Hero (5e Class)

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Hero


The Hero

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

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

Proficiencies

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

Equipment

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

LevelProficiency
Bonus
FeaturesHeroic Dice
1st+2Heart of Gold, Heroic gift1d6
2nd+2For the Fans1d6
3rd+2Fatal Flaw1d6
4th+2Ability Score Improvement1d6
5th+31d6
6th+31d8
7th+31d8
8th+3Ability Score Improvement1d8
9th+41d8
10th+4Protection of Destiny1d8
11th+41d8
12th+4Ability Score Improvement1d10
13th+51d10
14th+51d10
15th+5Protection of Destiny1d10
16th+5Ability Score Improvement1d10
17th+61d12
18th+61d12
19th+6Ability Score Improvement1d12
20th+6Protection of Destiny1d12

Heart of Gold

Your years of relentless chasing of your goal have left their marks, but through it all you’ve persevered. You have proficiency in Wisdom saving throws.

Heroic Gift

Starting at 2nd level, ...

Ability Score Increase

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.

Heroic Companion

Every hero has a sidekick or a companion to help him carry out his mission. Starting at 6th level, you gain are followed by a companion. You can choose between the following options, with the statblocks on the end of this class description.

Your companion rolls its own initiative and acts on its own. If the companion is killed, you can bring it back by normal means, like the revivify spell. Otherwise, you must wait 7 days before replacing your companion for a new other.

Combative Hero

Combat Ready

Starting at 1st level when you choose this archetype, you gain proficiency with martial weapons and shields.

In addition, while not wearing armor or shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Signature Move

At 1st level, you must choose your defining combat maneuver, which you will use to end most of your fights. You can choose one of the following options:

Melee Signature Move. When you take the Attack action, you can make a generic signature move. Choose one of the following damage types: bludgeoning, piercing or slashing. You deal 1d10 damage from the chosen type with your signature move.

Ranged Signature Move. When you take the Attack action, you can make a generic signature move. Choose one of the following damage types: bludgeoning, piercing or slashing. You deal 1d8 damage from the chosen type with your signature move, up to a range of 120 feet.

In addition, you can choose to apply one of the following effects to the signature move. Once you choose one effect, you can't change your choice until you gain a new level in this class:

  • Slow: The target's movement speed is reduced in 10 feet.
  • Grasp: The target is pulled 10 feet towards you.
  • Push: The target is pushed 10 feet away from you.
  • Control: The target is moved 5 feet in any direction.
  • Smash: Increase the damage of your signature move by 1.
  • Daze: Your signature move prevent the target from taking reactions until the end of your next turn.
Overcharge

Starting at 3rd level, you choose one style for how to use your signature move in combat. You can use your bonus action to charge your attack. On a hit, you add your Heroic Die to the damage of that attack. Starting at 11th level, you add a second Heroic Die to the damage on a hit.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Magic Hero

Basic Magic

Starting at 1st level, you learn how to create basic magical effects. You must choose one damage type to represent how you channel that magic, from any of the types available to you. You learn one magical effect at 1st level, and one additional one at 3rd, 5th, 9th, 13th and 17th levels. Each time you learn a new basic magic, you can choose to replace the old damage type for a new one.

The list of damage types depending on your level is shown bellow:

  • 1st-level: fire, cold, poison
  • 5th-level: acid, lightning
  • 11th-level: necrotic, thunder, psychic
  • 17th-level: force, bludgeoning, piercing, slashing, radiant
Explosion

Choose a point within 30 feet of you. You can cause an explosion on that area, causing damage equal to your heroic die, from the chosen type in a 5-foot radius of the point of impact. The point of impact can be a place, object or creature. A creature in the affected area must succeed on a Dexterity saving throw to avoid damage. Starting at 5th level, you deal damage equal to two heroic dice. At 11th level, you add your Charisma modifier to the damage.

Blast

Choose a creature within 30 feet of you. You hurl a blast of energy against it, causing damage equal to your Heroic Die + your Charisma modifier on a failed Dexterity save. The damage increase to two heroic dice at 5th level, three heroic dice at 11th level and four heroic dice at 17th level.

Protection

You create a force field around you or around a creature within 30 feet. The chosen creature gain a number of temporary hit points equal to a roll of your Heroic die + your Charisma modifier for the next hour. You can have only one force field at the same time.

Wall

You can fill a unoccupied space within 30 feet with a 5-foot cube with a energy wall. You can choose to make the wall either solid or fluid. A solid wall have 5 hit points and an AC equal to your spell save DC. Breaking a solid wall causes damage equal to your Heroic die + your Charisma modifier damage to the attacker.

A fluid wall creates difficult terrain and cannot be broken, but causes fire damage equal to your heroic die to any creature that try to pass trough it.

Both walls lasts for 1 minute, and once you create one, you can't do it again for the next 1 minute.

Cure

You can restore a number of hit points to a creature you touch equal to your heroic die.

Movement

You can grant a movement speed equal to 10 feet for a creature, lasting for 1 minute. If you choose walking speed, you double the movement speed of that creature. You can have this effect active in only one creature at the same time. Once you use this, you can't use it again for the next 1 minute.


Heroic Gift

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.

Legacy Weapon

The legacy weapon is a magical object inherited by the hero, that evolves with him as he gains power and understanding of the true nature of the object. Choose any weapon, armor, shield or arcane focus. The chosen object gain the following properties:

Dormant. The object give you +1 to to attack and damage rolls (if it is a weapon), +1 to your AC (if it is an armor or shield) or +1 to the DC of your spells, if it is a spellcasting focus.

Unsealed (5th-level). Choose one spell of your choice that have the ritual tag. You can cast that spell at will, without spending spell slot. If the spell requires a material component with a gp value, you need to spend that amount to use the spell.

Unleashed (10th-level). The magical bonus of the item increase to +2.

Awakened (15th-level). Choose a 1st-level spell with duration higher than instantaneous and with the casting time of an action. You can cast that spell on yourself at will, at its lowest level

Exalted (20th-level). Choose a spell of 3rd-level or lower from any spell list. You can cast that spell up to 3 times, without spending a spell slot.

Natural Talent

The natural talented hero is extremely gifted in a specific competence. Either by being overly strong, tough or smart, the natural talented hero excel above and beyond any normal individual

Dormant. Choose one of the 6 ability scores. You gain proficiency in one skill related to that ability score. If you are already proficient, you add twice your proficiency bonus in checks with it.

Unsealed (5th-level). You can cast Enhance Ability, using the version related to your chosen ability once, without spending a spell slot. You regain one use of this spell once you finish a short or a long rest. Your chosen ability score becomes 19, if it is lower

Unleashed (10th-level). Your chosen ability score becomes 21, if it is lower.

Awakened (15th-level). Your chosen ability score becomes 23, if it is lower. You gain proficiency on the chosen ability. If you are already proficient, you can choose another.

Exalted (20th-level). Your chosen ability score becomes 25, if it is lower.

Jack of All Trades

You are good in everything.

Dormant. You can add half your proficiency bonus in any skill check you make that does not already add it.

Unsealed (5th-level). Whenever you finish a short or a long rest, choose one skill proficiency. You have advantage on all checks made with that proficiency.

Unleashed (10th-level). Choose two skill proficiencies. You have expertise in these skills. You can replace the chosen skills whenever you finish a long rest.

Awakened (15th-level). You add +1 in any check you make.

Exalted (20th-level). Whenever you roll a 9 or lower on a skill check you are proficient with, you can choose a 10 instead.

Spell List

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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Multiclassing


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

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