Hero of the Wild (5e Class)
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Hero of the Wild[edit]
<!-Introduction Leader->[edit]
Creating a Hero of the Wild[edit]
- Quick Build
You can make a Hero of the Wild quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Folk Hero background. Third, choose Longsword and scale mail for martial purpose. Choose Ocarina as your instrument
Class Features
As a Hero of the Wild you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Hero of the Wild level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Hero of the Wild level after 1st
- Proficiencies
Armor: all armor and shields
Weapons: all except crossbows
Tools: 1 musical instrument
Saving Throws: INT and WIS
Skills: Choose 2 from acrobatics, athletics, animal handling, investigation, nature, medicine and perception. You gain mastery in one skill you are proficient with
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Studded leather armor or (b) Scale mail
- (a) A Shortsword and a shield or (b) A Longsword
- A Longbow and a quiver with 15 arrows
- A musical instrument of your choice
- If you are using starting wealth, you have 5d4x10 in funds.
Level | Proficiency Bonus |
Divine powers earned | Sacred Weapon Damage | Features |
---|---|---|---|---|
1st | +2 | 0 | 1d6 | Fighting Style, Blessing of the Goddess, Sacred Weapon |
2nd | +2 | 1 | 1d6 | Stamina Boost, Jump attack |
3rd | +2 | 1 | 1d6 | Choose Way of the Goddess |
4th | +2 | 1 | 1d6 | Ability Score Improvement |
5th | +3 | 2 | 1d8 | Way of the Goddess Feature |
6th | +3 | 2 | 1d8 | +1 Sacred Weapon |
7th | +3 | 3 | 1d8 | Way of the Goddess Feature |
8th | +3 | 3 | 2d4 | Ability Score Improvement |
9th | +4 | 4 | 2d4 | — |
10th | +4 | 4 | 2d4 | Detect Evil |
11th | +4 | 5 | 1d10 | Way of the Goddess Feature |
12th | +4 | 5 | 1d10 | Ability Score Improvement |
13th | +5 | 6 | 1d10 | +2 Sacred Weapon |
14th | +5 | 6 | 1d10 | Way of the Goddess Feature |
15th | +5 | 7 | 1d12 | Way of the Goddess Feature |
16th | +5 | 7 | 1d12 | Ability Score Improvement |
17th | +6 | 8 | 1d12 | Fighting Style |
18th | +6 | 8 | 2d6 | Stamina of the Goddess |
19th | +6 | 8 | 2d6 | Ability Score Improvement |
20th | +6 | 8 | 3d4 | +3 Sacred Weapon, Way of the Goddess Feature |
Fighting Style[edit]
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you get to choose again at Level 17.
- Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When 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 can add your ability modifier to the damage of the second attack.
Blessing of the Goddess[edit]
Once per turn (no action required),you can gain up to your proficiency bonus Temporary Hit Points. You can use this a number of times equal to your proficiency bonus. The Blessing of the Goddess recharges after you finish a long rest.
Sacred Weapon[edit]
The Goddess Herself gave you the power to choose a weapon and bless it with her power. After you finish a Long Rest, you can touch a weapon and bless it. If you do so, the weapon gains the following effects: •You gain mastery for that weapon, so your proficiency bonus is doubled. •You add the amount of radiant damage shown in the Sacred Weapon Damage Table to the weapons normal damage. •Your weapon becomes Magical •You can't attack innocent creatures. The blade goes straight through them.
Divine Powers[edit]
From Level 2, you can save and strengthen the souls of the four Fallen Hero's. They gave their lives for the people, but could not defeat all the evil before they fell. Due your purity of body you saved them, but can use only a number of their powers as shown in the Divine Powers Earned row. If your alignment isn't already 'good', it becomes it. If you master all of the four powers at level 9, you can meditate to strengthen them. This costs 1 point of the Divine Powers Earned row. Until level 9, you can swap powers each long rest.
- Mipha's Grace
Once per long rest, if you drop to 0 hit points, you regain all your hit points and gain also 5 temporary hit points.
- Revali's Gale
Three times per short rest, as an action, you can cast Thunderwave at first level without expending a spell slot. The saving throw DC equals 10 + Wisdom + Proficiency Bonus.
