Fighter Subclass: Driver Driver Credit: Nintendo Drivers are mighty warriors able to forge a bond with one or more Blades, augmenting their own fighting ability with elemental assistance from another being called a "Blade." They excel at single combat with strong opponents, able to whittle down even the hardiest of foes given time. Their incredible willpower gives them an undeniable charisma; choosing this feature comes with the recommendation that you make Charisma your secondary ability. Blades are creatures born from Core Crystals, awakened by their Drivers. When their Driver dies, the Blade retreats back into its crystal to await reawakening. No two Blades look exactly alike, although less powerful ones do tend towards a grey, mechanical appearance. It is said that many Drivers influence their Blades' appearance and personality when they are awakened, although this is likely just a rumor, as any given Blade will always look and act identical to its previous incarnations no matter who their Driver is. A Blade is a character unto itself, with its own personality and character traits. It is recommended to give your Blades at least two personality traits, an ideal, and a Flaw. Blades can look and act however you like, so you may choose whatever character traits you desire for a given Blade. Blades also have an innate Bond with their Driver. You should play a Driver if you enjoy roleplaying diverse characters while still being a significant contribution to a fight. Driver Arts When you choose this archetype at 3rd level, you learn a number of special combat techniques known as Driver Arts. Driver Arts. You learn three Driver Arts of your choice, which are detailed under "Driver Arts" below. Many Driver Arts enhance an attack in some way. You can only use one Driver Art per attack. You learn two additional Driver Arts of your choice at 7th, 10th, and 15th level. Each time you learn new Driver Arts, you can also replace one Driver Art you know with a different one. You may use up to four Driver Arts per day. You regain all expended uses of your Driver Arts when you finish a short or long rest. Saving Throws. Some of your Driver Arts require your target to make a saving throw to resist the Driver Art's effects. The saving throw DC is calculated as follows: Driver Art Save DC = 8 + your Proficiency bonus + your Charisma modifier Blade At 3rd level, you awaken a Core Crystal and earn your first Blade. Core Crystals. As a Driver, you have the unique ability to awaken Core Crystals. At 3rd level, you obtain one Core Crystal, and you may obtain more by adventuring. You can only take this sublclass if you obtain a Core Crystal over the course of the game. The Core Crystal has an associated element, weapon, and Driver Role. You may roll randomly on the tables below to determine your element and weapon, or you may instead choose them. Elements Elemental Mastery 1 Cold 2 Fire 3 Lightning 4 Necrotic 5 Radiant 6 Thunder Note that the table above excludes the Water and Earth elements, due to difficulty of implementation. Weapons 1d12 Weapon (Driver Role) 1 Bitball (Healing) 2 Broadsword (Attacker) 3 Catalyst Scimitar (Healing) 4 Chroma Katana (Tank) 5 Drill Shield (Tank) 6 Ether Cannon (Attacker) 7 Greataxe (Attacker) 8 Knuckle Claws (Healing) 9 Megalance (Attacker) 10 Shield Hammer (Tank) 11 Twin Rings (Healing) 12 Whipswords (Tank)

Driver Weapons Name Damage Weight Properties Bitball 1d6 bludgeoning 2 lb Thrown (range 20/60), boomerang, light Broadsword 2d6 slashing 6 lb Heavy, two-handed Catalyst Scimitar 1d6 slashing 3lb Finesse, light Chroma Katana 1d8 slashing 3 lb Versatile (1d10) Drill Shield 1d8 piercing 9 lb Special Ether Cannon 1d10 piercing 18 lb Ammunition (range 100/400), heavy, loading, two-handed Greataxe 1d12 slashing 7 lb Heavy, two-handed Knuckle Claws 1d6 piercing 3 lb Light Megalance 1d12 piercing 6 lb Reach, Special Shield Hammer 1d8 bludgeoning 2 lb Versatile (1d10) Twin Rings 1d6 slashing 1 lb Thrown (range 20/60), boomerang, light Whipswords 1d8 slashing 5 lb Reach Boomerang: This weapon returns to the owner's hand at the start of the owner's next turn, meaning it does not require reloading or retrieval. Megalance: You have disadvantage when you use a megalance to attack a target within 5 feet of you. Also, a megalance requires two hands to wield when you aren't mounted. Drill Shield: This weapon gives you a +2 bonus to your AC. You count as holding a shield when using this weapon. DM's Note: Core Crystal Rarity Should you choose to allow the Driver homebrew subclass in your campaign, consider treating Core Crystals like magic weapons of Uncommon rarity. Like magic weapons, there are different rarities of Core Crystals out there; your Driver starts out with a Common Crystal, but may obtain a +1 Rare Crystal or a +2 Legendary Crystal, that give your Driver corresponding bonuses to attack and damage. There are only three +3 Core Crystals, corresponding to each of the Aegises: Logos, Ontos, and Pneuma. These Core Crystals do not go dormant once their master dies, and they grant whoever claims them immortality. Treat the Aegises as a sort of "final reward" for your players, based on how they've behaved up until that point. A good player might get Pneuma, a neutral one Ontos, and an evil one Logos. Alternatively, it's entirely possible for your players to start out with one of the Aegises, but you should scale combat accordingly. You are considered proficient in your Core Crystal's weapon. Your weapon determines your Driver Role, as shown in the table. As a result, changing Blade weapons for any reason will also change your Role to that weapon's Role. Each weapon is detailed below. Most are functionally identical to weapons found in the Player's Handbook, but a few have unique statistics. Your Core Crystal weapon attacks count as magical for the purpose of overcoming resistance. Awakening a Core Crystal requires a successful Charisma saving throw with DC equal to 10 x the Core Crystal's bonus. Anyone can attempt to make this saving throw to awaken a Blade, but the Blade is useless in combat until the player that awakened it becomes a Driver. If you fail at making this saving throw, you are incapacitated until you finish a long rest. Credit: Nintendo

