Saber (Heroic spirit)

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Saber

Saber is one of the seven standard Servant classes summoned for the Holy Grail War. Servants of this class are adept at hand-to-hand combat, as well as agile and powerful warriors adept at the sword.

Creating a Saber

What historical hero were you? Were you known for wearing a legendary sword? You may kill a legendary monster with your faithful sword?or perhaps you have done something terrible using your sword,either way, your name was remember by the history and now you have been summoned by your new master to perform a difficult task

Quick Build

You can make a Saber quickly by following these suggestions. First, Strenght and constitution should be your highest abilities scores, focus on one or not depending on which Path you want to choose. Second, choose the Folk Hero background.

Class Features

As a Saber you gain the following class features.

Hit Points

Hit Dice: 1d10 per Saber level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Saber level after 1st

Proficiencies

Armor: Light armor, Medium armor. Heavy armor
Weapons: simple and martial melee weapons
Tools: one of your choice
Saving Throws: Choose one from: Strength, Inteligence, Charisma. Choose one from: Wisdom, Dexterity, Constitution.
Skills: choose 3 from all skills

Equipment

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

  • (a) one martial melee weapon or (b) two simple melee weapons
  • (a) Breastplate or (b) Chain mail
  • (a) explorer's pack or (b) dungeoneer's pack

Table: The Saber

LevelProficiency
Bonus
FeaturesNoble Phantasm Points
1st+2Action surge, Sword profiency, Saber Path0
2nd+2Fighting Style0
3rd+2Saber Path Feature, Noble Phantasm1+Constitution bonus
4th+2Ability Score Improvement1+Constitution bonus
5th+3Extra Attack1+Constitution bonus
6th+3Brutal critical2+Constitution bonus
7th+3Saber Path Feature2+Constitution bonus
8th+3Ability Score Improvement2+Constitution bonus
9th+4Sword parry3+Constitution bonus
10th+4Extra Attack (2)3+Constitution bonus
11th+4Saber Path Feature3+Constitution bonus
12th+4Ability Score Improvement3+Constitution bonus
13th+5Magic resistance4+Constitution bonus
14th+5Saber Path Feature4+Constitution bonus
15th+5Extra Attack (3), Action surge (2)4+Constitution bonus
16th+5Ability Score Improvement4+Constitution bonus
17th+6Saber Path Feature5+Constitution bonus
18th+6Tought body5+Constitution bonus
19th+6Ability Score Improvement5+Constitution bonus
20th+6Saber Path Feature5+Constitution bonus

Action surge

At 1st level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 15th level, you can use it twice before a rest, but only once on the same turn.

Sword profiency

At 1st level, you are proficient with using your sword, when you hit with an attack with a sword, you can make an aditional dice damage, you can only use this feat twice per long rest.

Saber Path

At 1st level, you must choose a Saber Path. You may choose between the King, Treachery, or Dragonslayer paths, all listed at the end of this class.

Fighting Style

When you reach 2nd level you can choose which way you fight and thus gain a bonus to that way of fighting.

Piercing fighter

When weilding a melee weapon, if you hit, you can give a penalty of 1 to the AC to the attacked enemy, the penalty keeps until the start of your next turn.

Defence

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When weilding a melee weapon in one hand and no other weapon, you gain a +2 bonus to damage rolls with that weapon.

Versatile Weapon Fighting

When you role a 1 or 2 on a damage die dor an attack you roll a 1 or 2 on a damage die for an attack you make with a melee weapon, 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 versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you may add your ability modifier to the damage of the second attack.


Noble Phantasm

At 3rd level, you gain use of a Noble Phantasm. Your Noble Phantasm is unique to your Saber Path, and you can do it once,you must finish a long rest before you can use it again.You have noble phantasm points equal to the points listed in the noble phantasm column. You regain all Noble Phantasm points at the end of a long rest.

Ability Score Increase

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

When you reach 5th level, and again at 10th and 15th, you can make an additional attack when you take the attack action.

