Hero, Variant (5e Class)

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The Hero[edit]

Amidst a bloody invasion of monsters, a young man brandishes his longsword, seemingly oblivious to the dangers posed by his endeavor. Regardless of the risks, he knows that he has only two choices: face the monsters and potentially die trying, or simply allow them to destroy his village. With righteousness in his heart, he slashes through his opposition with almost inhuman strength, a consequence of his unbridled resolution.

A half-elf prepares to defend his liege against his traitorous mentor. The youthful squire quickly draws his blade and clashes swords with the knight, catching him in a bind. With his other hand, he channels his inner reservoirs of magical power to unleash a burst of raging flame, blasting the knight backward and tossing aside their swords. He draws a dagger and lunges onto the knight, stabbing him in the throat and thus quelling the incursion.

A cruel red dragon terrorizes the roads near a castle town, collecting harsh taxes from passing merchants, slaughtering wanderers on a whim, and kidnapping fair maidens. With resolve burning hotter than the dragon's flames, a dwarf readies his battleaxe and enters the wyrm's lair, unbeknownst to him that the dragon was tracking him as well. Upon entering the nest, the red dragon ambushes him with a breath of fire. However, the dwarf is protected by a soft light. The dwarf then throws his axe at the dragon, his attack seemingly guided by light. The axe tears through its neck, felling it instantly.

Chosen by Fate[edit]

Although the title of hero can be applied to many individuals, these heroes in specific are the warriors of destiny; chosen by the light for their courage and conviction. Regardless of their allegiance, the heroes are truly capable individuals who fight with resolve for their beliefs, opposing injustice and assisting those in need.

Creating a Hero[edit]

When creating a hero, consider why you bear such strong beliefs, and the purpose for your endeavors. Was your family murdered before you by bandits who spared you on a whim, instilling you with a desire for retributive justice? Perhaps you were appalled by the unjust conviction of an innocent man, vowing to uphold justice whenever possible? Whatever your reason may be, all heroes aspire to uphold their vows and beliefs, regardless of what they may be, or at times, who may oppose them.

Quick Build

You can make a hero quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma. Second, choose the folk hero background. Third, choose the martial melee weapon, the martial ranged weapon, the chain mail, and the explorer's pack.

Class Features

As a Hero you gain the following class features.

Hit Points

Hit Dice: 1d12 per Hero level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Hero level after 1st

Proficiencies

Armor: All armors, Shields
Weapons: Simple weapons, martial weapons
Tools: One of your choice
Saving Throws: Strengh or Dextery, Constitution, Charisma
Skills: Three of your choice

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Any martial melee weapon or (b) Two shortswords
  • (a) Any martial ranged weapon and 20 pieces of ammunition or (b) Three javelins
  • (a) Chain mail or (b) Studded leather armor
  • (a) A dungeoneer's pack or (b) An explorer's pack
  • A journal
  • If you are using starting wealth, you have 5d4 × 10 in funds.

Table: The Hero

Level Proficiency
Bonus
Features Magic Points (MP) Stamina Points (SP)
1st +2 Prophesied Warrior, Exemplary Arts, Wellspring of Magic 2 2
2nd +2 Guardian's Shield, Shining Talent 4 4
3rd +2 Hero's Haste 6 6
4th +2 Ability Score Improvement 8 8
5th +3 Extra Attack, Traveler's Records 10 10
6th +3 Prophesied Warrior feature 12 12
7th +3 Unlocked Potential 14 14
8th +3 Ability Score Improvement 16 15
9th +4 Destiny's Defense 18 16
10th +4 Prophesied Warrior feature 20 18
11th +4 Extra Attack (×2) 22 20
12th +4 Ability Score Improvement 24 22
13th +5 Illustrious Aura 26 24
14th +5 Prophesied Warrior feature 28 26
15th +5 Resolution 30 28
16th +5 Ability Score Improvement 32 30
17th +6 Hero of History 34 32
18th +6 Prophesied Warrior feature 36 34
19th +6 Ability Score Improvement 38 36
20th +6 The Future's Protector 40 40

Prophesied Warrior[edit]

Fate has selected you as its herald. The path that lies before you, however, is your own, so long as you fight for your beliefs. Choose between the Paradigm, the Wanderer, and the Dark Lord, all detailed at the end of the class description. Your choice grants you features at 1st level, and again at 6th, 10th, 14th, and 18th level.

