Hero (3.5e Class)

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Hero
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Status: Under development
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The Hero[edit]

A hero is any adventurer who goes out into the world in search of something or with a purpose. Though they all have different skills and different mindsets, they each have something to prove.

A Hero does not follow a path, instead he forges his own.
—Q'ing Lil Brother

Becoming a Hero[edit]

It was a cold autumn night, when the cries for help woke the young siblings, Patrica and Adam, from their sweet dream filled sleep. They looked out of their small cottage's window to see the Hamlet ablaze. "Orcs, orcs!" someone cried over and over. They looked at each other slightly frightened, but only briefly before Adam grabbed his great-grandfather's Hand Axe & buckler. As he turn around toward the door, he saw Patricia grab her dagger and their mom's old short sword. He nodded at her as he clasped her shoulder in one hand. They both knew it was time to stand up, but what they didn't know was what was going to happen and how they would be hailed as heroes for the rest of their days.

A hero is a simple townsfolk who has been chosen by fate to carry the weight of the people on their shoulders. They can do great or terrible things. They have a wide verity of skills and professions. Almost anyone with the will and drive can be a hero. Good and evil are only perspectives to the hero. Now that hero is you, and it is your time to forge a path; choose wisely.

Abilities: Strength, Dexterity, and Intelligence.

Races: Any. All races can become a hero, but some races favor different styles of "hero".

Alignment: Any.

Starting Gold: 135gp.

Starting Age: Any.

Table: The Hero

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th
1st +1 +2 +2 +2 First Path; Bonus Feat 3* - - - -
2nd +2 +2 +2 +2 Bonus Feat (Skill Focus) 4* - - - -
3rd +3 +3 +3 +3 Second Path 5* 3* - - -
4th +4 +3 +3 +3 Bonus Feat 6* 4* - - -
5th +5 +4 +4 +4 7* 5* - - -
6th +6/+1 +4 +4 +4 Bonus Feat (Skill Focus) 8* 6* - - -
7th +7/+2 +5 +5 +5 8* 7* 3** - -
8th +8/+3 +5 +5 +5 Bonus Feat 8* 8* 4** - -
9th +9/+4 +6 +6 +6 Third Path 8* 8* 5** - -
10th +10/+5 +7 +7 +7 Bonus Feat (Skill Focus) 8* 8* 6** - -
11th +11/+6/+1 +8 +8 +8 8* 8* 7** 3** -
12th +12/+7/+2 +8 +8 +8 Bonus Feat 8* 8* 8** 4** -
13th +13/+8/+3 +9 +9 +9 8* 8* 8** 5** -
14th +14/+9/+4 +9 +9 +9 Bonus Feat (Skill Focus) 8* 8* 8** 6** -
15th +15/+10/+5 +10 +10 +10 Fourth Path 8* 8* 8** 7** 3***
16th +16/+11/+6/+1 +10 +10 +10 Bonus Feat 8* 8* 8** 8** 4***
17th +17/+12/+7/+2 +11 +11 +11 8* 8* 8** 8** 5***
18th +18/+13/+8/+3 +11 +11 +11 Bonus Feat (Skill Focus) 8* 8* 8** 8** 6***
19th +19/+14/+9/+4 +12 +12 +12 8* 8* 8** 8** 7***
20th +20/+15/+10/+5 +12 +12 +12 Bonus Feat; Final Path (pick any two not selected) 8* 8* 8** 8** 8***
  • Path Arcana or Divine Aptitude required
    • Path Arcana II or Divine Aptitude II required
      • Path Arcana III or Divine Aptitude III required

Class Skills (5 + Int modifier per level, ×4 at 1st level)
Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft(any), Diplomacy, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge(any), Listen, Profession, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Magic Device, and Use Rope are class skills.

Class Features[edit]

As a hero, your choice of bonus feats, abilities, paths, and skill define who you are. All of the following are class features of the hero. At levels one, three, nine, and fifteen; a hero may choose a path, which dictates the basics of its being. You may choose a path of your level or lower and may choose a different path when reach a new path level.


