Heroic Spirit, Variant (5e Class)

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Heroic Spirit[edit]

Servants are Heroic Spirits and Divine Spirits summoned by the Holy Grail for the purpose of competing under Masters in the Holy Grail War. Servants are Heroic Spirits made into special familiars of the highest rank that are bound to the Master. Pure Heroic Spirits, the "main body" in the Throne of Heroes, can only be summoned by the World, and summoning even one is considered to be a miraculous occurrence. Differing from the normal definition of familiars that can be likened to minor mascots unable to be stronger than their masters, Heroic Spirits are the most powerful of beings with which even the five magicians would never be able to forge a contract with. Rather than it being a hard process to summon them or the fact that they far surpass magi, it is their intrinsic nature in that they are beings beyond magecraft. Magi can perform rituals to borrow their power to mimic them, but cannot summon actual Heroic Spirits themselves.

Creating a Heroic Spirit[edit]

You can make a Heroic Spirit quickly by following these suggestions. First, choose witch sub-class(type) your heroic spirit will be like Saber, Lancer, Berserker and etc. Each sub-class(type) has different saving throws. You should be have one of two as the highest ability score. Second, choose a background that makes sense with your backstory.

1hhe0.jpg
Image of each Heroic Spirit Class from Fate Apocrypha, Type-Moon, https://forums.spacebattles.com/threads/servants-of-black-vs-servants-of-red-fate-apocrypha.333010

Heroic Spirit[edit]

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: It depends on which class you chose, look here Servant Class.
Weapons: It depends on which class you chose, look here Servant Class.
Tools: None
Saving Throws: It depends on which class you chose, look here Servant Class.
Skills: It depends on which class you chose, look here Servant Class.

Equipment

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

  • It depends on which class you chose, look here Servant Class.
  • It depends on which class you chose, look here Servant Class.
  • It depends on which class you chose, look here Servant Class.
  • It depends on which class you chose, look here Servant Class.
  • If you are using starting wealth, you have you have 5d4 x 10 gp in funds. in funds.

Table: The Heroic Spirit

Level Proficiency
Bonus
Features Cantrips Known Noble Phantasm Uses Per Long Rest
1st +2 Servant Class, Cantrips 2 0
2nd +2 Fighting Style, Action Surge 2 0
3rd +2 Noble Phantasm 2 1
4th +2 Ability Score Improvement 2 1
5th +3 Extra Attack 3 1
6th +3 Unbreakable Will 3 1
7th +3 Spirit of the Hero 3 2
8th +3 Ability Score Improvement 3 2
9th +4 <!-Class Feature7-> 4 2
10th +4 Superior Cantrips 4 2
11th +4 <!-Class Feature9-> 4 3
12th +4 Ability Score Improvement 4 3
13th +5 <!-Class Feature10-> 5 3
14th +5 <!-Class Feature11-> 5 3
15th +5 <!-Class Feature11-> 5 4
16th +5 Ability Score Improvement 5 4
17th +6 <!-Class Feature13-> 6 4
18th +6 <!-Class Feature11-> 6 4
19th +6 Ability Score Improvement 6 5
20th +6 Unlimited Holy Grail Energy 6 Unlimited

Cantrips[edit]

As a heroic spirit you have access to all cantrips on Cantrips list but can only know up to what your level dictates.

Fighting Style[edit]

When you reach 2th level, you can choose witch Fighting Style you focus.

Archery

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

Defence

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

Dueling

When weilding 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 dor 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.

Action Surge[edit]

When you reach 2th level, Once per long rest you can push your body beyond its normal limits and take another action. This improves to twice per long rest when you reach 12th level.

Noble Phantasm[edit]

When you reach 3th level, You discover how to use your Noble Phantasm. Noble Phantasm is a Servant's unique special attack during battle. These abilities are extremely powerful effects such as area-of-effect damage, inflicting Status Effects, and healing, among others. You can either create your own(DM discretion), or choose one from the Noble Phantasm List. You can only use the amount of times your level dictates, if you want to use more than you are able to use per level without a long rest, you can instead lose half of your max health as a sacrifice to do one more time(doing this can make you go unconscious and possibly die).

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.

Extra Attack[edit]

When you reach 5th level, and again at 10th and 15, you can make another attack per action.

Unbreakable Will[edit]

When you reach 6th level, when an attack lowers your HP to half of your total HP, you receive resistance to the last type of damage you received until the end of the combat.(this can apply to multiple types of damages).

Spirit of the Hero[edit]

When you reach 7th level, when you roll an attack or a saving throw you can choose to add +5 to the die roll(Not the result of the roll), you must use this before DM tells if it hits or not(once per long rest until you reach level 13 you can add +10 instead per long rest).

Superior Cantrips[edit]

Once you reach 10th level, your cantrips do double the damage they normally do.