Exemplary Arts[edit]

You have learned the techniques necessary for a true hero. You know a number of arts equal to your Intelligence modifier + your proficiency bonus. Your arts utilise Stamina Points, known also as SP, which are the inner reserves of energy that you bear. Your total number of SP is determined by your hero level, as displayed under the Stamina Points (SP) column of the Hero table. Some of your arts require a saving throw. The DC is displayed below:

  • Art Save DC = 8 + your Strength or Dexterity modifier + your proficiency bonus.

Your list of arts is displayed at the bottom of the page. You regain all expended SP upon finishing a short or long rest.

Wellspring of Magic[edit]

Within you lies a pool of raw magical power, which can be harnessed through your willpower. Your spellcasting ability is Charisma, as your spells are channelled through the projection of your will. You know a number of cantrips equal to your Charisma modifier. Additionally, you know two 1st-level spells of your choice. You learn an additional spell of your choice whenever you gain a level in this class. The spell's level cannot exceed half of your Hero level, rounded up. You can choose a spell to learn from any spell list. You cast spells through the utilisation of Magic Points, also known as MP, which are reservoirs of pure magical energy. Your total number of MP is determined by your hero level, as displayed under the Magic Points (MP) column of the Hero table. The MP required to cast a particular spell equals the spell's level. For example, the Fireball spell would require 3 MP. Additionally, you can raise the spell level of a spell you cast by expending one additional MP for each level, but the level cannot exceed half of your hero level, rounded up (e.g. a 5th-level hero could expend 3 MP to cast a 3rd-level Burning Hands spell). Additional spellcasting information is displayed below:

  • Spell Save DC = 8 + your Charisma modifier + your proficiency bonus.
  • Spell Attack Bonus = your Charisma modifier + your proficiency bonus.
  • You can cast spells as though you were using a spellcasting focus.

You regain all expended MP upon finishing a short or long rest.

Guardian's Shield[edit]

You are protected by the heroes of old in spirit. Beginning at 2nd level, you gain a bonus to your Armor Class, as well as to all saving throws, equal to half your proficiency bonus.

Additionally, whenever a creature subjects you to a saving throw, such as a dragon's breath weapon or the feeblemind spell, they must roll a d20. They may add their proficiency bonus to the roll. If the total number is exceeded by your Armor Class, the action does not affect you. If the total number equals or exceeds your Armor Class, you make a saving throw as normal.

Shining Talent[edit]

Your potential exceeds most individuals, for it glows with resolve. Also at 2nd level, and again at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th level, you can increase two ability scores of your choice by 1. Additionally, you gain one feat of your choice.

Hero's Haste[edit]

Combatting injustice requires swift action, which you excel at. Beginning at 3rd level, you gain a bonus to your Initiative rolls equal to your proficiency bonus.

Additionally, on your turn, you can choose to take an additional action, on top of your standard action and possible bonus action. You can use this feature thrice, regaining all uses upon finishing a long rest.

Ability Score Improvement[edit]

When you reach 4th level, and again at 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.

Extra Attack[edit]

You are a swift striker, a result of your training. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class.

Traveler's Records[edit]

Time is the ally of the chronicler. Also at 5th level, during a short rest, you can magically record the recent events of your journey. Your location becomes a Save Point, a location of respite from the dangers approaching. If you die within the next 24 hours, you are instead transported back to any of your Save Points. Your body returns to the state it was in at that time, but your hit points, MP, and SP are fully restored. You recall everything that occurred up to that point as well.

After resurrecting in this manner, you cannot do so again until you finish a long rest.

Unlocked Potential[edit]

You are capable of achieving true greatness. Beginning at 7th level, you no longer bear an ability score maximum for any of your abilities.

Destiny's Defense[edit]

You wield the forces of fate as though they were a tool. Beginning at 9th level, whenever you finish a long rest, roll three d20s and record the numbers rolled. When you or a creature within 60 feet is attacked or subjected to a saving throw, you can reduce the attack roll or gain a bonus to the saving throw by an amount equal to your choice of the recorded numbers as a reaction.

Each of these rolls can only be used once. You lose any unexpended rolls upon finishing a long rest.

Illustrious Aura[edit]

Allies within your presence are invigorated by your determination. Beginning at 13th level, you and friendly creatures within 30 feet gain a bonus to all rolls equal to your Charisma modifier. Additionally, they gain resistance to necrotic damage.