Brutal critical

At the 6th level, you can roll one aditional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Sword parry

When you reach 9th level, you can use your reaction when a enemy melee attack hits you, you make a attack roll with your sword, you reduce the damage taken by the attack equal to the result of your dice roll (you are not making a attack with this trait) you can use this trait a number of times equal to you strenght modifier.


Magic resistance

At 13th level, magic is less effective against you. You gain advantage on all Saving Throws against magic.

Tought body

At the 18th level, your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level in this class, your hit point maximum increases by additional 1 hit point.

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Saber Paths

Path of the King

A king who fights for what he thinks is right with his powerful legendary sword capable of striking blows capable of destroying a fortress

Invisible air

As a bonus action, you can make your sword invisible, making the enemy can't easily predict your first hit, because of that, you gain advantage on your first melee attack. You can expend 1 noble phantasm point to keep the advantaje for the rest of the turn. You can also conjure a unique sword the excalibur, it's a greatsword that makes magical damage.

At level 6 When you hit with an attack force the enemy to do a strength Dc against your Noble Phantasm Dc or be pushed back 10 feet.

At level 9 as free action you can push yourself up to 15 feet at any direction, gain +1 to damage rolls for every 5 feet you push yourself.

Excalibur(noble phantasm)

As an action you can make a magical attack (use your strength modifier), in a 15 by 50ft line, all creatures in that zone can make a dexterity saving throw or suffer 3d10 of radiant damage, it makes twice of damage to objects.

-You can expend noble phantasm points to make extra damage,you use 1 point for 1d10 extra you add.

-You can expend noble phantasm points to give it 10 feet longer for each point you expend.

-You can expend 2 noble phantasm points to give it 10 feet wide.

-You can expend noble 2 phantasm points to force creatures to make the saving throw at a disadvantage.

-You can expend 2 noble phantasm points to ignore evasion o similar effects

-You can expend 2 noble phantasm points to ignore resistance, if they are inmune to radiant it becomes resistant

Dragon core

AYou gain a +2 to strength and a +2 to constitution, it cannot exceed 20

Expert riding

You gain competence in land vehicles and competence in animal handing, in the case of being competent you gain an expertise

Prediccion

All ranged attacks targeted at you are done at a disadvantage

Mana burst

When you finish a long rest you can choose one of these 2 effects: Do +2 to all damage rolls you make or get 2 extra Noble Phantasm points

Shining path

You gain +2 to AC, additionally you can deal radiant damage instead of slashing damage when you attack, your critical range increases by 1 (19-20 if you have already 19-20, 18-19-20 etc)

Path of the Treachery

description

Secret of pedigree

You can as a free action summon a magic helmet that covers your face, this helmet gives you a +2 armor class and prevents them from knowing your name by any means,the helmet lasts 1H and can be summoned 1 time per long or short rest. You can remove your helmet before as a free action, this does not cause you to have to take a break to be able to summon it, once summoned you can put it on and take it off during that hour as a free action

You can also summon your sword the Clarent blood arthur, a silver greatsword that does magic slashing damage.

Clarent blood arthur(noble phantasm)

As an action you can make a magical attack (use your strength modifier), in a 15 by 50ft line, all creatures in that zone can make a dexterity or suffer 4d6 of electric damage.

-You can expend noble phantasm points to make extra damage,you use 1 point for 3 extra damage you add.

-You can expend noble 2 phantasm points to give it 10 feet wide

-You can expend noble 2 phantasm points to force creatures to make the saving throw at a disadvantage.

-You can expend 5 noble phantasm points to don't make the dexterity Dc, only take the damage directly.

-You can expend 2 noble phantasm points to ignore resistance.


Overwhelming strength

You gain a +2 to the strength and your limit increases to 24 for this ability, additionally in the first attack of your turn you can do it with advantage leaving your defenses exposed which will cause the attacks towards you to be made with advantage.

