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View Full Version : D&D 5e/Next Fire emblem inspired Hero class for D&D 5e



ResoGun
2017-03-04, 07:17 PM
Open to any help on balancing or changes that may need to be added to this class. Still working on a sort of background story for the class



The Hero (Fire Emblem Class to D&D 5e)
Level Proficiency Bonus Features
1st +2 Second Wind, Strong Riposte
2nd +2 Action Surge, Fighting Style
3rd +2 Hero Stance Feature
4th +2 Ability score improvement
5th +3 Extra Attack
6th +3 Strong Riposte (2)
7th +3 Ability Score Improvement
8th +3 Good Fortune
9th +4 Hero Stance Feature (2)
10th +4 Sol, Indomitable
11th +4 Extra Attack (2), Strong Riposte (3)
12th +4 Ability Score Improvement
13th +5 Sol (2),
14th +5 Hero Stance Feature (3)
15th +5 Good Fortune (2)
16th +5 Sol (3)
17th +6 Action Surge (2) Hero Stance Feature (4)
18th +6 Indomitable (2)
19th +6 Ability Score Improvement
20th +6 Sol (4)




Class Features

Hit Points
Hit Dice: 1 D10 per Hero level
Hit points at 1st level: 12 + Constitution modifier
Hit points at Higher Levels: 1 d10 (or 6) + your Constitution modifier per fighter level after 1st.

Proficiencies
Armor: Medium, Heavy, and shields
Weapons: Simple weapons, Longswords, Battleaxes
Tools: None

Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Intimidation, Insight, Perception, Survival

Equipment:
You start with the following equipment, in addition to the equipment grated by your background:
• (a) A Longsword or (b) A Battleaxe
• (a) Chain Mail or (b) Breast Plate
• (a) An explorer’s pack or (b) a dungeoneer’s pack
• Any simple melee weapon, two daggers, and a Shield



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 1d 10 + your
fighter level.
Once you use this feature, you must finish a short or
long rest before you can use it again.

Strong Riposte:
If a creature is to strike you with a melee attack your next melee attack with a weapon that you are proficient in will deal plus 2 damage. This bonus damage increases to 4 at level 6 and to 6 at level 11.

Fighting Style:
Starting at level 2 you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fight Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Protection
When a creature you can see attacks a target other
than you that is within 5 feet of you, you can use your
reaction to impose disadvantage on the attack roll. You
must be wielding a shield.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. You can use this with a shield.

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. Starting at 17th level you can use this ability twice before a long rest, but only once on the same turn.

Heroes Stance:
Starting at level 3 you may choose one of the two following Stances that you strive to perfect to perform perfectly on the battlefield. Choose either the Defensive stance or the Offensive stance, all detailed at the end of the class description. The Stance you choose grants you features at 3rd level and again at 9th, 13th, and 17th level.

Ability Score Improvement:
When you reach 4th level, and again at 7th,12th, 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.

Extra Attack:
Beginning at 5th level, you can attack twice, instead of once, when you take the attack action. This number of attack increases to three at 11th level.

Good Fortune:
Starting at level 8 twice every short rest as a bonus action you can regain hit points equal to 1 D6 + Const. Modifier. At level 15 you can use this ability three times and the die is increased to 2 D6 + Const. Modifier for both die.

Indomitable:
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at level 18.

Sol:
Starting at 10th level you gain the ability to add 1 D4 to the damage of an attack twice every long rest. You also restore life based on double the bonus damage given by the dice as well as gain resistance against all forms of physical damage (slashing, piercing, bludgeoning) until your next turn. The amount of times you can use this ability increases to three times at 13th level and to four times at 16th level. Additionally, at level 13 the dice is increased to 2 D4 and at level 16 to a 3 D 4. Beginning at level 20 the die is increased to 5 D4. You can only use this ability once per round. You must declare you are using this ability before rolling to hit, this ability counts as used even if the attack is to miss. When this ability is used, all damage dealt to the creature is converted into radiant damage.

Hero Stance
Beginning at level 3 your prowess in combat allows you take on a stance of your choice between defensive and offensive. At level 9 you gain access to both stances. When you first enter combat choose a stance, to switch stances it takes an action.

