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View Full Version : D&D 5e/Next The Unlikely Hero (Base Class) PEACH



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.

Nicomo Cosca
2022-06-27, 04:45 PM
The Apprentice


https://i.ibb.co/PFXqCKh/Unlikley-Hero-Class-Images-2.jpg

Image Credit: Wizards of the Coast

An apprentice to a great mage wakes to find their master mysteriously missing. Their departure leaves the young apprentice with little choice but to leave the relative safety of the tower and strike out on an unlikely journey to find where their master is and what called them away.

The apprentice is an arcane casting class with an array of unusual and quirky tricks up their sleeves. They have an innate gift for magic, but lack the experience, confidence or ability to fully hone those many secrets they know, but have yet to master.

Spellcasting

Starting at level 1 an apprentice gains the ability to spend their fortune to cast a limited number of spells. To do so they must spend an amount of fortune equal to the spell's level. For example, 1 fortune to cast a 1st level spell, 2 fortune to cast a 2nd level spell, 3 fortune to cast a 3rd level spell and so on...

An apprentice may spend additional fortune to cast their spells at a higher level, for example by spending 2 additional fortune (for a total of 3) when casting a first level spell to cast it at 3rd level. However, an apprentice may not spend additional fortune to cast a spell at a level greater than the highest level apprentice spell they know (1st and 1st level, 2nd at 5th level, 3rd at 9th level, 4th at 13th level and 5th at 17th level).

Spells learned through means beyond the apprentice subclass, such as having levels in another spellcasting class, may not be cast using fortune points.

For additional information see Spells Rules for the general rules of spellcasting.


Cantrips

At 1st level an apprentice knows two cantrips, which they can select from the following list:

Acid Splash, Control Flames, Create Bonfire, Dancing Lights, Fire Bolt, Frostbite, Gust, Infestation, Light, Mage Hand, Magic Stone, Mending, Minor Illusion, Mould Earth, Poison Spray, Prestidigitation, Ray of Frost, Shape Water, Shocking Grasp, Thunderclap, True Strike.

Additionally, at 5th and 13th level they may add one additional cantrip to their list of known cantrips.


Spells Known

At 1st level an apprentice knows all the 1st level spells on the apprentice spell list. At 5th, 9th, 13th and 17th level they unlock access to spells of higher levels, knowing all the spells of the relevant level as shown on the apprentice spell list.


Spellcasting Ability

Charisma is the apprentice spellcasting ability. An apprentice uses their Charisma whenever a spell refers to their spellcasting ability. In addition, an apprentice uses their Charisma modifier both when setting the saving throw DC for an apprentice spell they wish to cast and when making an attack roll with one.

Spell save DC = 8 + apprentice's proficiency bonus + apprentice's Charisma modifier

Spell attack modifier = apprentice's proficiency bonus + apprentice's Charisma modifier


Spellcasting Focus

An apprentice can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for apprentice spells.


Apprentice 1st level spells

Starting at level 1 an apprentice knows the following 1st level spells:

Burning Hands, Catapult, Chaos Bolt, Chromatic Orb, Color Spray, Expeditious Retreat, Feather Fall, Find Familiar, Fog Cloud, Grease, Jump, Magic Missile, Silvery Barbs, Thunderwave.


Fantastical Servants

Starting at level 1 an apprentice knows how to manipulate and command objects in order to break the mundanity of normal life.

This feature allows the apprentice to temporarily imbue numerous small objects with magic and thereby control them. As an action you may target a number of objects equal to your proficiency bonus. Each targeted object must be within 30 feet of the apprentice, weigh no more than 10lbs and may not be worn or carried by another creature.

This ability makes the targeted objects spring to life as fantastical servants and perform any simple tasks the apprentice commands for up to 1 hour. Commands may be given to fantastical servants verbally or telepathically provided they are within 30 feet. Fantastical servants can not attack, but may be asked to perform any task appropriate to their form. For example, a knife could be instructed to chop a rope, a bottle to pour its contents, a pen to write and a mop to clean.

Once given a command⁠, a servant will perform that task to the best of its ability until it completes the task. Once a fantastical servant has completed its task it will dance and sway gently on the spot as it awaits its next command⁠.

Fantastical servants have a movement speed of 15 feet and can also fly and swim at that speed. Additionally, fantastical servants glow with a faint light that sheds dim light in a 10-foot radius and they always dance and sway playfully as they work. Fantastical servants can not hold themselves still, even if instructed to do so.

The magic strings that puppet each fantastical servant have an AC of 10, 1 hit point, and a Strength of 2. If these strings are damaged the servant will immediately return to being a mere object. Additionally, if a fantastical servant is ever more than 30 feet away from the apprentice the magical strings that puppet it are immediately cut.

The total number of fantastical servants you can control may never exceed your proficiency bonus.


