Heroic Spirit (5e Class)

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Heroic Spirit[edit]

Brought back through ancient magical artifacts of immense power, the heroes of old bring their legend back to life. Their existence is quite different, as they do not originate from their history, but of the legend they garnered.

Creating a Heroic Spirit[edit]

What did you do to make you a hero? What did you do in your past life to become a figure of legend that had a impact on history, What is your major flaw that can be exploited to destroy you?

Quick Build

You can make a Heroic Spirit quickly by following these suggestions. First, Strength, Dexterity, Constitution, or Intelligence should be your highest ability score depending on which Path you want to choose, followed by any of the others. Second, choose the Folk Hero background.

Class Features

As a Heroic Spirit you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: simple and martial weapons
Tools: none
Saving Throws: Strength and Dexterity
Skills: choose 4 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
  • studded leather armor
  • (a) longbow with 30 arrows or (b) shortbow with 30 arrows or (c) 2 hand crossbows with 60 bolts
  • (a) diplomat's pack or (b) dungeoneer's pack or (c) explorer's pack

Table: The Heroic Spirit

Level Proficiency
Bonus
Cantrips Known Noble Phantasm Uses Features
1st +2 3 0 Cantrips, Fighting Style, Magical Familiar
2nd +2 3 0 Action Surge
3rd +2 3 0 Heroic Path
4th +2 3 0 Ability Score Improvement
5th +3 4 1 Extra Attack, Noble Phantasm
6th +3 4 1 Ability Score Improvement
7th +3 4 2 Heroic Path Feature
8th +3 4 2 Ability Score Improvement
9th +4 5 2 Spirit of the Hero
10th +4 5 3 Heroic Path Feature, Superior Cantrips
11th +4 5 3 Extra Attack(2)
12th +4 5 3 Ability Score Improvement
13th +5 6 3 Spirit of the Hero(2)
14th +5 6 4 Heroic Path Feature,
15th +5 6 4
16th +5 6 4 Ability Score Improvement
17th +6 7 4 Action Surge(2), Spirit of the Hero(3)
18th +6 7 5 Heroic Path Feature
19th +6 7 5 Ability Score Improvement
20th +6 7 6 Heroic Path Feature, Extra Attack(3)

Cantrips[edit]

At 1st level, you know how to cast a number of cantrips from any spell list as indicated in the cantrips known column of the heroic spirit table. Once a cantrip has been chosen, it can not be changed later. Choose either Intelligence or Charisma. Your choice is your spell casting ability modifier.

Spell and class feature save DC = 8 + your proficiency bonus + your Intelligence or Charisma modifier
Spell attack modifier = your proficiency bonus + Intelligence or Charisma modifier

Fighting Style[edit]

When you reach 1st level you can choose which way you fight and thus gain a bonus to that way of fighting.

Archery

You gain a +2 bonus to attack and damage rolls you make with ranged weapons.

Defense

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

Dueling

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

Great Weapon Fighting

When you role a 1 or 2 on a damage die for an attack you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, 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 two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

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

Magic Familiar[edit]

At 1st level, you must choose a separate humanoid creature that is spell caster within your party to be your “Master”. If you drop to 0 hit points or your Master dies, you die instantly and can not be resurrected by any means, including the wish spell, until a time set by the DM. Additionally, your Master has 3 command seals. They may spend a command seal to force you to follow a single spoken command. If no other ending time for this command is given, it lasts until you die.

Action Surge[edit]

At 2nd 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 17th level, you can use it twice before a rest, but only once on the same turn.

Heroic Path[edit]

At 3rd level, you must choose a Heroic Path. You may choose between the Archer, Assassin, Berserker, Caster, Lancer, Rider, Ruler, Saber, or Hero of Justice paths, all listed at the end of this class.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 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, if your DM allows you may take a feat instead of an ability score increase

Extra Attack[edit]

When you reach 5th level, and again at 11th and 20th, you can make an additional attack when you take the attack action.

