Accidental Awakening
Not all heroes take a stand on their own, some are called to action. Sometimes the call to action can be tragic, however the event that gave the Accidental Hero their powers will shape them. Each Accidental Hero eventually learns that with great power comes great responsibility.
| Level | Spells |
|---|---|
| 3 | Heroism |
| 5 | Blur |
| 9 | Motivational Speech |
| 13 | Charm Monster |
| 17 | Hold Monster |
| D4 | Unlikely Origin | Origin Features (1D4) |
|---|---|---|
| 1 | Ingested Substance | 1-2 Mentalist: Latent psychic powers begin to emerge. You can cast the spell Detect Thoughts using psionics a number of times per long rest equal to your CHA modifier (Minimum 1). Psionics are not affected by spells like Counterspell or areas such as Wild Magic zones. 3-4 Size Changer: Your form becomes unstable, able to become larger or smaller. You can cast the spell Enlarge/Reduce a number of times per long rest equal to your CHA modifier (Minimum 1) on yourself without expending a spell slot. While under the effects of Reduce you do not suffer the damage reduction or have disadvantage on STR based checks and saving throws. |
| 2 | Mysterious Bite | 1-2 The Spider: Your reflexes and abilities begin to change in strange ways. You have a Climbing speed equal to your movement speed and can climb on or stick to vertical surfaces and ceilings without requiring an ability check. You cannot be Surprised. 3-4 The Reptile: A predator lurks within you. Once per long rest you can use an action to grow scales giving you an Unarmored Defense of 10 + your DEX modifier (Minimum 1) + your CON modifier (Minimum 1) and claws that give you an unarmed strike that deals 1D6 Slashing damage. This change lasts for one hour and cannot be ended early unless you become Incapacitated or succeed a DC 15 WIS saving throw as an action. |
| 3 | Cursed Gear (You gain the following magical item) | 1-2 Abyss Cursed: Wicked armor sprang upon you when you got too close. The armor acts as advanced Demon Armor (Half Plate). 3-4 Vengeful One: A fancy sword has been revealed to be something more sinister that speaks to your soul. The sword acts as an advanced Sword of Vengeance (Longsword). You have proficiency with the weapon or armor and the Remove Curse feature is limited to only the Wish Spell or Divine Intervention. You always have the weapon or armor on you, sitting in a pocket dimension that is layered on top of your weapon hand or body, giving the benefits as well as any detriments. You can summon your Cursed Gear as a free action. You must summon your Cursed Gear in order to use it to attack (you do not need to summon the armor to gain the AC). |
| 4 | Magical Mishap | 1-2 Pyrotechnic: Your body constantly feels hot and flames seem to react to your presence. You have Resistance to Fire damage. You can use a reaction after making a melee attack or unarmed strike to deal Fire damage to each creature within a 5 ft cone equal to your Proficiency Bonus. You can use this feature a number of times equal to your Proficiency Bonus per long rest. 3-4 The Ghost: Your body seems to feel lighter and sometimes it feels like you could just float away. Between Dusk to Sunrise you are Incorporeal, having a ghostly appearance of your choice. You are able to pass through solid objects and creatures as if they are Difficult Terrain and have a Flying speed of 20 ft, if you end your turn in an occupied space you take 1D8 Force damage. Creatures you pass through make a CON saving throw or take 2D6 Necrotic Damage on a failed saving throw. Creatures can only take one instance of this damage per turn. In this state you are Vulnerable to Radiant damage and Resistant to non magical Weapons. |
| Unlikely Origin | Origin Features |
|---|---|
| Ingested Substance | Mentalist: You gain Resistance to Psychic damage and when you deal Psychic damage you deal additional Psychic damage equal to your INT modifier (Minimum 1). Size Changer: When Reduced you gain 2 AC and have advantage on all DEX based checks. When Enlarged you deal an extra damage die for melee and unarmed strikes. |
| Mysterious Bite | The Spider: You can use a bonus action to shoot out webs from your wrists up to a range of 90 ft that stick to a creature or object and can hold up to 500 lbs. The webs have an AC of 17 and have hit points equal to three times your Proficiency Bonus. You can use a bonus action or action to freely swing between points you can reach with the web without provoking attacks of opportunity. The Reptile: While transformed you gain Blindsight of 10 ft, have advantage on Perception checks that rely on hearing, and have a Swimming speed equal to your movement speed. |
