Survivor

by Jadeor

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Survivor

Survivor

When Kinleon took a spear to the stomach at age 12, he thought he was going to die. When he was stabbed in the back at 20 he was sure of it. When at 25 he took 5 arrows to the chest, he finally realized what he could do. Kinleon survived these wounds and many others during his long life. This is what he realized: the more he was injured, the faster he healed. His most famous escapade was when he was hung for having seduced the emperor's wife, only to rise from the grave 7 days later.

A Fighter's Martial Archetype

Survivors are fighters who are almost impossible to kill. Often, they suffered terrible wounds, only to heal supernaturally quickly instead of dying, and have continued to manifest incredible regenerative abilities ever since.

Superior Metabolism

When you choose this archetype at 3rd level, you gain advantage on saving throws against poison, and you have resistance against poison damage.

Regenerative Powers

Also at 3rd level, you have unlocked an innate ability to heal quicker and better than most other people can dream of. This ability is represented by your Regeneration dice, which are d4s. You have a number of Regeneration dice equal to two times your proficiency bonus, and can use them for different abilities that are described below.

Whenever you use your Second Wind feature, you regain 1 expended Regeneration dice. You regain all regeneration dice when you finish a long rest. When you reach certain levels in this class, the size of your Regeneration dice increases: at 7th level (d6s), 10th level (d8s), 18th level (d10s).

The following abilities use your Regeneration dice:

Recover. As a bonus action, you can expend and roll a Regeneration die, you regain hitpoints equal to the number rolled plus your Constitution modifier (minimum of 1).

Endure. As a reaction whenever you take damage, you can expend two Regeneration dice to give yourself resistance to one of the triggering types of damage until the start of your next turn.

Overcome. Whenever you fail a Strength or Dexterity check or saving throw, you can expend a Regeneration die, rolling it and adding the result to the check. If the check or save still fails, you regain the expended die.

Unyielding

At 7th level, you can get back up even after near lethal wounds. At the start of your turn, if you have 0 hitpoints you can expend a Regeneration die to regain a number of hitpoints equal to the number rolled plus your Constitution modifier (minimum of 1).

Once you've used this feature, you cannot use it again until you finish a long rest.

Art created using Midjourney AI

When you reach level 18 in this class, you can use this feature twice between long rests instead of once.

Slow Regeneration

At 10th level, you gain the ability to slowly heal all the cuts and bruises of a battle. As an action you can expend three Regeneration dice and roll one of them. You regain a number of hitpoints equal to the number rolled. For the next minute you can reroll the same die at the beginning of each of your turns, and regain a number of hitpoints equal to the number rolled each time. This effect ends early if you take damage.

Furthermore, if you lose a limb, an eye or another part of your body that is not fundamental to your survival, it grows back when you finish a long rest.

Undying

At 15th level, it is even harder for you to die. You have advantage on death and Constitution saving throws and become immune to disease.

Immortal

At 18th level, you stop aging and gain the ability to return to life after death. When you die, if your head is not cut off and your body is not destroyed, you return to life after 1d10 days with 1 hitpoint, half your Regeneration dice and 1 level of exhaustion. If you die again within 1 week of returning to life this way, this feature does not activate again.

 

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