Noble Phantasm[edit]

At 5th level, you gain use of a Noble Phantasm. Your Noble Phantasm is unique to your Heroic Path, and may be used a number of times listed in the Noble Phantasm column. All Noble Phantasms use 1 charge unless otherwise stated. You regain all Noble Phantasm uses at the end of a long rest.

Spirit of the Hero[edit]

When you reach 9th level, when you fail a saving throw you may choose to succeed instead. You may do this once, regaining all uses at the end of a long rest. You gain an additional use at 13th level, and again at 17th level.

Superior Cantrips[edit]

Once you reach 10th level, your cantrips deal an additional 1d10 damage if they deal damage.

Heroic Paths[edit]

Assassin[edit]

Silent killer who focuses on fighting shadily and from the shadows.

Deadly But Fragile

When you choose this path your hit die decreases to a d6, and your Constitution score decreases by 2 (minimum 2).

Noble Phantasm: Turning Swallow Strike

When you choose this path, as an action may make numerous strikes with a finesse melee weapon that are so fast that they appear to be occurring at the same time. On a hit, you deal an additional 3d8 damage per hit. This increases by 1d8 at 7th, 10th, 14th, 18th, and 20th level. If you have advantage, this increases to an equal number of d10s.

One With The Shadows

When you reach 7th level, whenever you are in dim light or darkness, you gain advantage on Stealth checks.

Stealth Master

At 10th level, you can take the hide action as a bonus action.

Unseen

At 14th level, you cannot be seen by any divination magic and cannot be perceived by magical scrying sensors.

Pass Without Trace

At 18th level, you can use the spell pass without trace non-magically without components. You may do this a number of times equal to half your Dexterity modifier rounded down (minimum 1), regaining use at the end of a short or long rest.

Deadly Blow

At 20th level, you become a master of instant death. When you attack and hit a creature that has not taken a turn since rolling initiative, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, your attack deals double damage.

Archer[edit]

Fighter who focuses on long range attacks.

Barrage

When you take this path, you gain the ability to cast the spell conjure barrage once, regaining use at the end of a short or long rest. This increases to 2 times at 7th level.

Noble Phantasm: Tri-Star Amore Mio

When you choose this path, you gain the ability to put all of your passion into a single ranged attack against a creature within 120 ft., causing immense damage. On a hit, you deal the damage of one ranged weapon you are wielding and an additional 3d6 damage per hit. This increases by 1d6 at 7th, 10th, 14th, 18th, and 20th level.

Volley

At 10th level, you learn how to cast the spell conjure volley once, regaining use at the end of a short or long rest.

Precise

At 14th level, whenever you have advantage with a ranged attack, you roll three times instead of twice.

Deadeye

At 18th level, you gain advantage on all shots where the following criteria are met: 1) You can clearly see your target. 2) There is nothing between you and your target. 3) your target is more than 100 ft away.

Master Ranger

At 20th level, you become a master of ranged weaponry. Whenever you are wielding a ranged weapon, you immediately gain +2 to attack and damage rolls and you deal an additional 1d6 damage. In addition, your ranged attacks are always considered magical for the sake of overcoming resistances.

Berserker[edit]

A fearsome and nearly unstoppable force in any battle.

Heavy

When you choose this path you gain proficiency in heavy and medium armor.

Organic Tank

When you take this path, your hit dice changes to a d12.

Noble Phantasm: The 12 Labors

When you choose this path, you gain the power of nigh-immortality. When you are brought to 0 hit points by an attack, you may roll a Constitution Saving Throw (DC 10 or half damage taken whichever is higher) to regain half your maximum hit points. When you use your Noble Phantasm, you are stunned until the end of your next turn. Additionally, your maximum Noble Phantasm uses doubles, but you regain one use at the end of a long rest.

Ferocious

Starting at the 7th level, on a hit with a melee attack against a creature with a CR of at least 1, you regain 1d4 hit points.

