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Class Collective-compressed

Class Collective-compressed

Shieldmage Class 8 WWW.GMBINDER.COM


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An Xpert's guide to The Swiftblade Class


Swiftblade Dashing through the dense forest, a lithe elven figure in a green and gold half cloak gracefully leaps from branch to branch. With unparalleled speed and agility, they close in on their fleeing prey, ready to strike with blinding swiftness. Amidst a chaotic battlefield, a nimble human woman weaves through the ranks of her adversaries, sidestepping their blows with ease. She changes the grip on her blade, dives into the fray, and becomes a whirlwind of lethal steel. With cutlass in hand, a tabaxi man in a tattered naval coat ducks and tumbles across the enemy ship's deck, striking down foes with lightning-quick slashes. In a flash of gunpowder smoke, a well-placed shot from his pistol takes down yet another enemy sailor before they even realize the danger they're in. Swiftblades are masters of agility and speed, harnessing their innate talents or training and their varied stances to achieve a masterfully destructive style of combat. With swift reflexes and an agressive fighting style, they deliver vicious strikes that leave opponents reeling. Whether they are elegant duelists, nimble assassins, or acrobatic warriors, swiftblades embody the essence of rapidity and finesse. Versatile Stances In the heat of battle, swiftblades exhibit a remarkable versatility that sets them apart from their peers. With their ability to effortlessly switch between stances, a swiftblade can adapt their approach to suit the needs of the moment, seamlessly transitioning from offense to defense or from speed to precision. These warriors are a whirlwind of calculated chaos, leaving their enemies bewildered and outmatched. However, a swiftblade's stances are more than just techniques; they are a manifestation of their fluid combat style and masterful dueling prowess. The versatility they offer is a testament to the swiftblade's mastery over the art of swift and aggressive melee combat, making them a force to be reckoned with on any battlefield. Featherweight Combat In the realm of combat, swiftblades dance upon the edge of danger. Unburdened by the weight of armor that plagues their adversaries, swiftblades instead rely on their lightning-quick reflexes and mobility to avoid danger. An opponent might find themselves unable to land a single blow against a focused swiftblade. Swiftblades treat combat as an art form, a dance of finesse and calculated aggression. It is this mastery of lightweight combat that grants the swiftblade an unparalleled edge, making them a formidable force to be reckoned with. Foes that underestmimate a swiftblade will quickly discover that their precision and mobility more than make up for their lack of heartiness. Creating a Swiftblade As you create your swiftblade character, think about why your character learned to fight? What led you to master stances and lightweight combat? Is there a person or group that you often fought against or for? A mentor or lack of a mentor, an unfortunate situation in life, or a former target or occupation could all have been factors. You might have lost family or friends and mastered your skills as a means of getting revenge. Perhaps your father was a strict noble who insisted that you learn to fight in a sophisticated manner. You could've learned your abilities from a sage that studied that studied the art of combat and formulated complex combat stances. Maybe you've been fighting since since you were a young and these abilities simply suited your style of fighting. Whatever circumstances might have molded you into a swiftblade, you've become a skilled, versatile and efficient combatant as a result. Quick Build You can make a swiftblade quickly by following these suggestions. First, make Dexterity your highest ability score, followed by your choice of Charisma or Intelligence. Whichever mental stat you choose should also be used for your Combat Training feature. Second, choose the charlatan or noble background, depending on your training.


The Swiftblade Level Proficiency Bonus Features 1st +2 Combat training, Unarmored Defense, Sidestep 2nd +2 Executioner, Composure, Stances 3rd +2 Swiftblade Discipline, Vital Strike 4th +2 Ability Score Improvement, Agile Hunter 5th +3 Extra Attack, Fluid Motions 6th +3 Swiftblade Discipline Feature 7th +3 Evasion 8th +3 Ability Score Improvement 9th +4 Rapid Critical 10th +4 Swiftblade Discipline Feature 11th +4 Merge Stance 12th +4 Ability Score Improvement 13th +5 Threatening Presence 14th +5 Flow State 15th +5 Field training 16th +5 Ability Score Improvement 17th +6 Swiftblade Discipline Feature 18th +6 Eviscerate 19th +6 Ability Score Improvement 20th +6 Impeccable Form Class Features As a Swiftblade, you gain the following class features Hit Points Hit Dice: 1d6 per Swiftblade level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Swiftblade level after 1st Proficiencies Armor: None Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Dexterity, Your Combat Training ability score (see below) Skills: Choose two from Acrobatics, Athletics, Perceptions, Sleight of Hand, and Stealth. Choose an additional skill associated with your Combat Training ability score (see below) Equipment You start with the following items, plus anything provided by your background. (a) a rapier, (b) a scimitar, or (c) a simple weapon (a) a hand crossbow and 20 bolts or (b) a scimitar (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack Two daggers Alternatively, you may start with 4d4 × 10 gp to buy your own equipment. Swiftblade save DC Some of your Swiftblade features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Swiftblade save DC = 8 + your proficiency bonus + your Combat Training ability score modifier (see below)


Multiclassing and The Swiftblade If your group uses the optional multiclassing rule, here's what you need to know if you choose to take your first level in the swiftblade class. Ability Score Minimum. As a multiclass character, you must have at least a Dexterity score of 13 to take a level in this class, or to take a level in another class if you are already a swiftblade. Proficiencies. If swiftblade isn't your initial class, here are the proficiencies you gain when you take your first level as a swiftblade: simple weapons and martial weapons. Combat Training At 1st level, you choose how you were trained to acquire your Swiftblade abilities. Your training determines the ability score you will use for your training modifier: Audacity You've received no training, instead you rely on your boldness and confidence to carry you through battle. You add your Charisma modifier to your intiative rolls. You use Charisma for your training modifier. Experience You learned to fight through practical, real-world experiences. Once per short rest, you can regain a number of hit points equal to your Wisdom modifier as an action. You use Wisdom for your training modifier. Research You've learned to be effective in combat through study and formal training. Choose a skill that you're proficient in. Your proficiency bonus is doubled for skill checks using that skill. You use Intelligence for your training modifier. Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Combat Training ability score modifier. Sidestep Also at 1st level, you are quick enough to nimbly avoid many dangers. You gain access to the following reactions while you are unarmed or wielding only finesse weapons and you aren't wearing armor or wielding a shield. When another creature hits you with an attack, you can use your reaction to add 1d6 to your AC for that attack, potentially causing the attack to miss you. When you fail a Dexterity saving throw, you can use your reaction to add 1d6 to the result, potentially causing you to succeed. Composure Also at 2nd level, you maintain a cool head in combat that allows you to maneuver the battlefield with flawless efficiency. You gain access to composure points, which you can use to fuel various composure features and stances. You have a maximum number of composure points equal to your training modifier. You lose all of your composure points at the start of your turn if you are wearing armor or wielding a shield or if you haven't attacked a hostile creature for 1 minute. You gain composure in the following ways: Anticipation. When you roll initiative, you gain 1 composure point. Confidence. After you score a critical hit or reduce a creature to 0 hit points with a weapon attack, you gain 1 composure point. Preparation. As an action, you gain 1 composure point. If you’re able to make multiple attacks with the Attack action, this action replaces one of them. Stances Also at 2nd level, you learn a number of stances that you utilize during combat. You start knowing three such stances: Blitzing stance, Vicious stance, and Defensive stance. You learn more stances when you select your Swiftblade Discipline at 3rd level. Stances. You can use a bonus action on your turn to enter a stance, at which point you choose a stance that you know to become active. You cannot enter a stance that is already active. Only one stance can be active at any given time, if you have an active stance and enter a new stance, your active stance ends. While a stance is active it grants you passive bonuses. Any active stances end immediately when you haven't attacked a hostile creature for 1 minute. Composure Bonuses. Most stances have a Composure Bonus. When you enter a stance you can spend a composure point to immediately gain its composure bonus (no action required). Blitzing Stance Your speed increases by an amount equal to five times your training modifier. You can only move towards hostile creatures. Composure Bonus. Your next melee attack has advantage. Defensive Stance When you succeed on a saving throw or cause an attack to miss as a result of your Sidestep feature, you regain your reaction. Composure Bonus. Until the start of your next turn, you can use your Sidestep feature when you fail any saving throw, instead of only Dexterity. Vicious Stance Your melee weapon attacks crit on a roll of 19 or 20. Composure Bonus. Until the end of your turn, when you hit a creature with a melee weapon attack you can reroll one of the dice once and take the higher result.


Executioner At 2nd level, you excel at bringing foes to a swift end. While you are unarmed or wielding only finesse weapons and you aren't wearing armor or wielding a shield, your melee weapon attacks against targets that are below their hit point maximum deal bonus damage equal to your training modifier. Swiftblade Discipline At 3rd level, you choose a discipline which determines how you will destroy your enemies from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 6th, 10th, and 17th level. Vital Strike Also at 3rd level, when you hit a creature with a melee weapon attack you can spend any number of composure points to strike the target's vitals. You add a number of d4s equal to the number of composure points you spent to the damage of the attack. 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Agile Hunter Also at 4th level, there is no opponent beyond your reach. You learn the Pouncing and Seeking stances. Pouncing Stance When you hit a creature with an attack, it must make a Strength saving throw or it loses any fly speed it has until the end of its next turn. Composure Bonus. If you've moved at least 10 feet in a straight line before entering this stance on your turn, you fly up to 20 feet in a straight line. Until the end of your turn, you have resistance to fall damage. Seeking Stance You have blindsight with a range of 10 feet. Composure Bonus. You take the Search action with advantage. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Fluid Motions Also at 5th level, you master the art of switching stances on a whim. At the start of each of your turns, you can spend 1 composure point to enter a stance of your choice (no action required). Evasion Beginning at 7th level, you can nimbly dodge 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. Rapid Critical Beginning at 9th level, when you score a critical hit on a hostile creature, the number of attacks you can make as part of the Attack action increases by one until the end of your turn. You can only gain this effect once per turn. The number of attacks granted by this feature increases to two at 17th level. Merge Stance Starting at 11th level, you learn to blend the stances you know together to create new, more potent stances. You can have two stances active at once. If you have two stances active and enter a new stance, you must choose and end one of your active stances. The total number of stances you can have active at once increases to three at level 20. Threatening Presence At 13th level, you have the aura of a highly skilled combatant. If you spend at least 1 minute interacting with another creature outside of combat, you can choose to have them gain insight into your capabilities. They immediately mark you as a potential threat and you and friendly creatures within 30 feet of you have advantage on Intimidation checks against them until they haven't seen you for 10 minutes. Flow State At 14th level, when you are in your element, few things can hold you back. While you have at least 1 composure point, you have advantage on all saving throws. Field training Starting at 15th level, your experiences and adventures have improved the quality of your combat training. You add +2 to your training modifier (not your ability score modifier). Eviscerate At 18th level, after you deal damage to a creature with a melee weapon attack, you can expend 3 composure points to attempt to end its life (no action required). If its remaining hit points are lower than twice your Swiftblade level, it dies. Impeccable Form At 20th level, your exquisite form and technique allow you to accomplish impossible feats. You gain 1 composure point at the start of each of your turns.


