King of Heroes, Variant (5e Class)
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Babylonian Hero[edit]
A calm man stands alone in an alley facing 3 thugs that appear very interested in his expensive-looking rings. As the thugs draw their daggers, they expect to see the man afraid, ready to give his money to avoid the conflict. Instead, the man grins and says "Come at me". Somewhat confused, the 3 men come forward ready to attack. Then 2 golden spears shoot out from the sky at such a speed that the first thug didn't even realize it happened until he looked over and saw his 2 friends dead on the ground. He tried to run, but a chain suddenly wrapped around his body, coming from a golden portal behind him. He looks over his shoulder and sees countless more portals like the first one, each with a magical weapon coming out of it. This is what happens when you challenge a king of kings.
Vast Wealth[edit]
A Babylonian Hero is someone from an ancient time in a far more dangerous world. Conditioned by adversity, they collect the treasures, weapons, and wealth around them to build themselves a path to their future. They see the world, not as an adventure, but as a conquest. They are as strong as their treasury and can grow to rival even the gods themselves. A Babylonian Hero is someone who perseveres, someone who overcomes, someone who builds themself from nothing to obtain everything.
Creating a Babylonian Hero[edit]
What drives your character to push past and become more than they were? What calling do they have to obtain wealth and power? What do they want to become?
Ea, A stage worthy of your use has been set |
Quick Build[edit]
You can make a King Of Heroes quickly by following these suggestions. First, Charisma should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a King Of Heroes you gain the following class features.
- Hit Points
Hit Dice: 1d12 per King Of Heroes level
Hit Points at 1st Level: 1d12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per King Of Heroes level after 1st
- Proficiencies
Armor: All Armors
Weapons: All Weapons
Tools: calligraphers tools
Saving Throws: Wisdom and Charisma
Skills: Choose 3 from Acrobatics, Persuation, Investigation, Intimidation, Perception, Acrobatics, Nature, and History
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Chain Mail or Scale Mail or (b) {{{item1b}}}
- (a) 2 martial weapons or (b) {{{item2b}}}
- (a) 2 simple weapons or (b) a short bow and 20 arrows or a crossbow and 20 bolts
- (a) Explorer's Pack or (b) Dungeoneer's Pack
- If you are using starting wealth, you have 10d20*10 gp in funds.
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | |||
---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | |||
1st | +2 | Gates Of The King, Fighting Style | — | — | — | — |
2nd | +2 | King's Will, Heroic Will | — | — | — | — |
3rd | +2 | Spellcasting, King's Treasure | 2 | — | — | — |
4th | +2 | Ability Score Improvement, Ability Score Improvement | 3 | — | — | — |
5th | +3 | Extra Attack, king's treasure , King of Heroes feature | 3 | — | — | — |
6th | +3 | Ability Score Improvement | 3 | — | — | — |
7th | +3 | Weapon Speciality | 4 | 2 | — | — |
8th | +3 | Ability Score Improvement, Ability Score Improvement | 4 | 2 | — | — |
9th | +4 | Spirit of the Hero, Shatter Strike | 4 | 2 | — | — |
10th | +4 | Superior Cantrips, King's Treasure feature | 4 | 3 | — | — |
11th | +4 | Extra Attack(2) | 4 | 3 | — | — |
12th | +4 | Ability Score Improvement, Ability Score Improvement | 4 | 3 | — | — |
13th | +5 | Spirit of the Hero(2) | 4 | 3 | 2 | — |
14th | +5 | King's Treasure feature | 4 | 3 | 2 | — |
15th | +5 | Charismatic Leader | 4 | 3 | 2 | — |
16th | +5 | Ability Score Improvement, Ability Score Improvement | 4 | 3 | 3 | — |
17th | +6 | King's Will(2), Spirit of the Hero(3) | 4 | 3 | 3 | — |
18th | +6 | extra attack (3) | 4 | 3 | 3 | — |
19th | +6 | Ability Score Improvement, King's Treasure feature | 4 | 3 | 3 | 1 |
20th | +6 | King of Heroes | 4 | 3 | 3 | 1 |
Origins of Wealth[edit]
You understand the intricacies of having a vast wealth as well as how to prevent people from taking it from you. You have advantage on perception and insight checks to see if someone is trying to take something of yours.
You can cast Identify without material and spell slot as action.
