The Hero (5e Subclass)

The Hero

Prerequisite: Good Alignment
A warrior of legend with immense hidden power.

Hidden Power
Starting at 3rd level, if you or a party member are knocked unconscious roll a d20. If you roll a 20 you gain the following benefits for the next 5 minutes:

  • Restore half your total hit points (if this healing should exceed your total hit points add the excess as temporary hit points)
  • Replenish your action surge
  • Increase your strength, dexterity, constitution and charisma values by a value equal to your current character level (this bonus ignores the maximum value possible for each stat)
  • Double the number of extra attacks you have.
  • Gain resistance to all damage types.

After the 5 minutes expire you become exhausted. You can only use this feature once per long rest. (This feat is optional due to the questionable balance of it, it is not intended to be a core part of the subclass but to potentially make for some cool moments. Due to the very low chance of this feat even coming into play, it is advised not to rely on it if it is used.)


Slayer of Evil
Starting at 3rd level, when you attack a creature of an evil alignment you may add your Charisma modifier to the damage roll.


Valiant Protector
Starting at 7th level, if in the previous or current round an enemy has damaged an ally or yourself. You may add your Charisma modifier to attack rolls against this enemy.


A Hero's Weapon
Starting at 10th level, you are able to enchant a weapon with magical energy. This process takes 30 minutes. This weapon deals an additional 1d6 + your Charisma modifier Radiant damage. You can only enchant one weapon at a time.


Inward Strength
Starting at 15th level, when you use your Second Wind feature you replenish your Action Surge. Your second wind now also restores hit points equal to 1d10 + your Fighter level + your Charisma modifier.


Power Unleashed
Starting at 18th level, you gain the following benefits:

  • You gain an additional extra attack
  • Whenever you make an attack roll restore 2 hit points
  • Gain an additional use of Second Wind
  • Add your Charisma modifier to your AC

Back to Main Page 5e Homebrew Character Options Subclasses

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