Heroic Adventurer (5e Class)
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Heroic Adventurer[edit]
Heroic Adventurers are warriors with the potential for greatness, driven by their ambitions and fueled by their will to protect others. These adventurers have a unique gift that allows them to grow stronger rapidly, gaining powers that evolve as they face greater dangers. Their powers come from an inner drive and possibly the blessings of divine beings, allowing them to overcome even the most powerful of enemies through sheer force of will and adaptive strength.
- quick build
You can make a Heroic Adventurer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Charlatan or the Wayfarer background.
Heroic Adventurer[edit]
Class Features
As a Heroic Adventurer you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Heroic Adventurer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Heroic Adventurer level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: none
Saving Throws: Strength or Dexterity, Charisma
Skills: Choose two from Acrobatics, Athletics, Insight, Perception, Persuasion, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 1 Martial Weapon or (b) 1 Simple weapons and Shield
- (a) a leather armor and quiver of 20 arrows or (b) a chain shirt
- (a) a light crossbow and 20 bolts or (b) a handaxe
- an explorer's pack
- Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.
Level | Proficiency Bonus |
Features | Heroic Power |
---|---|---|---|
1st | +2 | Brave Heart, Heroic Presence, Weapon Mastery | 0 |
2nd | +2 | Swift Combatant, , Heroic Action Surge | 0 |
3rd | +2 | Heroic Growth | 2 |
4th | +2 | Ability Score Improvement | 2 |
5th | +3 | Arcane Strike, Rapid Growth | 3 |
6th | +3 | Blessing of the Gods, Uncanny Dodge | 3 |
7th | +3 | Inspiring Word Reliable Talent | 3 |
8th | +3 | Ability Score Improvement | 3 |
9th | +4 | Enhanced Reflexes | 4 |
10th | +4 | Limit Break | 4 |
11th | +4 | Enhanced Arcane Strike | 4 |
12th | +4 | Ability Score Improvement | 4 |
13th | +5 | Hero’s Willpower | 5 |
14th | +5 | Flurry of Flames | 5 |
15th | +5 | Heroic Action Surge (2) | 5 |
16th | +5 | Ability Score Improvement | 5 |
17th | +6 | Heroic Burst | 6 |
18th | +6 | Unyielding Spirit | 6 |
19th | +6 | Ability Score Improvement | 6 |
20th | +6 | Heroic Ascension | 6 |
Brave Heart[edit]
At 1st level, Your courageous nature and boundless ambition drive you forward, even when the odds are against you. You have advantage on saving throws against being frightened. Additionally, you can add your Charisma modifier to initiative rolls.
Heroic Presence[edit]
At 1st level, Your natural charisma and determination inspire allies and intimidate foes. You gain proficiency in Intimidation or Persuasion (your choice).
In addition, you gain one Cantrip from the Sorcerer spell list (such as Fire Bolt), and you can cast this Cantrip using Charisma as your spellcasting ability. This Cantrip reflects a spark of arcane talent or a heroic spirit within you.
Weapon Mastery[edit]
At 1st level, Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
Swift Combatant[edit]
At 2nd level, Your agility in combat allows you to move quickly and dodge incoming attacks. As a bonus action, you can use the Dash or Disengage action.
Heroic Action Surge[edit]
At 2th level, you gain the ability to push beyond your normal limits in times of need. On your turn, you can take one additional Action. You can use this feature once, and you regain the ability to do so after short rest and long rest.
you gain Heroic Action Surge again when you reach 15th level
Heroic Growth[edit]
At 3st level, you gain two Heroic Power Features from the following list. You can choose additional Features as you reach certain levels in this class. Each time you gain a level, you may also choose to swap one of your existing feats for a different one.
The extra Heroic power increases as you gain Heroic Adventurer levels, as shown in the Heroic Growth column of the Heroic Adventurer Features table.
Level 1-5 Minor Heroic
- Rapid Reflexes: Gain a +2 bonus to initiative rolls.
- Adaptive Fighter: Gain proficiency in one skill of your choice.
- Heroic Endurance: Gain temporary hit points equal to twice your level you can use equals to your proficiency bonus per long rest.
- Fleet Footed: Increase your movement speed by 5 feet.
- Steady Aim: Once per turn, gain advantage on one attack roll. Can be used a number of times equal to your proficiency bonus per long rest.
- Combat Insight: You gain a +1 bonus to attack rolls against a creature you have successfully hit in the past round.
Level 6-9 Moderate Heroic
- Advanced Reflexes: Gain the ability to make one additional reaction per round.
- Enhanced Endurance: Once per long rest, you may end one effect causing you to be frightened, charmed, or paralyzed.
- Battle Resilience: When reduced below half your hit points, gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. Usable once per short rest.
- Unstoppable Dash: When you take the Dash action, you may ignore difficult terrain, move through creatures as if they were difficult terrain, and gain advantage on your next melee attack this turn.
- Inspiring Strike: When you reduce a creature to 0 hit points, you can grant an ally within 30 feet temporary hit points equal to your level. Usable once per short rest.
- Heroic Leap: You can jump twice the normal distance and can choose to land without taking damage.
Level 10-14 True Heroic
- Hero’s Resolve: Once per long rest, you can ignore one failed saving throw effect. If you use this feature, you also gain advantage on all saving throws for the next minute.
