Heroic Spirit (5e Class)

This page is of questionable balance. Reason: Namely more attacks than the fighter at earlier levels. Other than that, massive imbalance between subclasses, such as the ability to summon creatures meant for a party of four characters at your level at any level for Lancer compared to popping in a tarrasque every turn at 15th level for Caster, and most of these are just the first few subclass features.


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Heroic Spirit

Brought back through ancient magical artifacts of immense power, the heroes of old bring their legend back to life. Their existence is quite different, as they do not originate from their history, but of the legend they garnered.

Creating a Heroic Spirit

What did you do to make you a hero? What did you do in your past life to become a figure of legend that had a impact on history, 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.

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: Light armor
Weapons: simple and martial weapons
Tools: none
Saving Throws: Strength and Dexterity
Skills: choose 4 from all skills

Equipment

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
  • studded 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

Table: The Heroic Spirit

LevelProficiency
Bonus
Cantrips KnownNoble Phantasm UsesFeatures
1st+230Cantrips, Fighting Style
2nd+230Action Surge
3rd+230Heroic Path
4th+230Ability Score Improvement
5th+341Extra Attack, Noble Phantasm
6th+341Ability Score Improvement
7th+342Heroic Path Feature
8th+342Ability Score Improvement
9th+452Spirit of the Hero
10th+453Heroic Path Feature, Superior Cantrips
11th+453Extra Attack(2)
12th+453Ability Score Improvement
13th+563Spirit of the Hero(2)
14th+564Heroic Path Feature
15th+564Extra Attack(3)
16th+564Ability Score Improvement
17th+674Action Surge(2)
18th+675Heroic Path Feature
19th+675Ability Score Improvement
20th+676Heroic Path Feature

Cantrips

As a heroic spirit you have access to all Cantrips but can only know up to what your level dictates. Once a cantrip has been chosen, it can not be changed later. Intelligence is your spell-casting modifier.

Spell and class feature save DC = 8 + your proficiency bonus + your Intelligence or Charisma modifier
Spell attack modifier = your proficiency bonus + Intelligence or Charisma modifier

Fighting Style

When you reach 1st level you can choose which way you fight and thus gain a bonus to that way of fighting.

Archery

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

Defence

While you are 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

At 2nd level, you can push yourself beyond your normal limits for a moment. 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 Path

At 3rd level, you must choose a Heroic Path. You may choose between the Archer, Assassin, Berserker, Caster, Lancer, Rider, Ruler, Saber, or Hero of Justice paths, all listed at the end of this class.

Ability Score Increase

When you reach 4th level, and again at 6th, 8th, 12th, 16th and 18th 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

When you reach 5th level, and again at 11th and 15th, you can make an additional attack when you take the attack action.

Noble Phantasm

At 5th level, you gain use of a Noble Phantasm. Your Noble Phantasm is unique to your Heroic Path, and may be used a number of times listed in the Noble Phantasm column. All Noble Phantasms use 1 charge unless otherwise stated. You regain all Noble Phantasm uses at the end of a short rest.

Spirit of the Hero

When you reach 9th level, if you fail a saving throw you can choose to succeed once, regaining all uses at the end of a long rest. At level 13, your maximum number of charges increases to 2.

Superior Cantrips

Once you reach 10th level, your cantrips deal an additional 1d10 damage if they deal damage.

Heroic Paths

Assassin

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.

Turning Swallow Strike (Noble Phantasm)

When you choose this path as an action you gain the ability to do three strikes with a finesse melee weapon that are so fast that they appear to be occurring at the same time. You make a seperate attack roll for each attack, dealing an additional 4d8 damage per hit. This increases by 2d8 at 7th, 14th and 20th level

Sneak Attack

When you choose this path you gain the ability to cause massive damage when you are unseen. Once per turn, when you either have advantage on the attack roll or there is an ally that is not incapacitated within 5ft of wherever you are attacking and you do not have disadvantage, you deal an additional 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 on Stealth checks.

Stealth Master

At 10th level, you can take the hide action as a bonus action.

Unseen

At 14th level, you cannot be seen by any divination magic and cannot be perceived by magical scrying sensors.