Powerful but Clumsy

Starting at the 10th level, as a bonus action, you may put your whole weight behind your attacks until the end of your turn. Your melee weapon attacks gain an additional 5 ft. of reach, and on a hit you deal twice as much damage, but on a miss, you become stunned for 1 minute as your weapon digs itself deeply into the ground. At the end of each of your turns, you may either attempt a DC 16 Strength saving throw. On a success, you are no longer stunned.

Quick Recovery

Starting at the 14th level, whenever you use your Noble Phantasm you can make a Constitution Saving Throw to not be stunned (DC 15 or half damage taken, whichever is higher). Additionally, you may use your Noble Phantasm as a bonus action.

Mad Enhancement

Starting at the 18th level, you can trade your sanity for an insane power boost. For 1 minute, your melee attacks deal twice as much damage and you can not be charmed or frightened, but you have disadvantage on all saving throws and become berserk. You must succeed a DC 12 Intelligence saving throw to end this feature early.

Battle Continuation

At the 20th level, you gain the powers of a true machine, allowing you to fight so long as your injuries would not prove completely fatal. You do not become unconscious at 0 hit points during initiative, but you may still die by being killed instantly or failing three death saving throws while in this state.

Lancer[edit]

Warrior who uses longer range melee weapons and focuses on hit-and-run tactics

Hit-and-Run Expert

When you choose this path, you gain proficiency in all mounts and vehicles, and your movement speed increases by 10 feet.

Noble Phantasm: Summoning (Noble Phantasm)

When you choose this path, you gain the ability to summon companions to aid yourself. As an action, you may cast Conjure Woodland Beings nonmagically without components. Creatures summoned in this way can be of any type.

Mounted Fighter

At 7th level, whenever you are on a mount, your attack and damage rolls gain a +1 bonus.

Demonic Defender of State

At 10th level, you can choose to mark a 20 ft. cubic area as your own before a fight. You gain advantage on all attack rolls while within this area.

Hit-and-Run Master

At 14th level, you can dash or disengage as a bonus action.

Mana Burst (Noble Phantasm)

At 18th level, you can coat your weapon in flames as an action. Your next successful attack deals an extra 5d6 fire damage.

Divinity

At 20th level, you practically become a god. While within your Defender of State area, your AC increases by +2, and you do not become unconscious at 0 hit points until you fail your first death saving throw.

Rider[edit]

Warrior who rides into battle on a beast of war.

Advanced Mounted Fighter

When you choose this path, whenever you are on a mount, your attack and damage rolls gain a +1 bonus, and you gain proficiency in all mounts and vehicles.


Noble Phantasm: La Black Luna

When you choose this path, you can instantly create and play a hunting flute. Every creature in a 50ft radius of you when you do so has to make a Constitution Saving Throw, taking 5d6 thunder damage and becoming deafened and stunned until the end of their next turn on a failed throw. On a success, they take half as much damage.

Evasion

Starting at the 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed, and half damage if you fail.

Magic Resistance

At 10th level, magic is less effective against you. You may grant yourself advantage on all Saving Throws against magic, and magic missile requires an attack roll to hit you until the end of your next turn. You may do this once, regaining use at the end of a long rest.

Mystic Eyes

At 14th level, you may force a creature within 60 ft. that you can see to attempt a Wisdom saving throw. On a failure, they are paralyzed for 1 minute. They may attempt the saving throw at the end of their turn to end the effect early. You may do this five times, regaining all uses at the end of a long rest.

Conquerer of Beasts

Starting at the 18th level, when you use Mystic Eyes on a beast, it becomes charmed instead, and follows your verbal commands. If a beast succeeds this feature’s saving throw, you do not lose a use of Mystic Eyes unless it was a critical success.

Miracle

When you reach the 20th level, you learn how to make the impossible possible. You gain the ability to use the wish spell non-magically for 5 Noble Phantasm uses. This does not count as a Noble Phantasm for Gate of Babylon and you gain 2 levels of exhaustion per cast. If you use this feature in any way other than to cast a spell, it fails and you regain Noble Phantasm uses. This feature cant be used again until the end of a long rest.