Blades. You may awaken as many Core Crystals as you wish, but you may only have a number of active Blades equal to your Charisma modifier. The rest must lie dormant and can only be activated by switching them out for other active Blades over the course of a long rest. Once you awaken a Core Crystal, roll on the Elements and Weapons tables to determine its elemental mastery and weapon. If your DM allows it, you may instead choose a different weapon from the Player's Handbook and assign it a role. Generally speaking, Healer weapons do the least amount of damage, while Attacker weapons do the most. A Blade is a physical creature, born of a Core Crystal, that you are obligated to protect. You and your equipped Blade share initiative. Left to its own devices, your Blade will do its best to stay within 30 feet of you, and will take no actions otherwise. You may spend an action to direct your Blade to take the Attack, Dash, Disengage, Dodge, or Help action. Your Blade gains ability score enhancements whenever you do, but may not take feats. You may only have one Blade equipped at a time. Switching equipped Blades from your active Blades takes a short rest. Blade Medium humanoid, any alignment (same as Driver) Armor Class 10 + proficiency bonus + Dexterity Modifier

10 + proficiency bonus + Dexterity Modifier Hit Points 1d8 + Constitution Modifier per level

1d8 + Constitution Modifier per level Speed 30ft. STR DEX CON INT WIS CHA Use Standard Array to assign however you like; no racial bonuses Condition Immunities sleep

sleep Senses passive Perception 10 + Wisdom Modifier

passive Perception 10 + Wisdom Modifier Skills Choose 1 from Athletics, History, Investigation, Perception, Persuasion, Nature, Sleight of Hand, or Survival

Choose 1 from Athletics, History, Investigation, Perception, Persuasion, Nature, Sleight of Hand, or Survival Languages Any spoken by Driver

Any spoken by Driver Resistances Elemental Mastery Blade Art. While equipped and within 30 feet of its Driver, this Blade gives a passive bonus to its Driver. You may select any Blade Art from the list at the end of the class description, provided the Blade meets the prerequisites for the trait. Weapon Recall. The Blade may recall its weapon at any time as a free action, regardless of distance, unless it is on another plane. Attack. The Blade makes a weapon attack with its associated weapon. As long as you are conscious, hostile creatures will act as if your Blade does not exist. Your Blade can still be damaged by area effects. If you lose consciousness, your Blade may be attacked and will defend itself to the best of its ability. It is only proficient in its associated weapon. If your active Blade dies, it returns to its Core Crystal for at least 24 hours. If you have no active Blades, you lose all Driver subclass features until you activate a Core Crystal. A Blade has no memory of its previous incarnations, but some keep journals that they entrust to whoever claims them in the next life. It isn't usually a reliable system, unless the Blade is an heirloom. Blade Combo At 7th level, you may expend one Driver Art to activate a Blade Combo. By forgoing your attack, you may allow your Blade to attack in your stead. If the attack hits, it deals an extra die of damage. All damage dealt this way is of the Blade's associated Element. The target must then make a Constitution saving throw. On a failure, it gains a status effect dependent on the Core Crystal's element until the end of the your next turn (save ends). At 18th level, you can perform a Blade Combo with two Blades, making two simultaneous attacks. The target must make individual saving throws against each effect. If both Blades have the same element and the target fails both saving throws, the status effect becomes permanent until the target completes a short or long rest. Blade Combos Element Status Effect Cold Cannot take a move action on their turn Fire Takes an additional 1d6 + Cha mod damage on their turn Lightning Cannot take reactions Necrotic Blinded Radiant Incapacitated Thunder Frightened Once you use a Blade Combo, the target gains resistance to the associated Element. You cannot use this feature again until you finish a short rest. 10th Level Feature 15th Level Feature Blade Arts Absorb Damage. (Prerequisite: Tank Role.) The Driver gains a +1 bonus to AC. Accuracy Up (Prerequisite: Attacker Role.) The Driver has +2 to all weapon attack rolls. Arts Plus. Whenever the Driver uses an Art while attacking, they may deal extra damage to their opponent equal to their Charisma modifier. Back Attack Up. (Prerequisite: Attacker Role.) Attacks the Driver makes with advantage add the Driver's Charisma modifier to their damage roll. Critical Up. The Driver's Critical Hits deal an additional die of damage.