Apprentice 2nd level spells

Upon reaching level 5 an apprentice knows the following 2nd level spells:

Acid Arrow, Blur, Darkness, Dragon's Breath, Dust Devil, Enlarge/Reduce, Flaming Sphere, Gust of Wind, Kinetic Jaunt, Knock, Levitate, Magic Weapon, Mirror Image, Misty Step, Pyrotechnics, Scorching Ray, Shatter, Vortex Warp, Warding Wind.


Big Sleeves

Starting at level 5 an apprentice is accustomed to hiding their ever-increasing collections of clutter. You may spend an hour magically enchanting a pocket or opening in a garment, turning it into a gateway to a small extradimensional space that only you can access. If the garment or opening is destroyed your access to the extradimensional space is severed until you define a new pocket or opening upon either the same or a different garment. Only one garment may be marked in this way at a time and creating a new connection automatically severs any previously existing one.

The interior space of this extradimensional space is considerably larger than the outside dimensions of the garment may suggest. The pocket dimension can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. This extradimensional space can not be overloaded and will immediately eject any items that cause it to become overloaded. Any objects within the extradimensional space can be removed as an action.

Breathing Creatures inside the extradimensional space can survive up to a number of minutes equal to 10 divided by the number of Creatures (minimum 1 minute), after which time they begin to suffocate.

Placing the garment inside an extradimensional space created by a Heward’s Handy Haversack, Portable Hole, a Bag of Holding or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.


Apprentice 3rd level spells

Upon reaching level 9 an apprentice knows the following 3rd level spells:

Blink, Counterspell, Dispel Magic, Erupting Earth, Fireball, Fly, Haste, Lightning Bolt, Major Image, Melf's Minute Meteors, Sending, Sleet Storm, Slow, Stinking Cloud, Thunder Step, Tidal Wave, Wall of Sand, Wall of Water.


Untapped Potential

Upon reaching level 9 an apprentice can learn a single 1st or 2nd level spell selected from the Wizard's spell list. Once chosen this spell is permanently added to the apprentice selection of spells known and may be cast using fortune points like any other apprentice spell. At 17th level the apprentice may learn an additional spell from the Wizard's Spell list, but this time the spell may be of 1st, 2nd or 3rd level.


Apprentice 4th level spells

Upon reaching level 13 an apprentice knows the following 4th level spells:

Confusion, Control Water, Dimension Door, Fabricate, Fire Shield, Greater Invisibility, Ice Storm, Resilient Sphere, Sickening Radiance, Stone Shape, Storm Sphere, Vitriolic Sphere, Wall of Fire, Watery Sphere


Apprentice's Anarchic Abode

Upon reaching level 13 an apprentice can, once per long rest, conjure an entrance to a chaotic extradimensional residence. Conjuring this entrance takes 1 minute and once complete it will persist for up to 24 hours.

You choose where the entrance is located within 30 feet of your current location. The entrance shimmers faintly and appears as a slightly off-kilter doorway that is 5 feet wide and 10 feet tall. You and any creatures you designate may pass through it and enter the extradimensional residence as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.

Beyond the portal is a haphazard hallway which branches off into several chambers. The atmosphere is comfortable and homely, but also cluttered and worn.

You can create any floor plan you like, but the space can't exceed 20 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose, but always appears in a slight state of disarray. It contains sufficient food to serve a meal for up to 20 people. A staff of 20 near-transparent servants attend all who enter. You decide the visual appearance of these servants and their attire, but like the house they always appear slightly dishevelled and unusual.

The servants are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants are incapable of cleaning, organising or otherwise tidying the residence itself into any state of readiness beyond that in which it was conjured in.

The servants can go anywhere in the residence but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the residence. When the duration of the residence has concluded, or if the apprentice chooses to proactively end it, any creatures inside the extradimensional space are expelled into the nearest open space to the entrance and the residence and entrance vanish.


Apprentice 5th level spells

Upon reaching level 17 an apprentice knows the following 5th level spells:

Animate Objects, Arcane Hand, Cloudkill, Cone of Cold, Dawn, Far Step, Hold Monster, Immolation, Telekinesis, Wall of Force, Wall of Light, Wall of Stone.



The Blessed


https://i.ibb.co/Dbp9PLV/Unlikley-Hero-Class-Images-3.jpg

Image Credit: WingBuffet

The whereabouts of a mysterious young child, touched by divine forces and hidden within a secluded village have been uncovered by dark and sinister forces. Now this youngster has no choice but to venture beyond the sleepy confines of the valley, on an unlikely journey so they can find a way to harness the powers within them.

The blessed is a divine casting class that uses the luck of the divine to assist both themselves and their allies. Their exceptional good fortune confounds and infuriates their foes and their resilience in the face of incredible odds is enough to make any believe that maybe, just maybe, they truly are the chosen one.