Swiftblade Disciplines Swiftblades all possess the tools to bring about a swift end to those that stand in their path. However, the methods and stances used differ from swiftblade to swiftblade. Your discipline represents the training you've received or underwent to craft you into the warrior you've become. Chaos Binder Chaos binders bring the tumultuous fate-bending energies of the universe into themselves, gaining power at the cost of their own flesh. With each movement, these swiftblades release bursts of raw chaotic energy, creating a dangerous and unpredictable battlefield for friend and foe alike. Chaos Binder Stances As a Chaos Binder, you know the following stances. Channeling Stance When you enter this stance, choose a damage type from acid, cold, fire, lightning, or thunder. You have resistance to the chosen damage type. Composure Bonus. You heal yourself for an amount of hit points equal to your proficiency bonus. Spellburst Stance If you've taken acid, cold, fire, lightning, or thunder damage on your turn, your melee weapon attacks deal an extra 1d6 damage of the type you took. If you took more than one of the aforementioned damage types on your turn, you choose which type your weapon attacks deal. This stance's damage increases to 2d6 when you reach 11th level in this class. Composure Bonus. Creatures within 10 feet of you, including yourself, take acid, cold, fire, lightning, or thunder damage (your choice) equal to your proficiency bonus. You are resistant to damage from this effect. Unstable Energy When you choose this subclass at 3rd level, you embrace and utilize the unstable energies of the realm. At the start of each of your turns, you can choose to take acid, cold, fire, lightning, or thunder damage (your choice) equal to your proficiency bonus. If you do, you gain 1 composure point. Shift Fate Also at 3rd level, you can nudge the chaotic energies you use in your favor. When a creature within 30 feet of you, including yourself, makes an ability check, you can use your reaction to increase or decrease the result by an amount equal to your proficiency bonus. You can use this effect before or after learning whether the ability check would succeed. Once you use this feature you can't do so again until you complete a long rest. Flux Discharge Beginning at 6th level, you can expel the dangerous arcane forces you house within yourself to gain brief moments of respite. You can use your bonus action to end one of your active stances and regain a number of hit points equal to 1d8 + your proficiency bonus. Havoc Release At 10th level, you learn to violently release the chaotic energy you build up throughout a fight in one massive eruption. As an action, you expend 2 composure points and each creature within 20 feet of you, other than yourself, must make a Dexterity saving throw or take 1d6 damage of each of the following damage types: acid, cold, fire, lightning, and thunder damage. If you have less than half of your total hit points remaining, they take 1d12 of each damage type instead. A creature takes half as much damage on a successful saving throw. Then, you fall prone. When you reach 17th level in this class, you add force damage to the list of damage types for this feature. Once you use this feature you can't do so again until you complete a long rest. Nullify Chaos By 17th level, you've gained such precise control over the energies you harness that you can briefly remove the aspect of chaos from reality. You can treat any attack roll, saving throw, or ability check made by you or a creature that you can see as if they had rolled a natural 10 on their d20. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. You can use this feature a number of times equal to your training modifier and you regain all expended uses when you complete a short rest.


Corsair Corsairs are the nightmare of any honest sailor. Often learning their skills from experience raiding on the high seas, these swiftblades specialize in using ranged weapons in tandem with their melee prowess to make sure they can always stab or shoot something. When a fray of combat breaks out, no one will be surprised to see a corsair come out on top. Corsair Stances As a Corsair, you know the following stances. Swashbuckling Stance When you end your turn within 5 feet of at least one hostile creature, you gain temporary hit points equal to your training modifier. Composure Bonus. If you've hit a creature with a ranged weapon attack this turn, you can immediately move up to 15 feet and make a melee weapon attack with a weapon you are holding that lacks the two-handed property. Gunfighting Stance You add your training modifier to the damage of ranged weapon attacks against creatures within 20 feet of you. Composure Bonus. If you've hit a creature with a melee weapon attack this turn, you can immediately move up to 5 feet without provoking opportunity attacks and make a ranged weapon attack with a weapon you are holding that lacks the two-handed property. Deck Fighting When you choose this subclass at 3rd level, you feel most at home in the fray of a pirate raid. At the end of each of your turns, if you've made weapon attacks against two or more different creatures during your turn, you gain 1 composure point. Privateer training Also at 3rd level, you gain proficiency in vehicles(Water) and Navigator's tools. Boarding Maneuvers At 6th level, you act fast and strike hard. You can give yourself a bonus to your initiative rolls equal to your training modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. Until the end of your first turn in combat your attack rolls have advantage. Dirty Trick At 10th level, you aren't above utilizing foul play to gain an upper hand in combat. When you hit a creature with a weapon attack you can spend 1 composure point to choose one of the following effects for the target to suffer as part of the attack: Pocket Sand. They must make a Constitution saving throw or become blinded until the start of your next turn Trip up. You try to shove them, you may use Dexterity (Acrobatics) in place of Strength (Athletics) for your skill check Lacerate. Their move speed is halved until the start of your next turn Terror of the Seas At 17th level, your ruthless fighting style instills fear in your enemies. Each time you score a critical hit or reduce a creature to 0 hit points, hostile creatures within 30 feet of you must make a Wisdom saving throw or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


. Duelist Classically trained in the art of sophisticated combat, Duelists take a more strategic and defensive approach to combat than most swiftblades. They maintain their composure through parries and dashes to ensure they are always pristinely positioned and prepared for any fight. Legendary Duelists are known to go through entire battles without bearing a single scratch. Duelist Stances As a Duelist, you know the following stances. En Guarde Stance You have advantage on melee attacks against creatures that have missed you with an attack since the end of your last turn. Composure Bonus. You have a +5 bonus to your AC against the next attack targeted at you. Lunging Stance If you've moved at least 10 feet in a straight line before taking the attack action on your turn, the reach of your finesse weapons increase by 5 feet. Composure Bonus. You move up to 15 feet in a straight line without provoking opportunity attacks. True Composure When you choose this subclass at 3rd level, your composure is impeccable but fragile. At the end of each of your turns if you haven't taken damage since the start of your last turn, you gain 1 composure point. Intuition Also at 3rd level, your experience dueling has granted you uncanny intuition into the way others think. You gain proficiency in the Insight skill. Fleet Footwork At 6th level, you've trained to be able to safely maneuver the battlefield. Creatures have disadvantage on opportunity attacks against you. Riposte At 10th level, when a creature misses you with a melee attack, you can spend 1 composure point to make a melee attack against them with a finesse weapon (no action required). Dueling Master At 17th level, you can issue a formal challenge to a creature you can see as a bonus action. The target must make a Wisdom saving throw against your Composure save DC. On a failure, you gain the following benefits for the next minute: Your sidestep feature uses a d10 against this creature At the start of each of your turns, you can move up to 15 feet towards the creature (no action required) The creature cannot make opportunity attacks against you When a creature fails its Wisdom saving throw against this feature, you cannot use it again until you complete a short or long rest.


Serpent's Fang Serpent Fang swiftblades emulate the fluidity and precision of serpents. They specialize in dual-wielding and are known for their agile, snake-like movements. They apply a signature venom to their blades that weakens their opponent's and wears them down over time. Serpent's Fang Stances As a Serpent's Fang, you know the following stances. Venom Stance You coat your weapon in a potent venom. The first time on each of your turns that you hit a creature with a finesse weapon it must make a Constitution saving throw or become poisoned for 1 minute. A poisoned creature takes 1d6 poison damage at the start of each of its turns and it can repeat its saving at the end of each of its turns, ending the effect on a success. This stance's damage increases to 1d8 when you reach 11th level in this class. Composure Bonus. The next time you hit a creature with a weapon attack, it has disadvantage on its saving throw to resist becoming poisoned by you. Coiled Stance You assume a threatening defensive stance. Creatures that start their turn within 5 feet of you must make a Wisdom saving throw or become frightened of you until the end of their turn or until they are more than 5 feet away from you. Composure Bonus. If you are hit by a melee attack before the start of your next turn, you can use your reaction to make a melee weapon attack against the attacker. Twin Fang Technique When you choose this subclass at 3rd level, you gain an advantage in combat by wielding the twin fangs of the serpent. At the end of each of your turns, if you've hit a creature with 2 or more different finesse weapons during your turn, you gain 1 composure point. Camouflage Also at 3rd level, like the serpents you emulate, you are skilled at blending in with your surroundings. You gain proficiency in the Stealth skill. Constricting Flurry Starting at 6th level, your rapid strikes leave your opponents with few opportunities to escape. When you hit a creature with at least 2 melee weapon attacks on your turn, you gain the following benefits until the start of your next turn: You have advantage on opportunity attacks against it When you hit it with an opportunity attack, the creature's speed becomes 0 for the rest of the turn It provokes opportunity attacks from you even if it takes the Disengage action before leaving your reach Twin Fang Strike beginning at 10th level, when you hit a creature with a finesse weapon attack you can expend a composure point to immediately make another attack against them with a finesse weapon in your other hand. If the attack hits, its damage is halved. Cobra Dance At 17th level, you can take advantage of a poisoned enemy's weakened state to deliver a lethal combo attack. As an action, you make up to four finesse weapon attacks against a poisoned creature. Each time you make an attack this turn, it cannot use the same weapon as the previous attack that you made this turn. Each time you hit a creature with an attack this turn, you gain a stacking +2 to your attack rolls until the end of your turn. Once you use this feature, you can't do so again until you complete a short rest. Serpent's Fang    Swiftblade Want More Swiftblade? Head over to my DriveThruRPG page to purchase the Dancer and Phantom Stalker Swiftblade Disciplines