- Urbosa's Fury
Three times per long rest, when you make an attack, you can deal (Half your proficiency bonus)d8 extra lightning or thunder damage (your choise)
- Daruk's Protection
Three times per long rest, as a bonus action, you can focus on one creature. While you are focused on that creature, you can't attack other creatures. You don't need to use any action to stop focusing. If you do so, an orange glowing, glass like icosahedron surrounds you. If you take damage, one charge of the Protection is used, but you stay focused. If the creature that dealt the damage is within 5 feet of you, the creature is paralysed until the beginning of your next turn.
- Upgraded divine powers
•Mipha's grace can be used twice between long rests. •Revali's Gale: The reach and the damage of the Thunderwave spell are doubled. •Urbosa's Fury recharges now on a short rest. •Daruk's Protection recharges now on a short rest.
Stamina boost[edit]
Once per long rest, you can prepare a drink that gives you a vitality boost so you can take an extra action. You can drink this without using an action. This potion becomes air after your next long rest.
Jump Attack[edit]
If you attack a creature after you jump or fall, you create a shockwave on the ground with a radius of half the distance fallen (minimum radius of 5 feet, even if you didn't fall 10 feet). Take the attack roll from your attack and roll the damage if you missed the creature. All creatures in the area must succeed on a dexterity saving throw or take the damage rolled and fall Prone.
Choose Way of the Goddess[edit]
At 3th level, you choose a Way to serve your goddess Hylia. Choose between Way of the Weapon and Way of the Triforce, both detailed at the end of the class description. Your choice grants you features at level 3 and again at levels 5, 10, 11, 14 and 20.
Ability Score Improvement[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.
+1 Sacred Weapon[edit]
Beginning at level 6, your Sacred Weapon gains a +1 to attack and damage rolls. This stacks with special properties of Magical Weapons. This bonus becomes a +2 at level 13 and a +3 at level 20.
Sense Evil[edit]
At level 10, you found a way do detect Evil aligned Creatures that are within 1 Mile of you. You don't know the type of the creature, neither you know how far it is. You only know the direction of the creature (N, NW, W, SW, S, SE, E or NE) and you can only sense the creature nearest to you. You don't know when your sense picks up another Evil Being
Stamina of the Goddess[edit]
This feature replaces Stamina Boost. After you finish a long rest, you magically create three potions with one of the following effects. You can use a potion without using any action, but your body accepts only two potions per long rest. If you use a third, the effect is wasted and you take 2d10 radiant damage because there is to much holy power in your body. The oldest potions become water if you have more than three potions, until you have three left. This are the effects: •Take an extra action •Heal 4d4 +4 hit points or gain the same amount temporary hit points
Way of the Weapon[edit]
You are chosen by the Goddess to wield Her weapons to protect the people and defeat all Evil
- Weapons of the Goddess
These weapons give you special properties when wielded and you can use wisdom for attack and damage rolls. When you choose this Way of the Goddess, You gain the following weapons:
•The Sword of Evil's Bane, a Longsword that no-one other than you can touch and use. If an Evil creature (or one of their minions) that tries to end or rule the whole universe is within 20 feet of you, the sword begins to glow and does double damage as long as the conditions are met. The light the sword emits is only visible and doesn't light anything. If anyone other than you touches the sword, it takes (this weapon's damage x 2) radiant damage at the end of each of it turns.
•The Bow of Light, a longbow that shoots arrows of Light. Only you can create these arrows and they vanish after they hit or miss or when you put your bow away. These arrows are created the moment you draw your bow and when you have shot an arrow. The bows damage is doubled if you hit an Evil creature (or one of their minions) that tries to end or rule the whole universe.
This is compatible with Sacred Weapon.
- Flurry Rush
At level 3, you learn how to perfectly dodge an attack. When an enemy misses you with a melee attack, roll a d20 and subtract the enemy's CR (rounded down) for a maximum of -4. If the number you become is equal or larger than 15, you can take the attack action as a reaction. You must wield or draw a melee weapon to perform a Flurry Rush and you can only attack the creature that triggered your Flurry Rush.
- Bullet Time
At level 3, you learned to manipulate time to aim your bow faster while falling. If you fall 10 feet, you can draw your bow and slow down time. This effect stops if you touch ground by any meaning. You can do this only one times per short rest. At level 9, you can do this twice per short rest. So, if you choose to do this, you have the following effects: •You can take the double amount of actions you can normally take, but you can only use the attack action if you don't want to end this. •Melee attacks can't hit you •You fall only 10 feet during each of your turns •Your movement speed is 0 •At the end of each of your turns, after you have been in this state for more than 3 turns, you gain one point of exhaustion.
