The Hero: A Modular 5e Class

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#1

Lawolf

Jul 15, 2014 12:02:46

Hero
Heroes come from all walks of life. Some start as simple farmers destined for greatness, others as wealthy nobles turned vigilantes, while others are the offspring of a mortal and some powerful supernatural entity. Whatever their backstory may be, heroes tend to be exceptional individuals with amazing capabilities and a greater purpose.

The Hero

			 Hero
Lvl Class Features      Points 
1   Heroics, Heroic Talent  1 
2   Heroic Talent           2 
3   Heroic Path             2 
4   Ability Increase        2 
5   Extra Attack            2 
6   Heroic Talent           2 
7   Path Feature	    2
8   Ability Increase        3 
9   Heroic Talent           3 
10  Heroic Talent           3 
11  Path Feature            3 
12  Ability Increase        3 
13  Heroic Talent           3 
14  Heroic Talent           4 
15  Path Feature            4 
16  Ability Increase        4 
17  Heroic Talent           4 
18  Heroic Talent           4 
19  Path Feature            4 
20  Ability Increase,       5
    Legendary Hero	      

Class Features
As a Hero, you gain the following class features.
Hit Dice: 1d8 per Hero level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at higher levels: 1d8 (or 5) + your Constitution modifier per Hero level after 1st

Proficiencies

Armor: Light armor, medium armor, shields

Weapon: Simple weapons, martial weapons

Saving Throws: Constitution, Charisma

Skills: Choose any three

Tools: None

 

Level 1: Heroics
Through a combination of guile, grit, inspiration, and a little bit of luck, you are able to succeed when others would fail.
  Benefit: You have a number of hero points determined by your level as shown on the Hero table. You can spend a hero point to gain advantage on any attack roll, ability check, or saving throw you are about to make. You regain all of your spent hero points when you complete a short or long rest. You can also spend hero points to activate some of your heroic talents.

 

Level 1: Heroic Talent

Heroes have a wide range of skills and abilities that make them a cut above the regular folks.

  Benefit: You learn a heroic talent. You learn additional heroic talents as you gain levels, as noted on the Hero table. Unless the talent specifies otherwise, each talent may only be taken once.

 

Level 3: Heroic Path
You are a master of many talents.
  Benefit: Choose a heroic path. Each path is detailed at the end of the hero section. Your choice grants you features at certain hero levels.


Level 4: Ability Increase

You constantly seek to learn and improve your abilities.
  Benefit: When you reach certain levels as noted in the Hero table, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You cannot increase an ability score above 20 using this feature.

 

Level 5: Extra Attack

You can unleash a brutal barrage of attacks upon your foes, overwhelming their defenses.
  Benefit: You can attack one extra time whenever you take the attack action on your turn.

 

Level 20: Legendary Hero

Some say lady luck smiles upon you. Others say you are favored by the gods. You know the truth though; heroes make their own luck.

  Benefit: Whenever you roll a natural 1 on an attack roll, ability check, or skill check, you may treat that roll as a natural 20 instead.

#2

Lawolf

Jul 17, 2014 15:32:18

Heroic Talents - Table 1 (Passive Abilities)

Show
1. Acrobat

You gain proficiency in the Acrobatics skill. In addition, opportunity attacks against you have disadvantage.

 

2. Arcane Knack

You learn two cantrips of your choice from the wizard spell list. Choose Intelligence, Wisdom, or Charisma as your magic ability for all spells you know. The DC to resist one of your spells equals 8 + your magic ability modifier + your proficiency bonus.

 

3. Attractive

Whenever you make a successful Charisma (Persuasion) check against a single creature, the creature is charmed by you for 1 hour. If you or your companions are hostile toward the creature in word or deed, the charm ends immediately, and you cannot use this ability on the creature again for 24 hours.

 

4. Brawny

You gain proficiency in the Athletics skill. In addition, double your carrying capacity.

 

5. Danger Sense

You cannot be surprised.

 

6. Exotic Fighting Style

You may use an ability of your choice in place of your Strength or Dexterity when making weapon attacks rolls. This ability does not affect weapon damage rolls.

 

7. Fleet Footed

Your speed increases by 10 feet.

 

8. Jack of All Trades

You can add half your proficiency bonus (rounded down) to any ability check you make that doesn't already use your proficiency bonus.

 

9. Juggernaut

You gain proficiency with heavy armor. In addition, you do not suffer disadvantage to Dexterity (Stealth) checks for wearing armor.

 

10. Lucky Seven

Whenever you make an ability check, you can treat a d20 roll of 6 or lower a as a 7.

 

11. Martial Artist

Your unarmed attacks count as light finesse weapons that deal 1d6 damage.

