Heroic Spirit (5e Class)
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- 1 Heroic Spirit
- 1.1 Creating a Heroic Spirit
- 1.2 Class Features
- 1.3 Assassin
- 1.4 Archer
- 1.5 Berserker
- 1.6 Lancer
- 1.7 Rider
- 1.8 Saber
- 1.9 Caster
- 1.10 Ruler
- 1.11 Hero of Justice
- 1.12 Multiclassing
Ancient heroes come back to this world through means unknown to the normal man. They have immense power but always have a flaw as according to how the became a heroic spirit.
Creating a Heroic Spirit
What did you do to make you a hero? 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.
As a Heroic Spirit you gain the following class features.
- Hit Points
Armor: all light armor
Weapons: all simple and martial weapons
Saving Throws: Strength and Dexterity
Skills: choose 4 from all skills
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
- 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
|Cantrips Known||Noble Phantasm Uses Per Long Rest||Features|
|1st||+2||2||0||Cantrips, action Surge|
|4th||+2||2||0||Ability Score Improvement|
|6th||+3||3||1||Ability Score Improvement|
|7th||+3||3||1||Heroic Path Feature|
|8th||+3||3||1||Ability Score Improvement|
|9th||+4||4||2||Spirit of the Hero|
|11th||+4||4||2||Heroic Path Feature|
|12th||+4||4||2||Ability Score Improvement|
|13th||+5||5||3||Spirit of the Hero(2)|
|14th||+5||5||3||Heroic Path Feature|
|15th||+5||5||3||Extra Attack (3)|
|16th||+5||5||3||Ability Score Improvement|
|17th||+6||6||4||Action Surge (2)|
|18th||+6||6||4||Heroic Path Feature|
|19th||+6||6||4||Ability Score Improvement|
|20th||+6||6||5||Heroic Path Feature|
As a heroic spirit you have access to all Cantrips but can only know up to what your level dictates.
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 17th level.
When you reach 2nd level you can choose which way you fight and thus gain a bonus to that way of fighting.
You gain a +2 bonus to attack and damage rolls you make with ranged weapons.
While you sre wearing armor, you gain a +1 bonus to AC.
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.
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.
When you reach 3rd level, you must choose whether to be an Archer, an Assassin, Berserker, Caster, Lancer, Rider, Ruler, Saber, or a Hero of Justice.
Ability Score Increase
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.
When you reach 5th level, and again at 10th and 15, you can make another attack per action.
Spirit of the Hero
When you reach 9th level, if you fail a saving throw you can choose to succeed (once per long rest until you reach level 13 then twice per long rest).
Once you reach 10th level, your cantrips do double the damage they normally do.
Silent killer who focuses on fighting shadily and from the shadows.
- Deadly But Fragile
When you choose this path your hit die goes down to a d6 and your constitution automatically reduces by 2.
- Noble Phantasm
When you choose this path you gain the ability to do three strikes with the sword that are so fast that they appear to be three attacks occurring at the same time. You make a seperate attack roll for each with each starting off doing 4d8 damage per hit. This increases by 2d8 every time you gain a feature in this Path.
- Sneak Attack
When you choose this path you gain the ability to cause massive damage when you are unseen. Once per turn when you attack someothing when either you have advantage on the attack roll or there is an ally that is not incapacitated withing 5ft of whatever you are attacking and you do not have disadvantage, then you deal an extra 3d6 damage. This increases by 1d6 every time you gain a Heroic Path Feature.
- One With The Shadows
When you reach 7th level, whenever you are in dim or dark light you gain advantage for stealth checks and for the hide action.
- Stealth Master
Starting when you reach 11th level, you can take the hide action as a bonus action and also you can take it and have advantage with it in any lighting.
Starting at the 14th level, you cannot be seen by any divination magic and cannot be percieved by magical scrying sensors.
- Pass Without Trace
Starting at the 18th level you can use te spell Pass Without Trace. This spell doesnt require anything for you to use it and you can use it once per short or long rest.
