Basic classes
Strong Class (Basic)
Strong: Strength focused Levels in this class demonstrate training in athletic endeavors. Strong Heroes typically excel at melee combat.
Basic 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 |
Class Features
As a strong hero, you gain the following class features.
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Hit Points
Hit Dice: 1d8 per strong hero level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per strong hero level after 1st
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Proficiencies
Armor: All armor
Weapons: Simple weapons, personal firearms
Saving Throws: Strength and one other of your choice
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
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Melee Smash
You add half your proficiency bonus to all melee weapon damage rolls.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Advanced Class
At 3rd level, choose an Advanced Class. The Advanced Class you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.
Strong Back
Beginning at 5th level, your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Remarkable Athlete
Starting at 9th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Demolition
Beginning at 11th level, your melee attacks deal double damage to objects. In addition, you double your proficiency bonus on Strength (Athletics) checks made to break something.
Brutal Critical
Beginning at 13th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Improved Melee Smash
At 20th level, you may now add your full proficiency bonus to all melee weapon damage rolls.
Advanced Class Options:
- Martial Artist
- Soldier
- Shadow Slayer
- Martial Weapon-master
Fast Class (Basic)
Fast: This class is focused in agility, hand-eye coordination, and reflexes. Fast Heroes typically excel at ranged combat, this class is dexterity focused.
Basic Class Details
| Level | Proficiency Bonus | Features |
| 1 | 2 | Fast Movement |
| 2 | 2 | Cunning Action |
| 3 | 2 | Advanced Class |
| 4 | 2 | Ability Score Improvement |
| 5 | 3 | Uncanny Dodge |
| 6 | 3 | Ability Score Improvement |
| 7 | 3 | Advanced Class feature |
| 8 | 3 | Ability Score Improvement |
| 9 | 4 | Instinctive Reaction |
| 10 | 4 | Advanced Class feature |
| 11 | 4 | Evasion |
| 12 | 4 | Ability Score Improvement |
| 13 | 5 | Opportunist |
| 14 | 5 | Ability Score Improvement |
| 15 | 5 | Advanced Class feature |
| 16 | 5 | Ability Score Improvement |
| 17 | 6 | Elusive |
| 18 | 6 | Advanced Class feature |
| 19 | 6 | Ability Score Improvement |
| 20 | 6 | Incredible Reflexes |
Class Features
As a fast hero, you gain the following class features.
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Hit Points
Hit Dice: 1d8 per fast hero level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per fast hero level after 1st
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Proficiencies
Armor: Light armor
Weapons: Simple weapons, personal firearms
Saving Throws: Dexterity and one other of your choice
Skills: Choose three from Acrobatics, Animal Handling, Athletics, History, Perception, Sleight of Hand, Stealth, and Survival.
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Fast Movement
Your base movement speed increases by 10 feet.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Advanced Class
At 3rd level, choose an Advanced Class. The Advanced Class you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Instinctive Reaction
Beginning at 9th level, your reflexes are honed to a fine point. You have advantage on initiative rolls. In addition, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn.
Evasion
Beginning at 11th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Opportunist
Starting at 13th level, when you and an ally are both within 5 feet of an opponent, and the ally hits the target with a melee attack, you can make a melee attack against that opponent as a reaction.
Elusive
Beginning at 17th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
Incredible Reflexes
When you reach 20th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
Advanced Class Options:
- Infiltrator
- Gunslinger
- Wild Lord (nature - wisdom)???
Tough Class (Basic)
Tough: This class is focused improvement in physical fitness, health, and stamina, this class is Constitution focused.
Basic Class Details
| Level | Proficiency Bonus | Features |
| 1 | 2 | Second Wind |
| 2 | 2 | Resilience |
| 3 | 2 | Advanced Class |
| 4 | 2 | Ability Score Improvement |
| 5 | 3 | Fortitude |
| 6 | 3 | Ability Score Improvement |
| 7 | 3 | Advanced Class feature |
| 8 | 3 | Ability Score Improvement |
| 9 | 4 | Survivor, Second Wind (2 uses) |
| 10 | 4 | Advanced Class feature |
| 11 | 4 | Improved Resilience |
| 12 | 4 | Ability Score Improvement |
| 13 | 5 | Remain Conscious |
| 14 | 5 | Ability Score Improvement |
| 15 | 5 | Advanced Class feature |
| 16 | 5 | Ability Score Improvement |
| 17 | 6 | Second Wind (3 uses) |
| 18 | 6 | Advanced Class feature |
| 19 | 6 | Ability Score Improvement |
| 20 | 6 | Legendary Survivor |
Class Features
As a tough hero, you gain the following class features.
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Hit Points
Hit Dice: 1d8 per tough hero level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per tough hero level after 1st
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Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, personal firearms
Saving Throws: Constitution and one other of your choice
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
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Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your tough hero level. Once you use this feature, you must finish a short or long rest before you can use it again.
At 9th and 17th level, you can use this ability one additional time before a rest.
