Heroic Spirit, 2nd Variant (5e Class)

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Heroic Spirit[edit]

The last great hero goes in a brilliant light, the last hope of the people, a great evil has awoken, but no one can stand against it, entire villages evacuate towards the coast, kingdoms decimated, it is only a matter of time before the heavens split the sky, and a holy war against the gods begins, only for the gods to unleash the wrath of the heavens, becoming the brilliant light that signals the end, but living beings are more resilient than they look, for they have hope, no matter how much was lost, they will fight for a tomorrow, a hope, a dream, that maybe, a great hero will arise, one of fantasy, and they will bright down this great evil, and only then, will the loses endured, be worth it. For as long as we live… we hope a hero will rise.

Creating a Heroic Spirit[edit]

Heroic spirits are born from the dreams and hope for the future of this planet, when you become one, you will not have any memories of your existence, you never existed, yet you have distant memories of epic proportions, friends, and even families, but none of that matters, you were created as a tool, and once the threat is over, you will simply fade away with the wind, How would you act? what will you think? this is a very harsh reality the grand heroic spirit must face.

Quick Build

You can make a Grand 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.

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 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

Level Proficiency
Bonus
Cantrips Known Noble Phantasms points Features
1st +2 3 0 Cantrips, Fighting Style, Magical Familiar
2nd +2 3 0 Action Surge
3rd +2 3 0 Heroic Path
4th +2 3 0 Ability Score Improvement
5th +3 4 1 Extra Attack, Noble Phantasm
6th +3 4 1 Ability Score Improvement
7th +3 4 2 Heroic Path Feature
8th +3 4 2 Ability Score Improvement
9th +4 5 2 Spirit of the Hero
10th +4 5 3 Heroic Path Feature, Superior Cantrips
11th +4 5 3 Extra Attack(2)
12th +4 5 3 Ability Score Improvement
13th +5 6 3 Spirit of the Hero(2)
14th +5 6 4 Heroic Path Feature,
15th +5 6 4
16th +5 6 4 Ability Score Improvement
17th +6 7 4 Action Surge(2), Spirit of the Hero(3)
18th +6 7 5 Heroic Path Feature
19th +6 7 5 Ability Score Improvement
20th +6 7 6 Heroic Path Feature, Extra Attack(3)

Cantrips[edit]

At 1st level, you know how to cast a number of cantrips from any spell list as indicated in the cantrips known column of the heroic spirit table. Once a cantrip has been chosen, it can not be changed later. Choose either Intelligence or Charisma. Your choice is your spell casting ability modifier.

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

Fighting Style[edit]

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.

Magic Devastation

If you cast a spell that has damage rolls, you add +2 to the damage total, even if you can add your spell attack bonus

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Savage attacks

Any attack roll that uses strength as its attack modifier, gains a +2 to one damage roll

Mounted beast

Any attack roll that was made while mounted on a mount gains a +2 bonus to the damage roll

Servant Of The Earth[edit]

Starting at level one. You are not made out of flesh, you are materialized by a great supply of magical energy from the core of the planet that mimics flesh, you are considered both undead and humanoid, You are immune to the effects of the spells Antilife Shell, Blight, Command, Hold Monster, Phantasmal Force, and Sleep, you additionally do not need to sleep, eat or drink water, you may simply meditate for 4 hours to gain the benefits of a long rest, you will not starve, but you still feel hungry, ruining your mood, any other trait counts as though you where not an undead.

Anchored Ley Line[edit]

You may choose a place to put the Anchored Ley line that connects you to this world, you may draw a magic teleportation circle that is attuned to you, and only you. This magic circle fuels you, it has half your HP + your level with an AC of 18, if it is destroyed, you will vanish out of this plane and return to nothing in 1d4 days.

Action Surge[edit]

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[edit]

At 3rd level, you must choose a Heroic Path. You may choose between the Saber, lancer, archer, rider, assassin, caster, alter ego, foreigner, all listed at the end of this class.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 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, if your DM allows you may take a feat instead of an ability score increase

Extra Attack[edit]

When you reach 5th level, and again at 11th and 20th, you can make an additional attack when you take the attack action.

Adaptability[edit]

When you reach 6th level, when an attack lowers your HP to half of your total HP, you receive resistance to the last type of damage you received until the end of the combat.(this can apply to multiple types of damages).

Will Of The Hero[edit]

When you reach 9th level, you can no longer be charmed or frighten, additionally you gain advantages on all saving throws.