Destined for (eventual) Greatness

Starting at level 1 the blessed gains proficiency with all armour and shields.


Spellcasting

Starting at level 1 a blessed gains the ability to spend their fortune to cast a limited number of spells. To do so they must spend an amount of fortune equal to the spells level. For example, 1 fortune to cast a 1st level spell, 2 fortune to cast a 2nd level spell, 3 fortune to cast a 3rd level spell and so on...

A blessed may spend additional fortune to cast their spells at a higher level, for example by spending 2 additional fortune (for a total of 3) when casting a first level spell to cast it at 3rd level. However, a blessed may not spend additional fortune to cast a spell at a level greater than the highest level blessed spell they know (1st and 1st level, 2nd at 5th level, 3rd at 9th level, 4th at 13th level and 5th at 17th level).

Spells learned through means beyond the blessed subclass, such as having levels in another spellcasting class, may not be cast using fortune points.

For additional information see Spells Rules for the general rules of spellcasting.


Cantrips

At 1st level a blessed knows two cantrips, which they can select from the following list:

Guidance, Light, Mending, Resistance, Sacred Flame, Spare the Dying, Thaumaturgy, Toll the Dead, Word of Radiance

Additionally at 5th and 13th level they may add one additional cantrip to their list of known cantrips.


Spells Known

At 1st level a blessed knows all the 1st level spells on the blessed spell list. At 5th, 9th, 13th and 17th level they unlock access to spells of higher levels, knowing all the spells of the relevant level as shown on the blessed spell list.


Spellcasting Ability

Charisma is the spellcasting ability of the blessed. A blessed uses their Charisma whenever a spell refers to their spellcasting ability. In addition, a blessed uses their Charisma modifier both when setting the saving throw DC for a blessed spell they wish to cast and when making an attack roll with one.

Spell save DC = 8 + blessed proficiency bonus + blessed Charisma modifier

Spell attack modifier = blessed proficiency bonus + blessed Charisma modifier

Spellcasting Focus

A blessed can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for blessed spells.


Blessed 1st level spells

Starting at level 1 a blessed knows the following 1st level spells:

Bane, Bless, Command, Create or Destroy Water, Cure Wounds, Divine Favour, Guiding Bolt, Heroism, Inflict Wounds, Protection from Evil and Good, Purify Food and Drink, Sanctuary, Searing Smite, Shield of Faith, Thunderous Smite, Wrathful Smite.


Blessed 2nd level spells

Upon reaching level 5 a blessed knows the following 2nd level spells:

Blindness/Deafness, Branding Smite, Calm Emotions, Find Steed, Gentle Repose, Hold Person, Lesser Restoration, Locate Object, Magic Weapon, Silence, Spiritual Weapon.


Faith in Good Fortune

Upon reaching level 5 a blessed has a way of finding moments of good fortune and spinning them to their advantage. Once per round you may spend 1 fortune if an attack targets you and fails to hit. If you do, you gain a number of temporary hit points equal to your Unlikely Hero level and advantage on the next attack roll, saving throw or ability check you make before the end of your next turn.


Blessed 3rd level spells

Upon reaching level 9 a blessed knows the following 3rd level spells:

Beacon of Hope, Bestow Curse, Blinding Smite, Create Food and Water, Elemental Weapon, Remove Curse, Spirit Guardians, Water Walk.


Believe in Miracles

Upon reaching level 9 your natural good fortune becomes undeniable and even begins to rub off on those around you. You gain the guidance cantrip if you do not already have it. Additionally, any creature (including yourself) that uses guidance provided by you is always considered to have rolled a 4 on their guidance dice.


Blessed 4th level spells

Upon reaching level 13 a blessed knows the following 4th level spells:

Aura Of Life, Aura of Purity, Banishment, Control Water, Find Greater Steed, Freedom of Movement, Staggering Smite, Stone Shape


Font of Good Fortune

Upon reaching level 13 your faith and good fortune become hard to separate from one another. Any creature (including yourself) benefiting from a bless spell provided by you is always considered to have rolled a 4 on their bless dice.


Blessed 5th level spells

Upon reaching level 17 a blessed knows the following 5th level spells:

Banishing Smite, Circle of Power, Dawn, Destructive Wave, Greater Restoration, Insect Plague, Mass Cure Wounds, Raise Dead


Chosen One

Upon reaching level 17 your presence alone is often enough to sway a situation to your advantage. You can spend 3 fortune whenever you or an ally within 30 feet of you is making an attack roll, ability check or saving throw. If you do treat the corresponding d20 roll as a 10 if it scores 9 or lower.


The Shepherd


https://i.ibb.co/hcSZZNh/Unlikley-Hero-Class-Images-4.jpg

Image Credit: Sainez

A young wanderer stumbles across something long forgotten deep within the forest. A bestial spirit of nature that bonds with them both as friend and protector. However, the youngster soon learns that others often covet or fear such untapped potential and so they set out on an unlikely journey of discovery and friendship.

