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View Full Version : D&D 3.x Class The Hero [Fighter / Paladin / Blackguard all rolled into one and a bit]



Baxter Konrad
2015-02-10, 08:08 PM
Been a while since I did any homebrewing, so I thought I'd have a go. Primarily just for the fun of it (yes, I know, I have issues...), but still, feedback is always much appreciated. :smallsmile:


The Hero
"A day not spent riding off in pursuit of a Dragon is a day wasted!" - Luther Kros, Hero of Winterpeak.


Hit Dice: D10.



Saves



Level
BAB
Fort
Ref
Will
Special


1st
+1
+2
+0
+2
Signature Weapon Focus (+1 To Hit)


2nd
+2
+3
+0
+3
Martial Art, Heroic Attack (1/day)


3rd
+3
+3
+1
+3
Bonus Feat, Warrior Code


4th
+4
+4
+1
+4
Signature Weapon Focus (+2 Damage)


5th
+5
+4
+1
+4
Heroic Damage, Heroic Instinct (1/day)


6th
+6/+1
+5
+2
+5
Improved Martial Art, Heroic Attack (2/day)


7th
+7/+2
+5
+2
+5
Aspiring Hero, Warrior Code


8th
+8/+3
+6
+2
+6
Signature Weapon Focus (+1 To Hit)


9th
+9/+4
+6
+3
+6
Heroic Charge


10th
+10/+5
+7
+3
+7
Fate Touched (1), Heroic Attack (3/day), Heroic Instinct (2/day)


11th
+11/+6/+1
+7
+3
+7
Martial Art Mastery, Warrior Code


12th
+12/+7/+2
+8
+4
+8
Signature Weapon Focus (+2 Damage)


13th
+13/+8/+3
+8
+4
+8
Immediate Heroic Attack (1/min)


14th
+14/+9/+4
+9
+4
+9
Heroic Attack (4/day)


15th
+15/+10/+5
+9
+5
+9
Fate Touched (2), Heroic Instinct (3/day), Warrior Code


16th
+16/+11/+6/+1
+10
+5
+10
Signature Weapon Focus (+1 To Hit)


17th
+17/+12/+7/+2
+10
+5
+10
-


18th
+18/+13/+8/+3
+11
+6
+11
Heroic Attack (5/day)


19th
+19/+14/+9/+4
+11
+6
+11
Make Way, Peasant! Warrior Code


20th
+20/+15/+10/+5
+12
+7
+12
Fate Touched (3), Signature Weapon Focus (+2 Damage), Total Mastery, Heroic Instinct (4/day)



Signature Weapon Focus: At 1st Level, the Hero picks a signature weapon. This can be any weapon she is proficient with. She gains a +1 bonus on all attack rolls with the selected weapon, and is considered to have Weapon Focus with that weapon for all intents and purposes. The Weapon Focus feat does not stack with Signature Weapon Focus.
At 8th level, and every eight levels thereafter, the Hero gains an additional +1 to hit with her Signature Weapon.
At 4th level, and every eight levels thereafter, the Hero gains an additional +2 damage bonus to all attacks made with her Signature Weapon.

Martial Art: At 2nd level, the Hero begins to develop their preferred combat style. The Hero chooses one of the following combat styles:
Sword and Board: The Hero increases the AC bonus of any equipped shield by 1.
Florentine: The Hero gains the Two Weapon Fighting Feat, even if they do not meet the prerequisites.
Great Blade: The Hero gains the Cleave Feat, even if they do not meet the prerequisites. They may only use this feat if they are using a melee weapon in two-handed.
Fencing: The Hero gains the Dodge Feat, even if they do not meet the prerequisites. They may only use this feat if they are unarmed or using a melee weapon one-handed with the other hand free.
Ranged Combat: The Hero gains the Point Blank Shot Feat.

Improved Martial Art: At 6th level, the Hero's martial art skills increase. The bonus gained depends on the Martial Art chosen at 2nd level:
At 2nd Level, the Hero begins to develop their preferred combat style. The Hero chooses one of the following combat styles:
Sword and Board: The Hero gains Damage Reduction 1/- when equipped with a shield.
Florentine: The Hero gains the Improved Two Weapon Fighting Feat, even if they do not meet the prerequisites.
Great Blade: The Hero gains the Great Cleave Feat, even if they do not meet the prerequisites. They may only use this feat if they are using a melee weapon in two-handed.
Fencing: The Hero gains the Mobility Feat, even if they do not meet the prerequisites. They may only use this feat if they are unarmed or using a melee weapon one-handed with the other hand free.
Ranged Combat: The Hero gains the Precise Shot Feat.