Fierce blow

When you make an attack you can decide not to add the proficiency bonus on the attack roll to add it instead on the damage roll.

Power difference

When you do the sword parry ability if your damage roll is higher than his the attacker will receive the remaining damage from the subtraction of the two damages.

Mana burst

When you finish a long rest you can choose one of these 2 effects: Do +2 to all damage rolls you make or get 2 extra Noble Phantasm points

Scarlet lion

Your sword gets an additional damage dice going to do 4d6, when you fall to 0 hit points you can choose to stay at 1 point of life, then recover the same life by rolling all your hit dice,

Path of the Dragonslayer

Description

Lash of dragons

When he attacks draconic creatures or creatures with dragon characteristics (the dragon core is one of them for example) he gets +10 to attack and damage rolls, also you can summon your greatsword the Balmurg it makes magical damage and the damage is doubled against the mentioned before creatures

Balmurg(noble phantasm)

As an action you can make a magical attack (use your strength modifier), in a 15 by 50ft line, all creatures in that zone can make a dexterity or suffer 4d6 of force damage. The damage is doubled against draconic creatures or creatures with dragon characteristics.

-You can expend noble phantasm points to make extra damage,you use 1 point for 1d6 extra die you add, if its a draconic creatures or creatures with dragon characteristics your objective then add 2d6 for them.

-You can expend noble phantasm points to give it 10 extra feet long for each point you expend

-You can expend noble 2 phantasm points to force creatures to make the saving throw at a disadvantage.

-You can expend 3 noble phantasm points to do no harm to allies in the area

-You can expend 1 noble phantasm to make the flying creatures unable to fly for 1 minute


Blood sacrifice

You gain +2 in constitution up to a maximum of 24 for this skill,it also allows you to lose life to heal life to an ally 5 feet from you, as an action life loses life points, for each hit point you lose the ally recovers 2 hit points

Purify

As an action once per short rest you can regain life equal to 2 hit dice and end all curses, poisons and negative states on you, you gain adicional uses at level 14 and level 16.

Fafnir armor

+3 to Ca when you are wearing a heavy armor, also when you fight a creature whose Cr is 2 levels below your level they do half damage and all damage all damage you take is reduced by your constitution bonus/2 rounding up. If you are attacked from behind you do not have the benefits of this ability

Heroic sacrifice

When an ally receives an attack within 30 feet of you you can take the damage instead, if the attack was made by a draconic creature or with dragon characteristics it can reduce the damage to 0

Nibenlungenlied

He gains 20 extra life and if he falls to 0 hit points he can make a Dc of constitution of 15 to rise to 20 life point, if he falls to 0 when he accumulates 3 death rolls the rolls are reset and he does not die

Player Familiars

Servants are the greatest form that magical familiars can take and, as such, can not survive in the material plane without a master. When creating a Heroic Spirit, a player must choose a separate humanoid creature, typically a spell caster, to be their “Master”. If either the player or their “Master” is considered dead, they die instantly and can not be resurrected by any means, including the Wish spell, until a time set by the DM.

The "Master" also will also get 3 command stamps, they are like a tattoo that can be seen on his hand the master can use this command to make different effects to the servant. You can use it to regenerate health equal to all the servant's hit dice. You can use it to recover all Noble Phantasm uses and Noble Phantasm points, and you can use it to make the servant make any possible action you want, he can't refuse that order but he will be aware while he do it.

All this uses cost 1 command spells, when you expend all of it the servant will cease to be yours and he will disappear in 8 H unless he signs a contract with another spellcaster to be his Servant, in that case that new Master will gain 3 command spells, a master who has lost his Servant by spending all the command spells will not be able to re-sign a contract to be his Master again.


If you play a campaign with the theme of the war of the holy grail, the judge or the servant ruler can give commando seals as rewards to missions that they send to the master, but the number of commando seals a master can have will never be greater than 3

Multiclassing

You cannot Multiclass into the Heroic Spirit class.



Back to Main Page 5e Homebrew Classes

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