- Deadly Blow
Starting at the 20th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus.) On a failed save, double the damage of your attack against the creature.
Fighter who focuses on long range attacks.
- Tri-Star Amore Mio(Noble Phantasm)
When you choose this path, you gain the ability to put all of your passion into a single shot, causing immense damage. If this shot hits it deals 5d6 damage. This uncreases by 5d6 every time you gain another Heroic Path Feature.
When you take this path, you gain the ability to cast the spell Conjure Barrage(DC 8+ Your Intelligence mod+ proficiency bonus) once per short or long rest. This increases to 2 times at the 7th level.
When you reach the 11th level, you learn how to cast the spell Conjure Volley(DC 10+ Int Mod+ Prof Bonus) once per short or long rest.
When you reach the 14th level, whenever you have advantage you roll 3 times instead of 2.
Starting at the 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 Bowman
When you reach the 20th level, you become a master of the bow. Whenever you are wielding a bow you immediately gain a +2 extra to attack and damage rolls and you get to do an extra d8 of damage every time you hit. In addition your bow attacks are always considered magical for sake of overcomming resistances.
A fearsome and nearly unstoppable force in any battle.
- The 12 Labors(Noble Phantasm)
When you choose this path, you gain the power of nigh-immortality. When you are brought to 0hp by an attack, you may roll a Constitution Saving Throw(DC 10 or half damage taken whichever is higher) to regain half your hit dice of HP, not expending any hit dice though. When you use your Noble Phantasm you are stunned for 1d4 turns. You can do this 12 times starting at level 5, with each charge recharging at 1d4 days.
When you choose this path you gain proficiency in heavy armor and any weapon that has the heavy attribute.
- Organic Tank
When you take this path, your hit dice changes to a d12 and your AC increases by 2.
Starting at the 7th level, whenever you attack an opponent you can do an extra die of damage.
- Powerful but Clumsy
Starying at the 11th level, you gain advantage on all attacks when there is bright lighting, yoy are in a clear area, and your opponent is within 10ft of you at the start of your turn.
- 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).
- Mad Enhancement
Starting at the 18th level, you can trade your sanity for an insane power boost. When you use this trait, for 1d6 rounds you gain double damage but at the cost of having disadvantage on all attacks and Saving Throws.
- 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 are able to fight even at 0hp, only stopping when you truly die by something's attacks or by failing all the death Saving Throws
Warrior who uses longer range melee weapons and focuses on hit-and-run tactics
- Hit-and-Run Expert
When you choose this path, you immediately gain proficiency in all weapons with the reach ability and your speed increases by 5ft.
- Summoning (Noble Phantasm)
When you choose this path, you gain the ability to summon a creature at will. You may choose one creature that is either your level equivalent CR or lower, until you reach level 20 at whih point you can summon a Tarrasque. If you do this you have to beat the summoned monster on a will check in order to control it, failure means it goes on a rampage attacking everything in sight.
- Mounted Combatant
When you choose this path you automatically gain proficiency with all mounts.
- Mounted Fighter
Starting at the 7th level, whenever you are on a mount you gain one more die of damage.
- Demonic Defender of State
Starting at the 11th level, you can choose to mark a 50x50 area as your own before a fight. Whenever you fight in this area, you gain advantage on all attacks.
- Hit-and-Run Master
Starting at the 14th level, you can dash or disengage as a bonus action.
- Mana Burst(Flames)
Starting at the 18th level, you can coat your blade in flames. When you do this and then hit an enemy it deals an extra 5d6 fire damage.
When you reach the 20th level, you become practically a god. Your AC goes up by 4 and you gain the Battle Continuation skill from the Berserker path, except you go unconcious on your first failed Death Saving Throw or attack against you.
Warrior who rides into battle on a beast of war.
- Mounted Fighter2.0
When you choose this class, you gain advantage whenever you attack on a mount and you gain an extra die of damage plus you gain proficiency in all mounts.