  • Depending on the path you make or follow, each one is special in it self. The Martial Path, though not as skilled as a Fighter, achieve great feats as he progresses down his path and where he falls short in talent he makes up for with for with strength to tear down foes.
  • Those who find magic to their liking will become walkers of the Arcana Path. Mighty wielders of magic, thunder, fire and more. Though they have limited spell power they make up for it with the ability to cast large amounts of spells and be able to increase their spells with metamagic feats.
  • Those who find that magic does not suite their way of life or ideals find the Divine Aptitude beneficial to them. The ability to communicate with nature, turn back undead forces, smite the evil that spreads across the land. These are the abilities that call to them and it calls in the name of Justice, Mercy, Order or Destruction.
  • Many find the three prior paths to be too flashy, loud and no fun. Those who seek to move in silence and trick foes find that being an Ally Savvy was never a bad choice. Cloaks, daggers and women is what you and some other live by, the busy streets or roads filled with targets.
  • Last but not the least in any way is the Fist-Fighter. His steely mindset is of one in which the perfect weapon is a persons own fist and body. He can deal death-like blows and can pass by enemies with amazing agility.

Level 1:

  • Martial Path: You are a trained combatant. You gain proficiency with all martial weapons, with medium and heavy armor, choose between Weapon Focus or Dodge(must meet dex) and gain one exotic weapon proficiency of your choice. You also deal +1 damage with weapons.

"Feee..ar me, for I ha-ve a very, very, very big and heavy sword!" -Justin the Scared-

  • Path Arcana: You manifest a magical aptitude of the arcane variety. You may choose Level 0 and 1 spells from the wizard/sorcerer list as dictated by the chart above. Spellcraft is now a class skill. The DC for spells is Cha. based. You know a number of spells equal to your Base Cha Mod for each spell level, only exception is that you know "ALL" 0 level spells. You can swap spells every level after if you wish to replace old ones. Your Cha Mod bonus allows extra spells per day and you can cast a 1st level spell, but normally are not allowed to because of what's stated in the spells per day above. Exception (new), if you have at least a +1 Cha modifier you can cast a SINGULAR known spell per day equal to 1/2 your Cha Modifier, minimum of 1/day. You can't change this spell until you reach a level that gives you spells per day for that spells level. As well you can modify touch spells like ''Mage Armor'' to affect other people, but you are able to effect one other person for that day. Once that person is designated they are the only one who can benefit from touch spells until the next day.

You can cast your first level spell at least once per day if you have a Cha modifier, this applies to the upper paths as well where you gain the spell knowledge but are not able to cast them and you must have a modifier for that level. This applies with the Divine Aptitude as well.

"Oooo Magic, how do I do that again?" -Rachel Beginner Arcana-

  • Divine Aptitude: You manifest a magical aptitude of the divine variety. You may choose Level 0 and 1 spells from the Cleric list as dictated by the table above. Spell Craft is now a class skill. The DC is CHa. based. Like A Cleric, Druid or Ranger all you need to due is meditate, pray, or rest. You know spells equal to Base Cha Mod for each spell level. You also have access to A SINGULAR Domain class, because Heroes are not as often devoted to a Deity as a Cleric or Paladin, but you can change for domain once a fort night. You also gain access Deity's favored weapon and all bludgeoning weapons, even if they are exotic. You have 1st level spells at 1st level, but can't normally cast them, in this case like the Path Arcana you can pick one spell you know, as long as you have at least a +1 Cha Mod, and be able to cast that one spell until you reach a level that allows you Spells per day for that level. You can cast your 1st lvl spell an amount per day equal to 1/2 your Cha modifier, minimum of 1/day. You do not gain spontaneous casting for either your ''Summon Nature's Allies'' or healing spells. You are not restricted from casting spells from either the Cleric, Druid, Ranger spells as long as you worship a Deity who has some connection two both aspects, this does not allow Paladin spells access unless you strictly stay with the Cleric spells list and have a simple moral code to do good when ever possible and in the limits of the law. A Deity like Pelor would be fine because he controls the sun domain, plants need light to live. As the same goes for Nerull, because death is also a part of nature and life. Though if you play more like a Paladin, death is not something you get into unless you plan on being a Blackguard.

"The divine flows through me naturally, its warm and fuzzy like a teddy bear." -Aoura, Divine Aptitude Priestess-

  • Alley Savvy: You know your way around the city and its shadow. You gain sneak attack damage equal to 1/3 your Hero level rounded up + Cha Mod in Damage, similar to the rogue's Sneak Attack(1st 1d6, 6th 2d6, and so on). Heroes are not as skilled using back stab, but cover that up by making it look good. Disable Device, Escape Artist, Move Silently, and Open Lock are now on your class skill list. You gain weapon proficiency with Rapier, Sap, Long Sword, Kukri, both Composite and Short Bows, and Hand Cross Bow

"What they can't do I can, and most of the time I get away with it. {smile}" -Pete the Sneak, Alley Savvy-

Level 3:

