Nicomo Cosca
2022-06-27, 04:43 PM
Hiya all this is my Unlikely Hero base class for 5e. Originally I entered this very late in the 19th Base class challenge, but this is a much more fleshed out version and I was wondering what you all think of it. There are 5 sub classes which I will post in below this post. It was a really fun challenge to put together and thank you in advance for taking the time to look over it! :)
The Unlikely Hero
Sometimes the most unexpected of individuals find themselves swept up and sent upon the unlikeliest of hero's journeys. They may not be the strongest, the wisest or the most skilful, but deep within their heart the spark of heroism surely burns bright and true. They are the everyday person, doubted by all and yet somehow thrust into the great wheel of onrushing events. They are propelled ever forward, by the inconceivable forces of good fortune and the irresistible call to adventure.
And who knows?
Perhaps at the journey's end,
they may just find,
that they had what it took…
https://i.ibb.co/kKr9QTJ/Unlikley-Hero-Class-Images-1.jpg
(Image credit: Riot Games)
...all along.
Hitpoints
Hit Dice: 1d10 per Unlikely Hero level.
Hit Points at 1st Level: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Unlikely Hero level after 1st.
Proficiencies
Armour: Light Armour.
Weapons: Simple weapons and Improvised Weapons.
Saving Throws: Dexterity, Charisma.
Tools: Choose any one.
Skills: Choose any three.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Any simple melee weapon.
(a) a Light Crossbow and 20 bolts or (b) A sling, 20 bullets and a shield.
(a) An Entertainer's Pack (b) An Explorer's Pack.
(a) Chain Mail or (b) Leather Armour and any one artisan's tool kit.
Level
Proficiency Bonus
Improvised Damage
Fortune
Features
1
+2
1d6
1
Inexplicable Good Fortune (1), Lucky Reversal, Surprising Effective, The Unlikely Hero's Journey Feature.
2
+2
1d6
2
Falling with Style, Infuriatingly Resilient, Stumbling to Success.
3
+2
1d6
3
Scramble to Safety, Whoops!
4
+2
1d6
4
Ability Score Improvement.
5
+3
1d6
5
Extra Attack, The Unlikely Hero's Journey Feature.
6
+3
1d6
6
Empowered Improvisation, Inexplicable Good Fortune (2).
7
+3
1d8
7
Evasion.
8
+3
1d8
8
Ability Score Improvement.
9
+4
1d8
9
The Unlikely Hero's Journey Feature.
10
+4
1d8
10
Master of the McGuffin.
11
+4
1d8
11
Inexplicable Good Fortune (3), The Unlikely Hero's Journey Feature.
12
+4
1d8
12
Ability Score Improvement.
13
+5
1d8
13
The Unlikely Hero's Journey Feature.
14
+5
1d10
14
Fortunes Favour.
15
+5
1d10
15
Heart of a Hero.
16
+5
1d10
16
Ability Score Improvement, Inexplicable Good Fortune (4).
17
+6
1d10
17
The Unlikely Hero's Journey Feature.
18
+6
1d10
18
Somehow Someway.
19
+6
1d10
19
Ability Score Improvement.
20
+6
1d10
20
Journey's End.
Fortune
Starting at level 1 you gain the ability to tap into the powers of good fortune. Access to this ability is represented by a number of 'Fortune' points. Your Unlikely Hero level determines the number of points you have access to, as shown in the 'Fortune' column of the Unlikely Hero table.
Fortune is a resource that you may spend in a number of ways as you progress thought-out the class.
When you spend a fortune point, it is unavailable until you finish a short or long rest, at the end of which you regain all of your expended fortune points. You must spend at least 30 minutes of the rest performing minor non-productive tasks to regain your fortune points.
Some of your fortune features may require a target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Fortune save DC = 8 + your Proficiency Bonus + your Charisma modifier
Inexplicable Good Fortune
Starting at level 1 you have an uncanny knack of just doing things, often with no right or reason to do so other than dumb luck or happenstance. You may, before rolling an ability check, choose to temporarily gain both proficiency and expertise in the corresponding skill. This boon to the relevant skill persists for the next hour. At 1st level you may only use this feature once and must complete a short or long rest before you can do so again.
Upon reaching 6th level you may use this ability twice before resting, three times at 11th level and four times at 16th level. However, you may not activate this ability upon any skill you have already used it upon until you complete a short or long rest.