Saber[edit]

Knight

When you take this path, you gain proficiency in medium armor.

Noble Phantasm: Excalibur

When you take this path, you gain the ability to call the holy sword Excalibur to your hand instantly as an action. You gain a magical longsword that deals an additional 1d10 radiant damage. You can choose to unleash Excalibur as an action, forcing all creatures in a 60 foot cylinder to attempt a Dexterity saving throw. On a failure, they take this weapon's damage and an additional 5d10 radiant damage. On a success, they take half as much damage. Both of these actions cost a Noble Phantasm use.

Instinct

At the 7th level, you intrinsically know exactly what to do in a fight. As an action for 1 Noble Phantasm use, you gain advantage on all attack rolls and Saving Throws until the end of your next turn. This does not count as a Noble Phantasm for Gate of Babylon.

Magic Resistance

At 10th level, magic is less effective against you. You may grant yourself advantage on all Saving Throws against magic, and magic missile requires an attack roll to hit you until the end of your next turn. You may do this once, regaining use at the end of a long rest.

Inhuman Strength

At 14th level, you gain the strength of ten men. Your Strength score increases by +4, up to a maximum of 24. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Eternal Arms Mastership

At 18th level, you gain mastership in the art of swords. When you have advantage on attack rolls with a sword, you can roll 3 dice instead of 2. Additionally, all attack and damage rolls with a sword gain a +1 bonus.

A Knight Does Not Die With Empty Hands

At 20th level, you gain the ability to do immense damage. Whenever you make a critical, you may roll for damage an additional time.

Caster[edit]

Subclass with many spells and magical powers

Spellcasting

When you take this path, you know a number of abjuration and transmutation spells from the wizard spell list equal to your Noble Phantasm uses. At 3rd level, and again at 8th, 14th, and 20th levels, you may pick 1 spell outside Abjuration and Transmutation. Your spells are cast in the same way as your Cantrips.

Heroic Spirit
Level
Spells
Known
Spell Slots per Spell Level
1st 2nd 3rd 4th
3rd 2 2
4th 3 3
5th 3 3
6th 4 3
7th 4 4 2
8th 5 4 2
9th 5 4 3
10th 6 4 3
11th 6 4 3
12th 7 4 3
13th 7 4 3 2
14th 8 4 3 2
15th 8 4 3 2
16th 9 4 3 3
17th 9 4 3 3
18th 10 4 3 3
19th 10 4 3 3 1
20th 11 4 3 3 1

Noble Phantasm: Nursery Rhyme

When you take this path, you gain the ability to create your own stories. As an action, you summon any creature with a CR equal to half your Heroic Spirit level anywhere within 30 ft. that lasts for 1 minute. Summoned creatures must attempt a Wisdom saving throw. On a failure, they are charmed by you for the duration of your Noble Phantasm. On a success, they are berserk for the same duration. Once this feature ends or if the creature drops to 0 hit points, the creature disappears.

High Speed Casting

At 7th level, when you cast a spell as an action, you may cast a second spell that may be cast as an action as a bonus action on the same turn. Their collective level can be no more than half your level, and this feature can only be used an amount of times equal to half your Intelligence Modifier, rounded down. You regain all uses once you complete a long rest.

Golden Fleece Skin

At 10th level, you may learn any abjuration or transmutation spells on the Cleric spell list.

Territory Creation

At 14th level, you can create a 50 ft. cubic area that you define as your area as an action that lasts for 1 minute. When you are in this area, you gain advantage on all magic attacks made against creatures in this area and any creatures of your choosing have disadvantage on all Saving Throws against your magic. You may do this once, regaining use at the end of a long rest.

Teaching of Circe

At 18th level, you gain the ability to influence your allies. As an action, you can sacrifice a 2nd level spell slot and remove all conditions and 1 level of exhaustion on a creature and grant them advantage on all attacks until the end of their next turn.

