Hero
Some can claim to be heroes but those who manifest heroic powers have fulfilled the requirements and are now on a heroic journey. There are many reasons a hero can be called or made but in order to become a true hero they must take up their noble calling and keep progressing on their journey. They start with powerful supernatural aid or a mentor but at one point that aid must end in order for the hero to progress.
Noble Callings (Heroic Subclasses) define the Hero and should be considered heavily when creating the backstory of a Hero).
Heroes possess the power to push themselves past their limits in terms of combat with their signature ability: Limit Break. This feature is so defining that it can be used as a sort of litmus test to determine if someone is a true hero or not. It costs the hero dearly to use but allows them to overcome foes that most would be unable to combat. Their noble calling shapes their limit break to suit their specific needs as the monsters on their journey rear their heads in defiance of the hero.
Heroes use their charisma and brawn in equal measure as they fight battles and work with the powers that be in order to progress their journey. Even if they are less inclined to being the center of attention, heroes develop skills almost against their will as part of their journey. It is up to the hero to embrace or reject these skills as they grow until their legendary signature attack appears and they reach the heights that all other legendary heroes have reached.
Quick Build
You can make a Hero quickly by following these suggestions. First put your highest ability score in STR followed by CHA. Second, choose the Folk Hero Background.
Class Features
Hit Points
Hit Dice: 1D10 per Hero level
At 1st level: 10 + Your CON Modifier
At higher levels: 1D10 or 6 if lower than 6, + CON Modifier
Proficiencies
- Armor
- Light and Medium Armor, Shields
- Weapons
- All Weapons
- Tools
- Cartographer’s Tools
- Saving Throws
- STR, CHA
- Skills
- Choose two from: Acrobatics, Animal Handling, Athletics, Deception, Intimidation, Performance, or Persuasion
Starting Equipment
- 1. (a) breastplate or (b) leather armor, shortbow, and 20 arrows
- 2. (a) a martial weapon and a shield or (b) two martial weapons
- 3. (a) five javelins or (b) two handaxes or (c) two daggers
- 4. (a) a dungeoneer’s pack or (b) an explorer’s pack
| 1D12 | Supernatural Mentor/Aid | Feature |
|---|---|---|
| 1 | The Great Dragon | A dragon of great renown and power has taken you under its wing. At the right time and place you can ask for its aid to transport you and your allies where you need to go. |
| 2 | The Legendary Wizard | A wizard of unparalleled arcane power and intelligence has offered you his wisdom when you need it. Simply ask them a question and if it is the right question they will answer it to the best of their ability. |
| 3 | The Veteran Knight | After countless battles the old knight has retired but will still give you aid in your time of need. Simply ask and if you are in dire straits he will aid you in one last fight. |
| 4 | The Whispering Voice | Time and again as your journey has started a gentle voice has guided you but as your powers grow it speaks less and less. It has offered its influence in a time of great need. When a person or being of power blocks your path, ask for aid and the Voice will intercede on your behalf and perhaps change your fate. |
| 5 | The Kind Ball of Light | Off in the distance in times of hardship a small ball of light has bolstered your spirits. When you are at your limit and about to break, if you will it, it will bring you peace and perhaps great power. |
| 6 | The Immortal Beast | The great scarred Beast has protected you with its might but perhaps it can offer more with just its presence. Summon it at a time of great import and it will lend you its support. |
| 7 | The Sands of Time | At the beginning of your journey tragedy almost befell you but time seems to slow and perhaps rewind to your astonishment and you were able to dodge your tragic fate. When a similar tragedy looms you feel certain that your will can conjure a similar miracle. |
| 8 | The Hands of Fate | Things happened for a reason and you know it in your heart that some grand chessmaster of fate had their hand in your life to get you where you are. It acted on its own but with a sincere plea it may reach out its hands again. |
| 9 | The Tides of Luck | Your journey was remarkably easy for a time. Help as offered readily and you were able to find information or perhaps a person or thing when you needed it. In a pinch luck will aid you in perhaps a grand manner and allow you to move forward. |
| 10 | An All-Powerful God | A pivotal point in your journey was when a god took the time to greet you and give you some advice or teach you a thing or two and it helped you immensely. You have a feeling that when things are serious and some intervention of the divine sort proves necessary you’ll see a familiar face. |