  • Martial Path II: You gain a +1 to your BAB and the feat Endurance & Diehard, you also can use shields with the exception of tower shield, because your face is too pretty to hide. Requires Martial Path.
  • Path Arcana II: You can cast level 2 and 3 spells from the wizard/sorcerer list as dictated above. Requires Path Arcana. You can now also summon a familiar as a wizard or sorcerer. Familiar is equal to 1/2 you hero lvl, use this as well to determine the bonuses it receives for being a familiar. Has 2d8+Con(Animals), HP plus animal HD, plus 1/2 your hero lvl in hp(1/2 your Hero level is the equivalent for the normal familiars HP). Other than that, the familiar's stats are the same as in the PHB 3.5 Ed. These added bonuses make up for the slow advancement of ones' familiar compared to a normal Arcane caster and it always been said that a heroes' familiar is more of a problem then an annoyance.
  • Divine Aptitude II: You can cast level 2 and 3 spells from the cleric list as dictated above. Requires Divine Aptitude. You can pick either Turn/Rebuke undead like a Cleric two level lower, Smite Evil/Good or you can acquire an Animal Companion like a Ranger dose at half his level. he can have more then one animal companion as long as they don't surpass his effective Ranger level. Animal companions do not receive the bonus familiars do. (If you are wondering, yes, you could possibly command an army of squirrel to barrage your enemy with nuts... salted of course.)
  • Path of the Fist-Fighter: You gain Improved Unarmed Strike, +2 on Tumbles, Evasion, fist/foot/knee attacks now deal 1d10 and movement is increased by 10 feet. You gain weapon proficiency with all fist-related weapons, shuriken and Light Exotic Melee weapons.

"Where I fall short of a monk, I make up for in my ability to crush my enemies." -John, a Simple minded Fist-Fighter-

Level 9:

  • Martial Path III: You gain a +3 to your BAB/Damage and a bonus feat from the fighter list. Requires Martial Path II.
  • Path Arcana III: You can cast level 4 spells from the wizard/sorcerer list as dictated above. Choose between Improved Familiar or 2 Extra Spell Slot. You also gain Meta Slots because both Arcane and Divine paths are limited to a certain level of spells. You acquire these spells slots for the sole purpose of enhancing them. You gain 1+ 1/2 Cha Mod in Meta Slots, minimum of 2 slots total, for 5th, 6th & 7th. Only spells prepared with meta magic can be used in meta slots, doing otherwise causes damage equal to the spells level + its caster level and requires a will save equal to damage to avoid being knocked out. Some crafty caster managed to use scrolls of a higher level spell and modify it with meta magic feat in order to cast, in the long run though it can be costly. Requires Path Arcana II.
  • Divine Aptitude III: You can cast level 4 spells from the cleric list as dictated above. If you Picked Turn/Rebuke Undead from you last path you can Detect Undead as a special ability at will 1/day and the Meta Slots ability like the Arcane Path, if it was Smite Evil/Good you can pick between Lay on Hands or Aura of Courage and Detect Evil as a standard action. if it was Animal Companion, you can communicate with all animals of its type and you gain natural armor bonus +1 and pick up certain traits of that animal like growling, sharp fangs or bear like hands with the ability to Wild Shape 2/day as your animal companion and no other animal. Requires Divine Aptitude II.
  • Alley Savvy III: You get +2 to all skills, and pick between Improved Evasion, Skill Mastery or Crippling Strike. You also get Improved Uncanny Dodge as a class ability and now only can be flanked/Sneak Attacked by creatures or rogues 2 levels higher or 2 CR higher. Even the best of heroes will never be noticed or a Vertain or lucky Rogue to sneak up on him. Requires Alley Savvy II.
  • Path of the Fist-Fighter II: Your unarmed attacks now deal 2d8, +4 on Tumbles, Improved Evasion, Lightning Reflexes and you gain the feat Flurry of Blows at a BAB of -2/-2 and advance from there on, follow the chart in your players hand book as you advance in levels, even after 20th. Your Flurry of Blows is not equal to a Monk, but this is evened out by the damage you do. So you may not get the last punch in, but hell yours is going to hurt more. Movement bonus is increased to 20 feet. Requires Path of the Fist Fighter.

Level 15:

  • Martial Path Final: You gain a +3 to your BAB and an additional +6 to damage. Also acquire the Quick Draw Feat. Requires Martial Path III.
  • Master of Magic: You gain 2 bonus, one Extra Spell Slot feat and Meta Slots for 8th and 9th level. Requires Path Arcana III or Divine Aptitude III.
  • Alley Savvy Final: You get +3 to all skills, Blind Fight and gain the ability to Feign Death, like the spell, once a day. Requires Alley Savvy III.
  • Path of the Fist-Fighter Final: Your unarmed attacks now deal 3d8, +6 on Tumbles and have the Prone Attack feat or Close-Quarters Fighting. Your movement is now increase by 30 feet. Requires Path of the Fist Fighter II.