Ethereal Step[edit]

When you reach level 12, you gain the ability to step into the Ethereal Plane, Returning to your Anchored Ley Line with all your current equipment, you may try to bright a creature with you, but they must succeed on a Wisdom saving throw of 8+ half your grand heroic spirit level or be teleported without their equipment.

Teleporting in combat, you may teleport to your Anchored Ley line as an action if no hostile enemies are within 5 feet of you.


Heroic Paths[edit]

Grand Assassin[edit]

A killer known through out the ages, embracing the dark secrets of death, your skills are only meant to be used to end live, honor, tactics matter not, what ends your opponent is all that matters. But what made you an assasin? or where did ya get your skills? very little people even choose this pact, so I ask you assassin? How did you get here?

Deadly But Fragile

When you choose this path your hit die decreases to a d6, and your Constitution score decreases by 2 (minimum 2).

Azrael (Noble Phantasm)

A noble Phantasm that consists of decapitation with an ordinary large sword. It is ingrained with the faith that this individual continued to believe in, and spent a lifetime wielding. For those who lose their lives to this sword, they say there is fear, but no pain, there is dread, but no suffering, there is repentance, but no regrets. For He, who walked the boundary of the tranquil valley, is said to inflict instant death with every strike of this sword. The chance of this effect is low, but it can deliver instant death to even the most powerful of foes. He, who dwells in the tranquil valley, is familiar with Death. He has become one with it.

You can summon a long sword of which you are proficient and can be summoned to you as a free action, this sword releases blue flames when attacking, dealing an extra 1d6 necrotic magic (2d6 at level 11 and 30d10 at level 16). Its a +1 sword (+2 at level 11 and +3 at level 16). As a reaction, you may cause the flames to burn the foes you hit with it, they roll a D100, on a 5 or lower, they are instantly killed as the flames burn their whole body.

When you choose this path, as an action may spend 2 Noble Phantasm charge to try to decapitate an opponent, this attack bypasses resistances and immunities, if it hits, the opponent rolls a D100, on a 30 or lower it instantly dies, if the opponent doesn't die or cant be killed by decapitation, it takes an extra 10d10 necrotic damage(20d10 at level 11 and 30d10 at level 16).


One With The Shadows

When you reach 7th level, whenever you are in dim light or darkness, you are now hidden without the roll of a stealth check, additionally, if you pass succeed a spell saving throw, you ignore all damage or effects.

Battle Continuation

At 10th level, if you would fall to 0 Hitpoints, you instead can use your reaction to fall to 1 HP instead, you can use this once per long rest

Protection of the Faith

as a bonus action, you may pray to your believes to continue fighting for them, you regain 5d10 hitpoints and you receive 1d10 less damage from any source for one round, you can use this ability a number of times equal to you constitution modifier, you cant use it again for 7 turns ( 6 turns at level 11 and 5 turns at level 16)

A Skill possessed only by those who have sacrificed themselves for a religious view. Despite being called divine protection, it is not necessarily a blessing from a higher existence. It is nothing but the absoluteness of one’s body and mind that was born from their beliefs.

Deaths flames

At 18th level, you can use your action to spread your flames in a 30 feet cylinder, forcing every creature to make a dexterity saving throw or take 10d10 magical fire damage and being pushed 10 feet away from you, on a failed save, or half damage on a success.

The Evening Bell Tolls Thy Name
…Canst thou hear this bell? It tolls for thy destiny’s end. Accept it, and unbind thy soul, for this is thy last chance as a human to slumber in peace.

At 20th level, you become a master of instant death. When attacking, you may use this ability to force them to teleport them to the dark abys, a place of death, they must succeed on a wisdom saving throw or be teleported to this plane of existence, the creature cant escape unless by divine intervention, on a passed save, the creature remains on this plane and takes 20d6 necrotic damage. This feature cost 6 NP uses

Archer[edit]

Fighter who focuses on long range attacks.

Tri-Star Amore Mio(Noble Phantasm)

When you choose this path, you gain the ability to call the Phoebus Catastrophe Long bow, it is a +1 bow +1 (+2 at level 10 and +3 at level 16), that when fired, releases a second arrow that follows the first that deals an additional 1d8 piercing damage (this increases to 2 arrows at level 10 and 3 arrows at level 16)

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 once, regaining use at the end of a short or long rest.

Precise

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

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 1d6 damage. In addition, your ranged attacks are always considered magical for the sake of overcoming resistances.

Berserker[edit]

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 regain half your maximum hit points. When you use your Noble Phantasm, you are stunned until the end of your next turn. Additionally, your maximum Noble Phantasm uses doubles, but you regain one use at the end of a long rest.

