Tragic
All Heroes carry scars from their past and have gone through more than most have. Tragedy can take many forms for a Hero. Perhaps they are too empathetic and the pains of others compound with their own or events from their past or ongoing events from their journey that rack them with pain and worry. A pivotal point of every Tragic Hero is their choice to grasp onto hope or give into despair. Tragic Heroes walk a narrow path on the razor’s edge between good and evil. At times it feels that the forces of heaven and hell combine against these Heroes but they move onward nonetheless. They have the potential for the greatest good and have the furthest to fall, becoming a force of devastation if they allow despair to take them.
Tragic Journey: A Tragic Hero’s Journey is a knife’s edge between hope and despair. Their only tenet is to move forward and not give up no matter the obstacles in their way.
Subclass Features
Hope or Despair
At certain points in your journey you are presented with the choice to how you face your trials and choose Hope or Despair. This choice cannot be changed until another turning point in your journey. Your choice will affect the abilities present from your Noble Calling.
Heroic Presence
Your Heroic Presence is a shield that protects you from the tragedies of your past and grants you mental fortitude. You have Resistance to Psychic damage and you have a 1D6 bonus to Insight checks and INT saving throws.
Limit Break- Share Pain
You can channel your Hope or Despair and forge into a shield or a sword to aid you on your journey. The nature of your Limit Break negates any Backlash that you may incur as your Limit Break is as much a boon as it is a bane to you.
Hope: You can overcome tragedy and use it as a shield. When a creature within 60 ft of you would take damage you can use your reaction and share the pain allowing you to take half the damage that the target would take. You then use the experience to bolster yourself and the target, giving you both temporary hit points equal to your Hero level.
Despair: You can give into tragedy and use it as a sword. When a hostile creature deals damage to another creature within 60 ft of you, you can use your reaction to halve the incoming damage for the creature being attacked and rack the hostile creature with a phantom pain dealing Psychic equal to the damage reduced to the hostile creature.
You can use your Limit Break feature once per long rest.
Turning Point
You can choose Hope or Despair at this time.
Heroic Spirit
You are very empathetic allowing your Heroic Spirit to pick up on the details of the suffering of those around you. You gain the following features
Glimpse Pain: You have advantage on Insight checks and on a critical success on an Insight check you gain a vision of their last instance of emotional or physical damage with it being to vivid you can pick up small details such as the eyecolor of an attacking foe through their helmet’s visor as you pick up things that their subconsciousness retains.
Great Empathy: In addition, you can use your empathy to powerfully influence those who are in the midst of tragedy and fear. You can use your reaction either: to allow a Frightened creature to reroll their saving throw to end the Frightened condition with a 1D8 bonus as you coach them through their fear. Or to reduce an incoming instance of Psychic damage to a creature within 60 ft of you by 2D8 as you offer a few words that act as a balm to their mind.
Turning Point
You can choose Hope or Despair at this time.
True Limit Break- Pain Master
Pain has become all too familiar to you, allowing you to use it as a tool. While clinging to Hope you can use your Limit Break as an instrument of salvation and if you give into Despair your Limit Break becomes a most horrid weapon.
Hope: When you use your Limit Break a righteous anger fuels you. As a part of your reaction you can change locations with the target protected and you can then make an attack with advantage on the creature that dealt them damage. On a successful attack you deal an additional 2D10 Radiant damage.
Despair: When you use your Limit Break you force a shard of your despair into the hostile creature. As the target is racked with a fraction of your despair they have disadvantage on all D20 tests until the end of their next turn and they cannot take reactions.
You can use your Limit Break feature once per long or short rest.
Final Turning Point
At this critical point in your journey you can choose Hope or Despair for the last time.
Legendary Attack- Gaze into the Abyss or Look Heavenward
Your journey has been filled with great pain and many miracles but through your choices you have ended up becoming what you sought to destroy or have become a symbol for all that is good and worthy of praise.
Gaze into the Abyss: You have given into Despair and become a wretched being whose only purpose is to bring about pain in a desperate attempt to escape your own past. You can use your action to force a creature within 60 ft of you that you can see to make a WIS saving throw DC 8 + your CHA modifier (Minimum 1) + your Proficiency Bonus. You force them to gaze into the abyss and relive all of their most horrific and painful memories and experiences dealing them 8D10 + 10 Psychic damage on a failed save or half as much on a successful save. If they fail the saving throw by 5 or more they are Stunned until the end of their next turn.
Look Heavenward: You have overcome your Despair and become a blessed being full of Hope and love. You can use your action to reveal your true self. For one minute you gain the following features
You take on an angelic appearance overflowing with light and beauty. You shed Bright Light in a 60 ft radius and Dim Light an additional 60 ft.
You manifest glorious white wings that give you a Flying speed equal to your movement speed.
You gain Resistance to Necrotic and Radiant damage.
Your attacks are wreathed in light dealing an additional 2D6 Radiant damage on a hit.
When you take the attack action you can substitute one attack with a ray of healing light healing one target within 60 ft of you that you can see 2D10 + your Proficiency Bonus hit points.
You regain the use of this feature after using your Limit Break feature