Epic Hero[edit]

Level 21: Legendary Heroic Path(Optional, if you wish to add epic levels)

Upon reaching Epic Level, The Hero gains a special ability unique to each of the Paths. All Heroes upon reaching 21st level of hero gain a common ability as well.

For Base Attack Bonus and Base Saves please use your Epic Level Handbook.


Table: The Epic Hero

Hit Die: d10

Level Special
21st Legendary Heroic Path
22nd Bonus Feat (Epic Skill Focus)
23rd
24th Bonus Feat
25th Legendary Heroic Path II
26th Bonus Feat (Epic Skill Focus)
27th
28th Bonus Feat
29th
30th Legendary Heroic Path III, Bonus Feat (Epic Skill Focus)
Skill Points: 5+int
  • Heroic Presence(all heroes): The Hero instills his allies with courage and vigor. Some Heroes have been known to turn the tide in battle and lead a victorious war. While in the presence of the Hero, allies and other Heroes,(Using highest Heroic Path bonus in area, they do not stack or overlap) gain +2 on all saves, Base Attack Bonus. As a standard action a hero can instill vigor into his allies by a short courageous phrase, 2hp for every two level of Hero+Cha Mod. Must have sight to be affected and do not need to be in sight after the effect has taken place, effects last 1hr/Cha Mod. Bonus Increase by 2 at each Heroic Path to a max of +6 and stacks with other saves enchantments.
  • Martial Path Legendary: The Hero's Mastery of his Martial Path has lead him to be a force to be reckon with. The Hero Once per day as a standard action instill allies with power, giving them +4 str and damage. This ability increases by 2 every Heroic Path to a max of +8 Str & 8 damage for allies. He himself, 1/week per Heroic Path 1/2/3, can over-power an enemy in melee combat adding 1/2 his damage into a single strike. Allies must have sight for the effect to take place. Effect last 1hr/Cha Mod.
  • Magic Path Legendary: The Hero's Mastery of Magic has given him great insight to his arcane powers allowing him access to greater power. You are allowed access to, 2+1 per Heroic Path after 21s, Epic spells with in your ability to Spellcraft them and you must make a successful check. You can cast them only equal to your base charisma modifier(no enhancements, unless through Wish or similar means). In addition a caster within sight of you gain a +4 competence bonus on Concentration and Spellcraft, you can use this ability once every 3 days and the effects last 1hr/Cha Mod. Your bonus to allies increase at each new Heroic Path to a total of +8 pm Concentration and Spellcraft check for allies.
  • Ally Savvy Legendary: The Hero of the streets is legendary, street urchins and beggars whisper or boost your accomplishments. You are as sneaky and quick as any other rogue or bandit. Your ability to feign has improved, you might even trick death. The DC to check if you can Feign Death is increased by 1/2 your hero level plus Cha Mod. The hero can also control blood flow making him look pale. He/she can even have their eyes open which take on either a duel or glazed looked depending on the environment. The hero can remain in this state for a number of days equal to their Constitution Mod. After that a he as 50% to remain in that state for the day if he fails his will save, prior to this can wake at will. If he remains in this state he starts to starve. The Hero can use this ability 2/day at his second Heroic Path & 3/day at his Last Heroic Path. Also allies in sight will gain a +4 on Hide & Move Silently and Sense Motive & Bluff. Last 1hr/Cha Mod, Once/3days. Your Bonus to allies increase by 2 each new Heroic Path giving them a +8 to hide, move silently, bluff & sense motive
  • Fist-Fighter Legendary: The Hero who knows only the sounds of crunching bones beneath his fist and feeling of the deadly impact his fist deliver, he is one with his body, the perfect weapon to break his enemies with. You gain an ability called Fighting Spirit, like a Monk's Wholeness of Body you can heal yourself a number of Hit Points equal to your Hero level multiplied by your Cha Modifier. You may divide this how you like or you can heal an area around you with in a 20ft radius, undead are effected by this and are either damaged or healed pending on hero alignment(DOES NOT STACK WITH MONK ABILITY. THEY ARE TWO DIFFERENT POOLS). At each new Heroic Path the amount you heal yourself or others increase by 1/4 of your total amount. You can also touch a person 1/day for each Heroic path and bestow a similar effect like fast healing to an ally, they gaining fast healing equal to your Base Cha modifier and last a number of rounds equal 2d4+ Base Cha modifier. You have no control over how long the effects last. You yourself can also perform one of three special abilities. 1st ability is the Sliding Serpent Attack, you can attack enemies within your reach as you slide past them on the ground or down a hill. You are treated as having Combat Reflexes for this ability alone and can use flurry of blow with this ability. You cannot make full attacks against each one and may only hit a number of enemies equal to twice your dexterity modifier. 2nd Ability is the Abundant Step ability, same as the a normal Monk. 3rd ability is a Ki Blast, much like energy balls used in cartoons and games a Hero of this path can now 1/day shoot a ball of pure energy, using his ability to naturally heal as damage. He must choose the amount before he attacks with this touched ranged attack. This ability has a range equal to his hero level multiplied by his dexterity modifier and you cannot use points from a Monks Wholeness of Body ability.
  • Bonus Feats: At 1st lvl and every four after starting at 4th lvl, exp.4,8,12 and so on, the hero gains a bonus feat. He can use this similar to how fighters use their bonus feats. He can also use these bonus feats for metamagic feats or feats designed for casters as long as he has the Path Arcane or Divine. At epic levels your bonus feats can be applied to epic or pre-epic feats.