Pass Without Trace

At 18th level you can use the spell Pass Without Trace non-magically without components. You may do this equal to half your dexterity modifier rounded down, regaining use at the end of a short or long rest.

Deadly Blow

At 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, your attack deals double damage.

Archer

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 attack hits, it deals 6d6 damage. This increases by 2d6 every time you gain a feature in this Path.

Barrage

When you take this path, you gain the ability to cast the spell Conjure Barrage once, regaining use at the end of a short or long rest. This increases to 2 times at 7th level.

Volley

At 10th level, you learn how to cast the spell Conjure Volley (DC 10 + Intelligence Modifier + Proficiency Bonus) once per short or long rest.

Precise

At 14th level, whenever you have advantage with a ranged attack, you roll 3 times instead of 2.

Deadeye

At 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 Ranger

At 20th level, you become a master of ranged weaponry. Whenever you are wielding a ranged weapon, you immediately gain +2 to attack and damage rolls and you deal an additional 1d8 damage. In addition, your ranged attacks are always considered magical for the sake of overcoming resistances.

Berserker

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 0 hit points by an attack, you may roll a Constitution Saving Throw (DC 10 or half damage taken whichever is higher) to roll half your maximum hit dice without expending any, regaining that amount of hit points. When you use your Noble Phantasm, you are stunned until the end of your next turn. You can do this 12 times starting at level 5 and you do not gain more uses. You regain one charge at the end of a long rest.

Heavy

When you choose this path you gain proficiency in heavy and medium armour.

Organic Tank

When you take this path, your hit dice changes to a d12 and your AC increases by 2.

Ferocious

Starting at the 7th level, whenever you attack an opponent you can do an extra die of damage.

Powerful but Clumsy

Starting at the 10th level, you gain advantage on all attacks when you can clearly see your opponent and he is within 10 feet of you.

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), you may also use an action to expend an number of hit dice equal to your Constitution modifier and regain health equal to the number rolled, this feature can be used a number of times equal to your Constitution Modifier

Mad Enhancement

Starting at the 18th level, you can trade your sanity for an insane power boost. For 1 minute, your melee attacks deal twice as much damage and you can not be charmed or frightened, but you have disadvantage on all saving throws and you must move toward or attack a creature at every given chance. You must succeed a DC 12 Intelligence saving throw to end this feature early.

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 0 hit points, only stopping when you truly die by something's attacks or by failing all the death Saving Throws

Lancer

Warrior who uses longer range melee weapons and focuses on hit-and-run tactics

Hit-and-Run Expert

When you choose this path, you gain proficiency in all mounts and your speed increases by 15ft.

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 half your level equivalent CR or lower and is a beast or monstrosity. If you do this you have to beat the summoned monster in a Charisma contest in order to control it. On a failure, it goes on a rampage, attacking everything in sight.

Mounted Fighter

At 7th level, whenever you are on a mount, your attacks deal one additional die of damage.

Demonic Defender of State

At 10th level, you can choose to mark a 25x25 area as your own before a fight. Whenever you fight in this area, you gain advantage on all attacks.

Hit-and-Run Master

At 14th level, you can dash or disengage as a bonus action.

Mana Burst (Noble Phantasm)

At 18th level, you can coat your weapon in flames as an action. Your next successful attack deals an extra 5d6 fire damage.

Divinity

At 20th level, you practically become a god. Your AC increases by +2 and you gain the Battle Continuation skill from the Berserker path, except you go unconscious on your first failed Death Saving Throw or attack against you.

Rider

Warrior who rides into battle on a beast of war.

Mounted Fighter

When you choose this path, your attacks deal an additional die of damage while mounted and you gain proficiency in all mounts.

La Black Luna(Noble Phantasm)

When you choose this path, you can instantly create a hunting flute that you can play as an action. Every creature in a 50ft radius of you when you do so has to make a Constitution Saving Throw, taking 5d6 thunder damage and becoming deafened and stunned until the end of their next turn on a failed throw. On a success, they take 2d6 thunder damage and are stunned until the end of their next turn.

Accel Turn

Starting at the 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed, and half damage if you fail.

