Heroic Spirit (5e Class)
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- 1 Heroic Spirit
- 2 Heroic Paths
Brought back through ancient magical artifacts of immense power, the heroes of old bring their legend back to life. Their existence is quite different, as they do not originate from their history, but of the legend they garnered.
Creating a Heroic Spirit
What did you do to make you a hero? What is your major flaw that can be exploited to destroy you?
- Quick Build
You can make a 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. Second, choose the Folk Hero background.
As a Heroic Spirit you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: simple and martial weapons
Saving Throws: Strength and Dexterity
Skills: choose 4 from all skills
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
|Cantrips Known||Noble Phantasm Uses||Features|
|1st||+2||2||0||Cantrips, Action Surge|
|4th||+2||2||0||Ability Score Improvement|
|5th||+3||3||1||Extra Attack, Noble Phantasm|
|6th||+3||3||1||Ability Score Improvement|
|7th||+3||3||1||Heroic Path Feature|
|8th||+3||3||1||Ability Score Improvement|
|9th||+4||4||2||Spirit of the Hero|
|11th||+4||4||2||Heroic Path Feature|
|12th||+4||4||2||Ability Score Improvement|
|13th||+5||5||3||Spirit of the Hero(2)|
|14th||+5||5||3||Heroic Path Feature|
|16th||+5||5||3||Ability Score Improvement|
|18th||+6||6||4||Heroic Path Feature|
|19th||+6||6||4||Ability Score Improvement|
|20th||+6||6||5||Heroic Path Feature|
As a heroic spirit you have access to all Cantrips but can only know up to what your level dictates. Intelligence is your spell-casting modifier.
- Spell and class feature save DC = 8 + your proficiency bonus + your Intelligence modifier
- Spell attack modifier = your proficiency bonus + Intelligence modifier
At 1st 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.
When you reach 2nd level you can choose which way you fight and thus gain a bonus to that way of fighting.
You gain a +2 bonus to attack and damage rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
When weilding a melee weapon in one hand and no other weapon, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you role a 1 or 2 on a damage die dor an attack 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.
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 may add your ability modifier to the damage of the second attack.
At 3rd level, you must choose a Heroic Path. You may choose between the Archer, Assassin, Berserker, Caster, Lancer, Rider, Ruler, Saber, or Hero of Justice paths, all listed at the end of this class.
Ability Score Increase
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.
When you reach 5th level, and again at 10th and 15th, you can make an additional attack when you take the attack action.
At 5th level, you gain use of a Noble Phantasm. Your Noble Phantasm is unique to your Heroic Path, and may be used a number of times listed in the Noble Phantasm column. All Noble Phantasms use 1 charge unless otherwise stated. You regain all Noble Phantasm uses at the end of a long rest.
Spirit of the Hero
When you reach 9th level, if you fail a saving throw you can choose to succeed once, regaining all uses at the end of a long rest. At level 13, your maximum number of charges increases to 2.
Once you reach 10th level, your cantrips deal an additional 1d6 damage if they deal damage.
Silent killer who focuses on fighting shadily and from the shadows.
- Deadly But Fragile
When you choose this path your hit die goes down to a d6 and your constitution automatically reduces by 2.
- Turning Swallow Strike (Noble Phantasm)
When you choose this path you gain the ability to do three strikes with a finesse melee weapon that are so fast that they appear to be occurring at the same time. You make a seperate attack roll for each attack, dealing an additional 4d8 damage per hit. This increases by 2d8 every time you gain a feature in this Path.
- Sneak Attack
When you choose this path you gain the ability to cause massive damage when you are unseen. Once per turn, when you either have advantage on the attack roll or there is an ally that is not incapacitated withing 5ft of wherever you are attacking and you do not have disadvantage, you deal an additional 3d6 damage. This increases by 1d6 every time you gain a Heroic Path Feature.
- One With The Shadows
When you reach 7th level, whenever you are in dim or dark light you gain advantage on Stealth checks.
- Stealth Master
At 11th level, you can take the hide action as a bonus action.
At 14th level, you cannot be seen by any divination magic and cannot be perceived by magical scrying sensors.
- Pass Without Trace
At 18th level you can use the spell Pass Without Trace non-magically without components. You may do this once, regaining use at the end of a short or long rest.
- Deadly Blow
At 20th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, you deal double damage.
