BerzerkerUnit
2021-09-04, 10:52 AM
WIP- it’s a class with ala carte options called knacks and a subclass feature that is a companion that provides some kind of support, whether that’s healing while you tank, tank while you DPS, or something else.
The Adventurer
As an adventurer you travel here and there learning a little of this and that. Maybe you seek glory, maybe the way home, or maybe just enough cash for a hot dinner and warm bed.
While other Adventurers focus on preternatural martial skill, arcane arts, or divine powers, you will pick up a handful of techniques, analogous to such talents, and mix and match freely.
Class Features
Weapon Proficiencies: Choose 3 Simple Weapons
Armor Proficiency: None
Hit Die: d6
Skill/Tool Proficiencies: Choose any two
Saving Throw Proficiencies: Dexterity, Cha
Features
Background Enhancement, Companion
Knack
Exploit
ASI
Knack
ASI
Companion Feature
ASI
Exploit
ASI
Knack
ASI
Exploit
Companion Feature
Knack
ASI
Exploit
Knack
ASI
Hero Forged
Background Enhancement
At first level you choose a Background Enhancement. Everyone comes from somewhere, but some element of your history has left a far more indelible Mark. It may not define who you are but it can certainly influence how others may see you.
If you have created your own background just choose the background exploit that most closely matches your vision.
The list of background and the advantages they provide.
Acolyte. You gain Proficiency in Religion and have felt Divine Will and have true faith. You can gain Inspiration by completing 1 hour of prayer or meditation. You can Turn Undead as a 2nd level Cleric, save DC 15. If you gain levels in the Cleric Class or gain the Master Cleric Knack, you can add your levels in this class to determine its effect and use your Wisdom to determine the Save DC. You can use each aspect of this feature once and regain their use after a long rest.
Charlatan. Your dedication to the con has cultivated true skills bound to the affectations and manner of your personas. Assuming such a persona requires 1 hour to get into character and can be done during a short rest. Whenever you assume a new identity you gain proficiency in 2 skills of your choice, if you are already proficient in one or both of these skills, you can double your proficiency unless you already gain such a benefit from another feature.
Criminal. As one steeped in society's shadow you know how to twist a knife like few others. After speaking to a creature for 1 minute you can attempt a DC 20 Insight check. On a success, you learn who or what the target values or fears most. While this doesn't provide a specific name or item, it will tell the nature of a relationship (her child, his mistress, a jewel adorning their hand...) or a secret (your family has a dark secret, you're covering for someone) etc. Additionally, when you hit a surprised or incapacitated creature with an attack you deal an additional 2d6 damage.
Entertainer. You have transcendental performative skill. You gain expertise in perform or an instrument of your choice. Creatures that hear your performance for at least 30 seconds are affected by Calm Emotions, save DC 15.
Folk Hero. You haven't saved the day once, by fate or happenstance you save the day in a dozen ways everyday. Catching a falling glass, stopping an old woman from stepping into oncoming traffic. You have advantage on Initiative checks and can use your reaction to add 1d4 to the saving throw of another creature within 10 feet.
Guild Artisan. Any item you make is a common magic item and you know or can create the schematics for world changing devices. The time it takes for you to make items is halved.
Hermit. The extreme to which you take keeping to yourself creates an aura most would rather avoid piercing. At the end of any rest you gain the benefit of the Sanctuary Spell DC 15. Alternatively, you can gain this benefit by taking the disengage action. You can gain the effect of the spell in this way a number of times equal to your proficiency bonus and regain all uses after a long rest.
Noble. your training included the Vanguard gaming set, Heavy Armor Proficiency and Proficiency in your choice of a two-handed martial weapon or a one-handed martial weapon and shields.
Outlander. your travels allowed you to learn the ways of many cultures and peoples. When encountering any creature you have not met you can engage in behavior that immediately puts them at ease as as if you had cast Charm Monster DC 15, however the effect does not end unless they are attacked or deliberately offended. If it does end, they do not immediately become hostile unless they were deeply offended or attacked. While affected by this feature you can communicate with the targets, giving and getting the gist of rudimentary concepts such as directions, names, and prices. Learning new languages requires 1/3 the normal down time cost.