Unlimited Holy Grail Energy[edit]

Once you reach 20th level, the unlimited energy of the holy grail flows through your body allowing unlimited uses of your noble phantasm.

Servant Class[edit]

Shielder[edit]

Shielder3.png
Image of Mashu Kyrielight from Fate Grand Order, Type-Moon, fategrandorder.wikia.com

Master of Defense and Servant of the Shield. One-of-a-kind warrior boasting near impregnable defense.

Proficiencies[edit]

Armor
Light armor, medium armor, shields.
Weapons
Shield weapon, simple weapons
Tools
None
Saving Throws
Constitution, Wisdom
Skills
Choose any two

Equipment[edit]

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

   (a) one big shield weapon(1d8 bludgeoning, Versatile (1d10), AC+2)
   (a) one simple weapon
   (a) leather armor or (b) breastplate or (c) chain mail 
   (a) Any pack

Abilities[edit]

The Best Offense is Defense

Enemy attacks coming from the front always have disadvantage to hit you and creatures 5-feet behind you. If a creature miss his attack on you, you can as a bonus action bash your shield against the creature doing 1d4 bludgeoning damage to it.

Full defence mode

You can activate this as a bonus action. Enemy attacks must roll an additional attack roll and decrease the result of the first roll by same amount of this result of the second roll, this also applies to the damage die. This ability ends when you take damage or until the start of your next turn.

Saber[edit]

Mordred2.png
Image of Mordred from Fate Apocrypha, Type-Moon, fategrandorder.wikia.com


Knight of the Sword and Heroic Spirit of the Sword. A jack-of-all-trades warrior. Agile and powerful in close quarters; extremely adept at swordsmanship.

Proficiencies[edit]

Armor
All armor
Weapons
Any sword like weapons
Tools
None
Saving Throws
Constitution, Strength
Skills
Choose any two

Equipment[edit]

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

   (a) One martial Sword-type weapon
   (a) one simple weapon
   (a) leather armor or (b) breastplate or (c) ring mail  
   (a) Any pack

Abilities[edit]

Unmatched Duelist

You're expertise on any kind of melee combat. Your weapon proficiency is doubled.

Put your full strength on each hit

Everytime you do a critical hit you can roll a third weapon damage die.

Magic resitance

Your soul became so powerfull that's even harder than an armor. You have magic resistance.

Archer[edit]

Atalanta3.png

Knight of the Bow and Heroic Spirit of the Bow. Excellent scouts that excel in possessing powerful Noble Phantasms. Masters of long ranged warfare.

Proficiencies[edit]

Armor
Light armor, Medium armor
Weapons
All ranged weapon
Tools
None
Saving Throws
An ability score was not entered for this template!, Dexterity
Skills
Choose any two

Equipment[edit]

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

   (a) one martial ranged weapon
   (a) one simple weapon
   (a) leather armor or (b) breastplate
   (a) Any pack

Abilities[edit]

Lancer[edit]

Proficiencies[edit]

Armor
Light armor, Medium armor
Weapons
All weapons with "Reach" propertie
Tools
None
Saving Throws
Constitution, Strength
Skills
Choose any two

Equipment[edit]

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

   (a) One weapon with "Reach" propertie
   (a) one simple weapon
   (a) leather armor or (b) breastplate  
   (a) Any pack

Abilities[edit]

Rider[edit]

Mounted Knight and Heroic Spirit of the Mount. Experts of the mount able to tame any beast, be it mythical or mechanical.

Proficiencies[edit]

Armor
Light armor, Medium armor
Weapons
All weapons
Tools
Vehicle Proficiency(Land&Water)
Saving Throws
An ability score was not entered for this template!, Strength or Dexterity
Skills
Choose any two

Equipment[edit]

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

   (a) one martial weapon and a shield or (b) two martial weapons 
   (a) one simple weapon
   (a) leather armor or (b) breastplate or (c) ring mail
   (a) Land vehicle(DM discretion) or (b) water vehicle(DM discretion)
   (a) Any pack

Abilities[edit]

Caster[edit]

Proficiencies[edit]

Armor
none
Weapons
simple weapons
Tools
Alchemist’s supplies or Herbalism kit
Saving Throws
An ability score was not entered for this template!, Intelligence or Wisdom
Skills
Choose any two

Equipment[edit]

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

   (a) quarterstaff and shield (b) quarterstaff with a catalyst 
   (a) One simple weapon 
   (a) Any pack

Abilities[edit]

Assassin[edit]

Proficiencies[edit]

Armor
Light armor, Medium armor
Weapons
All weapons with "finesse" propertie
Tools
Thieves’ tools or Disguise Kit
Saving Throws
Constitution, Strength
Skills
Choose any two

Equipment[edit]

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

   (a) One martial Sword-type weapon
   (a) one simple weapon
   (a) leather armor or (b) breastplate or (c) ring mail  
   (a) Any pack

Abilities[edit]

Berserker[edit]

Mad Warrior and Heroic Spirit of Berserker Rage. Crazed warriors that have lost almost all traces of their sanity in exchange for great power.