"I'm so awesome with my Greatsword, I can cleave boulders in half!" -Matt Baker, Martial Path & Egotistical about his abilities-

  • Bonus Feat(Skill Focus): Since the Hero started out as a simple village folk he has never lost his edge in the skills he has acquired. At 2nd lvl he gains Skill focus as a bonus feat, independant of the other bonus feats acquired. After 2nd lvl he gains a new one every four lvls. One at 6th,10th and so on. Skill Focus can not be stack, each time it applies to a new skill. Also Upon reaching your Epic Skill Focus Feats, you must have 20 ranks in order to use this feat, if you don't it will be delayed till you reach the next one.

"Well I'm skilled in many trades. What services may I provide? ...Oh and services of the flesh... yeah I out sources those." -Ronda the Silver Fingers Ally Savvy-

Weapon and Armor Proficiency: Proficiency is determined by paths, but every hero is proficient with all simple weapons, short sword, hand axe, light pick and light armor.

Spells: Spellcasting for a hero is based on cha, and spell type/level is based on paths chosen. Heroes choose their spells depending on their path selection. {In short, he can pick whatever spells he likes, but read description above I (random Dave) have made a few alterations and hopefully for the better. Also your ability for the purpose of casting Epic spells, you are considered a 9th lvl caster only for those spells, regular metamagic feats can not affect them unless you have Sudden feats or Rods.

Heroes in the World[edit]

"Look around you, and what do you see? People? Adventurers? No, what you see are potential heroes.
—Felmond Delhand, Glory Seeker, Elf Hero

Heroes are everywhere. Just take a look around you and you might see them.

Daily Life: Heroes are just people who want to make something out of life or a difference. They work, eat, sleep and dream.

"I was a farmer and my wife a Mid-Wife, but little did we know our world would be topsy-turvy after a raid hit our town. Now we are celebrated heroes, living a dream and making a living with my wife. I couldn't ask for more." -Farmer Ted, Fist-Fighter Path-

Organizations: Heroes come in every shape, size, and belief. When and how they act decides where they fit in. Some Heroes form groups or an organization within their lifetime, some live and then fade and others pass their Mantle down to a worthy Rookie Hero.

"I was a Hero once, fought goblins and bugbear with friends. Now I play a different role, the Heroic Dad! Now lets run before Mom finds out we ate the Pumpkin Pie. <Someone in background beginning to yell> "HENRY!!!" -Henry the Hungry, Arcane Path-

NPC Reactions:

Evil: "I'm in the hero thing for the gold, people just chuck it at ya to solve all their problems." -Silvia Dark Blade, Martial Path-

Good: "Being a hero just comes naturally to me. I can help others in need and live a relative calm life and the women love me. It's like being a Paladin with out the stuffy codes & rules. -Charlie Mar, Divine Path-

Another View Point:

If you think about it, heroes can and are about anyone or anything. They range from classics like batman, to obscure and and unnoted. A hero emulates a perspective, a personality and sense of humor. Pending on which path you take, you can base your hero off of many cartoon, comic and video game heroes. You just need to think it through and see how you can build the hero to mimic them. Now you won't be able to fully achieve super powers like a Super Saiyan, but you can mimic one to a degree. Same with the other classes.


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