The Swiftblade Version Info This is Version 1.2 of the The Swiftblade Class, created by Xpertranger Art Credits Front Cover: Elven Swordmaster by Lorenzo Mastroianni Swiftblade Character (Page 2): Female Prosecutor by GL_31001*** Hallway Background (Page 2): Hallway Scene 1 by David Liskovec Silhouette Art (Page 6): Sourceless art generation via MidjourneyAI Corsair Art (Page 7): Tabaxi by Thuan Nguyen Duelist Art (Page 8): Lucien by chibi-oneechan Serpent's Fang Art (Page 9): Sourceless art generation via MidjourneyAI Back Cover: Wanderer by kalmahul Enjoy My Work? Find more of my homebrew on my GMBinder profile page Support the creation of more brews like this one and unlock the Dancer and Phantom Stalker Swiftblade subclasses on my DriveThruRPG page Join the Xpertranger Discord


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Armoured Hero (Revised)


A ARMOURED HEROES figure in strange armour ducks a blow and returns the hit, knocking the wind out of his foe. A woman brings her blade down on a monster, her weapon blazing with holy light as it cuts down the creature. A man in bizarre plate throws himself in front of a child, shielding them with his body before the armour vanishes. These are Armoured Heroes. Relics of Power All Armoured Heroes use powerful Relics called Hero Drivers, devices containing immense magical and sometimes ancient power. These Relics allow Armoured Heroes the ability to equip themselves with full body armour and weapons styled after it with a vocal command. These Relics improve the wearer's speed, strength, and durability while hiding their identities from those around them... so long as they are not seen making use of their Relic to don this armour. Heroes of Justice Most Armoured Heroes live up to their name, as Relics usually only reach out to those with noble intentions and a strong will to protect the innocent and downtrodden. These Armoured Heroes fight for others and for the ideals of truth and justice. They ask for little or nothing in return, in part due to the need for them to hide their identity to protect their family and friends from retaliation from their enemies. Darkness From Light However, not all Relics are so noble. Some are artificial or were crafted by beings of great Evil. Some might even be cursed, driving their users to commit evil deeds. These Armoured Heroes fight for a twisted view of Justice and often for selfish ends. They are often easily identifiable by a purple or black color scheme, and wherever they go horrible things are sure to follow. Behind the Mask Despite the fame or fear they generate, Armoured Heroes all have one thing in common: their armour covers them completely, in some cases altering their shape to a more humanoid appearance. Unless an Armoured Hero dons their armour in front of someone, it is entirely likely that nobody will ever know their true identity. This is a good thing in most cases however; those whose evil deeds they stop if Good could look for revenge against the Hero's family or friends if they knew their identities. Likewise, those who commit atrocities could be hunted down if their identities were ever exposed. Armoured Heroes should only ever expose this identity to those they trust completely, else they suffer the consequences 1 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


The Armoured Hero Level Proficiency Bonus Features Finishing Die Powers Acquired 1st +2 Fighting Style, Growing Transformation 1d4 - 2nd +2 Finishing Move, Hero Powers 1d4 2 3rd +2 Relic Awakening 1d4 2 4th +2 Ability Score Improvement 1d4 2 5th +3 Multiattack, Power Attack 1d6 3 6th +3 Relic Awakening Feature, Relic Machine 1d6 3 7th +3 Enhanced Reflexes, Relic Courage 1d6 4 8th +3 Ability Score Improvement 1d6 4 9th +4 Mighty Power, Relic Resistance 1d6 5 10th +4 Ability Score Increase 1d6 5 11th +4 Relic Awakening Feature 1d8 5 12th +4 Ability Score Improvement 1d8 6 13th +5 Battle Momentum 1d8 6 14th +5 Enhanced Relic Resistance 1d8 6 15th +5 Relic Courage Aura 1d8 7 16th +5 Ability Score Improvement 1d8 7 17th +6 Relic Awakening Feature 1d10 7 18th +6 Full Force 1d10 8 19th +6 Ability Score Improvement 1d10 8 20th +6 Final Relic Awakening 1d10 8 Multiclassing Ability Score Minimum: Strength 13, Charisma 13 When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies. Weapons: Simple Weapons, Martial Weapons, Firearms (SCoC)* If your Dungeon Master allows Firearms, you gain proficiency with the ones found in Smug's Compendium of Changes (SCoC) The following abbreviations are used in this document. This is a key you can follow to understand them SCoC = Smug's Compendium of Changes XGE = Xanathar's Guide to Everything FTD = Fizban's Treasury of Dragons EGW = Explorer's Guide to Wildemount VRGR = Van Riften's Guide to Ravenloft 2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Creating an Armoured Hero As you create your armoured hero, keep in mind your character's Goal and how they intend to go about achieving that goal. Are they simply a traveling hero, doing good deeds wherever they go? Are they seeking out a villain who has wronged them or their family in some way for justice? Or are they Evil, and searching for ways to unlock the power of their Relic so they can push their will upon those weaker than them? Think of how you will handle your Secret Identity and discuss this with the GM; does your Hero let his allies know of his secret, or does he put on a fearful facade when the fight begins, fleeing, only for the Armoured Hero persona he has taken up to appear conveniently and offer to aid the party? Again, discuss this with the GM. Quick Build You can make an Armoured Hero quickly by following these suggestions. First, make Strength and Charisma your highest ability scores. Armoured Heroes battle with their Strength, so it pays to be able to deal damage, and their Charisma influences their AC. Make Constitution your next highest score so that you can endure the battles you will inevitably fight in. Then, select the Folk Hero or Haunted One (VRGR) background. Class Features Hit dice: 1d10 per Armoured Hero level. Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per armoured hero level after 1st. Proficiencies Armor: none. Weapons: Simple Weapons, Martial Weapons, Firearms (SCoC)* Tools: One of your choice, Vehicles (land). Saving Throws: Strength, Charisma Skills: Choose any four. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Two Simple Weapons or (b) A Martial Weapon (a) A Hand Crossbow and 20 Crossbow Bolts or (b) a Revolver (SCoC) and 20 rounds of ammunition. (a) a Dungeoneer’s pack or (b) an Explorer's pack Alternatively, you could begin with starting wealth of 5d4 x 10 gp and purchase starting items of your choice. *If your Dungeon Master allows Firearms, you are proficient with the ones found in Smug's Compendium of Changes (SCoC) 3 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Fighting Style Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Brutish Fighting You learn one Martial Strike of your choice from among those available to the Fighter class. If a Strike you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the twohanded or versatile property for you to gain this benefit. Interception When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. Marksman's Fighting You learn one arcane shot option of your choice from among those available to the Arcane Marksman archetype of the Fighter Class. If an Arcane Shot option you use requires your target to make a saving throw to resist the shot option's effects, the saving throw DC equals 8 + your proficiency bonus + your Dexterity modifier. You gain one use of this arcane shot, which is replenished when you finish a short or long rest. Superior Technique You learn one maneuver of your choice from among those available to the Fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Unarmed Fighting Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. Growing Transformation Starting at 1st level, your Relic grants you access to a Growing Form. As a Bonus Action, you can Transform. While Transformed, you gain the following benefits: While making use of your Transformation, your AC is calculated as 10 + Your Strength Modifier + Your Charisma Modifier. At 10th level, your AC with this feature increases by 1. Any weapon you use that would normally use Dexterity for its Attack and Damage Rolls can use Strength instead. You are treated as if under the effects of the Disguise Self Spell, though unlike the spell the changes to your appearance are tangible. Instead of identifying your appearance as false, a creature makes an Wisdom (Insight) Check against 8 + your Proficiency Bonus + your Charisma Modifier. On a success, they realize your true identity. Your Transformation ends when you choose to end it as a Bonus Action, you are reduced to 0 Hit Points, are rendered Unconscious, or you die. It is not dispelled by Antimagic Fields or similar effects, and if you try to sleep while using this feature you suffer the same penalties as if you were wearing Medium armor. Finishing Move Starting at 2nd level, you can empower an attack with a Finishing Move. Once per Turn, when you deal damage with an Attack using an Unarmed Strike or a Weapon with which you are proficient, you can roll your Finishing Move Die as determined by the Finishing Die Column on the Armoured Hero Class Table and deal the result in additional Force damage. You may use this feature a number of times equal to your Proficiency Bonus, and recover all expended uses when you finish a Long Rest. 4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Hero Powers Also at 2nd level, you gain access to a suite of abilities called Hero Powers. At 2nd level, you gain two hero powers of your choice. A list of the available options can be found on page [page] of this document. When you gain certain armoured hero levels, you gain additional powers of your choice, as shown in the Powers Acquired column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. If a hero power has prerequisites, you must meet them to learn it. You can learn the hero power at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. You must have your Relic on your person to benefit from your Hero Powers, though you need not be using your Growing Transformation feature. Relic Awakening At 3rd level, your Relic awakens to its true power. You can choose an archetype from the ones on page 9 that alters your fighting prowess and enhances your body. The archetype you choose grants you features at 3rd level and again at 6th, 11th, and 17th level. Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 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. If your DM allows the use of feats, you may instead take a feat. Multiattack Starting at 5th level, when you take the Attack action, you can make attacks equal to your Proficiency Bonus. Power Attack Beginning at 5th level, once per Turn when you make an attack, you can take a penalty equal to your proficiency bonus to that attack. If you do and the attack hits, you gain a bonus to your damage with that attack equal to 2 x your proficiency bonus. Relic Machine At 6th level, you gain a powerful vehicle of artifice and magic called a Relic Machine. You may call upon it as a Bonus Action from anywhere, and it will appear 5 feet away from you in empty space so long as there is solid ground. It is a Land Vehicle that has a speed of 50 feet, lacks flying, swimming and climbing speeds, has an AC equal to 13 + your Charisma Modifier, has HP equal to 2 + Your Charisma Modifier + (3 x Your Armoured Hero Level), and has two wheels and seating for up to two people. If the Mending cantrip is cast on it, it recovers 2d4 hit points. If it is destroyed, you must spend an hour during a Long Rest focusing on your Relic to create a new Relic Machine. You can only have one Relic Machine at a time and if you try to create a second, the first is instantly destroyed and replaced with the new Relic Machine. Enhanced Reflexes At 7th level, your Transformation feature can be used at will, without using an action or bonus action. Additionally, 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. Relic Courage Also at 7th level, you become immune to the Frightened Effect. At 15th level, this becomes a 15-foot radius aura that grants any allied creatures within that radius immunity to the Frightened effect. Mighty Power At 9th level, you now score a Critical Hit on a 19 or 20 and any damage you would deal because of a Critical Hit is Force Damage instead of the damage type it would normally be. Relic Resistance Also at 9th level, your Relic empowers you. You may add half of your Proficiency Bonus (rounded down) to any Saving Throws with which you are not proficient. Battle Momentum At 13th level, you know how to take advantage of the battle when it turns in your favor. If an enemy misses with an Attack Roll, you have advantage on your next Attack against that enemy. This advantage is lost if not used before the end of your next turn. You may only have advantage in this way against one creature at a time; if multiple creatures miss Attacks against you in one Round, you have Advantage against the last one that missed before your next turn begins. 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Enhanced Relic Resistance At 14th level, your Relic protects you further. When you gain this feature, choose one damage type other than Psychic or Force. You gain Resistance to that damage type while using your Transformation feature. At the end of a Long Rest, you may change this damage type to another type other than Psychic or Force. Full Force At 18th level, you know how to strike at full force. When you use a Finishing Move, you may expend two uses instead of one to deal maximum damage with your Finishing Move die. You must finish a Long Rest to use this feature again. Final Relic Awakening At 20th level, you achive your full power with your Relic. Your Strength and Charisma Scores increase by +2, and their maximums are now both 22. Additionally, your Relic cannot be destroyed by any means other than a Wish spell or direct intervention from a god or being of similar power, and if it is removed from your person for longer than 12 hours it magically returns to you. Finally, if you roll a 1 on any damage dice while using your Finishing Move feature, you treat those 1s as 2s. 6 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