Resilience
Starting at 2nd level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Advanced Class
At 3rd level, choose an Advanced Class. The Advanced Class you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.
Fortitude
Beginning at 5th level, when you finish a short or long rest, you gain temporary hit points equal to your level + your Constitution modifier.
Survivor
You cling to life, even on the brink of death. Beginning at 9th level, when you make a death saving throw that would result in your death if failed, you have advantage.
Improved Resilience
Starting at 11th level, you can use your Resilience feature again after finishing a short or long rest.
Remain Conscious
Beginning at 13th level, when you are reduced to 0 hit points, you may continue to act until you fail a death saving throw. While at 0 hit points, your speed is halved, and you cannot use bonus actions or reactions.
Legendary Survivor
At 20th level, when reduced to 0 hit points, you do not die until you accumulate four failed death saving throws.
Advanced Class Options:
- Daredevil
- Body Guard
- Thrasher (strength - con??)???
- Totem Warrior (wis & con)????
Smart Class (Basic)
Smart: Levels in this class provide the means to improve a character's reasoning and skills. Intelligence focused.
Basic Class Details
| Level | Proficiency Bonus | Features |
| 1 | 2 | Expertise, Plan |
| 2 | 2 | Trick |
| 3 | 2 | Advanced Class |
| 4 | 2 | Ability Score Improvement |
| 5 | 3 | Exploit Weakness |
| 6 | 3 | Ability Score Improvement |
| 7 | 3 | Advanced Class feature |
| 8 | 3 | Ability Score Improvement |
| 9 | 4 | Improved Trick, Plan (2 uses) |
| 10 | 4 | Advanced Class feature |
| 11 | 4 | Expertise |
| 12 | 4 | Ability Score Improvement |
| 13 | 5 | Improved Plan |
| 14 | 5 | Ability Score Improvement |
| 15 | 5 | Advanced Class feature |
| 16 | 5 | Ability Score Improvement |
| 17 | 6 | Plan (3 uses) |
| 18 | 6 | Advanced Class feature |
| 19 | 6 | Ability Score Improvement |
| 20 | 6 | Master Plan |
Class Features
As a smart hero, you gain the following class features.
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Hit Points
Hit Dice: 1d8 per smart hero level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per smart hero level after 1st
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Proficiencies
Armor: Light armor
Weapons: Simple weapons, personal firearms
Tools: One set of tools of your choice
Saving Throws: Intelligence and one other of your choice
Skills: Choose three from Animal Handling, History, Insight, Investigation, Medicine, Nature, Perception, and Religion
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Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 11th level, you can choose two more of your skill proficiencies (or one skill and one tool) to gain this benefit.
Plan
At 1st level, you can take an action to formulate a plan. You can choose up to six creatures (including yourself) to include in the plan. For each creature, choose one of the following; attack rolls, saving throws, or ability checks. In the next minute, each creature can activate their benefit once to gain a bonus equal to your Intelligence modifier to the chosen rolls for one round.
You must complete a short or long rest before you can use this ability again. At 9th and 17th level, you gain an additional uses of this ability before you must rest.
Trick
Beginning at 2nd level, you can take an action to attempt to trick one creature. The creature must have an Intelligence of 6 or higher, and be able to see and hear you (but not necessarily understand you). The creature must make an Intelligence saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. If the saving throw fails, the creature is stunned until the end of it’s next turn.
You must complete a short or long rest before you can use this ability again.
Advanced Class
At 3rd level, choose an Advanced Class. The Advanced Class you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.
Exploit Weakness
At 5th level, you can use a bonus action to assess a creature’s weaknesses. You use your Intelligence bonus instead of your Strength or Dexterity bonus to attack rolls and damage rolls against this creature for 1 minute as you spot weaknesses in its physiology or fighting style.
You must complete a short or long rest before you can use this ability again.
Improved Trick
At 9th level, you can target up to three creatures with your Trick.
Improved Plan
At 13th level, when you make a Plan, each creature included in the plan gains two of the listed benefits. Each benefit is activated separately.
Master Plan
At 20th level, when you make a Plan, each creature included in the plan gains all three of the listed benefits. Each benefit is activated separately.
Advanced Class Options:
- Field Scientist
- Mage
- Techie
- Occultist
Dedicated Class (Basic)
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
Basic Class Details
| Level | Proficiency Bonus | Features |
| 1 | 2 | Empathy |
| 2 | 2 | Helpful |
| 3 | 2 | Advanced Class |
| 4 | 2 | Ability Score Improvement |
| 5 | 3 | Intuition |
| 6 | 3 | Ability Score Improvement |
| 7 | 3 | Advanced Class feature |
| 8 | 3 | Ability Score Improvement |
| 9 | 4 | Aware |
| 10 | 4 | Advanced Class feature |
| 11 | 4 | Fearless |
| 12 | 4 | Ability Score Improvement |
| 13 | 5 | Expertise |
| 14 | 5 | Ability Score Improvement |
| 15 | 5 | Advanced Class feature |
| 16 | 5 | Ability Score Improvement |
| 17 | 6 | Cool Under Pressure |
| 18 | 6 | Advanced Class feature |
| 19 | 6 | Ability Score Improvement |
| 20 | 6 | Superior Intuition |
Class Features
As a dedicated hero, you gain the following class features.
