Legendary Hero (5e Class)

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The Legendary Heroes[edit]

However it happened, you find yourself in an unfamiliar land with a weapon that you can’t remove. You’ll just have to roll with it. If you get good enough, maybe you can figure out how to remove the blasted thing.


Creating a Legendary Hero[edit]

Please note that this class is intended for a full party of Legendary Heroes. This class is most similar to a warlock. For as long as you have a level in this class, shields are treated as a type of weapon for you, in addition to being a type of armour.


Class Features

As a Legendary Hero you gain the following class features.

Hit Points

Hit Dice: 1d8 per Legendary Hero level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Legendary Hero level after 1st

Proficiencies

Armor: Light armour, medium armour
Weapons: One weapon or shield
Tools: Choose any four
Saving Throws: Constitution, charisma
Skills: Any two

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 15gp or (b) the equivalent in common goods
  • (a) 25p or (b) any light or medium armour(s) totalling 50gp or less
  • (a) An explorer's pack or (b) a dungeoneer's pack or (c) 10gp
  • An artisan's tool you are proficient with
  • If you are using starting wealth, you have 2d6x10 (average of 70gp) in funds.

Table: The Legendary Hero

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Legendary Weapon, Prime Defence
2nd +2 Fighting Style, Spellcasting Ability 2
3rd +2 Class Up, Rage Series 3
4th +2 Ability Score Improvement 3
5th +3 4 2
6th +3 First Weapon 4 2
7th +3 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Change Weapon 4 3 2
11th +4 Second Weapon 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Evasive Weapon 4 3 3 1
15th +5 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Third Weapon 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Saviour of the Heavenly Fowl 4 3 3 3 2


Legendary Weapon[edit]

Unsure on how you got it and why you can’t remove it, you’ve come to understand how your Legendary Weapon works through trial and error. Not like anyone was going to explain it to you, like they should have.

Replace “Weapon” in this class with the weapon proficiency gained from the Proficiencies section, e.g: The "Mace Hero" possesses the “Legendary Mace”. Legendary weapons have the following effects.


Legendary Shield

Unarmed strikes do no damage.

Shield Bash attack: 1 Bludgeoning damage, proficient, no ability bonus to damage.

Shield AC is equal your proficiency bonus. Stacks with other sources.


Other Legendary Weapons

Enhancement bonus is equal to two less than your proficiency bonus.


All Legendary Weapons

Your Legendary Weapon can assume the form of any weapon of the same type, if you've held said other weapon.

Any Hero Spell that requires concentration has a dedicated appearance.

You cannot attune to any weapon or shield. Cursed items still impose their curses, but cannot force attunement.

You may use features from other classes, like Sneak and Smite on a Legendary Weapon’s attack.

You may use scrolls and potions, but not magical weapons (unless copied).

Can be thrown as an attack. Long range is proficiency bonus x10, short range is half. It teleports back instantly after landing.


When copying a magical weapon with charges (E.g: A Staff Hero copying a Staff of the Woodlands), it can only gain its effects if the weapon's magic is "absorbed" into the Legendary Weapon. The Legendary Weapon has its own set of charges equal to double your proficiency modifier, which carry over between forms, regaining proficiency-1 on a long rest. Ignore rules that make it inert or broken. Legendary Weapons cannot be broken under normal means.

When "absorbing" a magic weapon into the Legendary Weapon, the magic weapon shrinks down to the size of a trinket and attaches itself to it, as if a good luck charm. Successful attempts to disarm a Legendary Weapon (however temporary), will also cause the magic weapon to resume its normal form and detach itself. A Legendary Weapon can copy a magical weapon without gaining its properties.

Copying a magical weapon and absorbing its magic requires attunement if the base weapon requires attunement. This also applies to cursed weapons.

Hero’s Curse

The legendary weapon imposes a restriction on the weapons you can wield. While cursed by a Legendary Weapon, any attempt to remove it from your person results in it teleporting back to you. Standard cursed item rules apply. With a successful remove curse (DC 30) or 9th-level greater restoration, the curse on the weapon falls under your control. Once under your control, you may suppress the curse at will, including teleporting the weapon back to you. If not in your possession, you temporarily lose access to the Rage Series feature and the Spellcasting feature, but retain the ability to cast cantrips.


Prime Defence[edit]

While you are not wearing any armour, your armour class equals 10 + your Dexterity modifier + your Constitution modifier. The shield Hero can wield their shield and still gain this benefit. You can carry and hold weapons different from your Legendary Weapon, but you cannot wield them.


Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Chose any one fighting style appropriate to your Legendary Weapon (or a fighting style unrelated to weapons and shields). You can gain extra Fighting Styles via the Class Up feature, but may not select ones you already have.


