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Hero


Hit Points

Hit Dice: d10 per Hero level
Hit Points at first Level: 10 + your constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your constitution modifier per Hero level after first

Proficiences

Armor: All armor, Sheilds
Weapons: Short swords, Long swords, Rapiers, Daggers, Scimitars
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Athletics, Acrobatics, History, Animal Handling, Insight, Perception, Persuasion

Class Features

Afterimage | At 1st level you already know you are destined to be more than just a normal soldier or warrior, your speed and skill is uncanny and you know you were born to be a Hero. With your great speed and reflexes you have developed a technique to confound your opponents, make multiple devastating blows, and be everywhere you need to be all at once with the Afterimage; or A-I. Anytime you use specified class features, you have a chance to activate an Afterimage. Once created an Afterimage will only last for a short period of time and will only do the same action that was made to create it in the first place. The Afterimage chance starts at 5% and gradually continues to raise by 5% every level until it reaches 100% at 20th level, at 1st level the Afterimage will also only last for six seconds before disappearing however your Afterimage duration will increase by six seconds at 4th, 8th, 12th, and 16th levels. Finally you can only have a set number of Afterimages equal to your proficiency modifier.   Mirage Slash | At 1st level you are working on and slowly perfecting a technique that will make it easier to create Afterimages. As an action you can use Mirage Slash and make a melee weapon attack against a single creature, on a hit you deal 1d10+dex damage and your chance of creating an Afterimage doubles. This ability gets stronger at level 10 Increasing to 2d10+dex damage, and again at level 20 to 3d10+dex damage. {This ability has a chance of spawning an Afterimage}   Hero’s journey | At 2nd level you must choose which path you will take as a Hero, with two paths before you the choice could be critical. The Journey of the Paragon, is filled with close ties to ones allies, aiding them to bring the force of the group together as one and make a party greater than the sum of its parts. Or will you take the Journey of the Solo, focusing on yourself and your own abilities, making yourself the best that you can be to overcome any obstacle on your own merits and with your own skill. Both detailed at the end of the class description. Your choice grants you features at level 2 and again at 6th, 9th, 13th, and 18th levels.   Wide Bravery | At 3rd level you have learned to utilize your speed in battle for accomplishing a great feat, to strike many opponents with your blade seemingly all at once. A number of times per short rest equal to your Dexterity modifier, as an action you can utilize this ability and make a melee weapon attack against any creature within Melee range. On a hit the creature takes your normal weapon damage, however all creatures within 10 feet of the attacked creature take the same amount of damage. {This ability has a chance of spawning an Afterimage}   ABILITY SCORE IMPROVEMENT | When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability score by 1. As normal, you can’t increase an ability score above 20 using this feature.   Frigid slash | At 6th level with your drive to ever improve you have pushed yourself far enough and studied enough to access a feat that few others can accomplish and dug deep into what could make you a real hero, with learning a small amount of magic you are able to utilize it in combat. A number of times equal to your Wisdom modifier per long rest, as an action, you can make a melee weapon attack against a single creature within range. On a hit you deal your base weapon damage plus 1d8+Wis Cold damage to the targeted creature. As well, all creatures within 5ft of the targeted creature also take the same amount of cold damage as the targeted creature. This ability upgrades at level 12, dealing 1d12+Wis Cold damage and increasing its extra cold damage radius to 10 feet. {This ability has a chance of spawning an Afterimage}   Clear Mind | At 7th level you have gained peace of mind, the job of being a Hero isn't an easy one but you know how to relax and keep your thoughts focused and your goals clear. As an action once per long rest you can take a moment to calm and clear your thoughts, doing so allows you to chose one A-I ability you have already used and regain all of it's uses.   