B Heroic Awakenings elow are the archetypes for the Armoured Hero class, called Heroic Awakenings. At 3rd level, you choose one of these options for your character, and that choice grants you features at 3rd as well as at later levels as described on the Armoured Hero Class table. Artifice Awakening A Relic that awakens to this power is in fact the result of artifice, crafted either recently by its user or by ancient smiths and enchanters, and as such an Artifice Hero's abilities follow suit. With this Awakening, a hero's skill is peerless and their aim with ranged weapons is unmatched. Able to augment their Relics with magical artifacts they find along their journeys, they are extremely adaptable and capable of making use of magical equipment as if it were part of their Relic. Relic Magnum At 3rd level, by spending 1 hour focusing on any Weapon with the Loading or Reload property, you can grant it the following benefits: You may change one Damage Type of the weapon to one of the following damage types: acid, cold, fire, lightning, poison, thunder. You may change which Damage Type it deals at the end of a Short or Long Rest. You ignore the Loading or Reload property with this weapon. If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. You may only have one Weapon empowered in this way at a time, and if you empower a second then the first loses its benefits from this feature. Relic Boost At 3rd level, you gain 5 feet of movement speed and your jumping height and distance are tripled as is the distance you must fall to take falling damage. At 11th level, you gain a flying speed equal to your walking speed. Relic Shield At 6th level, you may expend a use of your Finishing Move feature as a reaction when you take damage to roll your Finishing Die + your Charisma Modifier. Reduce the damage you take by the amount rolled. If you reduce the damage to 0, you can make an attack against the creature that dealt the damage as part of your reaction. Relic Bonding At 11th level, you can now absorb Magic Items into your Transformation. The types of Magic Items you can absorb are as follows, and you may only equip one of each: A Helmet A Suit of magical Armor A pair of boots An Accessory (such as a Ring or Cloak) While fused to your Relic, these Magic Items do not count against your total amount of Attuned Magic Items, but you must spend time as if attuning to these items fusing them to your Relic to make them properly attach to your Relic. Might and Mind At 17th level, you now add half of your Intelligence Modifier (rounded down, minimum 1) to your AC while using your Growing Transformation Class Feature and the damage you deal with your Finishing Move class feature. Additionally, you gain proficiency with all Artisan's Tools that you lack proficiency with. 7 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Bio Awakening When a Relic awakens with the power of a Bio Hero, the user is transformed on a genetic level. Their Relic gives them greater strength and allows their bodies to shift, changing their Transformation from merely a visual one to a physical one. Bio heroes become something more, and in the process are faster, stronger, and deadlier than their peers. Converter Lungs At 3rd level, you can breathe underwater and on land and are immune to disease. Additionally, you gain resistance to Poison damage and have advantage on saving throws against the Poisoned condition. Violent Rush Also at 3rd level, your movement speed increases by 10 feet and you add your Charisma Modifier to Initiative rolls. Violent Break At 6th level, as a Bonus Action when you deal damage to a creature with an Unarmed Strike or Melee Weapon, you can force that creature to make a Constitution saving throw against a DC of 8 + your Proficiency Bonus + Your Charisma Modifier. On a failed save, all attack rolls against the target are made with advantage until the start of your next turn. If you use this feature alongside your Finishing Move Class Feature, the target has disadvantage on this saving throw. Eat Kill All At 11th level, when you reduce a creature to 0 hit points, you can immediately make a single attack roll against another creature within range of you (this is unaffected by your Multiattack feature) as a Reaction. If there are no valid targets, you can instead recover hit points equal to your Finishing Die + your Charisma Modifier as a Reaction. Die Set Down At 17th level, your combat instincts are perfected. You gain the following benefits: You are now immune to Poison Damage and the Poisoned condition Your Movement Speed increases by an additional 10 feet All of your Unarmed Strikes and Melee Weapon Attacks deal additional Force Damage equal to your Charisma Modifier. If you roll a 1 on Initiative, you can re-roll your Initiative once and must use the new result, even if it is still a 1. 8 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Kaijin Awakening While Bio Heroes might be enhanced, they are still whatever they were before - just augmented. Those unfortunate enough to experience the fearsome Kaijin Awakening truly lose themselves. They cease to be whatever they were before in anything but appearance, and even then when they unleash a Transformation they take on a monstrous form. Some go mad, some spiral into depression, but the select few who rise above know that it is not how one looks that determines their worth as a hero, but their actions - they just have to work a bit harder than others. Playing a Kaijin Hero The Kaijin path is one of the most difficult Awakenings to play well. A DM might dissalow it because one who walks the path of the Kaijin Hero will face resentment and fear wherever they go until they have earned the trust of the locals. Even if their actions are good and noble, trust is slow, and so you will be faced with the need to hide your true identity more than any other type of Armoured Hero. Kaijin Transformation At 3rd level, your Transformed state becomes your base state. You must use your Growing Transformation feature to return to the appearance and creature you were before your Relic awakened. While using your Growing Transformation feature, you lose access to any Racial Features other than proficiencies and languages and have them replaced with the following: Your Walking Speed is 35 feet. Your Size is Medium. You are treated as both a Beast and a Humanoid for the purposes of spells and other effects. You have Darkvision out to 60 feet. You have natural weapons in the form of Claws or Fangs, your choice (you choose one when you choose this Awakening and cannot change this choice later). These natural weapons deal 1d6 + your Strength Modifier Slashing (Claws) or Piercing (Fangs) Damage in place of your normal Unarmed Strikes. You have disadvantage on Charisma (Persuade) Skill Checks, but advantage on Charisma (Intimidate) Skill Checks. You have resistance to Necrotic damage. Your Kaijin form can look however you like. Discuss this appearance with your GM, but it should be something fearsome and horrifying to the average commoner such as a bipedal wolf in slate gray or a pulsing, snake-like humanoid with claws and glowing green eyes. Kaijin Presence At 3rd level, you can use an Action to let out a fearsome roar or similar showing of force. Every creature of your choice within a 15-foot radius of you must make a Wisdom saving throw against 8 + your Proficiency Bonus + your Charisma Modifier. On a failed save, a creature is frightened of you for 1 minute. On a success, a creature is not frightened and is immune to this feature for 24 hours. At 11th level, the radius of this feature increases to 30 feet. Kaijin Fury At 6th level, you can unleash your fury. By spending a Finisihing Move use as a Bonus Action, you can enter an enraged state for 1 minute. During this state, you gain the following benefits and penalties: All your Natural Weapon attacks deal extra damage equal to your Finishing Die (though this damage is not Force but the type your Natural Weapon does). You have resistance to non-magical bludgeoning, Piercing, and Slashing damage. You reduce all damage you take that is not non-magical bludgeoning, piercing, or slashing damage by your Proficiency Bonus. All Attacks you make with your Natural Weapons are made with advantage. All attacks made against you are made with advantage. You have disadvantage on Wisdom Saving Throws. You may end this feature early as a Bonus Action. When this feature ends, you have disadvantage on all Attack Rolls, Saving Throws, and Skill Checks until the end of your next turn. Kaijin Resilience Starting at 11th level, you become nearly impossible to kill. When you are reduced to 0 hit points, you can expend one use of your Finishing Move feature (this requires no action from you). If you do, you are reduced to 1 hit point instead. You may only use this feature once per Long Rest. If you attempt to use it again and can spend the Finishing Move use, you do so but instantly suffer a level of exhaustion. Exhaustion gained in this way can kill you. 9 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Kaijin General At 17th level, you reach your apex as a Kaijin. You gain the following benefits while Transformed: +1 AC while using your Kajin Transformation feature's abilities. Resistance to one damage type of your choice other than Necrotic, Radiant, Force, or Psychic (you cannot change your choice later). Your Natural Weapons now use a D10 for their damage die and deal additional damage of the type you chose resistance to with this feature equal to your Charisma Modifier. You have advantage on death saving throws and cannot be killed by spells or effects that instantly reduce a creature to 0 hit points if they are below a certain amount of hit points, such as Power Word: Kill. Once per Long Rest, you can use your Finishing Move Class Feature without expending a use. You must use it for that feature, and not for any granted by your Awakening. 10 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Magical Awakening Those whose relics are arcane in nature awaken to the power of magic. Drawing upon their very soul, Magical Heroes can cast spells alongside martial prowess in a more offensive capacity than something like an Eldritch Knight. A Hero of this Awakening generally favors a flashy style of combat and mixing magic and melee to confound and overwhelm their foes. Spellcasting At 3rd level, your Relic grants you the power to use magic. Cantrips. You learn two cantrips of your choice from the Sorcerer spell list. You learn an additional Sorcerer cantrip of your choice at 10th level. Spells Known. The Relic of Magic Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot. Spells Known of 1st-Level and Higher. You know three 1stlevel sorcerer spells of your choice, two of which you must choose from the Evocation and Transmutation spells on the Sorcerer spell list. The Spells Known column of the Relic of Magic Spellcasting table shows when you learn more Sorcerer spells of 1st level or higher. Each of these spells must be a Conjuration or Evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the Sorcerer spells you know with another spell of your choice from the Sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. Spellcasting Ability. Charisma is your spellcasting ability for your spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Focal Weapon At 3rd level, you can spend one hour infusing a weapon with which you are proficient that lacks the Heavy and TwoHanded properties with your magic. This weapon can be used as a focus for your spells. Alternatively, your Relic can be used as a Spellcasting Focus. Magical Adaptation At 6th level, when you cast a spell that deals damage, you can spend a use of your Finishing Move to change that damage type to one of the following: Fire, Cold, Lightning, Thunder. You must spend the use when you cast the spell. Magical barrier At 11th level, you gain the power to summon a powerful barrier. You learn the Shield and Absorb Elements (XGE) spells if you do not already know them, and they do not count against your known Spells. Additionally, you can spend a use of your Finishing Move feature as a Reaction when a creature within 15 feet of you is the target of a Weapon Attack or the Magic Missile Spell. If you do, you can cast Shield on that creature as if you had cast the spell on yourself, granting them all the benefits of the Shield Spell. Relic Font At 17th level, any Material Component with a Gold Cost has that cost halved for you (Rounded down, minimum 1 GP). Additionally, choose a single Evocation spell of 1st Level that deals Fire, Cold, Thunder, or Lightning damage. You no longer have to expend a Spell Slot to cast this Spell. 11 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Magical Awakening Spellcasting Table Level Cantrips Known Spells Known 1st 2nd 3rd 4th 1st — — — — — — 2nd — — — — — — 3rd 2 3 2 — — — 4th 2 4 3 — — — 5th 2 4 3 — — — 6th 2 4 3 — — — 7th 2 5 4 2 — — 8th 2 6 4 2 — — 9th 2 6 4 2 — — 10th 3 7 4 3 — — 11th 3 8 4 3 — — 12th 3 8 4 3 — — 13th 3 9 4 3 2 — 14th 3 10 4 3 2 — 15th 3 10 4 3 2 — 16th 3 11 4 3 3 — 17th 3 11 4 3 3 — 18th 3 12 4 3 3 — 19th 3 12 4 3 3 1 20th 3 13 4 3 3 1 12 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Warrior Awakening Warrior Armoured Heroes are the most common. They excel at combat above all else, and can both fight off evil and defend the weak with their mastery of weapons. A Warrior Hero might see their very weapon be their Relic, giving them a very unique appearance compared to their peers. Growing Weapon At 3rd level, you can bind your Relic to a weapon of your choice with which you are Proficient that lacks the Thrown or Ranged properties. Doing so gives it a +1 to Attack and Damage rolls (this bonus incrases to +2 at 11th level and +3 at 17th level and does not stack with the bonus from a Magical Weapon, replacing that bonus if a Magical Weapon is bound in this way). You can bind up to three weapons that meet the criteria for this feature in this way. By spending an hour during a Short rest per weapon, you can change what three weapons are bound to your Relic. A weapon bound by this feature gains the following benefits: You cannot be disarmed of this weapon while you are wielding it. You can stow or draw this weapon as an item interaction, shunting it to a pocket dimension when it isn't in use. Instead of a Weapon, you can choose to empower your Unarmed Strikes. Doing so gives them the same bonus as a bound weapon from this feature, but also causes all of your Unarmed Strikes to do Your Finishing Die + Your Strength Modifier in Force damage. You must be completely unarmed and not using a shield to benefit from the bonuses granted by this feature in this way. Warrior's Fortitude Also at 3rd level, your hit point maximum increases by 3 and increases by 1 whenever you gain a level in this class thereafter. Additionally, you gain proficiency with Constitution Saving Throws. Rugged Warrior At 6th level, you ignore difficult terrain and gain a climbing and swimming speed equal to your walking speed. Additionally, you gain resistance to cold damage and have advantage on any skill checks to endure extreme cold and on saving throws against spells that deal cold damage. Unyielding Warrior At 11th level, if you fail a saving throw, you may choose to succeed instead. Once you have used this Feature, you cannot use it again until you finish a long rest. Ultimate Warrior At 17th level, you reach the pinnacle of a warrior's ability. If you miss an attack roll, you may spend a Finishing Move use to instead succeed (though not critically succeed). If you do so, you cannot use the Finishing Move feature on that attack. Additionally, you are considered immune to the Charmed effect. Finally, if you would be affected by a spell or other effect that does one of the following, you can choose to negate that spell or the use of the ability. Doing so still forces the caster to expend a spell slot (if a spell) or a use of that ability (if not a spell). Traps you in a prison of magical force. Transports you to a different plane. Moves you against your will (this does not include the Shove action). You may negate a spell or effect in this way once per Long Rest. 13 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Valkyrie Awakening This awakening mainly happens in young women, namely those who stumble across a Relic and are living miserable lives and in need of a light to drag them out of their darkness. In following their light to freedom and a better life, they become a beacon of hope for others like them and even those who simply live in misery. Valkyrie heroes are warriors who lift the spirits of their allies as they charge into battle. Unlike other Armoured Heroes whose Transformation covers their face, Valkyrie Heroes have their faces hidden by the power of their Relic, but are the least like their namesake, guarded by magical power instead. Restriction: Female Characters Only Only women can answer the call of the Valkyrie, the magic of their Relics only responding to females of a race. Your DM can lift this restriction to better suit the campaign. It might not apply to your DM's setting. Healing Song At 3rd level, you gain proficiency in the Performance skill. If you are already proficient in this skill, you may double your proficiency bonus with it instead. Additionally, as an Action, you can expend a Finishing Move use to choose up to your Proficiency Bonus in creatures within a 15-foot radius of you (you cannot target yourself with this feature). Those creatures recover your Finishing Die + your Charisma Modifier, recovering hit points equal to the amount rolled. At 17th level, the radius of this feature increases to 30 feet. You may use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses at the end of a Long rest. Haunting Song Also at 3rd level, as an Action, you can expend a Finishing Move use to force any creatures that can hear you of your choice within a 15-foot radius of you to make a Wisdom saving throw against 8 + your Proficiency Bonus + your Charisma Modifier. On a failed save, they are Paralyzed until the end of your next turn. At 17th level, the radius of this feature increases to 30 feet. You may use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses at the end of a Long rest. 14 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Light of the Valkyrie At 6th level, while you are using your Growing Transformation feature, you emit bright light in a 15-foot radius centered on you, and dim light in a 15-foot radius beyond that. At 17th level, the radius of both the bright and dim light increase to 30 feet. Additionally, when you deal damage with a Finishing Move, you can deal Radiant instead of Force damage and roll an additional Finishing Die against Fiends and Undead when you do so. Flight of the Valkyrie At 11th level, you gain a flying speed equal to your walking speed while using your Growing Transformation feature. Additionally, you can spend 2 Finishing Move uses to cast the Fly spell (though you cannot target yourself with this spell when cast in this way) at 3rd level. Swan Song At 17th level, you can sing a song that harms your foes and helps your friends. As an Action, you can force any creatures that can hear and understand you of your choice within a 30- foot radius of you to make a Constitution Saving Throw against a DC of 8 + your Proficiency Bonus + Your Charisma Modifier. Creatures are reduced to 0 HP on a failed save and take 4 x your Finishing Die in Force damage on a successful one. For each creature reduced to 0 HP in this way, choose one allied creature. That allied creature gains the following benefits: They instantly roll 2 x your Finishing Die and recover that many hit points. They have advantage on their next attack roll or saving throw (their choice). This advantage is lost if not used before the start of their next turn. They have resistance as per your Relic Resistance Class Feature until the end of their next turn. Once you use this feature, you can't use it again until you finish a long rest. 15 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Hero Powers Amazing Finish Prerequisite(s): N/A When you use a Finishing Move with a Melee Weapon Attack or Unarmed Strike, you can move up to 15 feet in a straight line towards the target as part of the attack. You must be able to reach the target of the attack with this movement to benefit from this feature. Buddy Up Prerequisite(s): N/A You can spend 1 Finishing Move use to cast the the Find Familiar (Revised) Spell from Smug's Compendium of Changes. Charisma is your spellcasting ability for this spell. Chameleon Graft Prerequisite(s): 5th Level When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. Additionally, you can take the Hide Action as a Bonus Action instead. Clock Up Prerequisite(s): 11th Level, Super Speed Hero Power By spending 2 uses of your Finishing Move feature, you can cast the Slow spell. Charisma is your spellcasting ability for this spell. Extra Finisher Prerequisite(s): 18th level You gain an additional use of your Finishing Move feature. This additional use can only be used with that feature, and not with any other class feature, awakening feature, or hero power. Extreme Regulator Prerequisite(s): 7th level You can breathe underwater and in a vacuum, and are considered as a creature that does not need to breathe for the purpose of spells or effects (such as the spell Stinking Cloud). Falcon's Wings Prerequisite(s): 7th Level Your Growing Transformation grants you wings. You gain a flying speed equal to your walking speed. If you would already have a flying speed from another source, you instead increase it by 5 feet. Form Change Prerequisite(s): 11th Level Choose a Fighting Style from the Armoured Hero Class. You gain that Fighting Style. You cannot choose the same Fighting Style twice. When you gain a Level in the Armoured Hero Class, you can change which Fighting Style this Power grants. Feral Movement Prerequisite(s): 3rd level, Kaijin Awakening You gain a climbing or swimming speed equal to your walking speed. If you would already have a climbing or swimming speed from another source, you must choose the other. If you have both, you instead increase your movement speed by 5 feet. Gaia Library Access Prerequisite(s): Intelligence 14 or higher You add half of your proficiency bonus (rounded down, minimum 1) to any Skill you lack proficiency with. Additionally, you learn to speak, read, and write 2 languages of your choice. Hero's Blade Prerequisite(s): 5th Level, Warrior Awakening You have learned how to channel your Relic's power into your Growing Weapon. Any weapons you bind with your Growing Weapon Archetype feature count as magical for piercing resistance and immunity if they don't already and roll an additional damage die when you land a Critical Hit with them. Heroic Might Prerequisite(s): 3rd level You now count as one size larger when determining your carrying weight and the weight you can push, drag, or lift. Additionally, you can use weapons for creatures one size larger than you without disadvantage but if you do so your movement speed is reduced by 10 feet. At 11th level, you count as two sizes larger for all parts of this feature. At 17th level, you count as three sizes larger. Hyper Speed Prerequisite(s): 18th Level, Super Speed Hero Power You no longer roll for Initiative. Instead, after all other characters have rolled Initiative, you choose your place in the initiative order. 16 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Icy Form Prerequisite(s): 5th Level By spending 1 use of your Finishing Move feature, you can cast the Armor of Agathys spell on yourself. Charisma is your spellcasting ability for this spell. Identity Manipulation Prerequisite(s): N/A You can cast Disguise Self at will. Infinity Style Prerequisite(s): 18th Level, Magical Awakening You ignore the Material components of any spells you cast using the Magical Awakening archetype's Spellcasting feature, unless those material components are consumed or have a gold cost. If the components would be consumed but have no gold cost, you can instead expend uses of your Finishing Move Feature equal to the spell's level to cast that spell. Justifaiz Prerequisite(s): N/A If you fail a saving throw against a spell or other effect, you can use your Reaction to give yourself advantage on your next attack against the creature that cast that spell or used that effect. If you do so, you cannot use a Finishing Move on that attack. Jyama Speech Prerequisite(s): 11th Level By spending 2 uses of your Finishing Move feature, you can cast the Speak with Plants spell. Charisma is your spellcasting ability for this spell. Magical Smite Prerequisite(s): 5th Level, Magical Awakening Once per turn when you hit a creature with your Focal Weapon or an Unarmed Strike, you can expend a spell slot to deal an extra 1d8 Cold, Fire, Lightning or Thunder damage (you choose which when you use this Power) damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller. Magnum Strike Prerequisite(s): 3rd Level, Artifice Awakening You learn two Arcane Shot Options from the Arcane Marksman archetype of the Fighter (Revised Class. Instead of the normal amount of uses, you expend a Finishing Move use to make use of these Arcane Shot options. You do not gain the benefits a Fighter would at 18th level in the Armoured Hero Class with this feature's Arcane Shot Options. You use Charisma instead of Strength for calculating the Saving Throw DC for any options you choose that require a Saving Throw. Mighty Fists Prerequisite(s): 5th Level, Unarmed Fighting Fighting Style Your fists are empowered by your relic. You gain a +1 to Attack and damage rolls with Unarmed Strikes and your unarmed strikes now count as magical for piercing resistance and immunity. Monstrous Features Prerequisite(s): 5th Level, Kaijin Awakening Your Natural Weapons now scale the same as the Martial Arts die from the Monk (Revised) class, being a d6 at 3rd level, a d8 at 5th level, a d10 at 11th level, and a d12 at 17th level. If you stop benefiting from this power, the damage die for your Natural Weapons returns to normal for your level (d6 at 16th level or below, d10 at 17th level). Muteki Power Prerequisite(s): 18th Level As a Bonus Action, you can expend five uses of your Finishing Move Class Feature make yourself immune to all damage except for Psychic damage for 1d4-1 rounds. You may only use this Power once per Long Rest. Natural Resilience Prerequisite(s): 3rd Level, Bio Awakening You gain resistance to Poison damage and have advantage on saving throws against the Poisoned condition. At 11th level, this becomes immunity to Poison damage and the Poisoned condition. 17 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Optic Searcher Prerequisite(s): N/A You can read all writing. Quiz Flash Prerequisite(s): 11th Level By spending 3 uses of your Finishing Move feature, you can cast the Confusion spell. Charisma is your spellcasting ability for this spell. Relic Artifice Prerequisite(s): 3rd Level, Artifice Awakening When you take this Power, you gain the benefits of the Replicate Magic Item Infusion from Artificer (Revised) once. When you gain a level in the Armoured Hero class, you can change what this Infusion replicates. If you no longer have this Hero Power, you lose the magic item that has been replicated. Relic Protection Aura Prerequisite(s): 9th Level Instead of adding half of your proficiency bonus to Saving throws with which you are not proficient, you now add your full Charisma Modifer to all saving throws you make. At 18th level, this affects all allied creatures in a 15-foot radius centered on you (you are also affected by this aura). Revolve Remix Prerequisite(s): 11th Level By spending 3 uses of your Finishing Move feature, you can cast the Polymorph spell with a range of Self. Charisma is your spellcasting ability for this spell. Rising Jump Prerequisite(s): 5th Level You can cast the Jump spell on yourself at will, without material components. Super Speed Prerequisite(s): N/A You gain additional walking speed equal to 5 x your Dexterity Modifier (minimum 5 feet). Additionally, you can take the Dash Action as a Bonus Action instead. Tactical Fire Prerequisite(s): 5th Level You can spend 2 Finishing Move uses to cast the Aganazzar's Scorcher (XGE) Spell . Charisma is your spellcasting ability for this spell. Tactical Strike Prerequisite(s): N/A You gain 2d6 superiority dice and learn two Maneuvers from the Battlemaster archetype of the Fighter (Revised Class. You gain an additional Superiority Die (D6) and learn an additional Maneuver at 7th and 13th level. These dice are recovered at the end of a Short or Long Rest. Trust Last Prerequisite(s): N/A You can spend 1 Finishing Move use to cast the Silvery Barbs (Revised) Spell from Smug's Compendium of Changes. Charisma is your spellcasting ability for this spell. Ultimate Finder Prerequisite(s): N/A You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Ultimate Finish Prerequisite(s): 18th Level, Warrior Awakening When you use a Finishing Move with a weapon or unarmed strike enhanced by your Growing Weapon feature, you roll an additional Finishing Die and deal that amount in Force damage to all hostile creatures within a 30-foot radius of your target. 18 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Valkyrie's Armament Prerequisite(s): 5th Level, Valkyrie Awakening Choose one type of weapon, such as a Longsword (for the purposes of this feature, a type of weapon refers to all weapons that are categorized as a specific weapon. For example, a Flametongue Longsword and a Silvered Longsword are both Longswords and would benefit from this power if you chose Longsword) or Unarmed Strikes. It gains the following benefits while you wield it: It receives a +1 to Attack and Damage Rolls unless it already has a magical bonus to attack or damage rolls. It counts as magical for the purpose of piercing resistance and immunity. If it has the Loading or Reload property, it ignores those. If the weapon has the Ammunition property and lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. If you choose Unarmed Strikes, they deal 1d8 + your strength modifier in damage instead of the normal amount. This increases to 1d10 at 11th level and 1d12 at 17th level. You may change what Weapon type (or if you instead chose Unarmed Strikes, change to a weapon type) whenever you gain a level in this class. If you lose the benefits of this Power, the weapon type (or your Unarmed Strikes) lose all the benefits of this feature. Valkyrie's Pride Prerequisite(s): 18th Level, Valkyrie Awakening You have advantage on saving throws against spells or other magical effects. Additionally, if you or an allied creature within 15 feet fails a saving throw against a spell or other magical effect, you can expend 3 Finishing Move uses to turn that failure into a success. You may only use this part of this Power once per Long Rest. 19 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Credits Art (In Order) Sterben Catball1994 Kaamin (mariarose753) Catball1994 Fujisawa Naoyuki Catball1994 Cheng C (Dead Source) Catball1994 visqi visqi simon (sinom0909) Other Toei Studios: Kamen Rider Brand, Characters, and Series. Discotek Media, Satelight, Medialink,Kadokawa Shoten,Newtype Ace: Symphogear Brand, Characters, and Series. Me, SmugCoffeeMan: Class concept Fan Content Policy This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. If you enjoy my content, feel free to buy me a coffee over on Ko-Fi! It ensures I can focus on putting out content instead of worrying about paying my bills. Feel free to follow me on social media! Youtube Twitter Twitch 20 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Changelog 1.01 Can now choose any four skills instead of two from a list. 1.02 Added three new Fighting Styles. 21 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Champion 5e class


