Classes & Advanced Classes
When it comes to classes we will also be using a different system from the regular dnd 5e. Instead of having classes like druid or sorcerer we will have Basic classes and advanced classes.
Basic classes
The classes in this conversion represent the wide range of skills and knowledge that people in modern world have easy access to. The six basic classes are as follows:
- Strong: Strength focused Levels in this class demonstrate training in athletic endeavors. Strong Heroes typically excel at melee combat.
- class details
- Fast: This class is focused in agility, hand-eye coordination, and reflexes. Fast Heroes typically excel at ranged combat, this class is dexterity focused.
- class details
- Tough: This class is focused improvement in physical fitness, health, and stamina, this class is Constitution focused.
- class details
- Smart: Levels in this class provide the means to improve a character's reasoning and skills. intelligence
- class details
- Dedicated: Levels in this class demonstrate a devotion to a cause, an ideal, or a higher purpose. The Dedicated Hero's class features revolve around investigative, empathic, healing, and spiritual devotions. Wisdom focused
- class details
- Charismatic: Levels in this class indicate training in winning friends and influencing people with a combination of charm, confidence, and charisma. The Charismatic Hero can be a leader, a celebrity, a con artist, or a flirt.
- class details
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1 | +2 | Melee smash |
| 2 | +2 | Action Surge (one use) |
| 3 | +2 | Advanced Class |
| 4 | +2 | Ability Score Improvement |
| 5 | +3 | Strong back |
| 6 | +3 | Ability Score Improvement |
| 7 | +3 | Advanced Class feature |
| 8 | +3 | Ability Score Improvement |
| 9 | +4 | Remarkable Athlete |
| 10 | +4 | Advanced Class feature |
| 11 | +4 | Demolition |
| 12 | +4 | Ability Score Improvement |
| 13 | +5 | Brutal critical |
| 14 | +5 | Ability Score Improvement |
| 15 | +5 | Advanced Class feature |
| 16 | +5 | Ability Score Improvement |
| 17 | +6 | Action Surge (two uses) |
| 18 | +6 | Advanced Class feature |
| 19 | +6 | Ability Score Improvement |
| 20 | +6 | Improved melee smash |
Advanced Classes
Advanced classes function identically to subclasses in standard D&D 5th Edition, with the exception being that all subclasses are available to all of the basic classes. For example, both Strong and Smart heroes can take the Soldier advanced class.
Daredevil
Level Class Features 3rd Parkour 7th Adrenaline Rush 10th No Fear 15th Suck It Up 18th Tough as Nails As a daredevil, you gain the following advanced class features.
Parkour
At 3rd level, you gain the following benefits:
- Your speed increases by 10 feet.
- Standing up from prone costs 5 feet of movement instead of half your movement.
- Difficult terrain costs 1 foot less per 1 foot moved.
- When you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Adrenaline Rush
Beginning at 7th level, you can use a bonus action to gain advantage on all Strength, Dexterity, and Constitution ability checks for 1 minute. You must take a short or long rest before you can use this ability again.
No Fear
At 10th level, you have advantage on any saving throw that would cause you to become frightened.
Suck It Up
Starting at 15th level, you can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Tough as Nails
At 18th level, you have resistance against bludgeoning, slashing, and piercing weapon attacks that are not made by magical weapons or firearms.
Martial Weapon-master
Level Class Features 3rd Bonus Proficiencies, Combat Superiority 7th Know Your Enemy 10th Improved Combat Superiority (d10) 15th Relentless 18th Improved Combat Superiority (d12) As a martial weaponmaster, you gain the following advanced class features.
Bonus Proficiencies
At 3rd level, you gain proficiency with martial weapons, and with medium armor and shields.
Combat Superiority
When you choose this advanced class at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or your Dexterity modifier (your choice)
Know Your Enemy
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels (if any)
Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Relentless
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
Maneuvers
The maneuvers are presented in alphabetical order.
Commander’s Strike.
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.Disarming Attack.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.Distracting Strike.
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.Evasive Footwork.
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.Feinting Attack.
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.Goading Attack.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.Lunging Attack.
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.Maneuvering Attack.
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.Menacing Attack.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.Parry.
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.Precision Attack.
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.Pushing Attack.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.Rally.
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.Riposte.
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.Sweeping Attack.
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.Trip Attack.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.Gunslinger
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Martial Artist
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Infiltrator
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Wild Lord
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Occultist
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Shadow Slayer
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Acolyte
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Soldier
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Totem Warrior
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Body Guard
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Thrasher
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Mage
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Investigator
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Field Scientist
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Field Medic
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Techie
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Arcane Arranger
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Shadow Scion
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Holy Knight
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Mystic
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Negotiator
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Personality
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Daredevil