Sage. Your capacity for research has given you insight into enough of everything to muddle through most. You can add half your proficiency bonus to any check you do not have proficiency in. If you have an academic text in hand (no matter how outdated) concerning a relevant topic you can instead add your full proficiency and be considered proficient.
Sailor. As a Sailor you have seen sights fantastic and terrible and know tales from every part of the world. You have advantage on saves vs Fear and Charm and can cast Legend Lore without components. You can cast this spell once and regain its use after 1d4 long rests.
Soldier. As a warrior by trade you've learned more about war than most and weathered more than your share of battles and blows. You gain 1 additional hit point per level in this class. You have advantage on Vanguard gaming set checks and gain proficiency in Light Armor, Simple Weapons, and Improvised Weapons.
Urchin. Where many a matchstick girl and orphan newsy found some way to get by, you lived a particularly wretched and squalid life that forced you endure all manner of inhospitable environs. You gain resistance to disease and damage incurred by diseases. Additionally you gain resistance to your choice of Poison, Fire, or Cold. If you choose Fire or Cold damage, you are acclimated to those extremes of temperature as well.
Companion
Your Companion is a trusted ally that has chosen (or been ordered) to come along on your adventures. While you will display a melange of talents over the course of your career, they will have only one. Choose the Ace, Healer, or Vanguard Companion. The Companion feature is detailed below.
Hero Forged
At 20th level your destiny as a hero is woven into your Companion. Create a 20th level character sheet using your companion’s base ability scores. Your companion continues to function as described in the Companion section, but when you die, your companion immediately steps in to achieve your current goal and carry on your legacy, keeping their current hit points but otherwise using the complete character sheet. If you are returned to life, they will resume their role as your companion (and return to the abridged rules for Companions), glad to have you back.
Knacks
Provided you survive to 2nd level you develop a knack that emulates some of the features of another class. Knacks come in 3 tiers, Basic, Master, and Extreme. You must have the Basic Knack for a class to choose the Master Knack, and the Master to choose the Extreme. Extreme Knacks also have a level requirement that prevents taking 3 in a row (if you like that class so much, maybe try playing it instead?) a full description of Knacks can be found below.
When a knack refers to 1/2 or full casting it means the character gains a retroactive spell progression using half their class level or their full class level. These are not additive, So Master Druid and Basic Cleric do not make a Full Casting progression, you would instead have a half level progression with access to both spell lists. If a 20th level Adventurer chose Wizard Extreme and Cleric Basic knacks, they would have the spell slots of a 20th level Wizard and access to 9th level Wizard spells but only 5th level cleric spells. Adventurer Spellcasting Knacks combine with the classes for which they are named like any other Multiclass. So an Adventurer 15 with the Extreme Wizard Knack that took 5 levels of Wizard would have the spell slots of a 20th level Wizard but access only to 8th level spells.
Artificer
Basic. Infusions- Treat your Adventurer level as artificer level and choose two infusions you meet the level requirement for. You can change these each time you gain a level in this class.
1/2 casting.
Master. Attunement flexibility- you can attune a 4th item and do not need to meet the class or alignment requirements of items you attune. If you have an item attuned, you can transfer that attunement to one of your Infused Items with a 1 minute ritual instead of requiring the full hour.
Extreme (Level 15). Infusion Savant- you can choose 4 additional infusions and create 2 additional Infused Items for a total of 6 known and 4 active. You can change which infusions are active after a short rest.
Barbarian
Basic. +2hp/level, Rage Prof/day. Once per turn while raging you can add your proficiency bonus to your attack's damage.
Master. Extra Attack, Reckless Offense
Extreme (Level 15). God Slaying Blow. On a hit, you can immediately end your rage and deal an additional 1d12 weapon damage for each round of Rage you had remaining.
