Resourceful
Some Heroes are not much more powerful than the average man but make up for it with ingenuity, determination, and resourcefulness. Not every Hero saves the day by splitting the earth with mighty attacks, some Heroes stand away from the foreground and save the day in their own way. Resourceful Heroes are odd bunches that never wanted to be Heroes but found the will to take up their Noble Calling and progress along their journey.
Willpowered Journey: A Resourceful Hero’s Journey is a self imposed one but nonetheless important. Their tenet is to not forget what made them start their Journey and be true to it.
| Saving Throw | Effects |
|---|---|
| Strength | Throw Off Attacks: You nudge, mentally psych out or otherwise throw off the attacks of the target giving them disadvantage on attack rolls until the end of their turn. If an attack still hits the attack deals half as much damage (If the attack involves making a saving throw the targets of the attack have advantage on the saving throw). |
| Dexterity | Undermine Defense: You disengage a latch on armor, point out a weakness, etc of the target. If the target failed their saving throw their AC is reduced by 6 until the start of their next turn. If the target succeeded their saving throw their AC is reduced by 3 instead. Tamper With the Field: You create an uneven, unfair area for the target through any variety of means giving them disadvantage on DEX and STR saving throws. In addition, the target also has their movement speeds halved. |
| Constitution | Biological Warfare: With your jack of all trades skills you throw together an ingenious tincture, balm, etc that temporarily leaves the target vulnerable to a certain damage. You choose one damage type and the target becomes Vulnerable to the damage type (Bludgeoning, Psychic, ect) and if the target is Immune to the damage type they have Resistance to the type and if they are Resistant to the damage type they take the damage as normal. If they lack damage Immunity or Resistance to the damage type they become Vulnerable to it. The effect lasts until the end of the target’s turn. |
| Intelligence | Bluff: You tell a very credible bluff that eats away at the psyche of the target. The target can only take an action or bonus action on their turn and they spend their reaction preparing for something that will not happen. |
| Wisdom | Psychological Attack: You lay subtle but effective threats, point out unseen threats and dangers, or otherwise lay siege on the sense of wellbeing of the target. The target takes the attack action on its turn and one of the attacks is used on a random target within 30 ft of it that it believes is a threat to its health. If there are no targets in range the attack does nothing. Jumping at Shadows: You use a variety of means to create an uneasy atmosphere tailor made for the target. The target uses all of its movement speed to move in a random direction each of its turns. It avoids obvious dangerous areas such as lava or spikes. It is too preoccupied to take the Disengage action on its turn but otherwise acts normally. |
| Charisma | Social Warfare: Not all fights use blades and violence. You target the credibility of the target and throw it off its game. The target automatically fails CHA based checks and all creatures within 60 ft of it have advantage on Insight and Perception checks on the target as it scrambles to put its thoughts back in order. All is Fair in Love and War: You loose your tongue and unleash a barrage of insults that would make a Bard blush. At the start of the target’s turn they take 8D8 Psychic damage or half as much if they succeeded the saving throw. The target then suffers a 1D10 penalty to their next D20 test before the end of their turn as they overthink and dwell upon your scathing words. |
Subclass Features
Capable
Resourceful Heroes lack a Heroic Presence but make up for it with their ability to accomplish most any task required of them. You gain the following features
You learn two languages.
You gain proficiency with two skills.
You have Expertise with one skill you have proficiency with.
You have proficiency with one tool.
Scavenge: You can spend 1D6 hours searching for a nonmagical item with a value of 10 GPs or less, if the item is damaged you repair it within the timeframe. The item is perfectly usable but is obviously scavenged with most vendors being unwilling to purchase such items.
Plan: You can spend one minute preparing for many possibilities. You have advantage on one D20 test of your choice within the next hour.
Limit Break- Problem Solve
As an action you take in a massive amount of information instantaneously and create an optimal solution for the task at hand. For the next hour you choose one of the following options
Fake It: You have advantage on Performance and Persuasion checks and can approximate one language of your choice being able to speak simple sentences with reasonable fluency as you dredge everything you know about the language from your mind.
Intuit: You copy the actions of those you have seen to an incredible degree. You gain proficiency in one skill of your choice or Expertise in one skill you have proficiency with. Otherwise you can choose to gain proficiency with one Tool of your choice.
Relive Past Fights: You use all of your previous combat experience to hone your reflexes and attacks. When you choose this feature you deal an additional 1D6 damage to creatures you have fought before and grant you a 1D6 bonus to saving throws originating from creatures you have fought before. (This feature is specific to the creature, for instance if you fought a Blue Dragon, you gain this bonus against Blue Dragons, not all Dragons. If you face a Humanoid it applies to members of that species not all Humanoid creatures.)
Backlash: Resourceful Heroes take in so much information that it overwhelms them. One hour after using your Limit Break feature your mind becomes strained. Until you complete a long or short rest you have disadvantage on INT and WIS based skill checks.
You can use your Limit Break feature twice every 24 hours as long as you have ended your Backlash period.
Heroic Spirit
Your analytical Heroic Spirit imprints your experiences into your reflexes and instincts. Once you reduce a creature to 0 hit points you learn key points of the creature that you can infer from the fight and a brief study of the corpse. You learn the creature’s Alignment, AC, damage Resistances, Immunities, and Vulnerabilities, as well as any limitations of the creature such as a Vampire’s weaknesses.
In addition, you know how to flee from powerful foes in order to fight another day and overcome the foe after further preparation. You can take the Dash, Dodge, and Disengage actions as a bonus action a number of times per long rest equal to your STR or CHA modifier (Minimum 1) (Your choice).
True Limit Break- Grasp the Solution
Your ability to take in information has grown as well with your experience and potential. When you use your Limit Break feature you gain the following features instead of the previous ones
Like a Native: You have advantage on Performance and Persuasion checks and can mimic one language of your choice being able to speak fluent sentences that would be passable as a native speaker as you flawlessly mimic what you’ve heard and studied. You are also able to read nonmagical documents in the chosen language as you are able to intuit the meaning.
Hijac Skill: You flawlessly recreate the actions of those you have seen to an incredible degree. You gain proficiency in two skills of your choice or Expertise in two skills you have proficiency with. Otherwise you can choose to gain proficiency with two Tools of your choice. When you use this feature you can also bypass the race or class requirements of one magical item for the duration of this feature.
Reflexive Fighter: You use all of your previous combat experience to master your reflexes and attacks. When you choose this feature you deal an additional 1D8 damage to creatures you have fought before and grant you a 1D8 bonus to saving throws originating from creatures you have fought before. Your critical hit range on attacks of creatures you have fought before is increased by 2 (18-20) (This feature is specific to the creature, for instance if you fought a Blue Dragon, you gain this bonus against Blue Dragons, not all Dragons. If you face a Humanoid it applies to members of that species not all Humanoid creatures.)
You can use your Limit Break feature four times every 24 hours as long as you have ended your Backlash period.
Legendary Attack- Rig the Fight
To a Resourceful Hero the ends justify the means and your heroic journey must succeed. As an action you predict the future for a brief period using your great insight and experience and set in action a series of minor events that can tilt the battle in your favor. You force one creature you can see within 60 ft of you to make a Saving throw of your choice and on a failed save they have one of the following effects on the corresponding table at the start of each of their turns for the next 4 turns or 2 turns on a successful one. You change which effect is affecting the target as a free action on each of your turns.
You regain the use of this feature after using your Limit Break feature and after waiting out your Backlash period.