T Champion he guardian stands before the group of adventurers, "heed my warning". The adventurers however, are driven by treasure, so they attack, unfortunately, the Warden slams it's earthen fist into the men sending them all flying into a nearby pillar or stone. The group of warriors gets their arrows knocked again, ready to fire. They draw it back, and as they see a flash of light by them, they fire. But, the figure is too fast, engulfed in flames, the maniac comes running towards them to spread his flames as he leaves a trail of hellfire behind him. A look of fear crosses over the sorcerer's face. He Has a momentary revelation as a solid slash tears through his back causing pain to ripple up his body. In a reaction, he swings around and casts a spell only for the beast to swing his blade into it causing the spell to dissipate. A crack rings through the air, "Snipers?" the first elf says to the others. They glance around eagerly only to hear a second crack, then the falling body of one of their comrades. The man stands before them, shrouded in thunder and in that very same moment, he disappears and reappears next to another with another deafening crack through the air. Champions are the ultimate powerhouse of magic, they use their magical talents in order to enhance their durability and toughness. No two champions are quite the same, but every one is easily identifiable with how they mix magic, and being so seamlessly. Powerful spells such as Haste, Thunder Step, and Tidal Wave are common amongst Champions. Their proficiency with combat making these all the more terrifying. Champion Quick Build Make your highest stat strength and your second highest wisdom. Multiclassing Champion - when using the optional rule for multiclassing with a Champion, the character must have a strength and wisdom score of more than 13. Hit Points Hit Dice: 1d12 per champion level Hit Points at 1st level: 4 + your Constitution modifier + 2 Hit points at higher levels: 1d4 (or 2) + your constitution modifier + your proficiency bonus at that level per level after 1st Proficiencies Champions have the following proficiencies at 1st level. Armor: Light Armor, Medium Armor, Shields Weapons: Simple weapons and Martial Weapons Tools: None Saving Throws: Strength, Wisdom Skills: Choose two from Athletics, Acrobatics, Intimidation, Investigation, Insight, Perception, Stealth Starting Equipment You start with the following equipment, in addition to the equipment granted by your background. any martial weapon any simple weapon chain shirt dungeoneer's pack or explorer's pack 2