Bard
Basic. d6 Inspiration Prof/short rest
Master. Magical Secret and inspire die d8
Extreme (Level 15). Sold Out 1/7 days end an encounter with a Performance that draws a crowd of thousands from seemingly nowhere. (Basically a panic button that allows a do over).
Cleric
Basic. 1/2 Casting and lvl 1 domain feature
Master. Channel Divinity (Turn Undead and Domain)
Extreme (Level 15). Full casting
Druid
Basic. Wildshape 2/rest
Master. 1/2 casting
Extreme (Level 15). full casting
Fighter
Basic. +1 HP/level, medium armor/shields/ martial weapons and maneuver fighting style
Master. Extra Attack, skill strike +prof bonus to damage 1/turn
Extreme (Level 15). extra attack 2, Master blows +1/2 prof to every attack.
Monk
Basic. Unarmed defense, Martial arts, bonus movement.
Master. extra attack, Ki empowered strikes, flurry of blows/ stunning strikes Prof X day
Extreme (Level 15). Prof in all saves
Paladin
Basic. +1hp/ level, medium armor and Shields, martial weapons, 1/2 Lay on Hands
Master. Extra Attack, Divine Arms (+prof radiant damage to attacks)
Extreme (Level 15). 1/2 casting and Divine Smite
Ranger
Basic. 1/2 Casting, Medium Armor and Shields, Martial Weapons
Master. Extra Attack, Favored Foe
Extreme (Level 15). Foe Striker, attack rolls on Favored foe of 9 or lower are treated as 10.
Rogue
Basic. Proficiency in Sleight of Hand or Thieves' Tools, Sneak Attack 1d6/3 levels, bonus action Hide
Master. Deathstrikes (min damage on sneak die equal proficiency bonus prof/day), bonus action disengage
Extreme (Level 15).
Sorcerer
Basic. 1/2 casting, 2 sorc points
Master. Sorc points equal to half your class level and 2 metamagic options
Extreme (Level 15). full Sorc points
Wizard
Basic. Ritual Magic, Spellbook, 1/2 casting
Master. Arcane Reserve: 1 additional slot of your highest level
Extreme (Level 15). Full Casting
Warlock
Basic. Pact Magic progression as a Warlock of your class level and 1 invocation you can swap as you level
Master. Pact Boon and 2 more Invocations
Extreme (Level 15). Full Mystic Arcanum and 2 more Invocations
Exploits
At 3rd level you choose your first Exploit from the list below. Exploits are specific ways your heroic will empowers you to face challenges. A complete list of Exploits follows. You gain additional Exploits at levels 9, 13, and 17. You can perform a number of Exploits with this feature equal to your proficiency bonus and regain all uses after a long rest.
Never Give Up. This Exploit allows you to roll a hit die when an attack reduces you to 0 hit points. At the beginning of your next turn you gain hit points equal to the results of the die plus your Constitution bonus.
Unconquerable Will. When you are subjected to the Charmed or Incapacitated conditions but are not unconscious, you can take one action or one bonus action that disregards the Condition. If you choose to take an action to attack, you are limited to one attack regardless of the normal amount you are allotted. .
Anything is Possible. When you fail a roll you can spend a Hit Die and add the result to your total.
Swift Recovery. Add your Proficiency bonus to the value of any healing you recieve including hit dice you roll during a Short rest.
Going to be a Good Day. By virtue of your seemingly boundless optimism you become capable of feats of great skill. At the end of a short or Long Rest you can gain Expertise in a skill you are proficient in until the end of your next long rest or you use this Exploit again to gain expertise in a different skill.
Talk Me Through It. When an ally uses the Help action to assist you with an Ability check or vice versa you may roll an additional d20 and choose the roll you prefer.
Companions
Your companion is a boon ally that has decided or been compelled to stay by your side for your adventures. They can always be trusted (though their good intentions or bad attitude can be used by the DM to drive the story). You choose your Companion's species or lineage and can provide equipment if you choose, but it uses the stat block provided. At the DM's discretion your companion may be something exotic such as an Awakened Beast or some form of Undead. You then decide on a role, Healer, Vanguard, or Ace ally. Once you choose the role your companion fulfills they will not deviate from it.