Martial Art Mastery: At 11th level, the Hero's martial art skills increase. The bonus gained depends on the Martial Art chosen at 2nd level:
At 2nd Level, the Hero begins to develop their preferred combat style. The Hero chooses one of the following combat styles:
Sword and Board: The Hero gains an additional Damage Reduction 1/- when equipped with a shield. This stacks with the bonus from Improved Martial Art.
Florentine: The Hero gains the Greater Two Weapon Fighting Feat, even if they do not meet the prerequisites.
Great Blade: When reducing an opponent to 0 hit points, the Hero may make a 5ft step in any direction before resolving their Cleave attack.
Fencing: The Hero gains the Spring Attack Feat, even if they do not meet the prerequisites. They may only use this feat if they are unarmed or using a melee weapon one-handed with the other hand free. In addition, they can use the Dodge and Mobility Feats without a free hand.
Ranged Combat: The Hero gains the Improved Precise Shot Feat, even if they do not meet the prerequisites.

Heroic Attack (ex): From 2nd level onward, the Hero may channel all her will into ensuring her strike hits home. She may do this once per day, plus a number of additional times per day equal to her Charisma bonus. When making a Heroic Attack, the Hero may add her Class Level to any single attack roll. (For example, a 7th level Hero making a full attack action may add a +7 bonus to either her first or second attack, or expend two Heroic Attacks to add +7 to both attacks.).
At 6th level, and every four levels thereafter, the Hero may make one additional Heroic Attack per day.
At 13th level, the Hero may make a single Heroic Attack once per minute. This Heroic Attack does not count toward her total number of Heroic Attacks per day.

Warrior Code: At 3rd level, a Hero may choose to adopt a Warrior Code. This is optional; a Hero may elect not to do so. The Warrior Code grants additional class features, but requires the Hero adhere to a code of conduct. Details on the Warrior Codes are given elsewhere.
At 7th level, and every four levels thereafter, a Hero who has adopted a Warrior Code gains additional class abilities. If by reaching one of these levels a Hero has met the prerequisites for adopting a Code, and wishes to do so, she may do so. Adopting the Code at a later date retroactively applies all bonuses of the Code.

Heroic Damage (ex): From 5th level onwards, the Hero's skill in battle is such that no opponent, no matter how skilled, can fully turn aside their blows. If the Hero fails to beat the target's AC when making an attack roll, her strength bonus (if any) is still applied to the target as damage. If using a two handed weapon, then the damage inflicted is equal to 1.5x the Hero's strength bonus.

Heroic Instinct (ex): From 5th level onwards, the Hero's honed survival instincts allow her to predict and avoid danger before it strikes. She may do this once per day, plus a number of additional times per day equal to her Charisma bonus. She may re-roll a single failed saving throw, or force an opponent to re-roll a single failed attack roll. If the attack or ability affects multiple targets, the re-roll only applies to the Hero - for all others, their original rolls stand.

Aspiring Hero: From 7th level, the Hero becomes the patron of a less experienced adventurer. The DM should provide the Hero with an "Aspiring Hero" (ideally after discussing her attributes with the Hero in question). This character must be at least four levels below the Hero, and within one step of her alignment. The Aspiring Hero, despite her name, can be any class. She levels along with the Hero.
If the Aspiring Hero is slain, becomes alienated (ie: the Hero's alignment is no longer within one step of the Aspiring Hero's) or the DM decides that it is necessary to retire the Aspiring Hero, the Hero may obtain a replacement. This should generally require 1d4 weeks - time enough for word to spread of the vacancy!
If the Aspiring Hero has ranks in the Hero class, she cannot have an Aspiring Hero of her own - she's a follower, not a leader!

Heroic Charge (ex): At 9th level, the Hero masters the art of getting to grips with her foe, no matter the opposition! When making a Charge action, the Hero nominates a single opponent as her target. No enemies, save for the target, may make attacks of opportunity against the Hero during her charge.

Fate Touched (su): Upon reaching 10th level, the Hero has achieved such status that they are a living legend. Indeed, it seems as though the Gods have a plan for her, and have granted her miraculous immunity from death.
At 10th level, and every five levels thereafter, the Hero gains a "Fate Point". This may be spent at any time as a free action. When spent, the Fate Point will not restore by ordinary means, and can only be regained by extraordinary means (the exact method is left to the DM's discretion).
Spending a Fate Point when at -10 hit points allows the Hero to immediately resurrect herself as per the True Resurrection spell. This must be done within one minute of being reduced to -10 hit points or else it cannot be done at all! Alternatively, a Fate Point can be spent to produce some other, suitably dramatic effect at the DM's discretion.
The Fate Touched ability is intended to allow a Hero to perform a one-off, but truly spectacular feat of raw heroism! It is NOT a convenient way for the Hero to cast a Miracle spell at the first sign of a slightly challenging encounter!