Lucky Reversal
Starting at level 1 you have a miraculous ability to (seemingly by accident or serendipity) evade attacks and often find unexpected or incidental ways of catching your foe off guard afterwards. You may, as a reaction either:
a) Gain advantage on a saving throw you are required to make in response to another creature's spell or ability.
Or b) Require a creature that succeeds on an attack roll against you to reroll the d20 and use the lower roll.
Using this feature automatically grants you advantage on the next attack roll you make this round against the creature who triggered this ability (either by requiring you to make a saving throw or by making an attack roll against you).
Surprising Effective
Starting at level 1 your use of improvised weaponry catches your foes off guard, striking them with often surprising force. The minimum possible damage characteristic of an improvised weapon you are wielding is 1d6, with the damage type of this weapon still determined by its physical form (as set by the DM).
At 7th level this minimum possible damage characteristic of any improvised weapon you are wielding increases to 1d8 and at 14th level it increases again to 1d10. This information is shown in the 'Improvised Damage' column of the Unlikely Hero table.
The Unlikely Hero's Journey
Starting at level 1 your bond with the forces of luck commits you (often unwittingly) to an unlikely journey of heroic endeavours. You must select the nature of this unlikely journey, which grants you features at 1st level and again upon reaching 5th, 9th, 13th and 17th level.
The possible Unlikely Journeys available to choose from are:
The Apprentice: An student of magic who has yet to master their powers and realise their true potential.
The Blessed: An unexpected chosen one tasked with great purpose by divine forces beyond their understanding.
The Shepherd: A wanderer who has come into possession of a spirit of nature that grows and evolves with them.
The Squire: A novice martial practitioner whose plucky nature, valiant steed and utterly inexplicable good fortune make them a thorn in their foes' side.
The Student: A highly unorthodox martial artist whose distracting technique and unusual movement style confounds their foes.
Each of these can be found as subclasses in the Unlikely Journeys section.
Falling with Style
Starting at 2nd level, you have a knack of falling from seemingly dangerous heights and emerging mostly unscathed. At any time during a fall you may spend 1 fortune (no action) to enter a state of ‘Fantastical Descent’ which will persist until you land or 1 minute has passed (whichever happens first).
While in a state of fantastical descent you receive the following boons:
Bumps and Bruises: All fall damage you receive is halved.
Flailing limbs: You gain advantage on all dexterity saves and ability checks made to ease or arrest your fall, such as grabbing onto an outstretched hand, vine or flag.
Hang on for dear life: If you are connected to a rope, vine or similarly flexible object while falling or swinging you gain advantage on all dexterity saves and ability checks to maintain your grip.
Swing Free: If you are connected to a rope, vine or similarly flexible object while falling or swinging you gain advantage on all dexterity saves and ability checks to launch yourself free.
Ahhhhhh!: Once per round while falling within 10 feet of a solid affixed surface you may ask your DM to introduce the existence of a previously missed object or element of terrain that you can potentially grasp, land within, get snagged by or get tangled up inside. Your DM will have the final say on the nature of such an element and the DC of any ability checks that may be required to use it.
Infuriatingly Resilient
Starting at 2nd level, your knack for overcoming difficulties through sheer oblivious luck or foolhardy drive makes you far more resilient than others may expect. You may spend 1 fortune (no action) to re-roll a failed saving throw. You may apply your proficiency bonus to this saving throw re-roll, even if you are not ordinarily proficient in this saving throw. You must use the result of this re-roll, even if the result was worse than your original roll.
Stumbling to Success
Starting at 2nd level, your ungainly or unpredictable manner has a way of carrying you successfully through stressful situations. If your movement triggers a trap or causes you to fall foul of a terrain feature you may immediately spend 1 fortune to tumble, stumble or otherwise fluke your way to potential safety. You immediately gain 20 feet of movement and may complete your move before the trap or terrain feature has a chance to activate. Once your movement is completed the trap or terrain feature will activate as normal, though your new position may cause you to be out of harm's way. Using this feature always results in you falling prone once your movement has concluded.
Scramble to Safety
Starting at 3rd level, you no longer draw opportunity attacks if you are crawling. Additionally, attack rolls made against you while you are prone no longer gain advantage as a result of your having the prone condition.
Whoops!