Class Up[edit]

You gain one of the following features of your choice, which can be selected multiple times, up to your proficiency modifier. Secondary investments, such as a second beast or second servant, do not count towards the limit for the first, they count as separate investments. You may change your Class Up choices each time you gain a level.


Class Up Effect Details
Combat Boost You can throw your Legendary Weapon 10ft further
Style Boost Gain one additional fighting style Either weapon-appropriate, or unrelated to weapons
Manoeuvre Boost Gain one battle master manoeuvre
Heal Boost Gain extra Hit Points or Temporary HP +1 per die rolled, +1 if flat bonus
Range Boost Increase spell range equal to half the original Min: +5ft. Self and Touch range count as 5ft
Duration Boost Increase spell duration equal to the original
Charge Boost Increase maximum charges by 2 Only applies when copying a weapon with charges
Affinity Boost* Gain an additional spell affinity Only once, either a base affinity or "Any"
Party Boost* Gain a CR 1/4 humanoid or beast, has 8+ Int, speaks common Beast can turn into a "humanoid" (free action)
Follower Boost* +3 CR of a follower, or split between them HD cannot exceed two below your level


Note: Options marked with a * require GM approval.

At 6th level, and again at 11th and 15th, you gain 1 additional point to use in the Class Up feature.

Earning and Using Hero Spells[edit]

The Legendary Hero table above shows how many spells you can use per day. To use one of your Hero Spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You choose two affinities based on your Legendary Weapon. At 13th level you may select a third affinity. Regardless of spell description, while using the Rage Series feature, damaging skills you cast can only do necrotic damage.

Spellcasting Ability[edit]

Your spellcasting ability and Hero Spell affinity are dependant on your weapon type. “Rage Spells” are Necromancy spells. You may have any two of: Your weapon affinity, Divination, Illusion, Transmutation.

Weapon Type Affinity Spellcasting Ability
Shield Abjuration Constitution
One-Handed Enchantment Intelligence
Ranged Conjuration Wisdom
Two-Handed Evocation Charisma
Any Divination
Any Illusion
Any Transmutation
Rage Series Necromancy

Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier

Spell attack modifier = your proficiency bonus + your spellcasting ability modifier

Preparing and Casting Hero Spells[edit]

You prepare the list of Hero Spells that are available for you to cast, choosing from your active affinities. When you do so, choose a number of Hero Spells equal to your spellcasting modifier + your Legendary Hero level (minimum of one spell). The spells must be of a level for which you have spell slots. Casting a spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Hero Spells requires time spent focusing and weighing options; At least 1 minute per spell level for each spell on your list.

The Shield Hero cannot damage creatures with standard Hero Spells directly, only with the Rage Series or via indirect damage. Examples include Status effects like poison, effects that require the enemy to take an action, like Spike Growth, and passive (aura) effects, such as those that affect creatures that move into a certain area or start their turn there. In exchange for this and not being able to do much damage with a shield, the Shield Hero can choose to cast a cantrip as a bonus action if it normally takes a standard action to cast.


Ritual Spells

You can use certain Hero Spells as a ritual spell if it has the ritual tag.

Rage Series[edit]

T̷h̸e̵s̶e̷ ̶p̵e̴o̵p̴l̵e̷ ̵h̴a̶t̶e̴ ̴y̸o̸u̵ ̴f̸o̵r̷ ̸n̵o̸ ̵r̸e̸a̵s̸o̶n̸ ̶a̷n̷d̶ ̵y̴o̵u̷ ̵c̴a̶n̸’̷t̴ ̶e̷v̵e̶n̴ ̷u̵s̶e̶ ̷o̵t̶h̶e̴r̷ ̴w̷e̴a̸p̸o̶n̸s̶.̷ ̷I̶t̴’̴s̷ ̵t̷h̷e̶i̵r̴ ̵o̶w̷n̶ ̷f̸a̷u̵l̶t̸ ̶i̴f̷ ̶t̴h̴e̴y̸ ̷d̴i̴e̶.̵ ̷T̵h̷e̶y̷ ̴d̸e̴s̷e̶r̸v̴e̵ ̸t̸o̴ ̷s̶u̸f̴f̶e̷r̷ ̸f̵o̴r̷ ̵a̷l̷l̷ ̴t̷h̷e̷y̷’̶v̴e̴ ̴d̶o̶n̵e̸ ̸t̵o̶ ̶y̶o̶u̵.̴ ̸K̷i̸l̶l̸ ̷t̷h̷e̸m̷ ̸a̶l̸l̷.̶ ̸T̶h̶e̵ ̷w̵h̶o̵l̷e̴ ̶w̵o̵r̶l̶d̴ ̸i̵s̸ ̴r̶o̵t̸t̷e̶n̴.̵ ̶P̷u̸r̵g̵e̵ ̵i̷t̴.̷

You may activate the Rage Series as a bonus action. To deactivate the Rage Series is a free action, but cannot be done willingly while in the Legendary Demon state, and cannot be done on the same turn it's activated.