Make Way, Peasant! (ex): At 19th level, the Hero's combat ability is such that lesser foes are nothing to her. Once per day, plus a number of additional times per day equal to her Charisma bonus, she may use this ability to instantly kill any enemy whose Hit Dice are half her own or less. If an attack is landed on the target creature it is immediately reduced to -10 hit points. If the Hero fails to successfully land a blow on the target that round then the ability is wasted (and the Hero's ego is suitably bruised!).

Total Mastery: At 20th level, all weapons (including Improvised weapons) are considered to be Signature Weapons for the Hero.
In addition, the Hero gains Martial Art Mastery in all Martial Arts.

WARRIOR CODES:
Warrior Codes represent a Hero dedicating themselves utterly to a higher ideal. The names for these warriors vary - the good ones go by White Knight, Holy Warrior, Paladin; the evil ones by more sinister titles like Dark Warrior, Black Knight or Tyrant. For the purposes of clarity, however, they are referred to here as Heroes of Justice, Heroes of Honour and Heroes of Tyranny.

These Warriors are required to adhere to a warrior code. This code embodies their ideology, and they may never break from it. If they violate their code, or their alignment changes from the required alignment, they lose all abilities granted to them from by their warrior code. Although many Heroes who embark on this path are tied to Gods, they do not have to serve a deity, nor obey their God's edicts to retain their power - as long as they obey the code, their power is theirs to use as they see fit!

Hero of Justice Warrior Code:
A Hero of Justice must be Lawful Good.
A Hero of Justice cannot, of their own free will, commit an Evil Act. Those who do so are considered to have violated their Warrior Code (Heroes who commit Evil while under the control of another do not violate their code, providing they show genuine regret for the deeds they were forced to do and try to atone in some way).
A Hero of Justice must try, whenever possible, to obey lawful authority, and must strive to serve the common good. A Hero of Justice who repeatedly ignores lawful authority or repeatedly ignores the needs of others violates their code.
Note that a Hero of Justice is a HERO, not dogsbody, manservant or town guard. Heroes of Justice slay dragons, wipe out invading armies and liberate slaves; they don't waste their time handing out fines for jaywalking or picking up litter.

Hero of Justice Bonuses:
At 3rd level, the Hero gains the following abilities from the Paladin Class: Aura of Good, Detect Evil, Smite Evil (1/day) and Lay on Hands.

At 7th level, the Hero gains access to a Paladin's Mount, as well as the following abilities from the Paladin Class: Smite Evil (2/day), Divine Grace, Divine Health and Aura of Courage.

At 11th level, the Hero gains the ability to call upon Divine power to aid her in battle. She gains access to two Domains chosen from the following list: Good, Law, Strength, War. She knows all spells from these domains, but the highest level spell she may cast is equal to half her level in Hero, rounding down (ie: an 8th or 9th level Hero may cast Domain spells 1, 2 3 and 4). She may cast one spell from each level (up to the above limit) once per day, plus one additional casting based on her Charisma score (ie: a Hero with 16 Cha may cast one additional 1st, 2nd and 3rd level spell).
Unlike most Divine Casters, the Hero may cast spells even if her Charisma score is 9 or less.
The hero gains any bonuses from her Domains, if applicable.
Finally, she also gains Smite Evil (3/day)

At 15th level, all the Hero's attacks are treated as Lawful aligned, Good aligned and magical for the purposes of damage reduction.
In addition, she gains Smite Evil (4/day)

At 19th level, the Hero gains Smite Evil (5/day) and Damage Reduction 10/Evil

Hero of Honour Warrior Code:
A Hero of Honour must be Lawful Neutral.
A Hero of Honour must try, whenever possible, to obey lawful authority. A Hero of Honour who repeatedly ignores lawful authority violates their code.
A Hero of Honour requires a Quest - a grand, overarching ambition that overrides all else. This should be something suitably grand, such as "Slay the ancient Wyrm of Death Mountain" or "Retrieve the Holy Grail". This quest can be self imposed or given by a suitable authority, such as the Hero's ruler. The Hero must pursue this goal whenever possible. A Hero of Honour who gives up on their quest, or fails to work toward the quest for an extended period without a good reason (like being called to fight in a war by their king, or letting their injuries heal!) violate their code.
Note that a Hero of Honour is a HERO, not a mercenary or generic thug. A Hero of Honour is not required to drop their great quest just because someone starts a bar room brawl! Sidequesting should be undertaken for one of three reasons: 1) to become stronger, thus making the Quest more likely to succeed. 2) to gain resources or allies that can be used in pursuit of the Quest. 3) Under orders from a superior, such as the king or a general.