Starting at 3rd level your ditzy, clumsy, reckless or quirky nature has a way of causing unusual events to break in your favour. You can use a bonus action to activate this ability in one of the following ways:
Break: Deal 1d6 damage for each level of Unlikely Hero you have to a non-magical object within 5 feet. The object may not be targeted if it is currently being worn or carried by an unwilling creature and must not weigh more than 10lbs. If you fail to break the object you may not target that specific object again with this ability until you complete a long rest.
Loose: You may discard an object weighing no more than 10lbs that you are either holding or carrying. Once discarded any creature searching for the discarded object (including yourself) must use its action to do so. A successful Wisdom (Perception) check against your fortune save DC will locate the object.
Fan flames: Instantaneously expand a flame within 10 feet of you. The flame expands 5 feet in one direction, provided that wood or other fuel is present in that new location. If a creature is in the path of the flames it may attempt a dexterity save to evade them, the DC for this save is equal to your fortune save DC.
Soil: You instantaneously soil an object within 5 feet that is no larger than 1 cubic foot. If the object is being worn or carried by another creature they may choose to attempt a dexterity save to evade this feature, the DC for this save is equal to your fortune save DC.
Because of your reckless or clumsy demeanour it may well be possible to pass these features off as an accident by attempting a deception check or obscure their origin entirely through use of stealth or sleight of hand.
Ability Score Improvement
When you reach 4th Level, and again at 8th, 12th, 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Empowered Improvisation
Starting at 6th level, any attacks you make using an improvised weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Evasion
Starting at 7th level, you can nimbly dodge or stumble out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. 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.
Master of the McGuffin
Starting at 10th level, you have a natural gift for using magical items and overcoming their curses. You can spend 2 fortune as a bonus action to immediately attune to a magical item. Additionally, you can spend 2 fortune as an action to cast Remove Curse on a magic item you are currently attuned to.
Fortune's Favour
Starting at 14th level, your irresistible spirit allows you to spend 2 fortune to re-roll a death saving throw. You must use the result of this re-roll, even if the result was worse than your original roll.
Heart of a Hero
Starting at 15th level, your experiences and exposure to failure has hardened you to your task. You are immune to the frightened condition.
Somehow Someway
Starting at 18th level, your unpredictable ability to squirm, writhe and wriggle in times of danger can save your life. Attack rolls made against you while you have the blinded, restrained or stunned conditions no longer have advantage as a result of those conditions.
Journeys End
Upon reaching 20th level you look back upon your long adventure and bring its hard-won lessons to fruition. You may expend 20 fortune to cast the Wish spell.
The Unlikely Hero
Sometimes the most unexpected of individuals find themselves swept up and sent upon the unlikeliest of hero's journeys. They may not be the strongest, the wisest or the most skilful, but deep within their heart the spark of heroism surely burns bright and true. They are the everyday person, doubted by all and yet somehow thrust into the great wheel of onrushing events. They are propelled ever forward, by the inconceivable forces of good fortune and the irresistible call to adventure.
And who knows?
Perhaps at the journey's end,
they may just find,
that they had what it took…
https://i.ibb.co/kKr9QTJ/Unlikley-Hero-Class-Images-1.jpg
(Image credit: Riot Games)
...all along.
Hitpoints
Hit Dice: 1d10 per Unlikely Hero level.
Hit Points at 1st Level: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Unlikely Hero level after 1st.
Proficiencies
Armour: Light Armour.
Weapons: Simple weapons and Improvised Weapons.
Saving Throws: Dexterity, Charisma.
Tools: Choose any one.
Skills: Choose any three.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Any simple melee weapon.
(a) a Light Crossbow and 20 bolts or (b) A sling, 20 bullets and a shield.
(a) An Entertainer's Pack (b) An Explorer's Pack.
(a) Chain Mail or (b) Leather Armour and any one artisan's tool kit.
Level
Proficiency Bonus
Improvised Damage
Fortune
Features
1
+2
1d6
1
Inexplicable Good Fortune (1), Lucky Reversal, Surprising Effective, The Unlikely Hero's Journey Feature.
2
+2
1d6
2
Falling with Style, Infuriatingly Resilient, Stumbling to Success.
3
+2
1d6
3
Scramble to Safety, Whoops!
4
+2
1d6
4
Ability Score Improvement.
5
+3
1d6
5
Extra Attack, The Unlikely Hero's Journey Feature.
6
+3
1d6
6
Empowered Improvisation, Inexplicable Good Fortune (2).
7
+3
1d8
7
Evasion.
8
+3
1d8
8
Ability Score Improvement.