Fighter who focuses on long range attacks.
- Tri-Star Amore Mio(Noble Phantasm)
When you choose this path, you gain the ability to put all of your passion into a single shot, causing immense damage. If this attack hits, it deals 5d6 damage. This increases by 2d6 every time you gain another Heroic Path Feature.
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.
At 11th level, you learn how to cast the spell Conjure Volley(DC 10+ Int Mod+ Prof Bonus) once per short or long rest.
At 14th level, whenever you have advantage with a ranged attack, you roll 3 times instead of 2.
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 Bowman
At 20th level, you become a master of the bow. Whenever you are wielding a ranged weapon, you immediately gain +2 to attack and damage rolls and you deal an additional 1d8 damage. In addition, your ranged attacks are always considered magical for the sake of overcoming resistances.
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 roll half your maximum hit dice without expending any, regaining that amount of hit points. When you use your Noble Phantasm, you are stunned until the end of your next turn. You can do this 12 times starting at level 5 and you do not gain more uses. You regain one charge at the end of a long rest.
When you choose this path you gain proficiency in heavy armor.
- Organic Tank
When you take this path, your hit dice changes to a d12 and your AC increases by 2.
Starting at the 7th level, whenever you attack an opponent you can do an extra die of damage.
- Powerful but Clumsy
Starying at the 11th level, you gain advantage on all attacks when there is bright lighting, yoy are in a clear area, and your opponent is within 10ft of you at the start of your turn.
- 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).
- 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 a season much damage and you can not be charmed or frightened, but you have disadvantage on all saving throws and you must move toward or attack a creature at every given chance. 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 are able to fight even at 0 hit points, only stopping when you truly die by something's attacks or by failing all the death Saving Throws
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 your speed increases by 5ft.
- Summoning (Noble Phantasm)
When you choose this path, you gain the ability to summon a creature at will. You may choose one creature that is either your level equivalent CR or lower and is a beast or monstrosity. If you do this you have to beat the summoned monster in a Charisma contest in order to control it. On a failure, it goes on a rampage, attacking everything in sight.
- Mounted Fighter
At 7th level, whenever you are on a mount, your attacks deal one additional die of damage.
- Demonic Defender of State
At 11th level, you can choose to mark a 50x50 area as your own before a fight. Whenever you fight in this area, you gain advantage on all attacks.
- 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.
At 20th level, you practically become a god. Your AC increases by +2 and you gain the Battle Continuation skill from the Berserker path, except you go unconcious on your first failed Death Saving Throw or attack against you.
Warrior who rides into battle on a beast of war.
- Mounted Fighter
When you choose this path, your attacks deal an additional die of damage while mounted and you gain proficiency in all mounts.
- La Black Luna(Noble Phantasm)
When you choose this path, you can instantly create a hunting flute that you can play as an action. 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 until the end of their next turn on a failed throw. On a success, they take 2d6 thunder damage and are stunned until the end of their next turn.
- Accel Turn
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 11th level, magic is less effective against you. You gain advantage on all Saving Throws against magic, and magic missile requires an attack roll to hit you.
- Conquerer of Beasts
Starting at the 14th level, whenever you defeat a creature that could be a mount(DM's discretion) there is a chance it could be swayed to your side. Roll 1d20 and on a roll of 16 or higher it regains its maximum hit points and is charmed by you permanently.
- Mystic Eyes
At 18th level, you may force a creature 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.
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.
When you take this path, you gain proficiency in medium armor.
- Excalibur (Noble Phantasm)
When you take this path, you gain the ability to call upon the holy sword Excalibur. You gain a magical long sword sword that deals an additional 1d6 radiant damage. You can choose to unleash Excalibur as an action, causing your next successful attack to deal an additional 5d6 radiant damage. This damage increases by 1 die at the 11th level (6d6), and again at the 20th level (7d6). Excalibur in either form can not be destroyed, and can be summoned back to you as a bonus action.
At the 7th level, you gain the ability to know exactly what to do in a fight. When you activate this feature as an action, you gain advantage on all attack rolls and Saving Throws until the end of your next turn. You regain use of this after taking a long rest.
- Magic Resistance
At the 11th level, you gain some resistance to magic. You gain advantage on all Saving Throws against magic.