The name of these roles is generic and intended to incorporate a variety of concepts. A vanguard may be a heavily armored knight or or a monk, but they are expected to engage in melee and keep the attention of your foes. A Healer does exactly that be it with spells or potions they concoct and throw. An Ace is an ally that capitalizes on enemy weakness to strike hardest, be it as a rogue or inheritor of sorcery.
Your Companion is not a destined hero like yourself and requires instructions in crisis situations like combat. Your companion can move and use its reaction without direction but takes only the dodge action unless you use a bonus action to direct them to take another action of which they are able. The DM is the final arbiter of whether a companion can take an action not found in its statblock (such as using a scroll or delivering a potion). If you are reduced to 0 hit points or die, your companion will endeavor to protect your body or carry you to safety.
If your Companion is reduced to 0 hit points, it will die at the end of your next turn. A dead Companion can be restored to life using the normal methods. Alternatively, you can spend 100 gold pieces during downtime to attempt to recruit another. In this case the DM decides your Companion's role based on the adventure ready npcs available.
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Healer
Healers might be combat medics, alchemists, witch women, or priests.
Skill Assistance
Beginning at 3rd level your Healer Companion has advantage on Nature and Medicine checks.
Triage
Beginning at 1st level your Healer Companion can use its action to stabilize a creature within 5 feet of it as an action. Additionally, your Healer Companion has a pool of healing equal to a number of d6s equal to your level. As an action they can expend 1 or more dice to heal another creature within 30 feet. This pool of dice refreshes after a long rest.
Kit Master
At 7th level whenever your Healer Companion expends a use of a Healer's Kit with its Triage feature, a creature it regains a number of hit points equal to your Proficiency bonus. It can use this feature a number of times equal to your proficiency bonus.
Master Medic
By 14th level, be it through alchemy or divine faith, your Companion can reach through the veil to reclaim the soul of the recently dead. As an action your Companion can cast Revivify without components. Each time they do so they gain a level of exhaustion.
Vanguard
A Vanguard may be an armored knight, stout monk, or other warrior bound to protect you and your allies.
Protective Stance
Beginning at 1st level, when a creature moves within 5 feet of your Vanguard Companion it can choose to provide that creature cover until the end of its next turn or the creature is no longer within 5 feet. When the Vanguard then grants advantage to melee attacks made against itself. At 11th level it can provide cover to 2 creatures.
Magical Strikes
At 7th level your Companion's attacks are considered magical for the purposes of overcoming damage resistance.
Forceful Counter
At 7th level, when the target of your Vanguard Companion's Bolstered Defense is hit with a melee attack, the Vanguard can use their reaction to deal your proficiency bonus in bludgeoning damage to the attacker and push them 10 feet away.
Gallant Martyr
At 14th level when a target of your Vanguard Companion's Protective Stance is damaged, your Vanguard Companion can use its reaction to take the damage instead.
Ace
Ace Companions tend to be deft explorers like a Ranger or Rogue, or the occasional sorcerer.
Deft Movement
At 1st level your Ace Companion may by add your proficiency bonus to its Stealth checks.
Cunning Strikes
At 1st level your Ace Companion deals an additional 1d6 damage to a target when an ally that is not incapacitated is within 5 feet of it. It cannot deal this additional damage if it has disadvantage. This bonus damage increases to 2d6 at 5th level, 3d6 at 11th, and 4d6 at 17th. Your companion can convert this additional damage to Fire, Poison, Acid, Lightning, or Cold by means of clever artifice or magic. It can convert the damage in this way a number of times equal to your proficiency bonus and regains all ability to do so after a long rest.
Magical Strikes
At 7th level your Companion's attacks are considered magical for the purposes of overcoming damage resistance.
Cunning Movement
At 7th level and beyond your Ace Companion's movement does not provoke attacks of opportunity.
