver's Book of Balance or (b) The Absolver's Book of Striking or (c) The Absolver's Guide to Essence
- If you are using starting wealth, you have 4d4 x 10 in funds.
Level | Proficiency Bonus | Features | Unarmed strike damage | Starting essence |
---|---|---|---|---|
1st | +2 | Prospect Styles | d4 | 0 |
2nd | +2 | — | d4 | 0 |
3rd | +2 | Essence | d4 | 3 |
4th | +2 | Ability Score Improvement, Prospect Styles | d6 | 4 |
5th | +3 | Blind Fighting | d6 | 5 |
6th | +3 | — | d6 | 6 |
7th | +3 | Absolver Stlyes | d8 | 7 |
8th | +3 | Ability Score Improvement | d8 | 8 |
9th | +4 | — | d8 | 9 |
10th | +4 | Deflect Projectiles | d10 | 10 |
11th | +4 | — | d10 | 11 |
12th | +4 | Ability Score Improvement | d10 | 12 |
13th | +5 | New Powers | d12 | 13 |
14th | +5 | Absolver Stlyes | d12 | 14 |
15th | +5 | Feint | d12 | 15 |
16th | +5 | Ability Score Improvement | 2d8 | 16 |
17th | +6 | — | 2d8 | 17 |
18th | +6 | — | 2d8 | 18 |
19th | +6 | Ability Score Improvement | 2d8 | 19 |
20th | +6 | Absolver's Ascension | 2d10 | 30 |
Prospect Styles
Prospect styles are basic fighting styles that Absolvers learn from the very beginning. Due to Absolvers being unarmed warriors, unarmed strikes now do 1d4 damage and with experience. At 4th level, Absolvers do 1d6. 7th level, 1d8. 10th level, 1d10. 13th level, 1d12. 16th level, 2d8. 20th level, 2d10.
At level 1, you may choose one of these styles to start off with. At level 4, you may choose another style.
- Unarmored Fighting
- "Armor? Absolvers usually don't need armor." -Prospect Yao Chu
While unarmored, an Absolver may make his AC equivalent to 10 + Dexterity Modifier + Strength Modifier.
- Martial Artist
- "The body is a weapon, the mind is a tool." -Prospect Carl Gustav
As an Absolver you may make an unarmed attack twice in one turn by using your bonus action, if not already used.
- Armored Fighter
- "Armor protects, but it has it's disadvantages." -Prospect Jarl
While armored, an Absolver gains a bonus to attack damage dependent on armor type but moves slower than when they are unarmored. Light armor, -5 movement speed and +1 unarmed damage. Medium armor, -10 movement speed and +3 unarmed damage. Heavy armor, -15 movement speed and +7 unarmed damage.
- 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. +2 to unarmed attack damage. +2 to intimidation.
- Crane Style
- "The spirit of the crane resides within the stillness." -Master Kento, Oratian Priest
The Crane Style is graceful, evasive, and rarely offensive. +1 to AC. +2 to Acrobatics
- 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. +2 to hit with unarmed attack. +2 to Deception.
- Mantis Style
- "Quick, precise. In some cases, deadly." -Master Xan, Oratian Priest
Mantis Style focuses on quick attacks and keeping your opponent at range. +2 to HP. +2 to athletics.
Essence
"Essence is in every Absolver. It is given at birth by the gods and can never be taken away." -Absolver Revan
Starting at level 3, the Absolver may use his Essence for one of four special abilities. Your essence amount is equal to your Absolver level and can be regained through killing enemies.
- Quake
- Shaking the Earth under your feet, you stun all enemies in a Five Foot radius around you for one round costing 1 Essence. DC 8 + Absolver's Wisdom Modifier Dexterity save to not be stunned.
- Heal
- Focusing your Essence, you are able to heal yourself for 1d6 + Wisdom Modifier costing 2 Essence.
- Shockwave
- Pushing enemies back five feet, you are able to regain your breath and reengage in combat costing 1 Essence. DC 8 + Absolver's Wisdom Modifier Constitution save to not be stunned.
- Shield
- Putting a shield around yourself, enemies are not able to attack you for one full round as well as you are not allowed to attack them costing you 3 Essence.
Ability Score Improvement
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.
Blind Fighting
"The eyes of an Absolver are important, but not as important as their training." -Absolver Qui Jinn
Using the Essence inside of you, you are able to feel your surroundings and the hostiles around you. No longer do you take any penalties to fighting opponents you cannot directly see, for you can feel them around you.
Absolver Styles
After your Pilgrimage is complete, you are ready to become an Absolver. At level 7, you may choose one Absolver style or one Prospect style. At level 14, you may choose yet another Absolver style or a Prospect Style. At level 20, you have become proficient in the ways of the Absolver and are now able to use any fighting style you wish.
- 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. +2 to Strength. +4 to unarmed attack damage. Special Ability, Parry. Completely block the next attack and stun opponent until the end of the next round. Only usable once every 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. +2 to Dexterity. +4 to AC. Special Ability, Avoid. Avoid the next attack and use a swift action, if not already used, to perform an attack of opportunity. Only usable once every 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. +2 to Constitution. +4 to hit with unarmed attacks. Special Ability, Absorb. You take half damage from an incoming attack and a chance to regain the lost HP. If you are hit again before you can counter-attack, you lose the ability to regain your HP. Your counter-attack must be successful in order to regain HP. Only usable once every long rest.
- 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. +2 to Charisma. +2 to Persuasion. +3 to AC. Special Ability, Stagger. In your drunken stupor, you are able to attack without trying to attack. After activating this ability, every attack you successfully dodge will give you an opening to deal 1d4 damage to your opponent. Only usable once every long rest.
Deflect Projectiles
"We're like... monks, but cooler." -Prospect Katarn
At level 10, Absolvers gain the ability to deflect incoming projectiles and throw them back at their opponent. The Absolver may not deflect projectiles after knowing the damage the projectile will do and must make a DC 18 Reflex save to redirect said projectile, reflex save uses no bonuses just a flat 1d20 roll.
New Powers
"A Prospect's Journey begins with four powers. An Absolver's continues with eight." -Absolver Hattori Hanzo
At level 13, an Absolver gains four more powers to use in their Journey.
- Silence
- Using this power, you are able to silence one spellcaster in front of you for a full round costing you 4 Essence. DC 10 + Absolver's Wisdom Modifier Spellcasting save to not be silenced.
- Gravity
- Summoning the living Essence of one opposing enemy, you are able to stun them for a full round costing you 4 Essence.
- Disarm
- Quickening your reflexes, you are able to disarm one enemy of their primary weapon costing you 2 Essence.
- Gentle Step
- Your Essence makes you lighter, before engaging in combat you can make an attack equivalent to a Rogue's 5th Level Sneak Attack for 4 Essence.
Feint
"Knowing when to strike is a quarter of the battle." - Absolver Sin
At Level 15, you are able to feint an attack, catching your opponent off guard. When you use this feature,you are able to land a successful unarmed strike without needing to roll.
Absolver's Ascension
"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. No longer do you have any disadvantages to wearing armor, your Essence increases by ten, your maximum hit points increases by fifty, and your armoured unarmed damage bonus is now tripled.
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