Proficiencies[edit]

Armor
All armor
Weapons
All weapons
Tools
None
Saving Throws
Constitution, Strength
Skills
Choose any two

Equipment[edit]

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

   (a) One martial weapon (b) two simple weapons
   (a) one simple weapon 
   (a) Any pack

Abilities[edit]

Ruler[edit]

Standard-Bearer who Correctly Guides the Holy Grail War. Virtuous warriors summoned by the Holy Grail itself, tasked with governing the rituals of the Grail Wars.

Proficiencies[edit]

Armor
All armor
Weapons
All weapon
Tools
Choose one
Saving Throws
Charisma, Strength or Dexterity
Skills
Choose any two

Equipment[edit]

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

   (a) One martial weapon or (b) two simple weapons
   (a) one simple weapon
   (a) leather armor or (b) breastplate or (c) ring mail  
   (a) Any pack

Abilities[edit]

Avenger[edit]

Vigilante and Heroic Spirit of Vengeance. Vindictive warriors that bear great hatred in the past, the embodiment of hatred itself. The dark side of the Holy Grail, which is the contents in the cup.

Proficiencies[edit]

Armor
All armor
Weapons
All weapon
Tools
Choose one
Saving Throws
Wisdom, Strength or Dexterity
Skills
Choose any two

Equipment[edit]

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

   (a) One martial weapon or (b) two simple weapons
   (a) one simple weapon
   (a) leather armor or (b) breastplate or (c) ring mail  
   (a) Any pack

Abilities[edit]

Only use these under if DM allows it because they are op[edit]

Moon Cancer[edit]

A class specific to the AI known as BB. She who attempted to invade the core of SE.RA.PH, this title has been bestowed to what she is. An error in the system. The AI that rejects the system. The Cancer of Moon Cell

Proficiencies[edit]

Armor
All armor
Weapons
Any sword like weapons
Tools
None
Saving Throws
Constitution, Strength
Skills
Choose any two

Equipment[edit]

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

   (a) One martial Sword-type weapon
   (a) one simple weapon
   (a) leather armor or (b) breastplate or (c) ring mail  
   (a) Any pack

Abilities[edit]

Alter Ego[edit]

Alternate aspects and personalities split from their originals. Instead of being proper Heroic Spirits, they're personifications of emotions, wishes and various aspects that belong to others.

Proficiencies[edit]

Armor
All armor
Weapons
Any sword like weapons
Tools
None
Saving Throws
Constitution, Strength
Skills
Choose any two

Equipment[edit]

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

   (a) One martial Sword-type weapon
   (a) one simple weapon
   (a) leather armor or (b) breastplate or (c) ring mail  
   (a) Any pack

Abilities[edit]

Beast[edit]

The Beasts of Calamity symbolizing the seven Evils of Man. The archetype of the Heroic Spirit Summoning System as well as the enemies of the Grand Servants.

Proficiencies[edit]

Armor
All armor
Weapons
Any sword like weapons
Tools
None
Saving Throws
Constitution, Strength
Skills
Choose any two

Equipment[edit]

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

   (a) One martial Sword-type weapon
   (a) one simple weapon
   (a) leather armor or (b) breastplate or (c) ring mail  
   (a) Any pack

Abilities[edit]

Foreigner[edit]

Those who wield power drawn from outside human boundaries. Entities from different dimensions that are foreign to human comprehension.

Proficiencies[edit]

Armor
All armor
Weapons
Any sword like weapons
Tools
None
Saving Throws
Constitution, Strength
Skills
Choose any two

Equipment[edit]

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

   (a) One martial Sword-type weapon
   (a) one simple weapon
   (a) leather armor or (b) breastplate or (c) ring mail  
   (a) Any pack

Abilities[edit]

Cantrips List[edit]

Noble Phantasm List[edit]

Shielder[edit]

Lord Chaldeas

You put your shield upfront creating a huge magic barrier in front of you. You create 30 feet magic barrier around you protecting everyone inside it, enemies that attack this barrier have disadvantage on their attacks. Any friendly creatures inside have resistance from the next attack they receive. This ability stays up until your next turn.

Lord Camelot

You put your shield upfront creating a huge magic barrier in front of you, also creating a big fortress behind you. You create 30 feet magic barrier around you protecting everyone inside it, enemies that attack this barrier from the front, roll twice their damage dice and decrease the damage from the second roll. Attacks from enemies inside the barrier have disadvantage. This ability stays up until your next turn.

Saber[edit]

Multiclassing[edit]

You can't multiclass to a Heroic spirit.


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