 

12. Relic

You possess a magic weapon. It might be a family heirloom, or you might have unlocked the hidden potential in what previously seemed to be a mundane weapon. When you gain this talent, choose a weapon you own to become a +1 magic weapon.
  Special: Your relic can never be completely destroyed. If it is broken, it can be fixed, although you might need to embark on an epic quest to find the necessary materials to repair it. Similarly, if the relic is lost or stolen, you will be able to recover it eventually. Again, you might need to embark on an epic journey to retrieve it. You may even be able to further enhance your relic’s abilities as you adventure.

 

13. Scout

You gain proficiency in the Perception or Stealth skill. In addition, you do not suffer disadvantage on Wisdom (Perception) checks in areas that are lightly obscured.

 

14. Skill Focus

Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that users either of the chosen proficiencies.

 

15. Strong Willed

You gain proficiency in Wisdom saving throws.

 

16. Woodsman

You gain proficiency in the Nature or Survival skill. In addition, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.

#3

Lawolf

Jul 17, 2014 15:38:56

Heroic Paths

The hero has a choice of two different heroic paths: the Path of Mage and the Path of Warrior.

 

Path of the Mage (prerequisite: Arcane Knack)

The Path of the Mage emphasizes study of the arcane arts. Those who choose the Path of the Mage use their knowledge of the arcane to overcome challenges.

 

Show
Level 3: Arcane Secret - Least

Choose two 1st level wizard spells. You learn those spells and may cast either one by spending a hero point. If the spell has duration longer than 1 hour, the spell’s duration is reduced to 1 hour.

 

Level 7: Battle Magic

You have mastered the art of weaving together spellcasting and weapon use into a single harmonious act. When you use your action to cast a spell, you may also make a single weapon attack as a bonus action.

 

Level 11: Arcane Secret - Lesser

Choose two 3rd level wizard spells. You learn those spells and may cast either one by spending a hero point. If the spell has duration longer than 1 hour, the spell’s duration is reduced to 1 hour.

 

Level 15: Arcane Power

Add your magic ability modifier to the damage rolls for all spells you cast.

 

Level 19: Arcane Secret - Greater

Choose two 5th level wizard spells. You learn those spells and may cast either one by spending a hero point. If the spell has duration longer than 1 hour, the spell’s duration is reduced to 1 hour.

#4

Lawolf

Jul 15, 2014 12:05:02

I revised this idea I have been toying with since 5e was announced to be balanced against the current 5e basic classes. This class is somewhat of a jack of all trades and is highly customizeable. Let me know your thoughts.

#5

Rastapopoulos

Jul 15, 2014 13:24:55

 

You know... I haven't read the specific abilities you created there so I won't give an opinion on those.

 

But this kind of class structure is what I was actually expecting in 5e for all classes... instead of the overly-specific versions of the classes we got.

 

A more "generic" structure like that would have made the system REALLY modular.

In so that we could have lots of modules that just offered their specific abilities to be taken with those "heroic talent" type of slots. Each module thus very customizable to whatever style of play.

 

For example: want a module for your "hero" class here that has less healing? More spells? More super powered skills? More mundane skills? Completely different background? Etc... Just replace the "heroic talent" slots with those of the module of your choice.

#6

Qmark

Jul 15, 2014 13:31:00

Rastapopoulos wrote:
#7

Rastapopoulos

Jul 15, 2014 13:37:08

Qmark wrote:
#8

RustedKitsune

Jul 15, 2014 13:41:31

Seems good to me.

Legendary Hero should require the use of a Hero Point to activate - otherwise it's rather over powered - but I might be mistaken, given that I don't know how such high level play works out in actuality.

Give them the choice of a tool proficiency - Heroes come from all walks of life, and learn many interesting things; they should have something that reflects that.

To increase modularity, allow the hero to pick which two saves they have proficiency in - to reflect their varied nature.

There should be a Divine equivilent to the Arcane Talents and Path - Some heroes are warriors, others are mages, and some are blessed by their god.

 

I like, especially since if you increase the available talents and paths to include the divine, you can have an entire party of Heroes.

#9

bawylie

Jul 15, 2014 13:53:35

Still a fan. Though, I feel like any subclass from any class can map onto the hero. 

#10

Lawolf

Jul 15, 2014 13:57:10

bawylie wrote:
(Reply to #10)

bawylie

Lawolf wrote:
#12

Nivek_Loneshadow

Jul 16, 2014 3:42:40

Rastapopoulos wrote:
#13

spelley

Jul 16, 2014 4:35:37
Something like this in a module that essentially allows "classless" characters would be interesting. Main reason for WotC not having classes/subclasses this modular outside of houserules and (possibly) modules is that balancing something like this would be a son of a bitch.
#14

Emerikol.