9
+4
1d8
9
The Unlikely Hero's Journey Feature.
10
+4
1d8
10
Master of the McGuffin.
11
+4
1d8
11
Inexplicable Good Fortune (3), The Unlikely Hero's Journey Feature.
12
+4
1d8
12
Ability Score Improvement.
13
+5
1d8
13
The Unlikely Hero's Journey Feature.
14
+5
1d10
14
Fortunes Favour.
15
+5
1d10
15
Heart of a Hero.
16
+5
1d10
16
Ability Score Improvement, Inexplicable Good Fortune (4).
17
+6
1d10
17
The Unlikely Hero's Journey Feature.
18
+6
1d10
18
Somehow Someway.
19
+6
1d10
19
Ability Score Improvement.
20
+6
1d10
20
Journey's End.
Fortune
Starting at level 1 you gain the ability to tap into the powers of good fortune. Access to this ability is represented by a number of 'Fortune' points. Your Unlikely Hero level determines the number of points you have access to, as shown in the 'Fortune' column of the Unlikely Hero table.
Fortune is a resource that you may spend in a number of ways as you progress thought-out the class.
When you spend a fortune point, it is unavailable until you finish a short or long rest, at the end of which you regain all of your expended fortune points. You must spend at least 30 minutes of the rest performing minor non-productive tasks to regain your fortune points.
Some of your fortune features may require a target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Fortune save DC = 8 + your Proficiency Bonus + your Charisma modifier
Inexplicable Good Fortune
Starting at level 1 you have an uncanny knack of just doing things, often with no right or reason to do so other than dumb luck or happenstance. You may, before rolling an ability check, choose to temporarily gain both proficiency and expertise in the corresponding skill. This boon to the relevant skill persists for the next hour. At 1st level you may only use this feature once and must complete a short or long rest before you can do so again.
Upon reaching 6th level you may use this ability twice before resting, three times at 11th level and four times at 16th level. However, you may not activate this ability upon any skill you have already used it upon until you complete a short or long rest.
Lucky Reversal
Starting at level 1 you have a miraculous ability to (seemingly by accident or serendipity) evade attacks and often find unexpected or incidental ways of catching your foe off guard afterwards. You may, as a reaction either:
a) Gain advantage on a saving throw you are required to make in response to another creature's spell or ability.
Or b) Require a creature that succeeds on an attack roll against you to reroll the d20 and use the lower roll.
Using this feature automatically grants you advantage on the next attack roll you make this round against the creature who triggered this ability (either by requiring you to make a saving throw or by making an attack roll against you).
Surprising Effective
Starting at level 1 your use of improvised weaponry catches your foes off guard, striking them with often surprising force. The minimum possible damage characteristic of an improvised weapon you are wielding is 1d6, with the damage type of this weapon still determined by its physical form (as set by the DM).
At 7th level this minimum possible damage characteristic of any improvised weapon you are wielding increases to 1d8 and at 14th level it increases again to 1d10. This information is shown in the 'Improvised Damage' column of the Unlikely Hero table.
The Unlikely Hero's Journey
Starting at level 1 your bond with the forces of luck commits you (often unwittingly) to an unlikely journey of heroic endeavours. You must select the nature of this unlikely journey, which grants you features at 1st level and again upon reaching 5th, 9th, 13th and 17th level.
The possible Unlikely Journeys available to choose from are:
The Apprentice: An student of magic who has yet to master their powers and realise their true potential.
The Blessed: An unexpected chosen one tasked with great purpose by divine forces beyond their understanding.
The Shepherd: A wanderer who has come into possession of a spirit of nature that grows and evolves with them.
The Squire: A novice martial practitioner whose plucky nature, valiant steed and utterly inexplicable good fortune make them a thorn in their foes' side.
The Student: A highly unorthodox martial artist whose distracting technique and unusual movement style confounds their foes.
Each of these can be found as subclasses in the Unlikely Journeys section.
Falling with Style
Starting at 2nd level, you have a knack of falling from seemingly dangerous heights and emerging mostly unscathed. At any time during a fall you may spend 1 fortune (no action) to enter a state of ‘Fantastical Descent’ which will persist until you land or 1 minute has passed (whichever happens first).
While in a state of fantastical descent you receive the following boons:
Bumps and Bruises: All fall damage you receive is halved.
Flailing limbs: You gain advantage on all dexterity saves and ability checks made to ease or arrest your fall, such as grabbing onto an outstretched hand, vine or flag.