Evasion
Beginning at 14th level, when your Ace Companion succeeds on a dexterity saving throw against a spell or effect that would deal damage, it takes no damage and takes half damage on a failure.
The Adventurer
As an adventurer you travel here and there learning a little of this and that. Maybe you seek glory, maybe the way home, or maybe just enough cash for a hot dinner and warm bed.
While other Adventurers focus on preternatural martial skill, arcane arts, or divine powers, you will pick up a handful of techniques, analogous to such talents, and mix and match freely.
Class Features
Weapon Proficiencies: Choose 3 Simple Weapons
Armor Proficiency: None
Hit Die: d6
Skill/Tool Proficiencies: Choose any two
Saving Throw Proficiencies: Dexterity, Cha
Features
Background Enhancement, Companion
Knack
Exploit
ASI
Knack
ASI
Companion Feature
ASI
Exploit
ASI
Knack
ASI
Exploit
Companion Feature
Knack
ASI
Exploit
Knack
ASI
Hero Forged
Background Enhancement
At first level you choose a Background Enhancement. Everyone comes from somewhere, but some element of your history has left a far more indelible Mark. It may not define who you are but it can certainly influence how others may see you.
If you have created your own background just choose the background exploit that most closely matches your vision.
The list of background and the advantages they provide.
Acolyte. You gain Proficiency in Religion and have felt Divine Will and have true faith. You can gain Inspiration by completing 1 hour of prayer or meditation. You can Turn Undead as a 2nd level Cleric, save DC 15. If you gain levels in the Cleric Class or gain the Master Cleric Knack, you can add your levels in this class to determine its effect and use your Wisdom to determine the Save DC. You can use each aspect of this feature once and regain their use after a long rest.
Charlatan. Your dedication to the con has cultivated true skills bound to the affectations and manner of your personas. Assuming such a persona requires 1 hour to get into character and can be done during a short rest. Whenever you assume a new identity you gain proficiency in 2 skills of your choice, if you are already proficient in one or both of these skills, you can double your proficiency unless you already gain such a benefit from another feature.
Criminal. As one steeped in society's shadow you know how to twist a knife like few others. After speaking to a creature for 1 minute you can attempt a DC 20 Insight check. On a success, you learn who or what the target values or fears most. While this doesn't provide a specific name or item, it will tell the nature of a relationship (her child, his mistress, a jewel adorning their hand...) or a secret (your family has a dark secret, you're covering for someone) etc. Additionally, when you hit a surprised or incapacitated creature with an attack you deal an additional 2d6 damage.
Entertainer. You have transcendental performative skill. You gain expertise in perform or an instrument of your choice. Creatures that hear your performance for at least 30 seconds are affected by Calm Emotions, save DC 15.
Folk Hero. You haven't saved the day once, by fate or happenstance you save the day in a dozen ways everyday. Catching a falling glass, stopping an old woman from stepping into oncoming traffic. You have advantage on Initiative checks and can use your reaction to add 1d4 to the saving throw of another creature within 10 feet.
Guild Artisan. Any item you make is a common magic item and you know or can create the schematics for world changing devices. The time it takes for you to make items is halved.
Hermit. The extreme to which you take keeping to yourself creates an aura most would rather avoid piercing. At the end of any rest you gain the benefit of the Sanctuary Spell DC 15. Alternatively, you can gain this benefit by taking the disengage action. You can gain the effect of the spell in this way a number of times equal to your proficiency bonus and regain all uses after a long rest.
Noble. your training included the Vanguard gaming set, Heavy Armor Proficiency and Proficiency in your choice of a two-handed martial weapon or a one-handed martial weapon and shields.
Outlander. your travels allowed you to learn the ways of many cultures and peoples. When encountering any creature you have not met you can engage in behavior that immediately puts them at ease as as if you had cast Charm Monster DC 15, however the effect does not end unless they are attacked or deliberately offended. If it does end, they do not immediately become hostile unless they were deeply offended or attacked. While affected by this feature you can communicate with the targets, giving and getting the gist of rudimentary concepts such as directions, names, and prices. Learning new languages requires 1/3 the normal down time cost.