Resolution[edit]

Your will shall not be defied, and you shall not be deterred. Beginning at 15th level, you become immune to the blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, poisoned, and stunned conditions. Additionally, spells and other magical effects cannot put you to sleep, and you become immune to the effects of exhaustion.

Hero of History[edit]

You are recognised as a truly splendid hero, worthy of being revered in song. Beginning at 18th level, when you are reduced to 0 hit points, you can expend 5 MP to recover half of your maximum hit points, rounded up. Additionally, when you roll initiative and have no MP and/or SP, you recover 10 points.

The Future's Protector[edit]

You are the sworn defender of the future, protecting auspicious destiny and subverting cruel fate. Beginning at 20th level, after an 8-hour ritual during a long rest, you can reverse time by up to three months, travelling to a designated day in the past in the location of one of your Save Points. If you do not have any Save Points placed during that time, the DM may decide your location. You and any creatures you select retain their memories. You and the creatures you chose cannot be erased as a consequence of changing history. You can return yourself and your chosen creatures to the present day as a 4-hour ritual during a long rest. The present may be altered depending on your actions, however.

After using this feature, you cannot utilise it again for 30 days.


Paradigm[edit]

The paragon of justice. The harbinger of righteousness. The model of integrity. The champion of light. A paradigm is known by many names, for their purity and strength of spirit is recognised by even the angels. They embody that which is good in the world, seeking to right wrongs and oppose injustice, for the presence of injustice anywhere threatens justice everywhere.

Righteous Image

Your presence inspires hope, and your words ring with honest purity. Friendly creatures within 30 feet gain advantage on their attack rolls.

Additionally, you become proficient with Persuasion. If you are already proficient, you may add double your proficiency bonus to checks which utilise that skill. However, you lose proficiency with Deception. If you were not proficient, you suffer a penalty to your rolls which utilise that skill equal to your proficiency bonus.

Defender's Spirit

You protect your allies with the light of resolve. Beginning at 6th level, friendly creatures within 30 feet gain a bonus to their Armor Class, as well as to all saving throws, equal to half your proficiency bonus. Additionally, all incoming damage they take is reduced by an amount equal to your Armor Class.

Sanctify

You can purge the evil from a creature with unbridled holy energy. Beginning at 10th level, as an action, you can choose one creature within 60 feet that you can see. That creature must make a Charisma saving throw to resist its effects by sheer force of will. An evil-aligned creature has disadvantage on this save, while a good-aligned creature has advantage on this save. On a failed save, they suffer 10d10 radiant damage and become paralyzed for 1 minute. On a successful save, a creature suffers half the damage and no additional effects. A creature paralyzed by this feature can make a Charisma saving throw at the end of each of their turns, removing the condition on a success. A creature reduced to 0 hit points by this feature falls unconscious but does not begin dying. An evil-aligned creature that is reduced to 0 hit points by this feature must make a Wisdom saving throw. On a failed save, they must make another Wisdon saving throw. If the creature bears Legendary Resistance or a similar feature, they cannot automatically pass these saving throws. A creature who fails both saving throws ceases to be evil-aligned: a Neutral Evil creature becomes Neutral Good, a Lawful Evil creature becomes Lawful Good, and a Chaotic Evil creature becomes Chaotic Good. A creature who passes either of the Wisdom saving throws succeeds both.

After using this feature, you cannot use it again until you finish a long rest.

Gift of the Heavens

You have unlocked the blessings of light itself. Beginning at 14th level, you acquire a pair of angelic wings, which pass through any clothes or armor you may be wearing. You have a fly speed of 60 feet. Your wingspan equals your height. As a bonus action, you can make your wings invisible or visible.

Additionally, while your wings are visible, friendly creatures within 30 feet restore 2d12 hit points at the beginning of each of their turns. Furthermore, they gain a bonus to their movement speed equal to half of your walking speed.

The Blade of Light

Your weapon wields righteousness itself, an instrument of retributive justice. Beginning at 18th level, your melee weapon attacks inflict an additional 3d10 radiant damage. Additionally, they gain a +3 to their attack and damage rolls. Undead, fiends, and evil-aligned creatures are vulnerable to your melee weapons. Your weapon glows with light, shedding bright light in a 10-foot radius and dim light in an additional 10-foot radius.

Furthermore, while you are wielding a melee weapon, friendly creatures within 30 feet gain a bonus to their attack and damage rolls equal to your Charisma modifier + your proficiency bonus.