The Shepherd can summon a powerful bestial spirit to fight and work alongside them. As they gain in power so does their new found and loyal ally, but both must learn to work together to unleash their true potential.


Hardy Folk

Starting at level 1 a Shepherd gains proficiency with medium armour and shields. A Shepherd also gains proficiency in the Animal Handling skill.

Additionally, the Shepherd gains proficiency with one martial weapon of their choice. The Shepherd may treat the weapon they choose as if it was an improvised weapon for the purpose of using any Unlikely Hero class features.


Better With Animals

Starting at level 1 a Shepherd may spend 1 fortune to cast Animal Friendship or Speak With Animals. Additionally, the Shepherd may add their charisma modifier to any Animal Handling ability checks they roll.


Beast Buddy

Starting at level 1 a Shepherd may spend 1 fortune to cast Summon Beast of Nature. A Shepherd casting this spell does not require any material components to do so and does not need to concentrate in order to maintain this spell. A Shepherd may never have more than one casting of Summon Beast of Nature active at any one time. A new casting of Summon Beast of Nature immediately ends any existing Summon Nature Spirit spell the Shapard has active.

The Shepherd may spend more fortune when casting this spell to cast it at a higher spell level, doing so costs 1 fortune per additional spell level. The maximum spell level a Shepherd may cast this spell at is dependent on their unlikely hero level as shown in the following table:




Unlikely Hero Level
Maximum Summon Nature Spirit Spell Level


1st
1


3rd
2


5th
3


7th
4


9th
5


11th
6


13th
7


15th
8


17th
9




Summon Beast of Nature

1 conjuration
Casting Time: 1 action
Range: 5 feet
Target: —
Components: V, S, M (a feather, tuft of fur, and a shell wrapped in a nest of silver wire worth at least 50 gp)
Duration: Concentration, up to 1 hour
Classes: Druid, Ranger, Unlikely Hero (Shepherd)

You call forth a beast born of the pure essence of nature. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Beast of Nature stat block appropriate to the level it was cast at.

When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an amalgam of animals of your choice that are native to that environment, but is also adorned with prominent plant-like trappings (such as flowers in its mane, reeds between its feathers of algae spread across its scales).

The Beast of Nature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count and both you and it may take your actions in any order, including on the turn in which you summoned it. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, use the higher level stat block.


Beast of Nature (level 1)

Small beast, —
Armour Class: 12

Hit Points: 10 (Air only) or 20 (Land and Water only)

Speed: 30 ft.; climb 30 ft. (Land only); fly 60 ft. (Air only); swim 30 ft. (Water only)

STR: 8 (-1)
DEX: 15 (2)
CON: 10 (0)
INT: 4 (-3)
WIS: 10 (0)
CHA: 8 (-1)

Skills: Stealth +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Darkvision 60 ft., passive Perception 10

Languages: understands the languages you speak

Flyby (Air Only): The Beast of Nature doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only): The Beast of Nature has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Water Breathing (Water Only): The Beast of Nature can breathe only underwater.

Maul: Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d6+2) piercing damage.


Beast of Nature (level 2)

Small beast, —
Armour Class: 13

Hit Points: 20 (Air only) or 30 (Land and Water only)

Speed: 30 ft.; climb 30 ft. (Land only); fly 60 ft. (Air only); swim 30 ft. (Water only)

STR: 10 (0)
DEX: 16 (3)
CON: 11 (0)
INT: 4 (-3)
WIS: 11 (0)
CHA: 8 (-1)

Skills: Perception +2, Stealth +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Darkvision 60 ft., passive Perception 10

Languages: understands the languages you speak

Keen senses: The beast if nature has advantage on all Wisdom (Perception) checks.

Flyby (Air Only): The Beast of Nature doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only): The Beast of Nature has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Water Breathing (Water Only): The Beast of Nature can breathe only underwater.

Maul: Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d6+3) piercing damage.


Beast of Nature (level 3)

Medium beast, —
Armour Class: 14

Hit Points: 30 (Air only) or 40 (Land and Water only)

Speed: 40 ft.; climb 30 ft. (Land only); fly 60 ft. (Air only); swim 40 ft. (Water only)

STR: 12 (1)
DEX: 16 (3)
CON: 12 (1)
INT: 4 (-3)
WIS: 12 (1)
CHA: 8 (-1)

Skills: Perception +3, Stealth +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Darkvision 60 ft., passive Perception 11

Languages: understands the languages you speak

Keen senses: The beast if nature has advantage on all Wisdom (Perception) checks.

Flyby (Air Only): The Beast of Nature doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only): The Beast of Nature has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Water Breathing (Water Only): The Beast of Nature can breathe only underwater.

Maul: Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d8+3) piercing damage.