Sage. Your capacity for research has given you insight into enough of everything to muddle through most. You can add half your proficiency bonus to any check you do not have proficiency in. If you have an academic text in hand (no matter how outdated) concerning a relevant topic you can instead add your full proficiency and be considered proficient.
Sailor. As a Sailor you have seen sights fantastic and terrible and know tales from every part of the world. You have advantage on saves vs Fear and Charm and can cast Legend Lore without components. You can cast this spell once and regain its use after 1d4 long rests.
Soldier. As a warrior by trade you've learned more about war than most and weathered more than your share of battles and blows. You gain 1 additional hit point per level in this class. You have advantage on Vanguard gaming set checks and gain proficiency in Light Armor, Simple Weapons, and Improvised Weapons.
Urchin. Where many a matchstick girl and orphan newsy found some way to get by, you lived a particularly wretched and squalid life that forced you endure all manner of inhospitable environs. You gain resistance to disease and damage incurred by diseases. Additionally you gain resistance to your choice of Poison, Fire, or Cold. If you choose Fire or Cold damage, you are acclimated to those extremes of temperature as well.
Companion
Your Companion is a trusted ally that has chosen (or been ordered) to come along on your adventures. While you will display a melange of talents over the course of your career, they will have only one. Choose the Ace, Healer, or Vanguard Companion. The Companion feature is detailed below.
Hero Forged
At 20th level your destiny as a hero is woven into your Companion. Create a 20th level character sheet using your companion’s base ability scores. Your companion continues to function as described in the Companion section, but when you die, your companion immediately steps in to achieve your current goal and carry on your legacy, keeping their current hit points but otherwise using the complete character sheet. If you are returned to life, they will resume their role as your companion (and return to the abridged rules for Companions), glad to have you back.
Knacks
Provided you survive to 2nd level you develop a knack that emulates some of the features of another class. Knacks come in 3 tiers, Basic, Master, and Extreme. You must have the Basic Knack for a class to choose the Master Knack, and the Master to choose the Extreme. Extreme Knacks also have a level requirement that prevents taking 3 in a row (if you like that class so much, maybe try playing it instead?) a full description of Knacks can be found below.
When a knack refers to 1/2 or full casting it means the character gains a retroactive spell progression using half their class level or their full class level. These are not additive, So Master Druid and Basic Cleric do not make a Full Casting progression, you would instead have a half level progression with access to both spell lists. If a 20th level Adventurer chose Wizard Extreme and Cleric Basic knacks, they would have the spell slots of a 20th level Wizard and access to 9th level Wizard spells but only 5th level cleric spells. Adventurer Spellcasting Knacks combine with the classes for which they are named like any other Multiclass. So an Adventurer 15 with the Extreme Wizard Knack that took 5 levels of Wizard would have the spell slots of a 20th level Wizard but access only to 8th level spells.
Artificer
Basic. Infusions- Treat your Adventurer level as artificer level and choose two infusions you meet the level requirement for. You can change these each time you gain a level in this class.
1/2 casting.
Master. Attunement flexibility- you can attune a 4th item and do not need to meet the class or alignment requirements of items you attune. If you have an item attuned, you can transfer that attunement to one of your Infused Items with a 1 minute ritual instead of requiring the full hour.
Extreme (Level 15). Infusion Savant- you can choose 4 additional infusions and create 2 additional Infused Items for a total of 6 known and 4 active. You can change which infusions are active after a short rest.
Barbarian
Basic. +2hp/level, Rage Prof/day. Once per turn while raging you can add your proficiency bonus to your attack's damage.
Master. Extra Attack, Reckless Offense
Extreme (Level 15). God Slaying Blow. On a hit, you can immediately end your rage and deal an additional 1d12 weapon damage for each round of Rage you had remaining.
Bard
Basic. d6 Inspiration Prof/short rest
Master. Magical Secret and inspire die d8
Extreme (Level 15). Sold Out 1/7 days end an encounter with a Performance that draws a crowd of thousands from seemingly nowhere. (Basically a panic button that allows a do over).