Heavy

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

Organic Tank

When you take this path, your hit dice changes to a d12.

Ferocious

Starting at the 7th level, on a hit with a melee attack against a creature with a CR of at least 1, you regain 1d4 hit points.

Powerful but Clumsy

Starting at the 10th level, as a bonus action, you may put your whole weight behind your attacks until the end of your turn. Your melee weapon attacks gain an additional 5 ft. of reach, and on a hit you deal twice as much damage, but on a miss, you become stunned for 1 minute as your weapon digs itself deeply into the ground. At the end of each of your turns, you may either attempt a DC 16 Strength saving throw. On a success, you are no longer stunned.

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). Additionally, you may use your Noble Phantasm as a bonus action.

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 become berserk. 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 do not become unconscious at 0 hit points during initiative, but you may still die by being killed instantly or failing three death saving throws while in this state.

Lancer[edit]

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 vehicles, and your movement speed increases by 10 feet.

Summoning (Noble Phantasm)

When you choose this path, you gain the ability to summon companions to aid yourself. As an action, you may cast Conjure Woodland Beings nonmagically without components. Creatures summoned in this way can be of any type.

Mounted Fighter

At 7th level, whenever you are on a mount, your attack and damage rolls gain a +1 bonus.

Demonic Defender of State

At 10th level, you can choose to mark a 20 ft. cubic area as your own before a fight. You gain advantage on all attack rolls while within this area.

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. While within your Defender of State area, your AC increases by +2, and you do not become unconscious at 0 hit points during initiative until you fail your first death saving throw.


Rider[edit]

Warrior who rides into battle on a beast of war.

Advanced Mounted Fighter

When you choose this path, whenever you are on a mount, your attack and damage rolls gain a +1 bonus, and you gain proficiency in all mounts and vehicles.


La Black Luna(Noble Phantasm)

When you choose this path, you can instantly create and play a hunting flute. 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 half as much damage.

Evasion

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 may grant yourself advantage on all Saving Throws against magic, and magic missile requires an attack roll to hit you until the end of your next turn. You may do this once, regaining use at the end of a long rest.

Mystic Eyes

At 14th level, you may force a creature within 60 ft. that 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. You may do this five times, regaining all uses at the end of a long rest.

Conquerer of Beasts

Starting at the 18th level, when you use Mystic Eyes on a beast, it becomes charmed instead, and follows your verbal commands. If a beast succeeds this feature’s saving throw, you do not lose a use of Mystic Eyes unless it was a critical success.

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. If you use this feature in any way other than to cast a spell, you can not cast spells of use regain Noble Phantasm uses until the end of a long rest.

Grand Saber[edit]

Knight

When you take this path, you gain a magical armor of which you can control the materialization of this armor, taking a turn to summon it, it has an AC of 18, while wearing this armor, you cant wear a shield, if you are wearing armor, you must remove it to wear this armor, at level 5, the armor becomes stronger, While you're wearing it, any critical hit against you becomes a normal hit, at level 12, you may spend a noble phantasm point to gain resistance to all damage

Excalibur (Noble Phantasm)

When you take this path, you gain the ability to call the holy sword Excalibur to your hand instantly as an free action. You gain a magical +1 (+2 at level 10 and +3 at level 16) longsword that deals an additional 1d10 radiant damage(2d10 at level 8 and 3d10 at level 16), you may use your Charisma modifier instead of strength.

You can choose to unleash Excalibur as an action, forcing all creatures in a 120 foot cylinder to attempt a Dexterity saving throw. On a failure, they take 10d6 radiant damage ( 20d6 radiant damage at level 12, 40d6 radiant damage at level 18). On a success, they take half as much damage. this action cost 2 Noble Phantasm use.

Magic Resistance

At the 7th level, magic becomes less effective against you, if you are hurt by any magic, you can use your reaction to reduce the damage by 1d10, (2d10 at level 12)

Mana Burst

At 10th level, you may focus all your mana into a shorth period of time as a bonus action, for one minute, you gain advantage on all attack rolls, if you pass a spell saving throw, instead of taking half damage, you evade the spell or any effects, after one minute, you are stunned and gain two level of exhaustion, using this feature costs 1 NP point

Instinct

At 14th level, your mind becomes sharp and so its your body, if a creature attacks you and you have not noticed it, you can try to parry the attack attempting to block it, you may roll a D20 + your Dexterity modifier, if your roll is higher that the opponents attack roll, you parry the attack only taking half damage.

Imhuman Charisma

At 18th level, you become a knight of dreams, the definition of what a warrior should strive to be, your charisma increases by 4 to a maximum of 24.