Beast of Nature (level 4)

Medium beast, —
Armour Class: 15

Hit Points: 40 (Air only) or 50 (Land and Water only)

Speed: 40 ft.; climb 30 ft. (Land only); fly 60 ft. (Air only); swim 40 ft. (Water only)

STR: 14 (2)
DEX: 16 (3)
CON: 13 (1)
INT: 4 (-3)
WIS: 13 (1)
CHA: 8 (-1)

Skills: Perception +4, Stealth +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Darkvision 60 ft., passive Perception 11

Languages: understands the languages you speak

Keen senses: The beast if nature has advantage on all Wisdom (Perception) checks.

Flyby (Air Only): The Beast of Nature doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only): The Beast of Nature has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Water Breathing (Water Only): The Beast of Nature can breathe only underwater.

Multiattack: The Beast of Nature makes two attacks, one Bite and one Maul.

Bite: Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one target. Hit: (2d6+3) piercing damage.

Maul: Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d8+3) piercing damage.


Beast of Nature (level 5)

Large beast, —
Armour Class: 16

Hit Points: 50 (Air only) or 60 (Land and Water only)

Speed: 50 ft.; climb 30 ft. (Land only); fly 70 ft. (Air only); swim 60 ft. (Water only)

STR: 16 (3)
DEX: 16 (3)
CON: 14 (2)
INT: 4 (-3)
WIS: 14 (2)
CHA: 8 (-1)

Skills: Perception +4, Stealth +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Darkvision 60 ft., passive Perception 12

Languages: understands the languages you speak

Keen senses: The beast if nature has advantage on all Wisdom (Perception) checks.

Flyby (Air Only): The Beast of Nature doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only): The Beast of Nature has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Water Breathing (Water Only): The Beast of Nature can breathe only underwater.

Multiattack: The Beast of Nature makes two attacks, one Bite and one Maul.

Bite: Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one target. Hit: (2d8+3) piercing damage.

Maul: Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one target. Hit: (2d6+3) piercing damage.


Beast of Nature (level 6)

Large beast, —
Armour Class: 17

Hit Points: 60 (Air only) or 70 (Land and Water only)

Speed: 50 ft.; climb 30 ft. (Land only); fly 70 ft. (Air only); swim 60 ft. (Water only)

STR: 18 (4)
DEX: 16 (3)
CON: 15 (2)
INT: 4 (-3)
WIS: 15 (2)
CHA: 8 (-1)

Skills: Perception +4, Stealth +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Darkvision 60 ft., passive Perception 12

Languages: understands the languages you speak

Keen senses: The beast if nature has advantage on all Wisdom (Perception) checks.

Flyby (Air Only): The Beast of Nature doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only): The Beast of Nature has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Water Breathing (Water Only): The Beast of Nature can breathe only underwater.

Multiattack: The Beast of Nature makes three attacks, one Bite and two Maul attacks.

Bite: Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one target. Hit: (2d8+4) piercing damage.

Maul: Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one target. Hit: (2d6+4) piercing damage.


Beast of Nature (level 7)

Huge beast, —
Armour Class: 18

Hit Points: 70 (Air only) or 80 (Land and Water only)

Speed: 50 ft.; climb 30 ft. (Land only); fly 70 ft. (Air only); swim 60 ft. (Water only)

STR: 20 (5)
DEX: 16 (3)
CON: 16 (3)
INT: 4 (-3)
WIS: 16 (3)
CHA: 8 (-1)

Skills: Perception +4, Stealth +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Darkvision 60 ft., passive Perception 13

Languages: understands the languages you speak

Keen senses: The beast if nature has advantage on all Wisdom (Perception) checks.

Flyby (Air Only): The Beast of Nature doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only): The Beast of Nature has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Water Breathing (Water Only): The Beast of Nature can breathe only underwater.

Multiattack: The Beast of Nature makes three attacks, one Bite and two Maul attacks.

Bite: Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one target. Hit: (3d10+5) piercing damage.

Maul: Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one target. Hit: (3d8+5) piercing damage.


Beast of Nature (level 8)

Huge beast, —
Armour Class: 19

Hit Points: 80 (Air only) or 90 (Land and Water only)

Speed: 50 ft.; climb 30 ft. (Land only); fly 70 ft. (Air only); swim 60 ft. (Water only)

STR: 22 (6)
DEX: 16 (3)
CON: 17 (3)
INT: 4 (-3)
WIS: 17 (3)
CHA: 8 (-1)

Skills: Perception +4, Stealth +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Darkvision 60 ft., passive Perception 13

Languages: understands the languages you speak

Keen senses: The beast if nature has advantage on all Wisdom (Perception) checks.

Flyby (Air Only): The Beast of Nature doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only): The Beast of Nature has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Water Breathing (Water Only): The Beast of Nature can breathe only underwater.

