Adept Survivor (5e Subclass)

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Adept Survivor[edit]

Fighter Subclass

You are the epitome of the phrase 'adapt to survive'. Through training and practice, you can adapt your style of combat in order to create a range of benefits or effects in combat

Elemental Resistance

From third level, when hit with an attack using elemental features, (fire, cold, acid, lightning, or thunder) as a reaction, roll a CON save. On a success, all damage is negated. On a fail, half the damage taken. The CON save must be higher than the attack roll to succeed.


At third level, you gain the ability to efficiently wield improvised weapons. When attacking with an improvised weapon, add damage equal to Proficiency Bonus + 1d4. This increases to Proficiency Bonus + 1d6 at level 7 and Proficiency Bonus + 1d8 at level 15.


From third level, experience is gained in the form of Battle Points, by the destruction of your enemies. Every time you reduce an enemy to 0 hit points, you gain Battle Points. To figure out how many points are gained, roll a dice and add your constitution modifier. The type of dice is determined in the table below.

Battle Points Dice
Level 3 - 6 1d4
Level 7 - 9 1d6
Level 10 - 14 1d8
Level 15 - 17 1d10
Level 18 - 20 1d12

Battle Points can then be spent on ability increases, these increases are permanent (with the exception of Leech).

Ability Increases
Defensive Warrior 10 Points + 1 to AC.
Undying 15 Points + 1 to Maximum Hit Points.
Experienced Duelist 10 Points + 1 to all attack rolls and damage rolls on attacks made with a melee weapon.
Advanced Archer 10 Points + 1 to all attack rolls and damage rolls on attacks made with a ranged weapon.
Accelerate 15 Points + 5 to movement.
Leech 45 Points (One time use) Every time you gain Battle Points, you can choose to gain that many temporary hit points.

Battle Points can also be spent on one time effects:

Ability Effects
Show of Strength 3 Points You gain advantage on your next attack.
Revitalise 3 Points You gain 1d4 - 1 lost hit points.
Stamina 12 Points You regain one lost hit dice.
Cleansing 8 Points Any effect (paralysis, exhaustion, etc) on you is cancelled.
Annihilation 15 Points (Can only be used from level 10) A roll of 18+ is critical. Increases to 17+ from level 15.
Gamble 15 Points (Can only be used from level 15) Multiply damage by 1d4 - 1.

From level 7, when you drop to 0 hit points, you instead drop to 1 hit point. 1 use per rest, increasing to 2 uses at level 10, 3 uses at level 15, and 4 uses at level 18.

Survival Instincts

Due to your extensive experience of battle, from level 10, you can no longer be surprised, and your initiative bonus increases by 2 + 1 for every level past 10.

Survivalist's Observation

At level 10, any enemy to which you deal damage grants you Battle Points upon it's death. At Level 15, any enemy killed within 30ft of you that you can see or hear also grants Battle points.

Additional Fighting Style

Your many years of combat have led to you specialising in multiple areas of expertise. At level 15, take an additional fighting style from the Fighter list. This cannot be the same as a fighting style you already have.


At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points

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