Champion Table Level Profiency Bonus Features Cantrips 1st 2nd 3rd 4th 5th 1st +2 Unstoppable Build, Fighting Style - - - - - - 2nd +2 Spellcasting - 2 - - - - 3rd +2 Guardian Order 1 3 - - - - 4th +2 Ability Score Improvement 1 3 - - - - 5th +3 Extra Attack (x1) 1 4 2 - - - 6th +3 - 2 4 2 - - - 7th +3 Indestructible Fortitude 2 4 3 - - - 8th +3 Ability Score Improvement 2 4 3 - - - 9th +4 Guardian Order Feature 2 4 3 2 - - 10th +4 - 3 4 3 2 - - 11th +4 Championing Resilience 3 4 3 3 - - 12th +4 Ability Score Improvement 3 4 3 3 - - 13th +5 - 3 4 3 3 1 - 14th +5 Guardian Order Feature 3 4 3 3 1 - 15th +5 - 3 4 3 3 2 - 16th +6 Ability Score Improvement 3 4 3 3 2 - 17th +6 - 3 4 3 3 2 1 18th +6 Guardian Order Feature 3 4 3 3 3 1 19th +6 Ability Score Improvement 3 4 3 3 3 2 20th +6 Knightly Steeling 3 4 3 3 3 2 Class Features As a champion you gain the following class features. Unstoppable Build 1st level Champion feature While you are not wearing any armor, your armor class equals 13 + your Dexterity modifier. Your health is also calculated differently than just hit dice. At each level your hit points increase by 1d4 + your constitution modifier + your proficiency bonus at that level. Fighting Style 1st level Champion feature While either studying fighting, or being naturally talented, you have come together with a unique aptitude for fighting a specific way. Choose one of the following fighting styles and gain it's benefits, some fighting styles have been buffed or changed specifically for this class, they will be listed first. a. Blind Fighting: Blindsight for 15 feet, Tremorsense for 30 feet. (Double both if the character is blind.) You can also see through cover with tremorsense for 15 feet. (20 feet if blind.) b. Great Weapon Fighting c. Two-weapon Fighting d. Unarmed Fighting e. Protection f. Interception Spellcasting By 2nd level, you have learned to draw on powerful magic through your body to cast spells. Preparing and Casting Spells The Champion table shows how many spell slots you have to cast your Champion spells. To cast one of your Champion spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of champion spells that are available for you to cast, choosing from the champion spell list. When you do so, choose a number of champion spells equal to your proficiency bonus. The spells must be of a level for which you have spell slots. 3