Hang on for dear life: If you are connected to a rope, vine or similarly flexible object while falling or swinging you gain advantage on all dexterity saves and ability checks to maintain your grip.
Swing Free: If you are connected to a rope, vine or similarly flexible object while falling or swinging you gain advantage on all dexterity saves and ability checks to launch yourself free.
Ahhhhhh!: Once per round while falling within 10 feet of a solid affixed surface you may ask your DM to introduce the existence of a previously missed object or element of terrain that you can potentially grasp, land within, get snagged by or get tangled up inside. Your DM will have the final say on the nature of such an element and the DC of any ability checks that may be required to use it.
Infuriatingly Resilient
Starting at 2nd level, your knack for overcoming difficulties through sheer oblivious luck or foolhardy drive makes you far more resilient than others may expect. You may spend 1 fortune (no action) to re-roll a failed saving throw. You may apply your proficiency bonus to this saving throw re-roll, even if you are not ordinarily proficient in this saving throw. You must use the result of this re-roll, even if the result was worse than your original roll.
Stumbling to Success
Starting at 2nd level, your ungainly or unpredictable manner has a way of carrying you successfully through stressful situations. If your movement triggers a trap or causes you to fall foul of a terrain feature you may immediately spend 1 fortune to tumble, stumble or otherwise fluke your way to potential safety. You immediately gain 20 feet of movement and may complete your move before the trap or terrain feature has a chance to activate. Once your movement is completed the trap or terrain feature will activate as normal, though your new position may cause you to be out of harm's way. Using this feature always results in you falling prone once your movement has concluded.
Scramble to Safety
Starting at 3rd level, you no longer draw opportunity attacks if you are crawling. Additionally, attack rolls made against you while you are prone no longer gain advantage as a result of your having the prone condition.
Whoops!
Starting at 3rd level your ditzy, clumsy, reckless or quirky nature has a way of causing unusual events to break in your favour. You can use a bonus action to activate this ability in one of the following ways:
Break: Deal 1d6 damage for each level of Unlikely Hero you have to a non-magical object within 5 feet. The object may not be targeted if it is currently being worn or carried by an unwilling creature and must not weigh more than 10lbs. If you fail to break the object you may not target that specific object again with this ability until you complete a long rest.
Loose: You may discard an object weighing no more than 10lbs that you are either holding or carrying. Once discarded any creature searching for the discarded object (including yourself) must use its action to do so. A successful Wisdom (Perception) check against your fortune save DC will locate the object.
Fan flames: Instantaneously expand a flame within 10 feet of you. The flame expands 5 feet in one direction, provided that wood or other fuel is present in that new location. If a creature is in the path of the flames it may attempt a dexterity save to evade them, the DC for this save is equal to your fortune save DC.
Soil: You instantaneously soil an object within 5 feet that is no larger than 1 cubic foot. If the object is being worn or carried by another creature they may choose to attempt a dexterity save to evade this feature, the DC for this save is equal to your fortune save DC.
Because of your reckless or clumsy demeanour it may well be possible to pass these features off as an accident by attempting a deception check or obscure their origin entirely through use of stealth or sleight of hand.
Ability Score Improvement
When you reach 4th Level, and again at 8th, 12th, 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Empowered Improvisation
Starting at 6th level, any attacks you make using an improvised weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Evasion
Starting at 7th level, you can nimbly dodge or stumble out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. 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.
Master of the McGuffin
Starting at 10th level, you have a natural gift for using magical items and overcoming their curses. You can spend 2 fortune as a bonus action to immediately attune to a magical item. Additionally, you can spend 2 fortune as an action to cast Remove Curse on a magic item you are currently attuned to.
Fortune's Favour
Starting at 14th level, your irresistible spirit allows you to spend 2 fortune to re-roll a death saving throw. You must use the result of this re-roll, even if the result was worse than your original roll.
Heart of a Hero
Starting at 15th level, your experiences and exposure to failure has hardened you to your task. You are immune to the frightened condition.
Somehow Someway
Starting at 18th level, your unpredictable ability to squirm, writhe and wriggle in times of danger can save your life. Attack rolls made against you while you have the blinded, restrained or stunned conditions no longer have advantage as a result of those conditions.
Journeys End
Upon reaching 20th level you look back upon your long adventure and bring its hard-won lessons to fruition. You may expend 20 fortune to cast the Wish spell.