Magic Resistance

At 10th level, magic is less effective against you. You gain advantage on all Saving Throws against magic, and magic missile requires an attack roll to hit you.

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 1d20 and on a roll of 16 or higher it regains its maximum hit points and is charmed by you permanently.

Mystic Eyes

At 18th level, you may force a creature you can see to attempt a Wisdom saving throw. On a failure, they are paralyzed for 1 minute. They may attempt the saving throw at the end of their turn to end the effect early.

Miracle

When you reach the 20th level, you learn how to make the impossible possible. You gain the ability to use the wish spell non-magically for 5 Noble Phantasm uses. This does not count as a Noble Phantasm for Gate of Babylon and you gain 2 levels of exhaustion per cast.

Saber

Knight

When you take this path, you gain proficiency in medium armour.

Excalibur (Noble Phantasm)

When you take this path, you gain the ability to call upon the holy sword Excalibur. You gain a magical long sword sword that deals an additional 1d10 radiant damage (1d8 slashing, 1d10 radiant). You can choose to unleash Excalibur as an action, causing your next successful attack to deal an additional 5d10 radiant damage in a 60 foot cylinder for a noble phantasm charge. This damage increases by 1 die at the 11th level (6d10), and again at the 20th level (7d10). Excalibur in either form can not be destroyed, and can be summoned back to you as a bonus action.

Instinct

At the 7th level, you gain the ability to know exactly what to do in a fight. When you activate this feature as an action, you gain advantage on all attack rolls and Saving Throws until the end of your next turn. You can use this feature equal to half your wisdom modifier rounded down, you regain use of this after taking a long rest.

Magic Resistance

At the 10th level, you gain some resistance to magic. You gain advantage on all Saving Throws against magic.

Inhuman Strength

At 14th level, you gain the strength of ten men. Your Strength score increases by +4, up to a maximum of 24. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Eternal Arms Mastership

At 18th level, you gain mastership in the art of swords. When you have advantage on attack rolls with a sword, you can roll 3 dice instead of 2. All swords gain an extra two dice of damage.

A Knight Does Not Die With Empty Hands

At 20th level, you gain the ability to do immense damage. Whenever you make a critical, you instead do 4x damage.

Caster

Subclass with many spells and magical powers

Spellcasting

When you take this path, you immediately gain the spellcasting ability of a Wizard, including knowledge of the entire Wizard spell list. You do not need any material components to use these spells. You gain spell slots at the same levels as Wizards.

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 up to 10ft away from you. For 1 minute, you are allowed to summon any creature with a CR of half your Heroic Spirit level as an action. Summoned creatures must succeed a Wisdom saving throw or be charmed by you for the duration of your Noble Phantasm or they disappear.

High Speed Casting

At 7th level, you gain the ability to cast two spells a turn instead of only one. Their collective level can be no more than half your level, this feature can only be used equal to intelligence Modifier + your proficiency Bonus and recharges on a long rest

Golden Fleece Skin

At 10th level, you may cast Cleric spells, but only with a range of self.

Territory Creation

At 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 made against creatures in this area and any creatures of your choosing have disadvantage on all Saving Throws against your magic and your spells ignore half cover.

Teaching of Circe

At 18th level, you gain the ability to influence your allies. As an action, you can remove all conditions and 1 level of exhaustion on a creature and grant them advantage on all attacks until the end of their next turn as a 2nd level spell.

Shapeshift

At 20th level, you gain the ability of a shapeshifter. You gain the true polymorph spell and can cast it without using a spell slot twice, regaining use at the end of a long rest.

King of Heroes

The first Hero

You have access to an infinite amount of every kind of weapon and treasure. Every weapon stored gets the "Throwing" propriety and you can use your charisma modifier for attack rolls and damage rolls with them, instead of strength or dexterity. The number of weapons you can throw per turn is based on your number of attacks.