Multiattack: The Beast of Nature makes Four attacks, one Bite and three Maul attacks.

Bite: Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one target. Hit: (3d10+6) piercing damage.

Maul: Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one target. Hit: (3d8+6) piercing damage.


Beast of Nature (level 9)

Huge beast, —
Armour Class: 20

Hit Points: 90 (Air only) or 100 (Land and Water only)

Speed: 50 ft.; climb 30 ft. (Land only); fly 70 ft. (Air only); swim 60 ft. (Water only)

STR: 24 (7)
DEX: 16 (3)
CON: 18 (4)
INT: 4 (-3)
WIS: 18 (4)
CHA: 8 (-1)

Skills: Perception +4, Stealth +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Darkvision 60 ft., passive Perception 14

Languages: understands the languages you speak

Keen senses: The beast if nature has advantage on all Wisdom (Perception) checks.

Flyby (Air Only): The Beast of Nature doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only): The Beast of Nature has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Water Breathing (Water Only): The Beast of Nature can breathe only underwater.

Multiattack: The Beast of Nature makes Four attacks, one Bite and three Maul attacks.

Bite: Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one target. Hit: (3d10+7) piercing damage.

Maul: Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one target. Hit: (3d8+7) piercing damage.


Nature's Fortune

Upon reaching level 5 a Shepherd’s bond to their Beast of Nature ensures that few injuries can pull them apart. Whenever a Beast of Nature summoned by the Shepherd is reduced to 0 hit points the Shepherd regains half the fortune spent to summon it (rounded down, but to a minimum of 1).


Protective Nature

Upon reaching level 5 a Beast of Nature will instinctively absorb blows aimed at its Shepherd and punish those who would hurt its friend. If a Beast of Nature you summoned is within 10 feet of you, it may use its reaction to absorb all the damage from an attack that has hit you. If it does so the Beast of Nature will gain advantage on the next attack roll it makes against the creature responsible for that damage this round.


Beast Rider

Upon reaching level 9 a Beast of Nature summoned by the Shepherd is considered to have the correct anatomy to be used as a mount, provided that the creature riding it is at least one size category smaller than itself. The Beast of Nature is always considered to have the correct saddle to match whatever form it currently has.


On the Fly

Upon reaching level 9 a Beast of Nature may, as a bonus action, instantly change its form (land, air or sea). The Beast of Nature is considered to be the same creature, maintaining the spell level it was originally cast at. If the Beast of Nature's hit points exceed the maximum number of hitpoints its new form provides, its hit points will automatically decrease to match the maximum hit points of its new form.

Additionally, the Shepherd spending fortune to casting Summon Beast of Nature may choose to do so as a bonus action rather than an action.


Aura of Nature

Upon reaching level 13 a Beast of Nature summoned by the Shepherd begins to radiate an aura that protects its allies from hazards native to its form. A Beast of Nature summoned by the Shepherd always has an abilities appropriate to its current form:


Air: The Beast of Nature gains the ability to cast the feather fall spell at will.
Land: The movement of all allied creatures within 30 feet of the Beast of Nature is unaffected by difficult terrain.
Water: All allied creatures within 30 feet of the Beast of Nature can breathe normally underwater and gain a swim speed of 30 feet.



Beast Belch

Upon reaching level 13 a Beast of Nature summoned by the Shepherd gains a breath weapon, which it may use as an action. This weapon's form must be chosen at the time the Beast of Nature is summoned.

The Shepherd must choose the damage type (acid, cold, fire, lightning, or poison) of the Beast of Nature’s breath weapon and then select the shape of that breath weapon, either a) a 30 foot cone or b) a 60 foot line.

When used each creature in the area of the breath weapon must make a Dexterity saving throw (DC = the Shepherds fortune save DC). If a creature fails the save they take an amount of damage determined by the level of the Summon Beast of Nature spell used to summon the Beast of Nature (see the table below). If a creature succeeds on its saving throw it takes half as much damage.

Once used the Beast of Nature may not use their breath weapon again for 1d6 rounds.




Summon Beast of Nature Spell Level
Breath Weapon Damage


1st
2d6


2nd
3d6


3rd
4d6


4th
5d6


5th
6d6


6th
7d6


7th
8d6


8th
9d6


9th
10d6




Fully Grown

Upon reaching level 17 a Beast of Nature summoned by the Shepherd reaches its full potential and gains one of the following features:

Beast of Beholding: The Beast of Nature gains blindsight to 30 feet.

Beast of the Between: The Beast of Nature may, as a bonus action, teleport up to 30 feet to an unoccupied space that it can see. Any creature mounted on the Beast of Nature teleports with them to this new location. A Beast of Nature may use this ability a number of times equal to the wisdom modifier it had when summoned.

Beast of Fortune: The Beast of Nature has advantage on all saving throws.