Defensive Stance
While in this stance you are unable to use the ability Sol.

Aegis:
Beginning when you gain this stance, while the stance is active you gain a +1 to AC.

Shield Bash:
Starting at level 9 once per round if you are to be hit with a melee attack you may use your reaction to attempt to knock the enemy down with your shield. They must pass a Strength saving throw (DC 8 + proficiency + Strength) if they are to fail they are now prone. If they are to fail they take 1 D4 Bludgeoning damage if they pass they take no damage and are not knocked prone. While in this stance.


Protector:
Beginning at 14th level if an enemy attempt to attack an ally within 10 feet of you and the attack is going to hit. You may use your reaction to dash to their side and take the hit for them. This does not apply to area of effect moves. While in this stance.

Wary Fighter:
Beginning at 17th level if you are to use the protector ability you can make a Constitution saving throw against your opponent’s strength. If you are to pass you take no damage from using the Protector ability. While in this stance.

Offensive Stance:
While in this stance you lower, your guard losing 1 AC.

Proficient Strikes:
Beginning when you are to gain this stance, while you are in this stance when you roll to hit with a melee weapon that you are proficient in you can add half your Dexterity modifier rounded up to the hit roll.

Shattering Blows:
Beginning at level 9 once per short rest if you are to land a hit on a enemy creature you may use this ability to ensure your next hit on this creature by gaining advantage on your next attack against them. The amount of times you may use this ability is increased to 2 times at level 13 and 3 times at level 17. While in this stance.

Improved Critical:
Starting at level 14 whenever you roll a 19 for hit it counts as if you rolled a 20 to hit. While in this stance

Observant Fighter:
Beginning at level 17 you have gained extreme awareness over the battlefield. If any enemy is to attempt to run while within 10 feet of you, you may use your reaction to dash to that creature and perform an opportunity attack. You may do this even if they are to disengage or are already disengaged. While in this Stance.


I am currently testing the class as it is. Feel free to give any tips or ideas on what needs to be nerfed or buffed

JNAProductions
2017-03-04, 08:07 PM
Four attacks by level 14? That is broken.

Also, clean up the formatting. It's a mess.

Superstition
2017-03-06, 01:46 PM
Which fire emblem hero are you basing this off of?

Keep in mind that heroes are actually a second class, so they're much closer to a PRC than a base class. Heroes are usually promoted from either a Mercenary (heavier armor and close to a 5e champion fighter), Myrmiddon (high-speed 5e battlemaster fighter) or a Fighter (high damage, low defense barbarian). It is rare for a single hero to have all 3 of those base classes.

You can get around this by turning those base classes into branching archetypes. You'd have an archtype with raw combat stats that is more flexible, one with more attacks and highly technical mechanics, and one focusing on brute attack strength. Your player then chooses one of those branches to focus on. You can go with other archetypes if you want, but this is the basic idea to get you started.

Otherwise, I agree with JNA that having 4 attacks (8 with action burst) at level 14 is a bit much. Personally, I would consider the hero as something between a monk, fighter, and barbarian.

ResoGun
2017-03-06, 04:54 PM
Which fire emblem hero are you basing this off of?

Keep in mind that heroes are actually a second class, so they're much closer to a PRC than a base class. Heroes are usually promoted from either a Mercenary (heavier armor and close to a 5e champion fighter), Myrmiddon (high-speed 5e battlemaster fighter) or a Fighter (high damage, low defense barbarian). It is rare for a single hero to have all 3 of those base classes.

You can get around this by turning those base classes into branching archetypes. You'd have an archtype with raw combat stats that is more flexible, one with more attacks and highly technical mechanics, and one focusing on brute attack strength. Your player then chooses one of those branches to focus on. You can go with other archetypes if you want, but this is the basic idea to get you started.

Otherwise, I agree with JNA that having 4 attacks (8 with action burst) at level 14 is a bit much. Personally, I would consider the hero as something between a monk, fighter, and barbarian.

Yeah now that its brought up i might just remove the 4th attack. The class that i was going off of was the mercenary to hero class. I was wanting to make this class more of a tank then raw damage.