Spark Blade | At 9th level your research into and practice with magic and how it can assist you in combat has depend, allowing you another new ability to help strike down your foes. A number of times equal to your Wisdom modifier per long rest, as an action, you can make a melee weapon attack against a single creature. On a hit you deal your base weapon damage and set a charge within the creature. The next time the charged creature is struck with metal or magic that deals electrical damage, it also takes 1d12+Wis Lightning damage. At level 15 this ability improves, so when the charge activates, all creatures, other then the one who activated the charge, within 10 feet of the creature take the same amount of Lightning damage. {This ability has a chance of spawning an Afterimage}   Brave heart | At 10th level you have become a great Hero, with your speed, reflexes, strength, and cunning you have pushed yourself to greater heights than ever before and have even developed a new technique to keep pushing yourself to your limits, in hope of surpassing them. Once per long rest as a bonus action you can activate Brave heart, this ability lasts for one minute. While this ability is active all of your abilities that can that can create Afterimages can be used indefinitely without depleating their limited uses. Also while this ability is active the chance of spawning Afterimages is doubled, and you have a small chance of spawning more then one Afterimage at a time, the chance being 5% per 2 Hero levels.   Regiment rave | At 13th level your study of magic and the honing of your skill has unlocked another powerful and magical ability for you to utilize in combat allowing you to make the very most out of not only your own attacks but your allies as well. A number of times equal to your Wisdom modifier per long rest, as an action, you can make a melee weapon attack against a single target. On a hit you deal base weapon damage + #d8 Fire damage. # = how many creatures other then yourself have attacked the targeted creature in the last 30 seconds, to a maximum of 6. This ability upgrades at level 19 to deal #d12 Fire damage with the # equaling how many creatures attacked the targeted creature in the last minute to a maximum of 8. {This ability has a chance of spawning an Afterimage}   Great shield | At 14th level you have nearly perfected your work with not only the sword, but the shield as well, with both in hand you have become an even more formidable force on the battlefield. While wielding a sword and shield you may add ½ your proficiency (Rounded down) to your AC.   Guard rush | At 17th level your work with the shield has lead to even more improvement, your skill with your shield and your swiftness on your feet has led to developing a new ability, to keep those who have journeyed with you, or those who happen to be following you safe. A number of times equal to your Dexterity modifier per short rest, as a bonus action, you can activate this ability and for the next six seconds, whenever an allied creature within fifteen feet of you is targeted by a melee or ranged non magical attack, you can dash forward and cover them; adding half your AC to theirs.   Burst blade | At level 18 your skill with your blade is unmatched by any but the very greatest, through your training, study, and diligence you have perfected another new technique that combines your raw speed and power with a blade and combines it with your magical training, bringing forth a grand flurry of magical slashes. A number of times equal to 1/2 your Dexterity modifier (rounded down) per long rest, as an action, you can target a single creature within melee attack range and make a melee attack against it. On a successful hit, roll 1d4+Dex die. You then roll #d10 + Wis Magical damage to the opponent; with the # equaling the total of the 1d4+dex roll. You also then chose the damage type Between Fire, Cold, and Lightning for the attacks. {This ability has a chance of spawning an Afterimage}   Miracle edge | At level 20 you have finally become the Hero you had always wanted to be and even more, with a mastery over your blade and movements, your training and study finally paid off in full, you have reached the utmost highest of any Hero and developed your greatest skill. Once per 24 hours, as an action, you can utilize this ability. When Miracle edge is used, you may choose any number of creatures you can see up to ½ your Hero level and every chosen creature must pass a Dexterity saving throw (DC 15 + Dex) or take #d12 + Dex (# = Dex modifier) Slashing damage. You also gain an extra 2d12 damage die for every Afterimage you have active when you use this skill. Using this skill, disperces all active Afterimages after its use.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background: Padded armor, Long sword, Shield, 2d4 x 10 gp