Beast of the Heart: The Duration of the Summon Beast of Nature spell used to conjure this Beast of Nature is considered to be 8 hours.

Beast of the Mind: The Beast of Nature’s intelligence and charisma scores increase to match the Shepherd’s, provided that they are higher than its own. Additionally, the Beast of Nature may speak telepathically to any willing creature it can see within 100 feet. Finally, if the Beast of Nature had a wisdom score of 14 or more at the time of summoning it may also cast Telekinesis once without needing to maintain concentration on that spell.

Beast of Purity: All allied creatures within 30 feet of the Beast of Nature are immune to poison damage, diseases and the poisoned condition.

Beast of Shadows: The Beast of Nature may, as a bonus action, become invisible for 10 minutes. Any creature mounted on the Beast of Nature when this ability is used may also choose to become invisible for as long as they remain mounted. If either the Beast of Nature or a creature using it as a mount attacks or casts a spell both will lose the invisibility granted by this feature. A Beast of Nature may use this ability a number of times equal to the wisdom modifier it had when summoned.

Beast of the Void: The Beast of Nature may cast counterspell at 3rd level a number of times equal to the wisdom modifier it had when summoned.

Nicomo Cosca
2022-06-27, 04:45 PM
The Squire


https://i.ibb.co/r0zqjRw/Unlikley-Hero-Class-Images-5.jpg

Image Credit: MrElementron

A ward to a noble lord is uprooted from their sheltered existence when their master is slain and their order sacked. Now they find themselves thrust into an unlikely journey to find those responsible and bring justice to the land.

The Squire is a marshal class that stumbles through combat, overcoming their foes with unorthodox techniques, blind luck and an indomitable spirit. They also often form deep bonds with their mounts, who grow to have equally unusual personalities in their presence.


Faking It

Starting at level 1 a Squire gains proficiency with all armour, shields and two martial weapons of their choice.

The Squire may treat any weapons they are proficient with as if they were improvised weapons for the purpose of using any Unlikely Hero class features.


Stroke of Luck

Starting at level 1 a Squire has a knack for finding unexpected openings in their foe’s defences. You may spend 1 fortune to gain advantage on an attack roll using an improvised weapon.


Bond of Bravery

Starting at level 1 you are able to form a close relationship with your valiant steed. You may spend 1 hour forming a bond with a beast that is considered to be your mount. Once bonded the beast will be able to comprehend and verbally communicate with you. Additionally, your mount will have its intelligence score increased to match your own and be able to read and comprehend all languages you can. Your mount may speak to you, but only you will understand it. You may only form such a bond with one mount at a time and attempting to form a new bond breaks your bond with any previously bonded mount.


Fluke

Upon reaching level 5 your unorthodox technique has a way of striking your foes with surprising force. You may spend 1 fortune when rolling damage with an improvised weapon. If they do so, do not roll the weapons damage dice and instead treat the roll as though it scored the maximum possible amount (6 for example if the weapons damage dice was 1d6). A Squire may not use this feature more than once per round.


Together Forever

Upon reaching level 5 your bond with your valiant mount defies death itself. If a mount you share a bond of bravery with is ever reduced to 0 hit points they will vanish and travel to a pocket dimension in which they are comfortable. While they are within this pocket dimension you may choose to spend 1 hour searching or calling out for them, after which time they will appear in a free space within 100 feet of you with 1hp.

Additionally, if you succeed on a saving throw that your bonded mount is also required to make it automatically succeeds as well.


Wild Flurry

Upon reaching level 9 a Squire may spend 1 fortune immediately after they take the Attack action. If they do, they can make one additional melee attack.


Telepathic Bond of Bravery

Upon reaching level 9 both you and any mount you share a bond of bravery with have a telepathic connection that allows you to communicate non-verbally at a distance of upto 1000 feet.


Utterly Unpredictable

Upon reaching level 13 a Squire may choose to spend 1 fortune whenever an opportunity attack is made against them. If they do, the opportunity attack automatically fails.


Huzzah!

Upon reaching level 13 you may, as a bonus action, spend 2 fortune to teleport a mount you share a bond of bravery with to any free space within 5 feet of you. You may also choose to teleport them into your location in such a way that allows you to immediately be considered mounted, provided that your current location has enough space to accommodate them. If your mount is more than 1000 feet away they may not be targeted by this ability.


Making It

Upon reaching level 17 if either you or a mount you share a bond of bravery with, ever roll a 1 on an attack roll, ability check or saving throw you may spend 3 fortune to treat that result as though a 20 had been rolled.


The Student


https://i.ibb.co/LCckWfn/Unlikley-Hero-Class-Images-6.jpg

Image Credit: Ohshirtnet (+my own edits)

A young wastrel stumbles across an unassuming master of a forgotten martial art. A brief test of skill ensues and the youngster is soon humbled by the master's unorthodox technique. Awed by their strange mixture of frenetic movements and the use of improvised weaponry the wastrel begs to learn the secrets of this unusual way of life.