For example, if you are a 5th-level champion, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Absorb Elements, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Wisdom is your spellcasting ability for your champion spells, since their power derives from your body itself. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a champion spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus You can use a weapon or other item that doesn't need to be held as a spellcasting focus for your champion spells. Intense Magic 2nd level Champion feature Champions have a mastered spell and a spell list given by their Guardian Order. They gain benefits from their guardian order for casting their mastered spell. The spells on their spell list and their mastered spell are added to their spell list automatically. Other spells they select cause you to take a number of d6 damage equal to the level of the spell, due to their instability. This damage cannot be reduced in any way. Guardian Order 3rd level Champion feature Champions are given, or choose an order which they channel their magic through. They can be as follows: Guardian of Fire, Guardian of Water, Guardian of the Skies, Guardian of Speed, Guardian of Magic, Guardian of Thunder, or Guardian of Earth. Ability Score Improvement 4th level Champion feature At level 4 (and again at levels 8, 12, 16, and 19) you can choose to increase one ability score by two, or two ability scores by one. (Up to a maximum of 20) Alternatively, feats can be chosen if allowed by your DM. 4


Extra Attack 5th level Champion feature The champion can attack twice when using the attack action instead of once. Indestructible Fortitude 7th level Champion feature You gain a second reaction that can be used the same ways as the first one. Championing Resilience 11th level Champion feature When not wearing armor, your armor class is increased by half your proficiency bonus. (rounded down) 5


Guardian Order Guardian of Fire The guardian of fire weaves flames into their combat in order to strike quickly and lethally at their opponents. Champion Level Spells Cantrips Control Flames, Create Bonfire, Fire Bolt, Green-Flame Blade 3rd Burning Hands, Hellish Rebuke, Searing Smite 5th Continual Flame, Flame Blade, Flaming Sphere 9th Ashardalon's Stride, Flame Arrows, Melf's Minute Meteors 13th Fire Shield, Wall of Fire 17th Immolation Order Spells 3rd level guardian of fire feature The table above provides cantrips you can select from. At the given levels the spells from the table are added to your spell list. Flame Treader 3rd level guardian of fire feature The Guardian of Fire's mastered spell is Ashardalon’s Stride, this spell is automatically added to your spell list and counts as a guardian spell for you. You can cast Ashardalon’s Stride at 3rd level once per long rest without expending a spell slot. When you cast this spell, the damage die is increased to 1d8 and your movement speed is increased by 25 feet instead of 20. Infernal Step 9th level guardian of fire feature While using Ashardalon’s Stride you can add your wisdom modifier to the damage of any spell you cast if it deals fire damage. You also gain resistance to fire and cold damage while using Ashardalon’s Stride. Speed of Hell 14th level guardian of fire feature While using Ashardalon's Stride, your movement speed is doubled instead of increased by 25 feet. King of Brimstone 18th level guardian of fire feature Ashardalon's Stride no longer requires concentration for you. You can also now cast it at 3rd level three times per long rest without expending a spell slot instead of once. Guardian of Water The guardian of water uses the power and unrelenting force of water to take down their foes. Champion Level Spells Cantrips Acid Splash, Resistance, Shape Water, Ray of Frost 3rd Armor of Agathys, Create or Destroy Water, Cure Wounds 5th Healing Spirit, Misty Step, Rime's Binding Ice 9th Wall of Water, Freedom of the Waves, Mass Healing Word 13th Control Water, Watery Sphere 17th Cone of Cold Order Spells 3rd level guardian of water feature The table above provides cantrips you can select from. At the given levels the spells from the table are added to your spell list. Seaside Division 3rd level guardian of water feature The Guardian of Water's primary spell is Wall of Water, this spell can be cast at 3rd level without expending a spell slot once per long rest. Whhave incredoes ice. Yfor on6


Watery Resilience 9th level guardian of water feature Your wall has a 5 foot aura that grants resistance to fire and cold damage to allies near it. You do not have to concentrate on Wall of Water. Any water based spell can be cast from your wall of water. Shape of the Ocean 14th level guardian of water feature You now also gain the Tidal Wave spell and can cast it once per long rest at 3rd level without expending a spell slot. When you cast Tidal Wave and Wall of Water is active, you can cast the spell originating from the wall and the width can be instead equal to the width of the wall. Champion of the Sea 18th level guardian of water feature When you cast Wall of Water, you can cast Tidal Wave as a free action. Additionally, you can cast create or destroy water at 1st level without expending a spell slot a number of times equal to your proficiency bonus per long rest. Guardian of the Skies Flying around and using wind to manipulate the battlefield, Guardians of the Skies are as formidable as they sound, using all the gale forces of the world to defeat their enemies. Graceful Glide 3rd level guardian of the skies feature The Guardian of the Skies primary spell is fly. You can cast fly at 3rd level once per long rest without expending a spell slot. When you cast fly on yourself, it does not require concentration to maintain. Additionally, during the duration of fly when you cause an effect that pushes an enemy, you can push them an additional 10 feet. Gale Force Winds 9th level guardian of the skies feature When you cast fly on yourself, your movement does not provoke opportunity attacks for the duration. You can also move enemies you attack up to 5 feet in any direction. This is not affected by the bonus to pushed creatures. Guardian of Magic Relying on anti-magic, Guardians of magic primarily protect their allies from all things magical. These warriors make the ultimate mage slayers. Champion Level Spells Cantrips Anti-Magic Parse, Arcane Vision, Purify, Rapid Decay 3rd Blade of Undoing, Friendly Hand, Absorb Elements 5th Chaotic Spell, Containment, Invert 9th Counterspell, Dispel Magic, Detransmuted Spell 13th Death Ward, Refract 17th Infinity Order Spells 3rd level guardian of magic feature The table above provides cantrips you can select from. At the given levels the spells from the table are added to your spell list. Spell Slayer 3rd level guardian of magic feature The Guardian of Magic's mastered spell is Counterspell, this spell is automatically added to your spell list and counts as a guardian spell for you. You can cast Counterspell at 3rd level once per long rest without expending a spell slot. When you cast this spell, you have proficiency with the check you make for it. Magic Barrier 9th level guardian of magic feature When you cast Counterspell, you can impose disadvantage on casting the spell that was countered for the caster for one minute. If the target is healed in any way this disadvantage goes away. Light Spellwork 14th level guardian of magic feature You no longer need to use a reaction to cast counterspell, and any spell from your Guardian of Magic Table with a casting time of 1 reaction doesn't expend uses of your reactions if it fails. 7


Infinite Madness 18th level guardian of magic feature You can cast anti-magic field once per long rest without expending a spell slot. Champion Spell List Copyright notice This is unofficial Fan Content permitted under the Fan Content policy. Not approved/endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast, LLC.


