Hero (5e Class)

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Hero[edit]

Whatever your hero seeks to accomplish, they will need a path to get there. Blowing away the enemies with one punch, manipulating gravity, blasting fire from your cyborg body, crushing foes with strength beyond comprehension, shatter psyches, blitz with intense speed, using moves inspired by the animal that rule the wild or any other number of insane abilities, they protect the innocent, and uphold justice.

The Hero[edit]

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[edit]

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

Level Proficiency
Bonus
Features Heroic Dice
1st +2 Hero's Journey 1d6
2nd +2 Heroic Gift Dormant 1d6
3rd +2 Hero's Journey Feature 1d6
4th +2 Ability Score Improvement 1d6
5th +3 Hero's Journey Feature, Heroic Gift Unsealed 1d6
6th +3 Journey Companion 1d8
7th +3 1d8
8th +3 Ability Score Improvement 1d8
9th +4 Hero's Journey Feature 1d8
10th +4 Heroic Gift Unleashed 1d8
11th +4 1d8
12th +4 Ability Score Improvement 1d10
13th +5 1d10
14th +5 Hero's Journey Feature 1d10
15th +5 Heroic Gift Awakened 1d10
16th +5 Ability Score Improvement 1d10
17th +6 Hero's Journey Feature 1d12
18th +6 1d12
19th +6 Ability Score Improvement 1d12
20th +6 Heroic Gift Exalted, Unbeatable Champion 1d12

Hero's Journey[edit]

Starting at 1st level, you can choose your journey to undergo as a hero, which will determine your abilities, training and role in the world. You can choose between the Warriors Journey and the Magician Journey, detailed at the end of the class description.

Your choice grants features at 1st, and again at 3rd, 5th, 9th, 14th and 17th levels.

Talented[edit]

Heroes are known for being incredibly good in what they choose to specialize in. At 2nd level, you double your proficiency bonus in checks with the skills you learned from your Background and from your 1st-level in this class.

Heroic Gift[edit]

Starting at 2nd level, you gain a core ability, a hidden power that grows as you go in adventures and pass trough trials and tribulations. Your gift starts in its dormant state, and awakens as you gain levels in this class, representing your domain over this new power.

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.

Journey Companion[edit]

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.

The companion's statblock is shown on the end of the class description.

Unbeatable Champion[edit]

As a hero, you must endure great pain and harm to achieve victory, and you have developed great resilience because of this. At 20th level, you gain a bonus to all your saving throws equal to your proficiency bonus (including to those saving throws that already add your proficiency bonus once).

Heroic Archetypes[edit]

Warrior Journey[edit]

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.

Magician Journey[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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.

Natural Talent[edit]

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.

Multiple Forms[edit]

While under the stress of combat, you can unleash multiple transformations that enhance your combat abilities.

Dormant. You can use a bonus action to undergo a transformation that lasts a number of rounds equal to your proficiency bonus, but ends earlier if you fall unconscious or choose to dismiss it as a bonus action. Choose one ability score. While transformed, you gain the following benefits:

  • When you score a critical hit with an attack made with the chosen ability score, you roll one additional die when calculating the damage.
  • You gain one of the following traits, depending on your chosen ability score:
Strength. You are considered one sizer larger for the purposes of lift, push or drag, and for considering your carrying capacity.
Dexterity. Your movement speed increases in 5 feet.
Constitution. You gain resistance against one damage type of your choice for the duration.
Intelligence. Choose a 1st-level spell from any list. The spell is cast when you enter in this transformation.
Wisdom. You have advantage on saving throws against being charmed.
Charisma. You gain advantage on saving throws against being frightened.
  • Choose one ability score. You gain advantage on checks and saving throws with that ability score for the duration.

When the transformation ends, you must attempt to succeed on a Constitution saving throw with a DC of 8 + the number of rounds you spent transformed, or suffer one level of exhaustion.

Unsealed (5th-level). You can use your bonus action to assume a second transformation, that lasts while you maintain concentration (as if you were concentrating on a spell), and end earlier if you fall unconscious. Choose two ability scores, that can or cannot be the same chosen on the previous transformation. You gain the following benefits for the duration:

  • You gain advantage on ability checks made with the chosen ability scores. If you already have advantage, you can reroll one of the dice rolled, and must choose the new result.
  • Choose one skill related with one of the chosen ability scores. You can add twice your proficiency bonus in checks with it while transformed.
  • When making attacks with the chosen ability score, you score a critical hit on a roll of 19 or 20.
  • Once in each of your turns when you hit a target with an attack, you can deal extra damage to the target equal to 1d8.
  • You can take one additional reaction in each turn of combat by spending one hit die. Doing so also cause you to lose hit points equal to a roll of your hit die.

When this effect ends, you must succeed on a Constitution saving throw with a DC equal to 8 + the number of rounds you maintained this transformation. On a failed save, you fall unconscious.

You can assume this transformation with the same bonus action you used to assume the first transformation.

Unleashed (10th-level).


Awakened (15th-level).

Exalted (20th-level).

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

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[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

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

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