The Student is a marshal class that combines an unorthodox movement style, martial arts and the use of improvised weaponry. They may appear reckless, drunken or clumsy but there is a hidden method to the apparent madness of a student's movements.


Distracting Defence

Beginning at 1st Level, your unorthodox movements make you hard to hit. While you are wearing no armour and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.


Formless Flowing Style

Starting at level 1 your martial movements are an ever-changing flow or formless motions. You gain the following abilities if you aren’t wearing armour or wielding a shield:


You may treat your unarmed strikes as though they were improvised weapons for the purpose of using any Unlikely Hero class features.

You can use dexterity instead of strength for the attack and damage rolls of your unarmed strikes and improvised weapons.

When you use the attack action with an unarmed strike or an improvised weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the attack action and attack with a ladder, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.



Deceptive Step

Starting at level 1 you can move in a way that appears reckless, drunken or clumsy. These movements are highly distracting and make it difficult to predict and strike you effectively. Your unorthodox style also gives you the opportunity to take advantage of subtle openings as you stumble, sway, fall and stand. If you aren’t wearing armour or wielding a shield you may spend 1 fortune (no action required) to gain the following abilities until the start of your next turn:


Once per round when you either receive the prone condition or stand from being prone you may immediately make an unarmed strike against a creature within 5 feet of you. You may also always choose to fall prone (no action) in response to any damage you receive.

Each time you deal damage to a target with either an unarmed strike or an improvised weapon you may immediately move 5 feet without drawing any attacks of opportunity.

The prone condition does not grant advantage to those attacking you.

The prone condition does not give you disadvantage on attack rolls.

The prone condition does not impede your movement speed and you may roll, tumble and crawl at a speed equal to your movement speed.

Standing from being prone does not cost any movement speed.

You gain advantage on all acrobatics ability checks and dexterity saves.



Hard Target

Upon reaching level 5 your shifting swaying movements make it very difficult to predict your location and target with ranged attacks. While you are under the effect of your deceptive step ability all ranged attacks made against you are at disadvantage.

Additionally, once per round if a ranged attack fails to hit you while you are under the effect of your deceptive step ability you may immediately make an unarmed strike against a creature within 5 feet of you.


Frenetic Pace

Upon reaching level 5 your wild energetic movement style carries you further and faster than your normal movement would allow. if you aren’t wearing armour or wielding a shield your movement speed is increased by 10 feet, you gain both proficiency and expertise on all acrobatics ability checks and a climb speed equal to your movement speed.


Retaliatory Strike

Upon reaching level 9 your movements can build into a wild frenzy of striking limbs, that lash out at those foolish enough to attack you. Once per round if you are under the effect of your deceptive step ability and are targeted by a melee attack you may immediately make an unarmed strike against a creature within 5 feet of you.


Desperate Defence

Upon reaching level 9 your strange style of movement grows more and more chaotic, staggering and shifting as you take damage. If you are under the effect of your deceptive step ability you gain a bonus to your AC determined by the number of hit points you currently have.


If your hit points are at maximum you have a +2 bonus to your AC.
If your hit points are less than your maximum but greater than half your maximum you have a +3 bonus to your AC.
If your hit points are equal to or less than half your maximum you have a +4 bonus to your AC.



Slippery Customer

Upon reaching level 13 you have a way of sneaking out of your bonds and evading grapples through subtle and distracting movements. If you are under the effect of your deceptive step ability your movement is unaffected by difficult terrain and spells and other magical effects can neither reduce your movement speed nor cause you to become paralyzed or restrained. Being underwater also imposes no penalties on your movement or attacks.

Additionally, if you are under the effect of your deceptive step ability you can spend 1 fortune as a bonus action to automatically escape from nonmagical restraints, such as manacles or a creature that is grappling you.


Utterly Distracting

Upon reaching level 17 your movement style has become so distracting that non-allied creatures within 5 feet of you can no longer use their reaction if you are under the effect of your deceptive step ability.

Additionally, you can spend 2 fortune as a bonus action to require all non-allied creatures within 30 feet of you to make a concentration check to maintain any concentration spells they currently have active. The DC for this concentration check is equal to your Fortune save DC.

Finally, once per round if a non-allied creature within 5 feet of you casts a spell while you are under the effect of your deceptive step ability you may immediately make an unarmed strike against a creature within 5 feet of you.

Nicomo Cosca
2022-07-02, 04:23 AM
Decided to change a number of subtle things about the Sub Classes, but mostly the Shepard. I had used the Summon Beast spell as a template, but I wanted to give this a bit more a of a distinctive and slightly more How to Train Your Dragon inspired feeling than I had done so before. Hopefully it comes across a bit more as its own thing now :)