The Promised Victory

At 20th level, you may unleash you noble phantasm on one enemy, if the attack hits, they take 10d6 radiant damage ( 20d6 radiant damage at level 12, 40d6 radiant damage at level 18), this ability uses 6 NP points.

Caster[edit]

Subclass with many spells and magical powers

Spellcasting

When you take this path, you know a number of abjuration and transmutation spells from the wizard spell list equal to your Noble Phantasm uses. At 3rd level, and again at 8th, 14th, and 20th levels, you may pick 1 spell outside Abjuration and Transmutation. Your spells are cast in the same way as your Cantrips.

Heroic Spirit
Level
Spells
Known
Spell Slots per Spell Level
1st 2nd 3rd 4th
3rd 2 2
4th 3 3
5th 3 3
6th 4 3
7th 4 4 2
8th 5 4 2
9th 5 4 3
10th 6 4 3
11th 6 4 3
12th 7 4 3
13th 7 4 3 2
14th 8 4 3 2
15th 8 4 3 2
16th 9 4 3 3
17th 9 4 3 3
18th 10 4 3 3
19th 10 4 3 3 1
20th 11 4 3 3 1


Nursery Rhyme(Noble Phantasm)

When you take this path, you gain the ability to create your own stories. As an action, you summon any creature with a CR equal to half your Heroic Spirit level anywhere within 30 ft. that lasts for 1 minute. Summoned creatures must attempt a Wisdom saving throw. On a failure, they are charmed by you for the duration of your Noble Phantasm. On a success, they are berserk for the same duration. Once this feature ends or if the creature drops to 0 hit points, the creature disappears.

High Speed Casting

At 7th level, when you cast a spell as an action, you may cast a second spell that may be cast as an action as a bonus action on the same turn. Their collective level can be no more than half your level, and this feature can only be used an amount of times equal to half your Intelligence Modifier, rounded down. You regain all uses once you complete a long rest.

Golden Fleece Skin

At 10th level, you may learn any abjuration or transmutation spells on the Cleric spell list.

Territory Creation

At 14th level, you can create a 50 ft. cubic area that you define as your area as an action that lasts for 1 minute. 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. You may do this once, regaining use at the end of a long rest.

Teaching of Circe

At 18th level, you gain the ability to influence your allies. As an action, you can sacrifice a 2nd level spell slot and 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.

Shapeshift

At 20th level, you gain the ability of a shapeshifter. You may cast true polymorph on yourself nonmagically without components as an action for 1 Noble Phantasm use. This does not count as a Noble Phantasm for Gate of Babylon.

Ruler[edit]

The First Hero

As an action, bonus action, or free action, you may store a weapon within or remove a weapon from an extradimensional space within your body. Every weapon stored gains the Thrown (20/40) propriety, and you can use your Charisma modifier for attack rolls and damage rolls with them instead of Strength or Dexterity. A weapon loses these effects at the end of your next turn after you remove it.

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 you have access to 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

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. You may do this once per creature.

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

At 14th level, you gain proficiency in Charisma saving throws and all skills that you can add your Charisma modifier to.

Collector

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 an action while wielding Excalibur, you may transform it into Ea. All of its damage becomes force damage, it deals an additional 1d10 force damage. When you unleash this weapon, creatures must attempt a Constitution saving throw instead, and it targets a 90 ft. cone instead.

Hero of Justice[edit]

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. Doing so does not cost a Noble Phantasm use.

As an action, you can summon a copy of a weapon you have “traced”. These imperfect copies deal -2 damage (minimum 1). If you copy a Noble Phantasm or magic weapon, it becomes a "Broken Phantasm". Broken Phantasms have all of their damage die reduced one die tier. 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 and every creature within a 50 ft. radius of you enters a dimension resembling an endless wasteland that houses copies of all of your traced weapons for 1 hour.

Eagle Eye

At 7th level, you apply reinforcement to your eyes. You may make ranged attacks within a weapon's long range without disadvantage.

Quick Casting

At 10th level, you gain the ability to use your magecraft at a higher rate. Reinforcement and Unlimited Blade Works can be used as a free action, bonus action, or action.

Controlled Projections

At 14th level, you can control your projections as per the animate objects spell. All animated projections count as small objects.

Perfect Projections

At 18th level, your Unlimited Blade Works projections no deal -2 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 any creatures within a 10 ft. radius the weapon to make a Dexterity saving throw. On a failure, they take the damage of two attacks with the weapon. On a success, they take half as much damage.

Multiclassing[edit]

You cannot Multiclass into the Heroic Spirit class.


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