- Inhuman Strength
At 14th level, you gain the strength of ten men. Your Strength score increases by +4, up to a maximum of 22.
- Eternal Arms Mastership
At 18th level, you gain mastership in the art of swords. When you have advantage on attack rolls with a sword, you can roll 3 dice instead of 2. All swords gain an extra die of damage.
- A Knight Does Not Die With Empty Hands
At 20th level, you gain the ability to do immense damage. Whenever you make a critical, you instead do 3x damage.
Subclass with many spells and magical powers
When you take this path, you immediately gain the spellcasting ability of a Wizard, including knowledge of the entire Wizard spell list. You do not need any material components to use these spells. You gain spell slots at the same levels as Wizards.
- Nursery Rhyme(Noble Phantasm)
When you take this path, you gain the ability to create your own stories. When you use this, a book appears floating in space up to 10ft away from you. For 1 minute, you are allowed to summon any creature with a CR of 2x your Heroic Spirit level as an action. Summoned creatures must succeed a Wisdom saving throw or be charmed by you for the duration of your Noble Phantasm.
- High Speed Casting
At 7th level, you gain the ability to cast two spells a turn instead of only one. Their collective level can be no more than half your level.
- Golden Fleece Skin
At 11th level, you may cast Cleric spells, but only with a range of self.
- Territory Creation
At 14th level, you can create a 50x50 area that you define as your area. 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.
- Teaching of Circe
At 18th level, you gain the ability to influence your allies. As an action, you can 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 as a 2nd level spell.
At 20th level, you gain the ability of a shapeshifter. You gain the true polymorph spell and can cast it without using a spell slot twice, regaining use at the end of a long rest.
- 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 fulfill the requirement. You can change which Noble Phantasm as an action, though you can only do so once, regaining use 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 all of their damage vulnerabilities, resistances, and immunities.
- Magic Resistance
At 11th level, you gain the ultimate magic defense. You gain advantage on all Saving Throws against magic and you get to roll 3 times for that advantage.
At 14th level, you gain proficiency, or expertise if you already have proficiency, in Charisma saving throws and all skills related to Charisma.
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 a bonus action, you can summon an arming sword until the end of your next turn. When you make an attack with this weapon, it deals 10d8 force damage. In addition, you gain advantage on any attack rolls with this weapon. Ea can not be broken.
Hero of Justice
- Dual Fighter
When you choose this path and engage in two-weapon fighting, you may add your attack modifier to your second attack.
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 aproximations of almost anything. As an action, you can "trace" a weapon, examining its base components and gaining the ability to recreate it.
As an action, you can summon a copy of a weapon you have “traced”. These imperfect copies deal -2 damage due. You can even copy Noble Phantasms, if you do that though the damage is reduced by one die tier, and it is called a Broken Phantasm. 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 can chant your incantation and then bring every creature within a 50ft radius of you, including yourself, to a dimension that houses all of your traced weapons. it looks like a barren wasteland with weapons strewn about.
- Eagle Eye
At 7th level, you gain the ability of self enhancement. You apply reinforcement to your eyes causing you to be able to shoot a bow to max distance with no penalties and you gain advantage on all attacks with a bow in its normal range.
- Quick Casting
At 11th level, you gain the ability to use your magecraft at a higher rate. Your reinforcements and projections are now a free action, unless you project more than one object, which then requires 1 action for every 4 objects created.
- Controlled Projections
At 14th level, you can control your projections as per the Animate Objects spell. All animated projections count as Medium or Small objects.
- Perfect Projections
At 18th level, your projections no longer have a reduced 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 the targeted creature and any others in a 10ft radius of where the Broken Phantasm hit to make a Dexterity saving throw causing the target(s) to take half the damage of the Broken Phantasm on a failed save or one quarter that on a successful one.
You can also now put another reinforcement on a weapon, increasing its damage die by 1 tier. Doing so negates the +2 bludgeoning damage from a single reinforcement. In addition, you can now put reinforcements on a projection.
Servants are the greatest form that magical familiars can take and, as such, can not survive in the material plane without a master. When creating a Heroic Spirit, a player must choose a separate humanoid creature, typically a spell caster, to be their “Master”. If either the player or their “Master” is considered dead, they die instantly and can not be resurrected by any means, including the Wish spell, until a time set by the DM.
You cannot Multiclass into the Heroic Spirit class.