King of Heroes (5e Class)

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Babylonian Hero[edit]

A calm man stands alone in an alley facing 3 thugs that appear very interested in his expensive-looking rings. As the thugs draw their daggers, they expect to see the man afraid, ready to give his money to avoid the conflict. Instead, the man grins and says "Come at me". Somewhat confused, the 3 men come forward ready to attack. Then 2 golden spears shoot out from the sky at such a speed that the first thug didn't even realize it happened until he looked over and saw his 2 friends dead on the ground. He tried to run, but a chain suddenly wrapped around his body, coming from a golden portal behind him. He looks over his shoulder and sees countless more portals like the first one, each with a magical weapon coming out of it. This is what happens when you challenge a king of kings.

Vast Wealth[edit]

A Babylonian Hero is someone from an ancient time in a far more dangerous world. Conditioned by adversity, they collect the treasures, weapons, and wealth around them to build themselves a path to their future. They see the world, not as an adventure, but as a conquest. They are as strong as their treasury and can grow to rival even the gods themselves. A Babylonian Hero is someone who perseveres, someone who overcomes, someone who builds themself from nothing to obtain everything.

Creating a Babylonian Hero[edit]

What drives your character to push past and become more than they were? What calling do they have to obtain wealth and power? What do they want to become?

Gilgamesh.full.2143592.jpg
Ea, A stage worthy of your use has been set

Quick Build[edit]

You can make a King Of Heroes quickly by following these suggestions. First, Charisma should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a King Of Heroes you gain the following class features.

Hit Points

Hit Dice: 1d8 per King Of Heroes level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per King Of Heroes level after 1st

Proficiencies

Armor: All Armors
Weapons: All Weapons
Tools: calligraphers tools
Saving Throws: Wisdom and Charisma
Skills: Choose 3 from Acrobatics, Persuation, Investigation, Intimidation, Perception, Acrobatics, Nature, and History

Equipment

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

  • (a) Chain Mail or Scale Mail or (b) {{{item1b}}}
  • (a) 2 martial weapons or (b) {{{item2b}}}
  • (a) 2 simple weapons or (b) a short bow and 20 arrows or a crossbow and 20 bolts
  • (a) Explorer's Pack or (b) Dungeoneer's Pack
  • If you are using starting wealth, you have 10d20 gp in funds.

Table: The King Of Heroes

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Gates Of The King, Fighting Style
2nd +2 King's Will, Heroic Will
3rd +2 Spellcasting, King's Treasure 2
4th +2 Ability Score Improvement, Ability Score Improvement 3
5th +3 Extra Attack, king's treasure feature 3
6th +3 Ability Score Improvement 3
7th +3 Weapon Speciality 4 2
8th +3 Ability Score Improvement, Ability Score Improvement 4 2
9th +4 Spirit of the Hero 4 2
10th +4 Superior Cantrips, King's Treasure feature 4 3
11th +4 Extra Attack(2) 4 3
12th +4 Ability Score Improvement, Ability Score Improvement 4 3
13th +5 Spirit of the Hero(2) 4 3 2
14th +5 King's Treasure feature 4 3 2
15th +5 Charismatic Leader 4 3 2
16th +5 Ability Score Improvement, Ability Score Improvement 4 3 3
17th +6 King's Will(2), Spirit of the Hero(3) 4 3 3
18th +6 extra attack (3) 4 3 3
19th +6 Ability Score Improvement, King's Treasure feature 4 3 3 1
20th +6 King of Heroes 4 3 3 1

Origins of Wealth[edit]

You understand the intricacies of having a vast wealth as well as how to prevent people from taking it from you. You have advantage on perception and insight checks to see if someone is trying to take something of yours.

Gates Of The King[edit]

At 1st level, you gain access to a Royal Treasure where you can store your weapons, armor, or other inanimate objects. The Treasury acts as a personal pocket dimension that you can pull said items out of through a golden PORTAL. You can connect this object to the Treasury, allowing you to move it in as a free action provided it is not being worn or equipped by someone other than you. Pulling an object out of the Treasury requires a bonus action, putting the object in your hand. If you pull out armor or a weapon, the armor or weapon is automatically equipped provided you are not already wearing armor or you don't have a free hand. At 6th level, you can store magical objects or weapons within this Treasury. Only you can access the items in the Treasury and if you die, the items in the Treasury are forever lost unless recovered by the use of a Wish spell or one of similar effect. you can also choose to spend an attack action to fire a weapon from these portals using your charisma modifier and the weapons normal damage die the range of these attacks is 30 feet. When fired the weapons will return back to the treasury after a turn.

Fighting Style[edit]

Beggining at 1st level you can choose

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.

King's Will[edit]

At 2nd level, your wealth and power makes you answer to no one but yourself, and you may show that while in battle. 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 Will[edit]

At 2nd level, you have become used to the rhythm of battle. You can use your Charisma Modifier instead of your Dexterity Modifier for your initiative roll.

Spellcasting[edit]

At 3rd level, your ancient origins awaken a magical power within you, learning how to augment your powers with magical attacks.

You learn two cantrips of your choice from the wizard spell list. and a number of spells equal to the sorcerer class You learn an additional wizard cantrip of your choice at 10th level.

Spellcasting Ability

Charisma is your spellcasting ability for your spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spell Slots

the king of warriors Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot. Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the king of warriors Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

King's Treasure[edit]

At 3rd level, your vast amount of treasury starts to expand. You can choose 2 magical items or something of similar value of common to uncommon rarity with the Dms discretion. You gain 2 more magic items from a rarity one rank above for each kings treasure feature.

At 5th level you can now use a bonus action to summon the items you store and equip, at 10th level it goes up to rare, and at 15th level it goes up to very rare and finally at 19th level you gain 2 legendary items of your choice.

Ability Score Improvement[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.

Weapon Speciality[edit]

When you reach your 7th level, you choose a weapon type of your choice when you fire it or use that weapon to attack someone the attack is made with double your proficiency, and it's first attack roll in the battle will be with advantage.

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 thrice , 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 xd10 damage if they deal damage(With x being your proficiency bonus).

Chains of Heaven[edit]

at 11th level you can use the gates of the king to summon chains from the portals you cast hold person or hold monster as a reaction this can be done 3 times until taking a long rest

Charismatic Leader[edit]

At 15th level, as your charismatic leadership keeps growing you gain proficiency in the persuasion skill if you are already proficient you gain expertise in it. You can also add double the proficiency bonus in any Charisma related checks.

King of Heroes[edit]

At 20th level you have become a legend in history your gates of the king know contain every treasure known to man. Due to your treasury finally reaching its former glory you can fire up to six weapons from the gates at a time.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the King of Heroes class, you must meet these prerequisites:

Proficiencies. When you multiclass into the King of Heroes class, you gain the following proficiencies:

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