Hero of Honour Bonuses:
At 3rd level, the Hero gains the following abilities. These function similarly to those of the Paladin Class, albeit with some modifications: Aura of Law, Detect Chaos, Smite Chaos (1/day) and Lay on Hands (self only).

At 7th level, the Hero gains access to a Paladin's Mount, as well as the following abilities:: Smite Chaos (2/day), Divine Grace, Divine Health and Aura of Courage.

At 11th level, the Hero gains the ability to call upon Divine power to aid her in battle. She gains access to two Domains chosen from the following list: Law, Strength, War. She knows all spells from these domains, but the highest level spell she may cast is equal to half her level in Hero, rounding down (ie: an 8th or 9th level Hero may cast Domain spells 1, 2 3 and 4). She may cast one spell from each level (up to the above limit) once per day, plus one additional casting based on her Charisma score (ie: a Hero with 16 Cha may cast one additional 1st, 2nd and 3rd level spell).
Unlike most Divine Casters, the Hero may cast spells even if her Charisma score is 9 or less.
The hero gains any bonuses from her Domains, if applicable.
Finally, she also gains Smite Chaos (3/day)

At 15th level, all the Hero's attacks are treated as Lawful aligned and magical for the purposes of damage reduction.
In addition, she gains Smite Chaos (4/day)

At 19th level, the Hero gains Smite Chaos (5/day) and Damage Reduction 10/Chaos.

Hero of Tyranny Warrior Code:
A Hero of Tyranny must be Lawful Evil.
A Hero of Tyranny cannot, of their own free will, commit a Good Act (important note: doing "good" in order to further Evil is NOT a Good act!). Those who do so are considered to have violated their Warrior Code (Heroes who commit Good while under the control of another do not violate their code).
A Hero of Tyranny may be Evil, but even Evil has standards. Heroes of Tyranny see themselves as 'honourable' after a fashion, and work towards a higher goal (usually becoming a king, or 'tyrant' of an entire nation). A Hero of Tyranny who consistently fails to pursue this goal violates their code.
Note that a Hero of Tyranny is a... well, "Hero" might be pushing it, but they are mighty warriors with serious ambition! A Hero of Tyranny is out to rule a nation, if not the world! While Heroes of Tyranny are undoubtedly selfish and self-serving, they also recognise that anarchy is detrimental - Heroes of Tyranny should respect authority (especially authority based on strength, cunning and personal ability) and use legitimate power structures to pursue their goals where possible. Heroes of Tyranny need not obey the law, but they aren't stupid enough to attract the wrath of the law either.

Hero of Tyranny Bonuses:
At 3rd level, the Hero gains the following abilities: Aura of Evil, Detect Good, Smite Good (1/day) and Lay on Corrupted Hands (deals damage rather than healing, and heals undead).

At 7th level, the Hero gains access to a Paladin's Mount (or rather, a suitably Evil equivalent!), as well as the following abilities: Smite Good (2/day), Divine Grace, Divine Health and Aura of Courage.

At 11th level, the Hero gains the ability to call upon Divine power to aid her in battle. She gains access to two Domains chosen from the following list: Evil, Law, Strength, War. She knows all spells from these domains, but the highest level spell she may cast is equal to half her level in Hero, rounding down (ie: an 8th or 9th level Hero may cast Domain spells 1, 2 3 and 4). She may cast one spell from each level (up to the above limit) once per day, plus one additional casting based on her Charisma score (ie: a Hero with 16 Cha may cast one additional 1st, 2nd and 3rd level spell).
Unlike most Divine Casters, the Hero may cast spells even if her Charisma score is 9 or less.
The hero gains any bonuses from her Domains, if applicable.
Finally, she also gains Smite Good (3/day)

At 15th level, all the Hero's attacks are treated as Lawful aligned, Evil aligned and magical for the purposes of damage reduction.
In addition, she gains Smite Good (4/day)

At 19th level, the Hero gains Smite Good (5/day) and Damage Reduction 10/Good