Protagonist (5e Class)

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More often described as either simply the main character or the "good guy" or even the not so good guy (You're still probably going to be the good guy).

Central Player[edit]

The story and world basically revolve around you and your epic odyssey. You're a person who can never lose!

Creating a Protagonist[edit]

Chances are you probably had a pretty good backstory that made you set out on your path of adventure, romance and discovery. What is it? Is it tragic? Is your protagonist a perky, bubbly socialite? Or are they a brooding pariah? Remember, as the main star of the show, you need a very flashy, better story than anyone else you travel with.

Quick Build

You can make a Protagonist quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Destined to be a Hero background.

Class Features

As a Protagonist you gain the following class features.

Hit Points

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


Armor: all
Weapons: all
Tools: none
Saving Throws: Strength, Charisma
Skills: Survival, Insight, Acrobatics, Athletics


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

  • one magical weapon of your choice (cannot be over rare rarity)
  • travelers clothes
  • Explorer's pack
  • If you are using starting wealth, you have 0 in funds.

Table: The Protagonist

Level Proficiency
Spells Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 0 Make Friends, I'll Protect You!, Beginner's Luck
2nd +2 2 Wayward, Spellcasting 2
3rd +2 3 Path of Plot Feature 3
4th +2 3 Ability Score Improvement 3
5th +3 4 Rivalry 4 2
6th +3 4 Path of Plot Feature 4 2
7th +3 5 Mastering 4 3
8th +3 5 Ability Score Improvement 4 3
9th +4 6 Weapon Bond 4 3 2
10th +4 6 Savior 4 3 2
11th +4 7 Find Plot 4 3 3
12th +4 7 Ability Score Improvement 4 3 3
13th +5 8 Heroic Bluff, 4 3 3 1
14th +5 8 Path of Plot Feature 4 3 3 1
15th +5 9 Friendship BS, Nary a Regret 4 3 3 2
16th +5 9 Ability Score Improvement 4 3 3 2
17th +6 10 Path of Plot Feature 4 3 3 3 1
18th +6 10 A Hero Never Dies 4 3 3 3 1
19th +6 10 Ability Score Improvement 4 3 3 3 2
20th +6 10 Path of Plot Feature, World In My Hands 4 3 3 3 2

Make Friends[edit]

Starting level 1, you're a person well liked who can get along with even the most difficult bunch. You have proficiency in all Charisma checks and skills.

I'll Protect You![edit]

Starting Level 1, you may expend a reaction when an ally or friendly creature is attacked and you are 30 feet in range. The attack is shifted onto you as the target and must reroll it's attack if it requires it.

Beginner's Luck[edit]

Starting level 1, if you would be reduced to 0 hp, the attack misses, even magic missile. In addition, if you miss a melee attack, you may have it hit instead. You may use this feature once, regaining all uses after you complete a short or long rest.


Starting 2nd level, you're probably well on your journey right? Learn anything? To avoid constantly getting lost, you have the ability to just "stumble" upon plot points. Also, your movement speed doubles and your food and water requirements are halved. If you should get an exhaustion stack, you may make a DC10 Constitution saving throw. Upon failure, take the stack. On success, you don't take the stack.


Starting 2nd level, you get magic! The Protagonist 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 spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Each time you gain access to a new level of spell, you learn a single spell chosen from any spell list of the appropriate level. You do not require a focus to cast spells and you may change spells every level from any spell list.

Spellcasting Ability

You use Charisma as your spellcasting ability for your spells.

Spell save DC = 12 + Proficiency bonus + Charisma Modifier

Spell attack modifier = Proficiency bonus + Charisma Modifier

Starting 10th level, if you should be empty of spell slots, you may expend one bonus action and replenish all your slots. You must complete a long rest before using this feature again.

Starting 15th level, if your should be empty of spell slots and cannot refill it, you may expend one bonus action to do a corny speech and summon the will to utilize a level 8 or above spell of your choice. You must complete a long rest before using this feature again.

Path of Plot[edit]

The sort of protagonist you are will determine what awesome skills you get. Starting level 3, you may choose either the Shounen or Shoujo subclass.

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.


Starting 5th level, you probably have your share of adversaries. Well, as the main character, you have some advantages when it comes to fighting. When in combat, you are considered immune to all status conditions.

Starting 7th level, you are immune to all status conditions regardless of combat.


Starting 7th level, you take control of your story narrative! Your damage rolls are automatically maximized, as well as your rolls for any future hit point gains from leveling up.

Weapon Bond[edit]

Starting 9th level, you can forge a powerful bond with the weapon which you have chosen to be your faithful comrade. You may expend one hour during a long or short rest to form a bond with a weapon in your possession. You may have up to three bonded weapons at a time. These bonded weapons cannot be stolen and will instantly return to your hand if thrown with a bonus action. In addition, whenever you make a successful attack with a bonded weapon, you may roll a 1d4 and multiply the result with the damage roll result.