Jul 16, 2014 5:28:17

I agree with Rast that Lawolf has shown how easy it would be to provide options for the class instead of forcing us to choose one thing.  Such an approach would have made a lot of people really happy that take issue with things like Second Wind.   

 

I've been thinking about "rewriting" the basic pdf to be old school and put all my houserules in it.   Then just use that as the base.  It's probably though about as much work as just finishing by own d20 style game.  So who knows.   Still it would be an interesting experiment.   Wotc could do it pretty easy.   If everything was built on top of the basic pdf then making the basic pdf modular would be interesting.   Don't like the current pdf then get the old school pdf.   Won't something more like 4e then get the modern pdf.   

 

Maybe the DMG's rules on creating your own subclasses will help.

#15

hollbk01

Jul 16, 2014 6:24:38

Wow, this is really neat.  I am impressed Lawolf.  

 

The only caveat is that I am a bit of a stickler for balance so I can't unreservedly embrace your class without running the numbers and seeing it in action.  On first read through though I suspect it's fairly balanced to the other classes with the hero point mechanic.  I love the combination of hero points and talents.  Hero points are a mechanic that I instantly said, the narrative for this is so rife with cool opportunities.  The sketch of a character that sprang to mind was a young lady who is generally mild mannered but in some circumstances (such as if her companions are beset by enemies) she losses herself in a berserk fury.

 

Anyway well done.  

#16

Rastapopoulos

Jul 16, 2014 9:27:39

Lawolf wrote:
#17

Rastapopoulos

Jul 16, 2014 9:29:07

Nivek_Loneshadow wrote:
#18

Lawolf

Jul 16, 2014 9:34:25

Rastapopoulos wrote:
#19

Lawolf

Jul 16, 2014 15:20:12

RustedKitsune wrote:
#20

Gnarl

Jul 16, 2014 16:00:37

This is not my type of class because it has many moving parts but I'm sure some of my players will like it.

 

Did you playtest it Lawolf? How does it compare to the other classes?

 

Thanks Lawolf!

#21

Marandahir

Jul 16, 2014 16:08:18

I like this, but Bonus Feat is waaaaaaaay too good an option.  Feats are balanced with ability scores and are more like Prestige Classes now.

#22

Lawolf

Jul 17, 2014 8:37:00

Marandahir wrote:
#23

bawylie

Jul 17, 2014 8:48:14

If it's a "must-take", then you might as well give it to them. 

#24

Lawolf

Jul 17, 2014 11:18:26

bawylie wrote:
#25

Marandahir

Jul 17, 2014 14:18:03

I just wouldn't do that.  I would either give them the feat as a possible ability score bump or leave it, that's all.

Right now, the ONLY way to get a feat is by abstaining from increasing your abilities.  If you're removing that requirement, then you're throwing a fundamental balance impairity into the system.  Some classes don't get as many ability score bumps however – their advantage to that is that they get other ability options at those levels.  The Fighter, for example, was specifically designed to have more ability score bumps than other classes, at the cost of fewer "interesting" class abilities.  It's bumps are built into its DPR balancing, which is what feats are designed as being balanced against.  Each class gets a certain number of ability score bumps based on what that would mean to that class (what being able to get additional bonuses to key abilities would allow them to do, such as additional Int allowing a Wizard to have more prepared spell options each day, or a Paladin having a more-effective Lay on Hands with additional Cha).  Feats, afterwards, have been designed to balance those power inequities, so that if you choose not to become better in your key abilities, you're getting a significantly potent ability instead. 

If you grant a feat in the place of a DIFFERENT class ability, however, you're basically saying, "I'm giving you the choice of taking his feature that is as powerful as increasing your overall effectiveness, or else adding a more mundane ability, like a bonus on certain skill checks").  It just isn't balanced. 

#26

Lawolf

Jul 17, 2014 15:43:43

Marandahir wrote:
#27

Mephi1234

Jul 17, 2014 16:36:06
Because it needed to be done: https://www.youtube.com/watch?v=OBwS66EBUcY
#28

RustedKitsune

Jul 17, 2014 17:28:20

I kinda want to make a version of this so I can make a Madoka Magica campaign, but I don't want to get in over my head...

And now I made myself sad....

#29

Lawolf

Jul 18, 2014 10:01:04

So a little more about the class. The hero is a prominent archetype found in many sources of literature and media. It is at least as common as many of the typical D&D classes. And while something similar could be recreated trough multiclassing, certain classes come with their own "baggage" that doesn't really fit well with the typical hero concept. Read more about the hero archetype here: http://tvtropes.org/pmwiki/pmwiki.php/Main/TheHero

#30

viper5

Jul 18, 2014 12:34:05

RustedKitsune wrote:
#31

eleran

Jul 19, 2014 14:32:47

Meh