Cleric
Basic. 1/2 Casting and lvl 1 domain feature
Master. Channel Divinity (Turn Undead and Domain)
Extreme (Level 15). Full casting
Druid
Basic. Wildshape 2/rest
Master. 1/2 casting
Extreme (Level 15). full casting
Fighter
Basic. +1 HP/level, medium armor/shields/ martial weapons and maneuver fighting style
Master. Extra Attack, skill strike +prof bonus to damage 1/turn
Extreme (Level 15). extra attack 2, Master blows +1/2 prof to every attack.
Monk
Basic. Unarmed defense, Martial arts, bonus movement.
Master. extra attack, Ki empowered strikes, flurry of blows/ stunning strikes Prof X day
Extreme (Level 15). Prof in all saves
Paladin
Basic. +1hp/ level, medium armor and Shields, martial weapons, 1/2 Lay on Hands
Master. Extra Attack, Divine Arms (+prof radiant damage to attacks)
Extreme (Level 15). 1/2 casting and Divine Smite
Ranger
Basic. 1/2 Casting, Medium Armor and Shields, Martial Weapons
Master. Extra Attack, Favored Foe
Extreme (Level 15). Foe Striker, attack rolls on Favored foe of 9 or lower are treated as 10.
Rogue
Basic. Proficiency in Sleight of Hand or Thieves' Tools, Sneak Attack 1d6/3 levels, bonus action Hide
Master. Deathstrikes (min damage on sneak die equal proficiency bonus prof/day), bonus action disengage
Extreme (Level 15).
Sorcerer
Basic. 1/2 casting, 2 sorc points
Master. Sorc points equal to half your class level and 2 metamagic options
Extreme (Level 15). full Sorc points
Wizard
Basic. Ritual Magic, Spellbook, 1/2 casting
Master. Arcane Reserve: 1 additional slot of your highest level
Extreme (Level 15). Full Casting
Warlock
Basic. Pact Magic progression as a Warlock of your class level and 1 invocation you can swap as you level
Master. Pact Boon and 2 more Invocations
Extreme (Level 15). Full Mystic Arcanum and 2 more Invocations
Exploits
At 3rd level you choose your first Exploit from the list below. Exploits are specific ways your heroic will empowers you to face challenges. A complete list of Exploits follows. You gain additional Exploits at levels 9, 13, and 17. You can perform a number of Exploits with this feature equal to your proficiency bonus and regain all uses after a long rest.
Never Give Up. This Exploit allows you to roll a hit die when an attack reduces you to 0 hit points. At the beginning of your next turn you gain hit points equal to the results of the die plus your Constitution bonus.
Unconquerable Will. When you are subjected to the Charmed or Incapacitated conditions but are not unconscious, you can take one action or one bonus action that disregards the Condition. If you choose to take an action to attack, you are limited to one attack regardless of the normal amount you are allotted. .
Anything is Possible. When you fail a roll you can spend a Hit Die and add the result to your total.
Swift Recovery. Add your Proficiency bonus to the value of any healing you recieve including hit dice you roll during a Short rest.
Going to be a Good Day. By virtue of your seemingly boundless optimism you become capable of feats of great skill. At the end of a short or Long Rest you can gain Expertise in a skill you are proficient in until the end of your next long rest or you use this Exploit again to gain expertise in a different skill.
Talk Me Through It. When an ally uses the Help action to assist you with an Ability check or vice versa you may roll an additional d20 and choose the roll you prefer.
Companions
Your companion is a boon ally that has decided or been compelled to stay by your side for your adventures. They can always be trusted (though their good intentions or bad attitude can be used by the DM to drive the story). You choose your Companion's species or lineage and can provide equipment if you choose, but it uses the stat block provided. At the DM's discretion your companion may be something exotic such as an Awakened Beast or some form of Undead. You then decide on a role, Healer, Vanguard, or Ace ally. Once you choose the role your companion fulfills they will not deviate from it.