Starting 10th level, you are a singularity removed. You no longer require food or water or sleep. You gain immunity from magically induced status conditions and alignment changing spells and environments. You also gain 60 feet of truesight and cannot be charmed by any means.

Find Plot[edit]

Starting 11th level, you gain the amazing powers afforded main characters to find items that help with your journey. You find items that can moderately help on your current quest rather quickly.

Heroic Bluff[edit]

Starting 13th level, you're the face of your team. The enemy gauges by you. You may expend one bonus action to shout a quip or a line catchphrase. Enemies who can hear this are instantly frightened by your awesome catchphrase and your allies have advantage in attack rolls for the rest of the encounter.

Friendship BS[edit]

Starting 15th level, you can make friends with the most difficult enemies. You may expend an action to force one hostile creature to enter a contest roll with you. You both must make Charisma rolls with modifiers added. If you successfully beat the creature's roll three times in a row, the creature ceases to be hostile and will be considered charmed. The target isn't under the protagonist's control, but it will take the protagonist's requests or actions in the most favorable way it can.

Nary A Regret[edit]

Starting 15th level, your choices are all that have led up this far. There's not a thing that could have happened differently. Everything that happened counts only towards your growth. You no longer have to roll for your attacks. They will automatically hit.

A Hero Never Dies[edit]

Starting at 18th level, if you ever should be reduced to 0 hit points, you are instead reduced to 1.

World In My Hands[edit]

Starting 20th level, the world is your oyster, made to fit you and your narrative. You may now choose whether features and abilities of other creatures that target you have effect or not.



You're that hero who, whether brooding or not, has this annoying quality of always triumphing and knowing the right moments to be encouraging.

Budding Beginning

Starting 3rd level, you're well on your way in power and potential, despite being just a wee beginner. You can wield two handed weapons with one hand. Your alignment is also fixed in the Good range.


Starting 6th level, your ability score increases can now go over 20. As a tough as nails protagonist, you have no limits! Additionally, you become a proficient fighter wielding two weapons, regardless of weapon properties (i.e. two-handed). You may wield any two weapons and make an attack with your secondary weapon by expending your bonus action with no penalty.


Starting 14th level, if your allies are ever at 1 hit point, you may expend an action to call out a corny line to them or signal in a way overdramatic way. They must be able to hear you or see you. They instantly regain half their maximum total of hit points and become invulnerable for three turns.

Plot BS

Starting 17th level, even when all seems lost, something ridiculous will always help the heroes survive and prevail! If you or any of your allies are about to die in any way, you can bully your DM to send a miracle to save you guys.

Always Win!

Starting 20th level, you can never lose, and it's the truth! No matter what, you will always come out victorious somehow in battle, whether through actual skill or bullying the DM for another windfall.


You're basically a Mary Sue. People will come to your aid and find you attractive for no reason. Also, romance.

Ugly Duckling

Starting 3rd level, you're not exactly pretty. Yet. At this larval stage of your story, you can invoke the sympathies of others and get them to do your bidding. You may expend an action to designate a target that can see you. The targeted creature must make a DC 17 Wisdom saving throw. On a failed save, they are charmed and will do any one task for you. The charm effect ends when the task is done.


Starting 6th level, you can help your allies rejuvenate themselves with your sweet words. By expending an action, you can designate up to three creatures and cheer for them with something corny. It does not have to be shouted but they do have to be able to hear your voice. Upon hearing your encouraging words, it is as if they have had a long rest. You may use this feature equal time to your Charisma modifier.

Starting 10th level, when a hostile creature hears your cheer, they must fail a Intelligence saving throw of 5 or start violently retching, gagging and vomiting from the corniness of the cheer. They are considered incapacitated. At the end of each of its turns, and each time it takes damage, the target can make another Intelligence save. On a fail, the spell ends. A creature with an Intelligence score of 4 or less isn't affected.


Starting 14th level, you take on a subtle, yet beautiful change. You are now a confident, beautiful person, inside or out, doesn't matter. All non hostile creatures who can see you are inclined to help you in your quests so long as you are in their sight.

New Queen

Starting 17th level, all hostile creatures who can see you must take a DC 20 Wisdom save or be charmed for as long as she is in their sight

Perfect End

Starting 20th level, you came all this way for your own perfect ending. Everyone gets a happy wedding and you can end conflicts with a few sharp words. No more silly combat. Super mega happy ending!


Prerequisites. To qualify for multiclassing into the Protagonist class, you must meet these prerequisites: Anyone can be a protagonist! BUT you must be the one and only Protagonist of your party and allies. Only ONE protagonist per party! Everyone else can be a deuteragonist or something in other classes.

Proficiencies. When you multiclass into the Protagonist class, you gain the following proficiencies: Nothing. You need no more incentive to be a protagonist!

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