| Cursed Gear: | Abyss Cursed: You can engage or disengage an aura of hostility, no action required. Those you choose who start their turns within 5 ft of you while your aura of hostility is active must make a WIS saving throw or become Frightened for 1 minute, those who succeed are Immune to the effects for 24 hours. Vengeful One: You have +1 to hit and deal an additional 1D6 Poison damage with your Cursed Gear, forcing the target to make a CON saving throw DC equal to your spell save DC. On a failed CON save they become Poisoned for one minute, repeating the save at the end of each of their turns, ending the condition on a success. |
| Magical Mishap | Pyrotechnic: You can use a bonus action to ignite into a being of fire for one hour once per long rest. You shed Bright Light for 10 ft and Dim Light for 10 ft past that. In this form you are Immune to Fire damage and when you deal Fire damage you add your Proficiency Bonus to the damage. The Ghost: In your Incorporeal State you can teleport to a spot you can see within 30 ft of you as a bonus action each turn. |
| Unlikely Origin | Origin Features |
|---|---|
| Ingested Substance | Mentalist: You can cast the spell Alter Self times per long rest equal to your CHA modifier (Minimum 1) without material components and without expending a spell slot. You gain Expertise in Performance. Size Changer: When Reduced you gain 3 AC and can become Tiny or return to Small size as a bonus action. While Tiny you can fit in an opening as small as 1 inch. When Enlarged your critical hit range is increased to 19-20 and you deal double damage to structures and objects. |
| Mysterious Bite | The Spider: You can use your webbing to replicate the spells Web or Entangle times per long rest each up to your CHA modifier (Minimum 1). You are Immune to detrimental features of web-like effects and can move up and down freely within areas that are webbed. The Reptile: You grow a tail when you transform that can be used as a bonus action to make an unarmed strike dealing 1D8 Bludgeoning damage with a reach of 10 ft. |
| Cursed Gear: | Abyss Cursed: You can cast the spell Hellish Rebuke times per long rest equal to your CHA modifier (Minimum 1) without expending a spell slot. Vengeful One: Your Cursed Gear has +2 to hit and deal 2D6 Poison Damage and when a creature becomes Poisoned from this feature they become Blinded or Deafened in addition. |
| Magical Mishap | Pyrotechnic: While in you are a being of fire you have a Flying speed equal to your movement speed. The Ghost: You can enter your Incorporeal State during daylight once per long rest for one hour. While in this state you exude Darkness in a sphere that is 30 ft in diameter and non magical flames within the sphere are extinguished. |
| Unlikely Origin | Origin Features |
|---|---|
| Ingested Substance | Mentalist: While you have a target under the effect of Detect Thoughts you can use a bonus action to end the spell dealing 3D6 Psychic damage to the target. You then learn a secret chosen by the DM. You can use this feature times per long rest equal to your INT modifier (Minimum 1). A creature is Immune to this feature for 24 hours once it is used on them. Size Changer: When Reduced you have triple high and long jump distances and an additional 10 ft of movement speed and have a +2 bonus to saving throws. When Enlarged your critical hit range is increased to 18-20 and deals an extra 7 damage on a critical hit. |
| Mysterious Bite | The Spider: Your STR and CON increase by 1 each and the maximum score for those abilities becomes 22. Your attacks add your Proficiency Bonus to melee or unarmed strike damage. The Reptile: While you are transformed your size is increased by one and you can use a bonus action to make an unarmed strike once per turn. |
| Cursed Gear: | Abyss Cursed: The first time you would die you arise with hit points equal to your Vigilante level with one level of Indefinite Madness. Vengeful One: Your Cursed Gear has +3 to hit and deal 2D8 Poison Damage and if a creature becomes Poisoned by this feature they have disadvantage on their next attack or saving throw before the end of their next turn. |
| Magical Mishap | Pyrotechnic: While you are a being of fire you can cast the following spells without expending a spell slot once per long rest each and each spell is cast at 4th level. Burning Hands, Scorching Ray, Fireball The Ghost: Once per long rest while in your Incorporeal State you create a sphere of magical Darkness 20 ft in diameter centered on you as a bonus action which lasts for one minute. Those within it cannot be healed and are Vulnerable to Necrotic damage. |