| 11 | The Council of Gods | Towards the beginning of your journey you were whisked away to a gorgeous if intimidating venue populated by more than a few gods who said they took an interest in you and if you say the world they’ll send over some aid and then they all vanished with a laugh. |
| 12 | Your Future Self | You were going to die, you should have died but someone saved you. They kind of looked like your father, or may an older you? But the details are hazy, did they look triumphant? Haggard? They saved you once, maybe they’ll do it again when they know that they will need it. |
| Title | Feature | Suggested Prerequisites |
|---|---|---|
| The Chaste | You are Resistant to the Charmed condition and you have a 1D6 bonus to saving throws against spells from the School of Enchantment. | Your journey was faced with many temptations that you overcame. |
| The Charitable | Many people and their loved ones have been saved by you or otherwise helped. You can expect a 10-50% discount from many stores as well as free items in gratitude for your service. | Your journey was for the people and you served them well and they love you for it. |
| The Diligent | You have a 1D6 bonus to all ability checks. | Your journey was especially hard but you overcame it all. |
| The Humble | CHA based checks have a 1D8 penalty on you. | Though you accomplished much you never became boastful. |
| The Kind | You are gifted at helping others. You can use the Help action as a bonus action and you have Expertise with Medicine and are proficient with Herbalism Kits. | Though your journey was difficult, you always took the time to help and care for those you protect. |
| The Patient | If you fail an ability check or attack roll you have advantage on your next ability check or attack roll within the next minute. | Your journey was frustrating and full of hardship but you outlasted all trials and became better for it. |
| The Temperant | You are focused on your tasks, you have an increased critical success range of 1 (19-20) and once per long or short rest you can give yourself advantage on your next D20 test. | Though offered many rewards and accolades you kept focused and let not these things distract you. |
| The Mighty | You have a 1D8 bonus to STR based checks and saving throws and your first successful melee attack each turn deals an additional 1D6 damage. | You are known for your strength above all having felled many strong enemies. |
| The Wise | You learned one cantrip from the Wizard spell list and you have Expertise in Arcana and History checks. | You are known for your wisdom and knowledge having obtained great insight while using your wits instead of your blade. |
| The Anti-Hero | You have toughed out many awful situations. The first time you would drop to 0 hit points but are not killed outright you remain at one hit point. You can use this feature once per long rest. | Your journey has been nothing but misery giving you every reason to quit with you having little to no love or appreciation from those you protect but you carry on nonetheless. |
| The Terrible | You have Expertise in Intimidation checks and you deal an additional 1D8 damage on your first successful melee attack each turn. But, you may find that commoners and the upper class alike may refuse you service. | You have garnered a reputation as more of a brigand and ruffian than a hero even though you technically still saved the day. |
| The Just | Having always been just you have Expertise in Insight checks. Justice smiles upon your action and if you have disadvantage on a D20 test you can use your reaction to roll normally. You can use this feature once per long or short rest. | You have had to make many judgments and your mercy and justice both have been recognized. |
Class Features
Armor or Weapon Mastery
You can use the Mastery properties of one armor or weapon you are proficient with.
Grit
As a hero starting off you need to get stuff done. You have 3 Grit Points that you can use as a reaction to spend and reroll a D20 test and take the new result or reroll one damage die on a successful hit. You regain one Grit Point after a short rest and all Grit Points after a long rest.
Straying From One’s Journey
A Hero is bound to the Journey they started when they became a Hero. Much like how if a Paladin breaks their oath, a Cleric dishonors their god, or a Warlock disobeys their Patron, they can lose their powers or even their Class or Subclass so can you. A Hero’s Journey is not set in stone though obvious actions that are not heroic such as cold blooded murder or similar universal crimes can cause you to lose your power until you take the time to repent and mend your ways and commit to your Journey again. (The DM has great latitude with how this affects your playstyle but before any penalties are enforced a warning should be issued in advance as to the consequences of your actions.)
Lucky
All heroes have a bit of luck on their side. You gain the Lucky Feat.