Shapeshift

At 20th level, you gain the ability of a shapeshifter. You may cast true polymorph on yourself nonmagically without components as an action for 1 Noble Phantasm use. This does not count as a Noble Phantasm for Gate of Babylon.

King of Heroes[edit]

The First Hero

As an action, bonus action, or free action, you may store a weapon within or remove a weapon from an extradimensional space within your body. Every weapon stored gains the Thrown (20/40) propriety, and you can use your Charisma modifier for attack rolls and damage rolls you make with them instead of Strength or Dexterity. A weapon loses these effects at the end of your next turn after you remove it.

Noble Phantasm: Gate of Babylon

When you choose this path, you gain the ability to use every Noble Phantasm. You can choose one Noble Phantasm from any other path except Berserker. If a Noble Phantasm has a level requirement, you can not use it until you fulfill the requirement. You can change which Noble Phantasm you have access to at the end of a long rest. You can only have one Noble Phantasm selected. This increases to 2 at 9th level, 3 at 13th level, and 4 at 17th level.

Arcane Knowledge

At 7th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class and race requirements on the use of magic items.

Magic Resistance

At 10th level, you gain the ultimate magic defense. You gain advantage on all Saving Throws against magic and you get to roll 3 times when you roll for this advantage.

Charisma

At 14th level, you gain proficiency in Charisma saving throws and all skills that you can add your Charisma modifier to.

Collector

At 18th level, you have immense luck at finding rare things. You can be attuned to 2 additional magic items.

Ea, Sword of Rupture (Noble Phantasm)

At 20th level, you gain a weapon fitting for a king. As an action while wielding Excalibur, you may transform it into Ea. All of its damage becomes force damage, it deals an additional 1d10 force damage. When you unleash this weapon, creatures must attempt a Constitution saving throw instead, and it targets a 90 ft. cone instead.

Hero of Justice[edit]

Dual Fighter

When you choose this path and engage in two-weapon fighting, you may add your attack modifier to your second attack.

Reinforcement

When you choose this path, you gain the ability to make an object stronger. As a bonus action, you can reinforce a weapon until the end of your turn, causing it deal +2 bludgeoning damage.

Unlimited Blade Works

When you choose this path, you can create approximation's of almost anything. As an action, you can "trace" a weapon, examining its base components and gaining the ability to recreate it. Doing so does not cost a Noble Phantasm use.

As an action, you can summon a copy of a weapon you have “traced”. These imperfect copies deal -2 damage (minimum 1). If you copy a Noble Phantasm or magic weapon, it becomes a "Broken Phantasm". Broken Phantasms have all of their damage die reduced one die tier. The only weapon not able to be traced by this is Ea, Sword of Rupture.

Noble Phantasm: Reality Marble

When you choose this path you gain the ability to create a pocket dimension. As an action, you and every creature within a 50 ft. radius of you enters a dimension resembling an endless wasteland that houses copies of all of your traced weapons for 1 hour.

Eagle Eye

At 7th level, you apply reinforcement to your eyes. You may make ranged attacks within a weapon's long range without disadvantage.

Quick Casting

At 10th level, you gain the ability to use your magecraft at a higher rate. Reinforcement and Unlimited Blade Works can be used as a free action, bonus action, or action.

Controlled Projections

At 14th level, you can control your projections as per the animate objects spell. All animated projections count as small objects.

Perfect Projections

At 18th level, your Unlimited Blade Works projections no deal -2 damage.

Master Projector and Reinforcer

At 20th level, you gain insight as to how to make your Broken Phantasms more deadly. When you animate a Broken Phantasm, you can choose to make it explode, forcing any creatures within a 10 ft. radius the weapon to make a Dexterity saving throw. On a failure, they take the damage of two attacks with the weapon. On a success, they take half as much damage.

Multiclassing[edit]

You cannot Multiclass into the Heroic Spirit class.


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