Gates Of The King[edit]
At 1st level, you gain access to a Royal Treasure where you can store your weapons, armor, or other inanimate objects no requires action. The Treasury acts as a personal pocket dimension that you can pull said items out of through a golden PORTAL. You can connect this object to the Treasury, allowing you to move it in as a no requires action provided it is not being worn or equipped by someone other than you. Pulling an object out of the Treasury no requires action, putting the object in your hand. If you pull out armor or a weapon, the armor or weapon is automatically equipped provided you are not already wearing armor or you don't have a free hand. At 6th level, you can store magical objects or weapons within this Treasury. Only you can access the items in the Treasury and if you die, the items in the Treasury are forever lost unless recovered by the use of a Wish spell or one of similar effect. you can also choose to spend an attack action to fire a weapon from these portals using your charisma modifier + proficiency bonus and the weapons normal damage die + charisma the range of these attacks is 300/900 feet. When fired the weapons will return back to the treasury after end turn or you want no requires action. you gain all proficiency all weapons, armor or other inanimate objects item in Gates Of The King.
Fighting Style[edit]
Beggining at 1st level you can choose
- Archery
You gain a +2 bonus to attack and damage rolls you make with ranged weapons.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When wielding 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 for 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.
- 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 may add your ability modifier to the damage of the second attack.
King's Will[edit]
At 2nd level, your wealth and power makes you answer to no one but yourself, and you may show that while in battle. 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 Will[edit]
At 2nd level, you have become used to the rhythm of battle. You can use your Charisma Modifier instead of your Dexterity Modifier for your initiative roll.
Spellcasting[edit]
At 3rd level, your ancient origins awaken a magical power within you, learning how to augment your powers with magical attacks.
You learn two cantrips of your choice from the wizard spell list. and a number of spells equal to the sorcerer class You learn an additional wizard cantrip of your choice at 10th level.
- Spellcasting Ability
Charisma is your spellcasting ability for your spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Spell Slots
the king of warriors Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot. Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the king of warriors Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
King's Treasure[edit]
At 3rd level, Doing a 1-hour meditation, you can call the treasure compass for you. It indicates the path to magic items [Whether of any rank or cursed] and it always indicates the nearest item at you want, even if it is hidden or in any other situation. If the item is in someone's possession, you will know, and as soon as you are close to the item, a small gold fog will appear.
At 5th level you ignore class and race tendencies or requirements to use any category of magic item. you not affected by the item's negative effects.
Ability Score Improvement[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
King of Heroes[edit]
When you reach 5th level, You have mastered the rare art of king applied to weapons, specifically weapons. You gain the following benefits:
Supreme Weapons Control: You can use a bonus action to control up to nine weaons of Gates Of The King within 300 feet of you, provided you can see them all and they are not being used by another creature. These swords float and can be used for melee attacks as if wielded by you, but your charisma modifier is used for the weapon' attacks and damage instead of Strength or Dexterity.
Enhanced Multiple Attack: When you take the Attack action on your turn, you can make 3 additional attacks with the weapons under your control and the attacks count as magical for purposes of overcoming resistance and immunity.
Superior Arcane Enhancement: Your controlled weapons gain bonus to attack rolls and damage equal proficiencies. Blade Barrage: Once per long rest, you can unleash a barrage of blades with your swords towards a target up to 60 feet away. Make an attack with each of your controlled weapons against the target. Each hit counts as magical for purposes of overcoming resistance and immunity.
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.
Weapon Speciality[edit]
When you reach your 7th level, when you ues Gates Of The King fire it or use that weapon to attack someone the attack is made with double your proficiency attack roll in the battle will be with advantage.
Spirit Of The Hero[edit]
When you reach 9th level, when you fail a saving throw you may choose to succeed instead. You may do this thrice , regaining all uses at the end of a short rest. You gain an additional use at 13th level, and again at 17th level.
Shatter Strike[edit]
At 9th Level your attacks begins tearing at the fabric of a creatures soul. Your attacks now critical hit on a 19-20. When you roll a critical hit, you may reroll any damage dice that result in a 1. At 15th level, your weapon attacks score a critical hit on a roll of 18-20.
Superior Cantrips[edit]
Once you reach 10th level, your cantrips deal an additional xd10 damage if they deal damage(With x being your charisma modify + proficiency bonus).
Chains of Heaven[edit]
at 11th level you can use the gates of the king to summon chains from the portals you cast hold person or hold monster or Animate Objects as a reaction.
Charismatic Leader[edit]
At 15th level, as your charismatic leadership keeps growing you gain proficiency in the persuasion skill if you are already proficient you gain expertise in it. You can also add double the proficiency bonus in any Charisma related checks.
King of Heroes[edit]
At 20th level you have become a legend in history your gates of the king know contain every treasure known to man. Due to your treasury finally reaching its former glory you can fire up to all weapons from the gates at a time.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the King of Heroes class, you must meet these prerequisites:
Proficiencies. When you multiclass into the King of Heroes class, you gain the following proficiencies:
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