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Hit Points
Hit Dice: 1d8 per dedicated hero level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per dedicated hero level after 1st
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Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, personal firearms
Saving Throws: Wisdom and one other of your choice
Skills: Choose two from Animal Handling, Athletics, History, Insight, Intimidation, Investigation, Medicine, Perception, Religion, Stealth, and Survival
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Empathy
You add half your proficiency bonus to any Wisdom or Charisma ability check you make that doesn’t already use your proficiency bonus.
Helpful
Starting at 2nd level, you can use the Help action as a reaction.
Advanced Class
At 3rd level, choose an Advanced Class. The Advanced Class you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.
Intuition
Starting at 5th level, you have a special insight into dangerous situations. When you use this ability, ask the Game Master a question from the following list:
- What happened here recently?
- What is about to happen?
- What should I be on the lookout for?
- What here is useful or valuable to me?
- Who’s really in control here?
- What here is not what it appears to be?
With the Game Master’s permission, you can ask a question that is not on the list, as long as it is along similar lines. The Game Master can qualify their answer in any way they like, but must provide as honest an answer as possible.
You must complete a short or long rest before you can use this ability again.
Aware
At 9th level, your perception of the world around you is almost supernatural. You have advantage on initiative rolls and cannot be surprised.
Fearless
At 11th level, you gain immunity to the frightened condition.
Expertise
At 13th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Cool Under Pressure
Beginning at 17th level, nothing can shake your confidence in a task in which you are skilled. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Superior Intuition
At 20th level, when you use your Intuition, you can ask the Game Master up to two questions about the current situation from the list above. The Game Master must provide as honest an answer as possible.
Advanced Class Options:
- Acolyte
- Field Medic
- Investigator
- Holy Knight (charisma)
Charismatic Class (Basic)
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.
Basic Class Details
| Level | Proficiency Bonus | Features |
| 1 | 2 | Charm, Inspiration (d6) |
| 2 | 2 | Favor |
| 3 | 2 | Advanced Class |
| 4 | 2 | Ability Score Improvement |
| 5 | 3 | Inspiration (d8), Font of Inspiration |
| 6 | 3 | Ability Score Improvement |
| 7 | 3 | Advanced Class feature |
| 8 | 3 | Ability Score Improvement |
| 9 | 4 | Inspiration (d10), Favor (2 uses) |
| 10 | 4 | Advanced Class feature |
| 11 | 4 | Captivate |
| 12 | 4 | Ability Score Improvement |
| 13 | 5 | Inspiration (d12) |
| 14 | 5 | Ability Score Improvement |
| 15 | 5 | Advanced Class feature |
| 16 | 5 | Ability Score Improvement |
| 17 | 6 | Favor (3 uses) |
| 18 | 6 | Advanced Class feature |
| 19 | 6 | Ability Score Improvement |
| 20 | 6 | Superior Inspiration |
Class Features
As a charismatic hero, you gain the following class features.
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Hit Points
Hit Dice: 1d8 per charismatic hero level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per charismatic hero level after 1st
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Proficiencies
Armor: Light armor
Weapons: Simple weapons, personal firearms
Saving Throws: Charisma and one other of your choice
Skills: Choose two from Animal Handling, Deception, History, Insight, Intimidation, Performance, and Persuasion
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Charm
At 1st level, you can use an action to try and charm a creature. The creature must have an Intelligence score of at least 6, and be able to see and hear you. The creature must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target is charmed. The target can repeat the saving throw at the end of each of its turns to attempt to end the effect. If the creature’s saving throw is successful, it is immune to this ability for 24 hours.
Inspiration
You can inspire others through stirring words. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 9th level, and a d12 at 13th level.
Favor
Beginning at 2nd level, you gain special consideration when calling in favors. When you choose to leverage your reputation to call in a favor, you can treat your reputation score as 10 points higher when determining how much the favor decreases your reputation. Once you have used this ability, you cannot use it again until you have finished a long rest.
At 9th and 17th levels you gain an additional use of this ability. You regain all expended uses once you have finished a long rest.
Font of Inspiration
Beginning when you reach 5th level, you regain all of your expended uses of Inspiration when you finish a short or long rest.
Captivate
Starting at 11th level, when you use your Charm ability successfully, you can choose the render the creature unaware of its surroundings while you continue to hold its attention. This effect ends when it succeeds at a saving throw against your Charm ability.
You must complete a short or long rest before you can use this ability again.
Superior Inspiration
At 20th level, when you roll initiative and have no uses of Inspiration left, you regain one use.
Advanced Class Options:
- Negotiator
- Personality
- Shadow Scion
- Mystic (studying? + charisma + patron (Warlock))????
- Arcane Arranger (charisma?? rogue/underbelly vibes)????