Important! this doesn't mean you don't take fall damage for the total distance you fell
- Extra Attack 1
At level 5, you make three attacks when you take the attack action
- Perfect Parry
When any attack misses or you succeed on a dexterity saving throw, you can use your reaction to roll a d20. If you roll:
•0-5 the attack hits instead, or you fail the dexterity saving throw
•6-14 nothing happens
•15-20: You deflect the attack or the source of the saving throw back from where it came and the creature from where it originated takes full damage.
- Extra Attack 2
At level 11, you make three attacks when you take the attack action
- Champions Tunic
At level 13, the Goddess gives you the tunic of an unknown Hero. This tunic is sky blue and adds your proficiency bonus to your AC and doesn't count as armor or a shield, but you can't don armour while wearing this Tunic. You can upgrade this tunic three times at the forge of a Forge Cleric in exchange for two splinters of a dragon's horn and 100 GP. If you upgrade your Tunic, it grands an additional bonus to your AC equal to the amount of times you upgraded this Tunic (one upgrade = +1, two upgrades = +2, three upgrades = +3)
- Trainer
If you want to train soldiers or rangers as a downtime activity, you can add a maximum amount of GP equal to your wisdom modifier to your payment per workweek
- Extra Attack 3
At level 20, you make three attacks when you take the attack action.
- Extra divine Weapon
Also at Level 20, you can have two divine weapons at the same time.
Way of the Triforce[edit]
The Goddess gave you this power to have more ways to defeat Evil. You like magic more than weapons, but threat them the same.
Pact Magic[edit]
At 3rd level, your arcane research and the magic bestowed on you by your patron have given you facility with spells.
- Spell Slots
The Class table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell hellish rebuke, you must spend one of those slots, and you cast it as a 2nd-level spell.
- Cantrips
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice when you reach 10th and 20th level.
- Spells Known of 1st Level and Higher
At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Class table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 9th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Wisdom is your spellcasting ability for your warlock spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.
Mystic Arcanum[edit]
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 4th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 5th-level spell at 13th level, one 6th level spell at 15th level, and one 7th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest
Class Level |
Features | Spell Known | Spell Slots | Slot Level |
---|---|---|---|---|
3rd | Pact Magic | 3 | 2 | 1st |
4th | 3 | 2 | 1st | |
5th | 4 | 2 | 2nd | |
6th | 4 | 2 | 2nd | |
7th | 5 | 2 | 2nd | |
8th | 5 | 2 | 2nd | |
9th | 6 | 2 | 3rd | |
10th | 6 | 2 | 3rd | |
11th | Mystic Arcanum (4th level) | 7 | 2 | 3rd |
12th | 7 | 2 | 3rd | |
13th | Mystic Arcanum (5th level) | 8 | 3 | 3rd |
14th | 8 | 3 | 3rd | |
15th | Mystic Arcanum (6th level) | 9 | 3 | 3rd |
16th | 9 | 3 | 3rd | |
17th | Mystic Arcanum (7th level) | 10 | 3 | 3rd |
18th | 10 | 3 | 3rd | |
19th | 11 | 3 | 3rd | |
20th | 11 | 3 | 3rd |
- Extra casting 1
At level 5, when you cast a levelled spell (non cantrip), you can cast one extra cantrip in the same action. If the extra cantrip requires you to make multiple attack rolls, you can roll one die and use it for all your attack rolls during that action.
- Extra casting 2
At level 11, when you cast a levelled spell (non cantrip), you can cast two extra cantrips in the same action. If the extra cantrip requires you to make multiple attack rolls, you can roll one die and use it for all your attack rolls during that action.
- Wise Spellcasting
Due your wisdom in how spells work, you can add your wisdom modifier to the damage of your cantrips at level 14.
- Tongue of the Goddess
At level 15, when you are at a holy place, you can read, write, understand and speak every language
- Extra casting 3
At level 20, when you cast a levelled spell (non cantrip), you can cast three extra cantrips in the same action. If the extra cantrip requires you to make multiple attack rolls, you can roll one die and use it for all your attack rolls during that action.
- Pray for Power
Also at Level 20, once per long rest, as an action, you can pray to the Goddess to regain all of your spell slots. Additionally, for one minute, you can add your proficiency bonus to your spells damage rolls.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Hero of the Wild class, you must meet these prerequisites: 13 Wisdom and 13 Intelligence
Proficiencies. When you multiclass into the Hero of the Wild class, you gain the following proficiencies: Medium armor, shields, nature, perception
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