Supernatural Mentor/Aid
Your journey has been guided by a powerful mentor or mysterious force. Roll on the table to determine your Supernatural Mentor/Aid and how they can provide assistance on your journey. This aid can be used once and then like all heroes before you, you are left to forge your own path. (If you have a specific aid or mentor in mind, discuss it with your DM.)
Noble Callings
Your skills have improved as you continue your journey and find your Noble Calling. You gain features from your subclass at level 3, 7, 15 and 20.
→ Choose your subclass belowLimit Break
The Limit Break is what defines a Hero, the manifestation of this supreme skill is what divides true Heroes and heroes in name only. The Limit Break surpasses mortal limitations at a cost, usually a strong debuff period called Backlash. The nature of the Limit Break differs based on the Noble Calling of the Hero.
Ability Score Increase
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.
Extra Attack
Your ability and strength increase. You can attack twice, instead of once, whenever you take the Attack action on your turn.
Hero’s Charisma
Something about being a hero makes even your allies and enemies pay attention to you and place weight behind your words. Once per long you can spend an action to make a small speech, the speech is laced with enchantment that can be interpreted vastly differently for each person hearing it. You force each creature that shares a language with you and has an INT score of at least 8 that can hear you to make a CHA saving throw DC 8 + your CHA modifier (Minimum 1) + your Proficiency Bonus and for each target that failed the saving throw choose one of the following options. A target must be able to clearly hear you in order for this feature to take effect.
Provoke Monolog: The target spends their next turn speaking in depth of their plans and backstory but are not obligated to share secrets or be completely honest.
Bolster Confidence: The target has a 1D6 bonus to one D20 test that they choose within the next 10 minutes possibly changing the outcome of the test.
Inspire Resolve: The target takes heart and gains 10 temporary hit points.
Cow the Unrepentant: The target is intimidated by you and you have a 1D4 bonus to CHA based skill checks on the target for one minute.
Skilled
You have developed and even stretched yourself in many ways. You learn two skills, languages, or Tools.
Courageous
You have faced many dire situations and have learned how to overcome fear. You are Immune to the Frightened condition.
Ability Score Increase
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.
Leader
Whether you wanted to or not, your journey has thrusted many leadership opportunities upon you and you have gained many skills from them. You have Expertise in two of the following skills: Deception, Intimidation, Performance, or Persuasion. Once per long or short rest if you fail a skill check with a skill you have Expertise in, you can reroll the check and take the new result.
Inspiring
Your actions can inspire those around you. When you have a Critical Success on a D20 test you can bestow Heroic Inspiration upon a target of your choice that saw your actions.
Heroic Title
Through your actions you have gained a title that grants you various abilities. Choose from among the following titles that represents the type of hero you have become.
Conviction
You stand by your mission and your morals in your own way. You can overcome the odds, you can give yourself a 1D10 bonus to a D20 test as a bonus action. You can use this feature once per long or short rest.
Endure Hardship
A hero’s journey is never easy and you have had to endure much and will to endure even more before the end of your journey. When you take one instance of damage that is greater than your Hero level, you can use your reaction to lower the damage by twice your Proficiency Bonus (You cannot reduce damage this way to less than 0). You can use this feature twice per long rest.
Ability Score Increase
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.
Overcome Challenges
Things never have nor ever will be easy for heroes but they always find a way. If you critically fail a D20 test you can reroll and take the new result.
Ability Score Increase
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.
Adaptive Fighter
You further seek to become versatile or to specialize in how you fight. You learn an additional Fighting Style that you do not already know or one of the following Feats: Crusher, Piercer, or Slasher.
Fate Intervention
All heroes are touched with and bound by Fate and Fate can take a more active part when it comes to a chosen hero’s journey. Once per long or short rest when you fail a D20 test you can use your reaction to turn the result into a success (A success does not mean you can accomplish the impossible but it may mean that a bad situation may become more manageable).
Epic Boon
You gain an Epic Boon feat for which you qualify.
Legendary Attack
The epitome of the strength of a Hero at the height of their power manifests itself as a legendary attack that the Hero can unleash to lay waste to even their most dangerous foes. The nature of this attack is determined by the noble calling they have undertaken.
Noble Callings
Hero Subclasses (15)
Choose your subclass at the level indicated in the class table above.