Wanderer[edit]

The wandering heroes do not pursue evil ofttimes; evil simply appears before them, and they destroy it. They do not consider themselves to be heroes, for they do not endeavor to inspire others, hunt evil warlords, or rescue princesses. However, the commonfolk would offer a contrary view, for when a dragon ravages the lands, or when bandits attack a caravan, the wanderers are always there to stop them.

Scrutinize

You can reveal the secrets of your adversary with magic. As an action, you expend 1 MP and choose a creature that you can see. Certain qualities of the creature are revealed to you, including:

  • The creature's remaining number of hit points.
  • The creature's highest ability score and their lowest ability score.
  • The creature's resistances, immunities, and vulnerabilities.
  • A defining characteristic of the creature that may be utilised in battle. For example, a dragon's breath weapon, a gibbering mouther's terrain transformation, or a certain potent spell of a wizard.
  • Some information or background about the creature, at the DM's discretion.

A creature who is immune to divination spells does not reveal any information.

Additionally, you can utilise this feature on an object or structure to reveal information about it, such as its history, durability, composition of materials, or magic if applicable. This is at the DM's discretion.

Conditioning

You have travelled for much of your life, granting you a natural resistance to its effects. Beginning at 6th level, you become immune to the effects of exhaustion. Additionally, you can survive without food or drink for one month. Furthermore, you gain resistance to poison damage, and you have advantage on saving throws made against being poisoned.

Moreover, you are alert to danger. You gain a bonus to your initiative rolls, as well as to your Wisdom (Perception) skill, equal to your proficiency bonus. Lastly, you cannot be surprised, and creatures suffer disadvantage on Dexterity (Stealth) checks made to hide from you.

Sorcerous Sustenance

You have mastered the art of creating food with pure magical energy. Beginning at 10th level, you can cast the create food and water spell without expending MP. The food and water become exceptionally flavorful, and the food does not spoil.

Additionally, you can cast the heroes' feast spell without expending MP or material components. You must finish a long rest before you can utilise this again.

Material Strike

The power of gold rests within your blade. Beginning at 14th level, as an action, you can expend 2 SP and any number of gold pieces to make an attack roll with advantage. On a hit, you deal an additional number of d10s equal to one per every five gold pieces you expended. For example, expending fifty gold pieces would grant an additional 10d10 damage. You gain an additional 2d10 damage for every platinum piece you expend as well, and expending at least one platinum piece allows you to treat this additional damage as though it rolled its maximum value.

If you choose to expend no gold pieces, you instead gain a number of gold pieces on a hit equal to the damage dealt. They appear in the closest unoccupied space to you.

The Sovereign's Salve

You can conjure a concoction of nigh-unparalleled curative properties. Beginning at 18th level, as an action, you conjure a potion of silver liquid that fits in your hand. A creature who ingests the liquid restores all of their missing hit points, as well as gaining the following benefits:

  • They gain temporary hit points equal to their hit point maximum.
  • They gain a bonus to all rolls equal to your Charisma modifier + your proficiency bonus.
  • They reduce all incoming damage taken by an amount equal to your Hero level + your Charisma modifier.
  • They gain a bonus to their movement speed by a number of feet equal to your Charisma score.
  • They gain a bonus to their Armor Class equal to your Charisma modifier.
  • They gain resistance to all damage.

These effects last for 24 hours. After using this feature, you cannot utilise it again until you finish a long rest.

Dark Lord[edit]

The validity of the title of "hero" is in the eye of the beholder. To the malevolent monarch or the court of corrupt nobles, the typical hero is the villain. Indeed, at times, the relentless conqueror appears to be the hero; they fight for what they promise to be peace and prosperity, after all. To the dark lords, the ends always justify the means, even if that means people must die to achieve those ends.

Shroud of Darkness

You have embraced the darkness. You can see normally in both non-magical and magical darkness up to 120 feet. Additionally, you can cast the darkness spell without expending MP, even when you are below the required level.

Furthermore, whenever you inflict damage, you can substitute the damage type with necrotic damage. Your necrotic damage bypasses resistances and immunities.

Shackles of Sin

You can bind your adversaries with their own darkness. Beginning at 6th level, as an action, you can choose any number of creatures within 60 feet that you can see up to an amount equal to your Charisma modifier. Those creatures must make Charisma saving throws. A good-aligned creature has advantage on the saving throw. On a failed save, they become paralyzed for 1 minute.