Debuff Cancel. (Prerequisite: Healing Role.) The Driver may cast Lesser Restoration targeting themselves as an action. The Driver may not use this ability again until the end of their next long rest. Draw Aggro. (Prerequisite: Tank Role.) Once per long rest, The Driver may spend a bonus action to force one creature within 30 feet to make a Wisdom Saving Throw, with DC equal to the Driver's Driver Art save DC. If they fail, the target cannot attack anyone but the Driver until the start of their next turn. Nullify Reaction. The Driver may spend a reaction to counter one target enemy's reaction, provided the enemy is within reach. The reaction is still spent. This Art cannot be used until the Driver finishes a long rest. Recharge Boost. The Driver gains an extra use of the Driver Arts feature. Alternate Driver Options Variant Driver It is possible to build a Driver with Intelligence as its base stat instead of Charisma. In this instance, it is assumed that the Driver has built an Artificial Blade. These Drivers cannot awaken Core Crystals, but they may upgrade their Artificial Blade with different weapons, and they are able to fill any role with any weapon, given at least ten days of work and 1000 gp in materials (that is to say, an Artificial Blade could fill a Healing role with a Greataxe, after the necessary modifications). Any time this Driver would use Charisma for a Driver feature, it instead uses Intelligence. Blade Eater Through the use of a complicated ritual, a Driver who has been dead for no more than 24 hours can be saved by implanting a piece of their Blade's Core Crystal inside them. This requires the consent of the Blade in question, as well as one use of the Rary's Telepathic Bond spell. A Blade Eater does not age, and their Blade takes any damage they do. If either the Blade or the Driver is reduced to 0 HP, both fall unconscious. Driver Arts Open to suggestions! Nothing too powerful, yeah? Anchor Shot. When you hit a creature with a weapon attack, you can expend one use of the Driver Art feature to attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failure, the target is knocked prone. Blaze. (Prerequisite: Tank Role, Fire Element.) You may expend one use of the Driver Art feature to cast the Compelled Duel spell once without expending a spell slot. You cannot use this feature again until you finish a short rest. Cyclone Smash. (Prerequisite: Attacker Role.) When you hit a creature with a weapon attack, you may expend one use of the Driver Art feature to deal one extra weapon die of damage. Double Spinning Edge. When you hit a creature with a melee weapon attack, you can expend one use of the Driver Art feature to damage another creature with the same attack. Choose another creature within 5 feet of the target and within your reach. If the original attack role would hit the creature, it takes damage equal to the ability modifier you used in the attack. The damage is of your Blade's element. Dynamic Spark Sword. (Prerequisite: Lightning Element.) When you hit a creature with a weapon attack, you can expend one use of the Driver Art featire to attempt to drive the target back. If the target is large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. Fast Twitch. (Prerequisite: Attacker Role.) You may expend one use of the Driver Art feature to treat a 19 as a critical hit. You can use this Driver Art after making the attack role, but before any effects of the attack are applied. Healing Halo. (Prerequisite: Healing Role.) You may expend one use of the Driver Art feature to heal one friendly creature within 30 feet for 1d4 + your Charisma modifier HP. Healing Trick. (Prerequisite: Healing Role.) You may expend one use of the Driver Art feature to heal all allies within 15 feet for a number of hit points equal to your Charisma modifier. Hydro Blast. You may expend one use of the Driver Art feature to spend a bonus action to force all creatures in a 10-foot cone to make a Dexterity saving throw. Any creature that fails the save is pushed back 5 feet. Overload Thunderbeam. (Prerequisite: Lightning Element.) When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to shoot a 5 x 30 ft line of lightning originating from you. When you do so, expend one use of the Driver Art feature. All creatures in the line must make a Dexterity saving throw or take 2d6 lightning damage. Raging Charge. When you hit a creature with a weapon attack, you can expend one use of the Driver Art feature to attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Redemption. (Prerequisite: Healing Role, level 10.) You may expend one use of the Driver Art feature to use a bonus action to heal any number of creatures of your choice within 15 feet. Spend a hit die. All targets gain temporary hit points equal to the number rolled. Rigid Shield. (Prerequisite: Tank Role.) You may expend one use of the Driver Art feature and use a bonus action to cast the Shield spell once without expending a spell slot. You cannot use this feature again until you finish a short rest. Saber Slash. (Prerequisite: Healing Role) You may expend one use of the Driver Art feature and use a bonus action to spend one hit die to heal one ally within 5 feet for 1d8 + your Charisma modifier HP. Sword Bash. (Prerequisite: Broadsword) When you attack with advantage, you may expend one use of the Driver Art feature to add an extra 1d6 damage on a hit. This damage increases to 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 15th level. You can use this Driver Art after making an attack roll, but before any effects of the attack are applied.