- La Black Luna(Noble Phantasm)
When you choose this class, you gain a hunting flute that is able to not only make an enourmous sound but is also able to cause wide scale destruction. Anything in a 50ft radius of you when you use this has to make a Constitution Saving Throw, taking 5d6 thunder damage and going deaf on a failed throw or taking 2d6 and being stunned for 1 round on a succesful throw. the damage of this weapon doubles at the 11th level and it does 2 rounds of stun.
- Accel Turn
Starting at the 7th level, you take half damage when you fail a Dex Saving Throw for a AoE attack, and no damage when you succeed
- Magic Resistance
Starting at the 11th level, magic is less effective against you. You gain advantage on all Saving Throws against magic and you take 25% less damage from spells than you normally would.
- Conquerer of Beasts
Starting at the 14th level, whenever you defeat a creature that could be a mount(DM's discretion) there is a chance it could be swayed to your side. Roll a d100 and on a roll of 80 or higher it respawns and is under your control.
- Mystic Eyes
Starting at the 18th level, your eyes gain a special feature. When you look at an enemy you can choose to use this ability on them if they can see you. They have to succeed on a wisdom Saving Throw(DC 10+Int Mod+Prof Bonus) or be paralyzed for 1d6 rounds.
When you reach the 20th level, you learn how to make the impossible possible. You gain the ability to use the wish spell once per long rest, not requiring any materials to do so.
When you take this path, you immediately gain proficiency in every weapon that ould be considered a sword (DM's discretion, a dagger is not a sword) and in medium armor.
- Excalibur(Noble Phantasm
When you take this path, you gain the ability to call upon the holy sword Excalibur. You gain a magical sword that does and extra 2d6 radiant damage for every hit and you can choose to unleash Excalibur thus doing an extra 5d6 radiant damage on your next hit. This damage doubles at the 11th level, and again at the 20th level.
Starting at the 7th level, you gain the ability to know exactly what to do in a fight. When you activate this feat, you gain advantage on all attack rolls for 1d6 rounds and on all Saving Throws.
- Magic Resistance
Starting at the 11th level, you gain some resistance to magic. You gain advantage on all Saving Throws against magic and take half damage from all magic attacks.
- Inhuman Strength
Starting at the 14th level, you gain the strength of ten men. Your strength immediately increases by 4pts, up to a maximum of 20.
- Eternal Arms Mastership
Starting at the 18th level, you gain mastership in the arms of swords. whenever you have advantage with a sword, you cam roll 3 dice instead of 2. Also you gain an extra die of damage with any swords.
- A Knight Does Not Die With Empty Hands
When you reach the 20th level, you gain the ability to do immense damage. Whenever you make a critical, you instead do 3x damage.
Subclass with many spells and magical powers
When you take this path, you immediately gain all the spellcasting ability of a Wizard. You do not need any material components to use these spells.
- Nursery Rhyme(Noble Phantasm)
When you take this path, you gain the ability to create your own stories. When you use this, a book appears floating in space randomly up to 10ft away from you. For 1d10 rounds you are allowed to summon any creature you want that has a CR of 2x your Heroic Spirit level that is loyal to you for the duration of the Noble Phantasm. On top of that you gain advantage on any attack rolls you make during the Noble Phantasm. After the Noble Phantasm ends the summoned creatures must make a Will Saving Throw(DC 10+your Will Mod) success meaning they stay in this existance and are free of your will while failure means they dissipate.
- High Speed Casting
Starting at the 7th level, you gain the ability to cast two spells a turn instead of only one.
- Golden Fleece Skin
Starting at the 11th level, you gain the ability to regain hit points. you gain a regeneration of 10hp per turn unless you have 0hp.
- Territory Creation
Starting at the 14th level, you can create a 50x50 area that you define as your area. When you are in this area you gain advantage on all magic attacks and your opponent gains disadvantage on all Saving Throws against your magic.
- Teaching of Circe
Starting at the 18th level, you gaun the ability to influence your allies. You can remove all negative effects on an ally and grant them advantage on all attacks for 1d4 turns.
When you reach the 20th level, yu gain the ability of a shapeshifter. You are able to polymorph as per the true polymorph spell.