Gate of Babylon (Noble Phantasm)

When you choose this path, you gain the ability to use every Noble Phantasm. You can choose one Noble Phantasm from any other path except berserker. If a Noble Phantasm has a level requirement, you can not use it until you fulfil the requirement. You can change which Noble Phantasm as an action, though you can only do so once, regaining use at the end of a long rest. 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 (Level 7)

At 7th level, you gain the ability to judge the true name, and thus the weaknesses, of your adversary. As an action, you can examine your opponent and learn one of their damage vulnerabilities, resistances or immunities.

Magic Resistance (Level 10)

At 10th level, you gain the ultimate magic defense. You gain advantage on all Saving Throws against magic and you get to roll 3 times when you roll for this advantage.

Charisma (Level 14)

At 14th level, you gain proficiency, or expertise if you already have proficiency, in Charisma saving throws and all skills related to Charisma.

Collector (Level 18)

At 18th level, you have immense luck at finding rare things. You can be attuned to 2 additional magic items.

Ea, Sword of Rupture (Noble Phantasm)

At 20th level, you gain a weapon fitting for a king. As a bonus action, you can summon an arming sword until the end of your next turn. When you make an attack with this weapon, it deals 10d8 force damage. In addition, you gain advantage on any attack rolls with this weapon. Ea can not be broken. With an action, you can use the magic proprieties of Ea to release a magical beam in a 60-foot cone and make a Strength saving throw. A creature takes 10d8 force damage on a failed save, or half as much damage on a successful one.

Hero of Justice

Dual Fighter

When you choose this path and engage in two-weapon fighting, you may add your attack modifier to your second attack.

Reinforcement

When you choose this path, you gain the ability to make an object stronger. As a bonus action, you can reinforce a weapon until the end of your turn, causing it deal +2 bludgeoning damage.

Unlimited Blade Works (Noble Phantasm)

When you choose this path, you can create approximation's of almost anything. As an action, you can "trace" a weapon, examining its base components and gaining the ability to recreate it.

As an action, you can summon a copy of a weapon you have “traced”. These imperfect copies deal -2 damage due. You can even copy Noble Phantasms, if you do that though the damage is reduced by one die tier, and it is called a Broken Phantasm. The only weapon not able to be traced by this is Ea, Sword of Rupture.

Reality Marble (Noble Phantasm)

When you choose this path you gain the ability to create a pocket dimension. As an action. You can chant your incantation and then bring every creature within a 50ft radius of you, including yourself, to a dimension that houses all of your traced weapons. it looks like a barren wasteland with weapons strewn about.

Eagle Eye

At 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

At 10th level, you gain the ability to use your mage craft at a higher rate. Your reinforcements and projections are now a free action, unless you project more than one object, which then requires 1 action for every 4 objects created.

Controlled Projections

At 14th level, you can control your projections as per the Animate Objects spell. All animated projections count as Medium or Small objects.

Perfect Projections

At 18th level, your projections no longer have a reduced damage.

Master Projector and Reinforcer

At 20th level, you gain insight as to how to make your Broken Phantasms more deadly. When you animate a Broken Phantasm, you can choose to make it explode, forcing the targeted creature and any others in a 10ft radius of where the Broken Phantasm hit to make a Dexterity saving throw causing the target(s) to take half the damage of the Broken Phantasm on a failed save or one quarter that on a successful one.

You can also now put another reinforcement on a weapon, increasing its damage die by 1 tier. Doing so negates the +2 bludgeoning damage from a single reinforcement. In addition, you can now put reinforcements on a projection.

Player Familiars

Servants are the greatest form that magical familiars can take and, as such, can not survive in the material plane without a master. When creating a Heroic Spirit, a player must choose a separate humanoid creature, typically a spell caster, to be their “Master”. If either the player or their “Master” is considered dead, they die instantly and can not be resurrected by any means, including the Wish spell, until a time set by the DM.

Multiclassing

You cannot Multiclass into the Heroic Spirit class.

Dev note

Please be warned when editing this class that the noble phantasm feature can be used 5 times maximum which can lead to massive damage or imbalance as well as this class should be used with the variant player familiar rule for balance purposes.


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gollark: It is somewhat more apioform because you have to keep the entire context of the stack in memory.
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gollark: How would *that* work, and what of RPNAPL™?
gollark: Actually, all are to learn Zig all the time always.
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