Fear Unbridled

The sight of you is sufficient to strike fear in the hearts of lesser men. Beginning at 10th level, as an action, you can instill fear within the hearts of any number of creatures that are aware of your presence. Creatures you choose must make a Wisdom saving throw. They suffer a penalty to their roll equal to your bonus to the Intimidation skill. On a failed save, they drop whatever they are holding and become frightened of you for 5 minutes.

Additionally, your attacks made against creatures with the frightened condition become critical hits.

Nightfall

You call upon the darkness to extinguish hope. Beginning at 14th level, as an action, you invoke a shroud of night in a 1-mile radius centered on yourself. Hostile creatures that are not undead within the radius suffer the following detriments:

  • They suffer disadvantage on all rolls.
  • They suffer a penalty to all rolls equal to your Charisma modifier.
  • They suffer 2d10 psychic damage at the beginning of each of their turns.
  • They cannot recover hit points.
  • They must expend 2 feet of movement to move one foot.
  • They become vulnerable to necrotic damage.

The shroud of night remains for 1 hour, or until you disable it as a bonus action. You cannot use it again until you finish a long rest.

The Dark Lord's Mantle

You wear the mantle of the conqueror, the symbol of power unrivalled. Beginning at 18th level, as an action, you can conjure a black mantle that takes a shape and appearance that you choose. Your mantle cannot become damaged or tarnished. If you ever lose your mantle, you can recover it over a 1-hour ritual during a short rest that consumes 50 gold pieces. While you are wearing this mantle, you gain the following benefits:

  • You can apply the frightened condition to creatures that are typically immune to it.
  • You reduce all incoming damage taken by an amount equal to your hero level + your Charisma score.
  • You gain a fly speed of 30 feet and can hover.
  • You become immune to necrotic damage, and you gain resistance to fire, cold, lightning, acid, poison, and radiant damage.
  • As a bonus action whilst wearing the mantle, you can meld into the shadows, becoming invisible. You are invisible to all creatures except those who can see normally in magical darkness. Your invisibility remains for 10 minutes, or until you disable it as a bonus action.

A creature other than you who attempts to wear your mantle is rejected, suffering 8d8 necrotic damage and becoming stunned for 30 seconds.

Arts[edit]

You can utiilise arts, as enumerated below:

Evade

You can effortlessly dodge an attack. As an reaction when you are attacked or subjected to a saving throw to avoid damage, you can expend 1 SP to negate the attack or automatically pass the save and take no damage. When you do so, you can choose to move 5 feet in any direction. This movement does not provoke opportunity attacks.

Power Attack

You can exert greater energy into an attack. When you successfully hit a creature with a melee weapon attack, you can expend any number of SP to grant additional damage dice equal to the number of SP expended.

Spin Attack

You can whirl your blade through surrounding enemies. As an action, you can expend 1 SP to make a melee weapon attack against any number of creatures within 10 feet of you, making a separate attack roll for each creature. You deal additional damage equal to your Dexterity modifier.

Dash Attack

You lunge forward at a creature. As an action, you can expend 1 SP and move up to your speed towards a creature and make a melee weapon attack against them. On a hit, you gain additional damage dice equal to one per every 5 feet you moved.

Defend

You take a defensive posture. As an action, you can expend 1 SP to reduce all incoming damage taken by half, rounded down, until the start of your next turn. If you are equipped with a shield, you can utilise this feature as a bonus action.

Flurry Attack

You strike the foe multiple times in a moment. As an action, you can expend any number of SP to make a number of attacks against a creature within your reach equal to your total number of attacks + the number of SP you expended. You must make a separate roll for each attack.

Cover

You can protect a nearby ally. As a bonus action, you can expend 1 SP and select a creature within 5 feet to protect. So long as they remain within 5 feet of you, whenever they would be targeted by an attack, you become the target of the attack instead. If you are equipped with a shield, any damage sustained as a consequence of this feature is reduced by half, rounded down.

Escape

You can lead your allies to retreat. As a bonus action, you can expend 1 SP to select any number of willing creatures that can see or hear you. You and those creatures can immediately take the Dash action, which does not provoke opportunity attacks, to attempt to flee the battle. During this Dash action, you can move a number of additional feet equal to triple your movement speed.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the hero class, you must meet these prerequisites: Strength or Dexterity 13, Charisma 13

Proficiencies. When you multiclass into the hero class, you gain the following proficiencies: Light, medium, and heavy armor, Shields.

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