- Gate of Babylon(Noble Phantasm)
When you choose this path, you gain the ability of all the origionals of every Noble Phantasm. You can choose one Noble Phantasm from any other path(except berserker), and you can use that Noble Phantasm. You can change which Noble Phantasm you use once per long rest and you can only have one Noble Phantasm selected until the 9th level, where you can select two and then at the 13th level you can select 3, then finally at the 17th level you can select 4.
- True Name Discernment
Starting at the 7th level, you gain the ability to judge the true name, and thus the weaknesses, of your adversary. If you spend one round examining your opponent you learn all of their weaknesses including damage vulnerabilities.
- Maguc Resistance
Starting at the 11th level, you gain the ultimate magic defense. You gain advantage on all Saving Throws against magic and you get to roll 3 times for that advantage. In addition, magic attacks only do 1/3 of their normal damage to you.
Starting at the 14th level, you gain advantage on all charisma checks and all skills related to charisma.
Starting at the 18th level, you have immense luck at finding rare things. You gain double the normal rate of magic items when you find loot(DM's discretion).
- Ea, Sword of Rupture
When you reach the 20th level, you gain a weapon fitting for a king. When you make an attack with this weapon it deals 10d8 damage. In addition, you gain advantage on any attack rolls with this weapon. You can use this weapon for 1d4 rounds and as many times as you can use your Noble Phantasm. This weapon is comprised of a large hilt and a round guard like a longsword but its blade is comprised of 3 cylindrical independantly spinning sections.
Hero of Justice
- dual fighter
When you choose this path, you gain the ability to dual wield. You have no primary hand now as you become ambidextrous and you can take a bonus action to attack with your off hand and add your ability mod to the damage. You can also dual weild and weapon that does not have the heavy or two handed property.
When you choose this path, you gain the ability to make an object stronger. You can take an action to reinforce a weapon, causing it to have +2 to all damage rolls.
- Reality Marble(Noble Phantasm
When you choose this path you gain the ability to create a pocket dimension. You chant your incantation and then bring you and everyone within a 50ft radius of you to a dimension that houses all of your traced weapons and Noble Phantasms. it looks like a barren wasteland with weapons strewn about. The incantation takes 2 actions at first and requires you to be able to speak and concentration. It changes to 1 action at the 11th level.
- Unlimited Blade Works
When you choose this path, you can create aproximations of almost anything. You can take an action to "trace" a weapon, examining its base components and gaining the ability tp recreate it. You can then tale another action to Project a weapon, having a -2 to damage due to the projection being imperfect. You can even copy Noble Phantasms, if you do that though the damage is reduced by one dice size, and it is called a Broken Phantasm. The only weapon not able to be traced by this is Ea, Sword of Rupture
- Eagle Eye
Starting at the 7th level, you gain the ability of self enhancement. You apply reinforcement to your eyes causing you to be able to shoot a bow to max distance with no penalties and you gain advantage on all attacks with a bow in its normal range.
- Quick Casting
Starting at the 11th level, you gain the ability to use your magecraft at a higher rate. Your reinforcements and projections are now a free action, unless you project more than one object, which then it requires 1 action for every 4 objects created.
- Controlled Projections
Startjng at the 14th level, you can control your projections as per the Animate Objects spell. they count as medium or small objects no matter what they are.
- Perfect Projections
Starting at the 18th level, your projections no longer have a negative bonus.
- Master Projector and Reinforcer
When you reach the 20th level, you gain insight as to how to make your Broken Phantasms more deadly. When you use a Broken Phantasm, you can choose to explode it forcing the target and anyone in a 10ft radius of where the Broken Phantasm hit to make a dexterity saving throw(DC 10+your strength mod or half the damage whichever is higher up to max of 30) causing the target(s) to take half the damage of the Broken Phantasm on a failed save or half that on a successful one.. You can also now put another reinforcement on a weapon, letting you get advantage on weapon attacks whenever you weild that weapon. In addition, you can now put a reinforcement on a projection.
You cannot Multiclass into the Heroic Spirit class.