Subclass Options

Paths of the Hero   Path of the Paragon {Paragon flavor text here}   Heroic bonds | Upon choosing the Paragon’s Path at 2nd level you know that deep in your heart that nothing is more important to you then your friends and allies, though who fight by your side and seeing them doing the best they can fills you with determination to do the same. For every allied creature within 15 feet of yourself with more than 75% of their HP you gain a +1 bonus to all melee attack rolls. This ability improves at 11th level, increasing the range to 30 feet, making the minimum requireed HP to be 50%, and adding a +1 AC bonus for every allied creature within the HP parameters.   Encourage | At 6th level your skill in battle and your bolstering attitude are infectious, allowing you to encourage and rouse your teammates moral simply by fighting and doing your best. Whenever you hit a creature with one of the following skills: Frigid slash, Spark blade, Regiment rave or Burst blade. All allied creatures who can see the attack gain advantage on their next attack roll, skill check, or saving throw.   Heroic Steel | Reaching 9th level you know there's great danger in your line of work, for both yourself and your allies, with a desire to protect them, you have steeled yourself to be an even greater defender in their time of suffering. Whenever an allied creature within 30 feet of you is below 30% HP but not knocked out you gain a +2 bonus to AC. This ability improves at level 15, giving half your total AC bonus to all allied creatures within 15 feet of yourself.   Great bravery | At 13th level your desire, will, and ability to protect and defend your allies has only grown stronger, and with your quick reflexes and an ever vigilant eye for danger, you will protect them at all costs. Whenever an allied creature within 30 feet of yourself would be hit with an attack of any kind that would knock them out or kill them, as a free action, you can choose to rush forward and take the hit instead, mitigating half the damage in the process.   Force gift | At 18th level your devotion to your allies has reached its absolute highest point and your able to bring energy to your allies simply through fighting on and showing your courage. A number of times equal to your Wisdom modifer per long rest, as an action, you can make a melee attack against a single creature, on a hit you deal 2d12 + Dex damage. All allied creatures who can see you then gain temporary hit points equal to the amount of damage you delt.   Path of the Solo {Solo flavor text here}   Charge image | Upon choosing to follow the Solo Hero’s path you are determined to become the best fighter that you can possibly be on your own, without the need to rely on, or endanger, others, to that end you have found a way to utilize your own afterimages to make yourself even stronger. A number of times equal to your Dexterity modifier per short rest, as a bonus action, you can dispel any number of currently active afterimages when making a Melee attack, for each Afterimage dispelled you may make an extra attack.   Graceful image | At 6th level your finesse with your Afterimages has become even better, allowing you to pull off a few new tricks then before with them, in tandem with your other skills. While an Afterimage is in effect, whenever you use one of the following ability's (Mirage slash, Frigid slash, Spark Blade, Regiment rave, Act breaker, and/or Burst blade) there is a small chance you may regain one of it's usages. The chance equaling 5% per active Afterimage. This ability improves at 11th level, increasing the chance to 10% per active Afterimage.   Act breaker | When you reach 9th level you know that when fighting on your own you need to have more on your side then just speed and skill, you also must have a way to stop or halt your enemies, with that in mind a new skill was developed, one to halt your enemies in their tracks. A number of times equal to your Dexterity modifier per long rest, as an action, you can make a melee weapon attack against a single creature, on a hit you deal 1d12 + Dex + Str damage and the enemy must pass a DC 10 + 1/2 Hero level Constitution saving throw or become stunned for 30 seconds. {This ability has a chance of spawning an Afterimage}   Retain force | At 13th level your will, determination, and persistence has a habit of keeping you up and running, even when you shouldn't be able to; making you a frightening force to be reckoned with. Once per long rest, if an attack brings your HP to below 0 but does not kill you out right, you are immediately healed back to 1 HP.   Dark image | At 18th level you have completely perfected the use of Afterimages and have trained to make them stronger and last longer, making them even more viable in combat. When an Afterimage would normally disappear there is a 50% chance that it will continue to persist and fight on. This chance diminishes by 5% for every active afterimage you have.


LevelProficiency BonusFeaturesAfterimage chanceAfterimage time
1st+2Afterimage, Mirage slash5%6 seconds
2nd+2Subclass (Paragon/Loner), Subclass feature10%6 seconds
3rd+2Wide Bravery15%6 seconds
4th+2Ability score improvement20%12 seconds
5th+3--Nothing--25%12 seconds
6th+3Frigid slash, Subclass feature30%12 seconds
7th+3Clear mind35%12 seconds
8th+3Ability score improvement40%18 seconds
9th+4Spark Blade, Subclass feature45%18 seconds
10th+4Brave Heart50%18 seconds
11th+4--Nothing--55%18 seconds
12th+4Ability score improvement60%24 seconds
13th+5Regiment rave, Subclass feature65%24 seconds
14th+5Great shield70%24 seconds
15th+5--Nothing--75%24 seconds
16th+5Ability score improvement80%30 seconds
17th+6Guard Rush85%30 seconds
18th+6Burst Blade, Subclass feature90%30 seconds
19th+6Ability score improvement95%30 seconds
20th+6Miracle Edge100%30 seconds

Created by

DarksonNico.

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