Hero (5e Class)

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The Hero[edit]

Heroes are people who stand up for what is right, who will dedicate themselves to protecting those they’ve vowed to protect for any reason, whether it be money, glory, or simply the goodness of their hearts. Heroes come in many shapes and sizes, so anyone can be a hero. Follow the path you’re on, and someday you may even become legendary.

Creating a Hero[edit]

Ask yourself about why your character is a hero. Are they one for fame? Glory? For revenge? Who taught you? Where did you first have your experience that made you want to be a hero?

Quick Build

You can make a hero quickly by following these suggestions. First, strength should be your highest ability score, followed by constitution. Second, choose the folk hero background.

Class Features

As a Hero you gain the following class features.

Hit Points

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


Armor: light, medium
Weapons: simple, melee
Tools: Two tools of your choice
Saving Throws: strength, constitution
Skills: athletics, acrobatics and survival


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

  • (a) any simple weapon or (b) 2 daggers
  • an explorer’s pack
  • (a) leather Armour or (b) a simple weapon and shield
  • If you are using starting wealth, you have 2d6 gp in funds.

Table: The Hero

Level Proficiency
hero points Features
1st +2 2 Heart of Gold, Heroic gift
2nd +2 4 For the Fans
3rd +2 6 Fatal Flaw
4th +2 8 Ability Score Improvement
5th +3 10
6th +3 12
7th +3 14
8th +3 16 Ability Score Improvement
9th +4 18
10th +4 20 Protection of Destiny
11th +4 22
12th +4 24 Ability Score Improvement
13th +5 26
14th +5 28
15th +5 30 Protection of Destiny
16th +5 32 Ability Score Improvement
17th +6 34
18th +6 36
19th +6 38 Ability Score Improvement
20th +6 40 Protection of Destiny

Heart of Gold[edit]

Your years of relentless chasing of your goal have left their marks, but through it all you’ve persevered. You have advantage on any will saving throws.

Heroic Gift[edit]

At First level, you chose a Heroic Gift. Choose between Support and Power detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd level.

Ability Score Increase[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.

For the Fans[edit]

Even local heroes have their fans after a while and stories spread soon enough. You can get 2d6 npc’s around you to rally to your help once per long rest. This will increase to 3d6 at 5th level, 4d6 at 10th level, 5d6 at 15th level, and 6d6 at 20th level.

Protection of Destiny[edit]

After lasting long in the world, destiny has been kind to you. Or it could just be dumb luck. At level 10, you gain immunity to one type of damage or condition. You gain immunity to another type at level 15, and then again at level 20.

Fatal Flaw[edit]

After dabbling in hero work for so long, the world has begun to corrupt you. When reaching level 3, you gain a fatal flaw that influences you for the rest of your career.


Seeing those around you climb to the top has made you contempt of their circumstances and want everything they have. You gain a proficiency in sleight of hand, and once per short rest you may roll with advantage to disarm and take one piece of a single enemy’s equipment.


Your life has always been for the people, it’s only fair that you take a little something back in return, and a little more, and a bit more... You gain +2 to constitution and can steal d10 hit points from an enemy as an action.


Your time in heroism has led you down the path of material gain, and led you to pursuing the finer things in life. You gain a proficiency in investigation and once per short rest you may sense a specific object within a 3 mile radius.


Your line of heroism has led you to be quite skilled in pursuing the more pleasurable things in life. You gain proficiency in either performance or persuasion, and once per short rest you may roll with advantage to seduce a single npc.


The praise of your fans has gotten to your head, and take great pride in your ability and prowess.


The path of a hero has never been easy, so it never hurts to take hiatuses for a couple days, months, years... You gain a proficiency in stealth, persuasion or insight, and once per long rest you may cast a 30 foot aura of docility around you for half an hour.


Years of playing the hero have made you bitter and short tempered. You gain proficiency in intimidation and once per short rest you may go into a state of unbridled fury, adding a d6 to any attack as a bonus action.


You’ve found yourself losing too many people close to you on this path, and you intend to make sure it never happens again. You gain the feat All for One[1] and can spend one bonus action to protect a target ally.


You have a strict moral code that you’ve never strayed from, but that can stop you from doing what must be done. You gain the feat Dedicated Hero[2] and once per 24 hours you may switch all enemies in a 30 foot radius to your alignment.


You make promises and you stick to them, no matter how deep into the darkness you may go. You gain the feat Determined[3] and you may sacrifice hit points to add to an attack as a bonus action.


You’ve seen too many failures in your life, and due to it you tend to second guess yourself more than necessary. You gain the feat Alert[4] and three times per short rest you may take a single action as a bonus action instead.

Bleeding heart[edit]

You’ve seen greatness and you aim to embody it, living by the belief that no one gets left behind, no matter what. You gain the feat Doctor[5] and once per short rest you may spend an action locating a single group of people of interest to you.


Much like the bleeding heart, you believe no one gets left behind; however, with you it includes all villains as well.


You thing yourself the jury, judge and executioner; your justice is unwavering and your word is final.

Heroic Gift[edit]

Heroes, while having many things in common as a collective, are often set apart by a single factor; their gift. A hero’s gift can make or break a hero, depending on how it’s used. There are many gifts, but they can be easily narrowed down into two groups; the powers and the supports. These gifts are covered in this section.

Support Gift[edit]

From brass knuckles to great automations, support heroes use tools around them to their advantage. However different they may be, support heroes have a few things in common. Such things are given to those with the support gift.

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Power Gift[edit]

Those given abilities beyond mere mortals are known as power heroes. Their power can come from deep within to the great beyond. Their power shapes their being, and can be used to great advantage on and off the battlefield.

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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