The name of these roles is generic and intended to incorporate a variety of concepts. A vanguard may be a heavily armored knight or or a monk, but they are expected to engage in melee and keep the attention of your foes. A Healer does exactly that be it with spells or potions they concoct and throw. An Ace is an ally that capitalizes on enemy weakness to strike hardest, be it as a rogue or inheritor of sorcery.
Your Companion is not a destined hero like yourself and requires instructions in crisis situations like combat. Your companion can move and use its reaction without direction but takes only the dodge action unless you use a bonus action to direct them to take another action of which they are able. The DM is the final arbiter of whether a companion can take an action not found in its statblock (such as using a scroll or delivering a potion). If you are reduced to 0 hit points or die, your companion will endeavor to protect your body or carry you to safety.
If your Companion is reduced to 0 hit points, it will die at the end of your next turn. A dead Companion can be restored to life using the normal methods. Alternatively, you can spend 100 gold pieces during downtime to attempt to recruit another. In this case the DM decides your Companion's role based on the adventure ready npcs available.
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Healer
Healers might be combat medics, alchemists, witch women, or priests.
Skill Assistance
Beginning at 3rd level your Healer Companion has advantage on Nature and Medicine checks.
Triage
Beginning at 1st level your Healer Companion can use its action to stabilize a creature within 5 feet of it as an action. Additionally, your Healer Companion has a pool of healing equal to a number of d6s equal to your level. As an action they can expend 1 or more dice to heal another creature within 30 feet. This pool of dice refreshes after a long rest.
Kit Master
At 7th level whenever your Healer Companion expends a use of a Healer's Kit with its Triage feature, a creature it regains a number of hit points equal to your Proficiency bonus. It can use this feature a number of times equal to your proficiency bonus.
Master Medic
By 14th level, be it through alchemy or divine faith, your Companion can reach through the veil to reclaim the soul of the recently dead. As an action your Companion can cast Revivify without components. Each time they do so they gain a level of exhaustion.
Vanguard
A Vanguard may be an armored knight, stout monk, or other warrior bound to protect you and your allies.
Protective Stance
Beginning at 1st level, when a creature moves within 5 feet of your Vanguard Companion it can choose to provide that creature cover until the end of its next turn or the creature is no longer within 5 feet. When the Vanguard then grants advantage to melee attacks made against itself. At 11th level it can provide cover to 2 creatures.
Magical Strikes
At 7th level your Companion's attacks are considered magical for the purposes of overcoming damage resistance.
Forceful Counter
At 7th level, when the target of your Vanguard Companion's Bolstered Defense is hit with a melee attack, the Vanguard can use their reaction to deal your proficiency bonus in bludgeoning damage to the attacker and push them 10 feet away.
Gallant Martyr
At 14th level when a target of your Vanguard Companion's Protective Stance is damaged, your Vanguard Companion can use its reaction to take the damage instead.
Ace
Ace Companions tend to be deft explorers like a Ranger or Rogue, or the occasional sorcerer.
Deft Movement
At 1st level your Ace Companion may by add your proficiency bonus to its Stealth checks.
Cunning Strikes
At 1st level your Ace Companion deals an additional 1d6 damage to a target when an ally that is not incapacitated is within 5 feet of it. It cannot deal this additional damage if it has disadvantage. This bonus damage increases to 2d6 at 5th level, 3d6 at 11th, and 4d6 at 17th. Your companion can convert this additional damage to Fire, Poison, Acid, Lightning, or Cold by means of clever artifice or magic. It can convert the damage in this way a number of times equal to your proficiency bonus and regains all ability to do so after a long rest.
Magical Strikes
At 7th level your Companion's attacks are considered magical for the purposes of overcoming damage resistance.
Cunning Movement
At 7th level and beyond your Ace Companion's movement does not provoke attacks of opportunity.
Evasion
Beginning at 14th level, when your Ace Companion succeeds on a dexterity saving throw against a spell or effect that would deal damage, it takes no damage and takes half damage on a failure.