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Brilliance 5e class


T Brilliance he armor of the guards doesn't prevent the net from springing out of the wall and holding them down. The distinct tapping can be heard from around the corner as a handsome man in a fancy suit walks around the corner tapping his cane on the ground grinning. A tiefling has a bellowing laugh with her feet kicked up on the table, a massive pile of goods and coins sitting before her as she slams down another winning hand. The four people around the table fuming and angry at this winning streak. She's been cheating of course, but they have no proof. "If we move your troops into the villa it will protect from the most likely strikes." the lizardfolk lies as naturally as he breathes, the entire group of wealthy elites convinced he is in fact a strategic diplomat, when in fact he's nothing more than a mercenary. "G'day" they repeat to each man as they pass, a changeling makes for quite the spy, not many can realistically hope to see through such a deception, so it's not quite their fault. They slip through the door and onto backstage, swiftly planting a knife into the actor's back before stepping back out with a different face. Smarter than any other, Brilliance are identified by their great plans, deception, or insight. The many different kinds of uniquely intelligent people means you'll never find the same kind of intellect behind someone's eyes. Some of these skills are learned, others are just born very smart but the one thing that connects them all is their determination. Brilliance Quick Build Pick the researcher background and make intelligence your highest stat and either Charisma and Dexterity or Charisma and Constitution your other highest stats. Multiclassing Brilliance - when using the optional rule for multiclassing with a Brilliance, the character must have a intelligence score of more than 13. Hit Points Hit Dice: 1d8 per brilliance level Hit Points at 1st level: 8 + your Constitution modifier Hit points at higher levels: 1d8 (or 5) + your constitution modifier per level after 1st Proficiencies Brilliance have the following proficiencies at 1st level. Armor: None Weapons: Simple weapons Tools: any game set or tool set. Saving Throws: Intelligence, Charisma Skills: Choose four from Arcana, Deception, History, Insight, Intimidation, Investigation, Medicine, Perception, Persuasion, Religion, Sleight of Hand Starting Equipment You start with the following equipment, in addition to the equipment granted by your background. any simple weapon any tool set or any game set 20 gold scholar's pack, priest’s pack, diplomat’s pack, or explorer’s pack 2


Brilliance Table Level Profiency Bonus Features 1st +2 Brilliance Die, Known Quantity, Intellect Master, Skilled, Specialist 2nd +2 Deceptive Calmness, Strategum 3rd +2 Evasion 4th +2 Ability Score Improvement 5th +3 Unignorable Presence, Skilled (x2) 6th +3 Ability Score Improvement 7th +3 Specialist Feature 8th +3 Ability Score Improvement, Known Quantity (x2) 9th +4 Incredible Skill, Skilled (x3) 10th +4 Specialist Feature 11th +4 At a Distance 12th +4 Ability Score Improvement, Known Quantity (x3) 13th +5 Specialist Feature, Skilled (x4) 14th +5 Ability Score Improvement 15th +5 Predict 16th +6 Ability Score Improvement, Known Quantity (x4) 17th +6 Counter Attack, Skilled (x5) 18th +6 Specialist Feature 19th +6 Ability Score Improvement 20th +6 Endless Knowledge, Skilled (x6), Known Quantity (x5) Class Features As a brilliance you gain the following class features. Brilliance Dice 1st level Brilliance feature You gain Brilliance Dice, and you have a number of them equal to (your proficiency bonus + your intelligence modifier + your charisma modifier). These are d20's and half of these replenish on a short rest and all of them on a long rest. Known Quantity 1st level Brilliance feature You can choose to use this feature before making a roll for an action. Seeing the roll but not knowing the result, you can choose to use this roll or do something else. If you ever go back to do this action in this turn, you must use that roll. This feature can be used once on the turn. (twice at lvl 8, three times at lvl 12, four times at lvl 16, and five times at lvl 20.) Using this feature expends one Brilliance Dice for the turn. Intellect Master 1st level Brilliance feature You can choose a number of proficiencies equal to your intelligence modifier from the Brilliance proficiency list. (You gain more when your intelligence modifier increases.) Skilled 1st level Brilliance feature At 1st level; and again at 5th, 9th, 13th, 17th, and 20th; you gain a feat, a proficiency, as well as expertise in a skill from the brilliance skill list. You can only benefit from this if you've taken all your levels in Brilliance or you have 4 or more levels in brilliance. Specialist 1st level Brilliance feature You have put your mind to work learning the skills of a trade, or have become brilliant in some way or another. Pick one from the following: Detective, Gambler, Diplomat, Spy, Pirate 3


Deceptive Calmness 2nd level Brilliance feature If you are not attacking, they don’t know you, or there are other targets that look stronger than you, enemies will prioritize attacking you last. They will also generally attack enemies that look stronger than you if they are in range. You cannot be targeted by a random aggression roll unless the attacker knows you personally. Strategum 2nd level Brilliance feature You can spend a bonus action to plan out an attack selecting up to your intelligence modifier number of enemies that are within a 5 foot chain of each other (automatically passing through targets, for example if two targets stand 1_2 you can attack 1, and pass through them to attack two, before passing through them). You use your intelligence modifier when using any finesse weapon on these targets instead of dex. You also deal an additional 1d6 damage to each of these enemies this turn if using a finesse weapon. You can attack all of these targets in one turn. Using this feature expends a brilliance die for every two enemies attacked. Evasion 3rd level Brilliance feature You are light on your feet and avoid attacks by predicting them. Your armor class is equal to 12 + your intelligence modifier when you are not wearing armor. You can wear a shield and still gain this benefit. Ability Score Increase 4th level Brilliance feature At level 4 (and again at levels 6, 8, 12, 14, 16, and 19) you can choose to increase one ability score by two, or two ability scores by one. (Up to a maximum of 20) Alternatively, feats can be chosen if allowed by your DM. Nimble Dodge 5th level Brilliance feature You can add 1d4 to your AC when being attacked by an enemy you can see. If an enemy misses you after this, you can use your reaction to attack them. Using this feature expends a brilliance die. Incredible Skill 9th level Brilliance feature When making a skill check that fails, you can roll a d20 and add it to the result. This feature costs 2 brilliance dice. At a Distance 11th level Brilliance feature When throwing daggers up to 30 feet, you can use your sleight of hand modifier instead of your DEX mod. You now ignore resistances to piercing and slashing damage and treat immunities to them as resistances, although these do not ignore resistances and immunities to non-magical attacks. 4


Predict 15th level Brilliance feature You know what the first enemy after your turn plans to do. They don’t necessarily have to follow through, especially if you call it out, but they will be likely to, especially less intelligent creatures. Counter Attack 17th level Brilliance feature If an enemy missed a melee attack on you last turn you have double advantage on hitting them with your first melee attack. (This feature cannot be used if Evasion was used.) Hitting an enemy with this attack will replenish a brilliance die, missing will expend three. Endless Knowledge 20th level Brilliance feature You know the weaknesses and weak points of any creature type that has ever had their weaknesses documented. You also know the strengths and weaknesses of any school of magic that has ever been cataloged. Specialist Detective The detective is a master of investigation. They are complete masters of putting together information and understanding their enemies. Unknown Genius 1st level detective feature Gain expertise in investigation. If you already have it, choose another skill from the Brilliance skill list. Search About 3rd level detective feature Spending an hour in a populated area you know where to find lodgings, information regarding popular persons of interest, access to rare and illegal goods and services, and local law enforcement. Experienced Attempts 7th level detective feature When you roll an intelligence check or save of any kind, after the dice has been rolled, but before the result is called, you can choose to reroll it. You must use this new roll. This feature expends a brilliance die, but only if it succeeds. Mark Target 10th level detective feature After being in proximity to a creature for 10 minutes or 3 rounds of combat, you can cast hunter's mark on that target at will. After this has been cast, the timer resets for other creatures. Penetrating Perception 13th level detective feature You have advantage on saving throws and checks on all illusion spells and can usually tell the difference between an illusion and reality. Room Investigation 18th level detective feature As you analyze the area in your immediate vicinity (a room, a street, tunnel, clearing, or the like, up to a 50-foot cube), you are able to determine the routine events that took place in this area, and the types of people traveled through it, going back a number of weeks equal to your Intelligence score. For each minute you spend observing, you discover one significant pattern or break in behavior that occurred in this location. A pattern may include individuals who wore a particular type of clothing or a group who belonged to a certain ethnicity. A break in behavior may include a fight, a dalliance that occurred, or the presence of a stranger. They may include more mundane events that are nevertheless important in your current situation. 5


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