- Blazing Combatant: When you deal fire damage, you can add an additional 1d4 fire damage. At level 15, increase this to 1d6.
- Unbreakable Will: You can use 1 Heroic Power Use to reroll a failed saving throw. You must use the new roll.
- Iron Guard: You can use your reaction to impose disadvantage on an attack roll made against you. Usable a number of times equal to your Constitution modifier per long rest.
- Flame Resistance: You gain resistance to fire damage,
Level 15+ Master of Heroic
- Masterful Reflexes: Gain +2 to Dexterity saving throws. You can also use your reaction to take no damage from an attack, once per short rest.
- Unyielding Spirit: You gain immunity to being frightened, charmed, or paralyzed. Once per long rest, you may remove these effects from an ally within 30 feet as a bonus action.
- Hero’s Ascendance: Once per long rest, as a bonus action, you can enter a heightened state for 1 minute. During this time, you gain advantage on all attack rolls, and your movement speed increases by 20 feet.
- Overwhelming Strike: When you hit a creature with a melee attack, you can force it to make a Strength saving throw (DC = 8 + proficiency bonus + your Strength or Dexterity modifier). On a failed save, it is stunned until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus per long rest.
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.
Arcane Strike[edit]
Starting at 5th level, you learn to blend your physical attacks with arcane energy. When you make a melee weapon attack, you can channel a Cantrip into that attack as a bonus action, adding magical energy to the strike.
Effect: When you use this feature, you cast a Cantrip that deals damage (such as Fire Bolt or Ray of Frost) as part of the melee attack. The Cantrip’s damage is added to your weapon damage, and it deals the Cantrip’s damage type. Range Limitation: This feature only works if the Cantrip has a range of "self" or "touch," or if the target is within 10 feet of you.
For example, if you use Fire Bolt with Arcane Strike and successfully hit the target, you will deal your normal melee weapon damage plus the damage from Fire Bolt. This feature allows for flexibility in battle, combining both physical prowess and magical talent in a single, powerful strike.
At 14th level, you can also channel a normal Cantrip as a bonus action
Rapid Growth[edit]
Beginning at 5th level, You have a natural ability to learn and adapt at an extraordinary rate. You gain proficiency in Two additional skill of your choice.
Blessing of the Gods[edit]
At 6th level, you receive a blessing from your patron deity or a divine source, granting you resistance to one type of damage: fire, cold, lightning, or radiant. You can change this resistance after a long rest by offering a prayer to your patron deity.
Uncanny Dodge[edit]
At 6th level, When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
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.
Inspiring Word[edit]
At 7th, Your heroism can bolster your allies, lifting their spirits in battle. As a bonus action, you can choose one creature within 30 feet of you that can hear you. That creature gains temporary hit points equal to your Charisma modifier + half your Heroic Adventurer level (rounded down). You can use this feature a number of times equal to your Charisma modifier, and all uses reset after a long rest.
Reliable Talent[edit]
At 7th level, Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10..
Enhanced Reflexes[edit]
Beginning at 9th level, You can nimbly dodge out of the way of certain dangers. When you're 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 on the saving throw and only half damage if you fail. You can't use this feature if you have the Incapacitated condition.
Limit Break[edit]
At 10th level, you have developed the ability to push past your physical limits. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this feature, you can't use it again until you finish a long rest.
Enhanced Arcane Strike[edit]
At 11th level, your Arcane Strike becomes even more potent.
Additional Effect: When you use Arcane Strike, you can choose to add an extra effect based on the Cantrip used. For example:
- Fire Bolt: The target takes an additional 1d8 fire damage at the start of its next turn.
- Ray of Frost: The target’s movement speed is reduced by an additional 10 feet until the end of its next turn.
Hero’s Willpower[edit]
At 13th level, when you fail a saving throw, you can reroll it and must use the new roll. You can use this feature twice before a Long Rest, three times before a Long Rest starting at level 17.
Flurry of Flames[edit]
At 14th level. you can unleash two Cantrip at same time as Bonus action, You can use this feature a number of times equal to your Charisma modifier, and all uses reset after a long rest.
In addition, you learn an additional Cantrip from the Sorcerer spell list.
Heroic Burst[edit]
At 17th level, You can unleash a powerful burst of speed and energy. As an action, you can make up to three melee weapon attacks against a single target. If at least two of the attacks hit, the target is knocked prone. Once you use this feature, you can’t use it again until you finish a short or long rest.
Unyielding Spirit[edit]
At 18th level, You have become an unstoppable force of will. When you drop to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this feature, you can’t use it again until you finish a long rest.
Heroic Ascension[edit]
At 20th level, you become a legendary figure in your own right. You gain the following benefits:
- Legendary Resolve: You gain advantage on saving throws against being charmed .
- True Hero’s Might: Once per turn, when you hit with a weapon attack, you can add your Charisma modifier to the damage dealt.
- Inspiring Presence: As an action, you can rally all allies within 30 feet. Each ally gains temporary hit points equal to twice your Charisma modifier and has advantage on their next attack roll or saving throw within the next minute. Once you use this feature, you can’t use it again until you finish a long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Heroic Adventurer class, you must meet these prerequisites: Strength or Dexterity 13
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