| Unlikely Origin | Origin Features |
|---|---|
| Ingested Substance | Mentalist: You can cast the spell Geas without expending a Spell Slot once per long rest, if you cast this spell with this feature the casting time becomes one action. You are Immune to Psychic Damage and the Charmed condition. Size Changer: When Reduced you can use a reaction to half all incoming damage to you for the next instance of damage. You can use this feature times per long rest equal to your DEX modifier (Minimum 1). When Enlarged your size is increased by two and your STR score becomes 25. |
| Mysterious Bite | The Spider: The Spider within you likes to come out. You can Polymorph into a Drider or Phase Spider once per long rest for up to one hour. The Reptile: While transformed you can use a bonus action to enter a more bestial state until you leave the transformation. While in this state you attack with advantage and attack on you have advantage and your claws deal 1D12 Slashing damage and your AC is increased by 2. When a creature hits you with an unarmed strike or Grapples you they take 1D8 Piercing damage from protruding spikes on your scaly hide. |
| Cursed Gear: | Abyss Cursed: When a creature becomes Frightened of you they take Psychic damage equal to your Vigilante level and become Stunned until the end of their next turn. Once per long rest when you are hit with an attack you can use your reaction to Polymorph into a Glabrezu. While Polymorphed you attack the nearest creature within 5 ft of you or the nearest creature within your movement speed each turn and cannot cast spells. Vengeful One: Attacks with your Cursed Gear have a range of 20 ft as it sends out slashes of caustic energy. You can use a bonus action to allow your Cursed Gear to take over your arm. Your sword arm becomes covered in black/red armor for one minute. While in this state your sword deals an additional damage die and creatures Poisoned with your blade in addition, have disadvantage on attacks on you. |
| Magical Mishap | Pyrotechnic: You can turn into a being of fire times per long rest equal to your CHA modifier (Minimum 1) and if you would leave that state you can expend a use of this feature to remain as a being of fire. Your Flying speed is increased by 30 ft. The Ghost: You can enter your Incorporeal State twice during the day. While in your Incorporeal State you can use a bonus action to become Invulnerable to damage for 2D4 rounds once per long rest. |
Subclass Features
Vigilante Cause Spells
Your specific expertise grants you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.
Unlikely Origin
You may choose one of the following Origins but it is HIGHLY encouraged to roll 1D4 to choose your Origin and Origin Features. Any Origin Feature uses your spell save DC for any saving throw.
Survivor
Living through your Accidental Origin has changed you. You gain the Tough Feat and can reroll one saving throw per long rest (No action required) taking the new result.
Accepting Origin
Your experience manifests in more powerful effects for your Origin Features.
Resourceful
The chaotic life you live with your accidental powers gives you further training. You learn one Feat and become proficient with one tool or language as you adapt and overcome.
Mastering Origin
You gain additional Features manifest from your Origin through practice.
Heroic Grit
Though you did not choose to become a hero, you have become a symbol for some. When you miss a hit you can use a reaction to roll 1D8 to potentially change the outcome. If you hit with this bonus, you also add the result to the damage of the hit.
You can use this feature times per long rest equal to your CHA modifier (Minimum 1).
Birth of a Hero
You gain additional features from your origin through practice.
Miraculous Recovery
Just as you survived your accident by a miracle, you can miraculously survive deadly situations. When you reach half hit points you can use your reaction to regain hit points equal to ten times your CHA modifier (Minimum 1) and end up to three conditions or remove up to two levels of exhaustion.
You can use this feature once per long rest.
Rise of a True Hero
You gain additional features from your origin through practice.
Healing Factor
Your accident has enhanced your body. As long as you have at least one hit point, you regain 5 hit points at the start of each of your turns.