Cursed Weapon

While using the curse, you gain access to a new ability;

Necrotic Blast: As a reaction when an enemy starts their turn within 10 feet, or gets within 10 feet for the first time on their turn, you can unleash a burst of Necrotic Energy. Each creature within 10 feet of you, including yourself, must make a Strength saving throw vs your Spell Save DC. On a failed save, targets take 1d6 Necrotic Damage, or none on a Success. Your allies have resistance to this damage. The damage dealt by this ability increases as you take levels in this class. 2d6 at 5th Level, 3d6 at 11th Level, and 4d8 at 17th Level. You can use this feature a number of times equal to your spellcasting ability modifier for this class, and you recover one use on a short rest, and all uses on a long rest.

At the start of each turn you must pass a Corruption Check. Roll a Charisma saving throw with a DC equal to your spellcasting save DC. If you fail the Corruption Check a number of times equal to your proficiency bonus, you are controlled by a darker side of you, known as the [Weapon] Demon. This ignores immunity to emotion and mind-affecting effects. See "Legendary Demon" below for more details. When you activate the Rage Series ability, you gain the following effects:


Rage Series Effects
You can only cast Rage Spells (Necromancy spells)
You cannot be healed, except by Rage Spells
You must Bloodcast* instead of using a spellcasting slot
Your weapon does extra necrotic damage equal to your proficiency bonus

Bloodcasting: 1d4 True Damage per spell level to cast a spell. True Damage cannot be reduced or negated in any way, but it can be redirected, such as with the warding bond spell. Cantrips cost 1 Hit Point. Bloodcasting ignores temporary Hit Points.


Legendary Demon Effect

The Legendary Demon is Chaotic Evil and desires only death and destruction, but prioritizes those who you have reason to hate. Its mental abilities are equal to your own. If the Legendary Demon effect is triggered, the following effects occur in addition to the Rage Series ability:


Legendary Demon Effects
You cannot tell friend from foe (No change to flanking)
The Corruption save DC increases by 5. A natural 20 is NOT an automatic success
You must attack the closest non-passive creature, unless you have a specific target
You may choose to not attack creatures under an effect with “rage” or "demon" in its name
You gain 5 temporary Hit Points per level in this class
You gain a second reaction each round
You are immune to mind-controlling and emotion effects
You feel no mercy and must kill, if able


At the start of each turn, you may repeat the saving throw against the increased DC. On a success, you may act normally, regaining control and ending the Legendary Demon effect. The effect ends automatically if you hit 0 Hit Points, or otherwise fall unconscious. Once you overcome the Legendary Demon, it cannot attempt to control you until after the next 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. You may instead choose to gain a feat. As normal, you can't increase an ability score above 20 using this feature.

First Weapon[edit]

At 6th level, an enemy casting a spell within your melee threat range triggers an Attack of Opportunity.

Change Weapon[edit]

At 10th level, you may use your move action to cast a cantrip.

Second Weapon[edit]

At 11th level, you can concentrate on two spells at once, but one must be at least two spell levels below the other.

Evasive Weapon[edit]

At 14th 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 on the saving throw, and only half damage if you fail.

Shield: If you have the Shield Master feat and pass the saving throw, you can choose to take half damage to protect all creatures behind you in a 30ft cone. They do not need to make a saving throw, and creatures 5ft outside of the area can dive in with a Dexterity saving throw with a DC equal to the original DC of the attack.

Third Weapon[edit]

At 18th level, you can cast two levelled spells at once. The action required is equal to whichever takes the longest to cast. Once you use this feature, it cannot be used again until you have had a short or long rest.

Saviour of the Heavenly Fowl[edit]

At 20th level, you may replace necrotic damage from this class with radiant damage. You no longer unintentionally harm allies.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Legendary Hero class, you must meet these prerequisites: You must have a Constitution and Intelligence score of 13 or higher.

Proficiencies. When you multiclass into the Legendary Hero class, you gain the following proficiencies: One weapon if you do not already have one, and any two tools or skills.

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Back to Main Page5e HomebrewClasses<!-has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil-><!-has features from many, MANY other class bases-><!- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes-><!-greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features-><!-pact-based arcane caster-><!-keep this category if the class uses multiple tags-><!-class is designed as a variant to a first party core class->-->