You have become extremely adept at doing debilitating strikes to your foes and inspiring calls to your allies.
When you chose this feat you gain access to a resource known as hero points you have access to a number of hero points equal to your level plus your prime class ability score (Strength/Dexterity for fighters Charisma for sorcerers etc) With hero points you can use only one heroic action per round unless the action says otherwise. Some heroic strikes require certain requirements to be used you must meet these requirements in order to use them. Heroic Actions require hero points to be used the cost of a action is detailed next to the strike. You may decide to use a strike after you know if the attack hits or misses. Your DC for your actions is 8 plus your proficiency plus your prime class ability.
The following Actions are ones available to use
Blinding Strike Cost: 1 Hero point (requirement: a weapon that does slashing, piercing, or bludgeoning damage) : You use your weapon to strike an enemy in a way that would blind them the enemy. On a hit of your attack the target must make a Constitution saving throw on a failure the target is considered blind until the end of their next turn.
Impale Cost: 2 Hero points (requirement: a weapon that does piercing damage) : You strike the target where your strike goes completely through their body the target takes an extra +10 damage and gets -15 movement speed penalty
Cleave Cost: 2 Hero points (requirement: a weapon that does slashing damage) : You slash the target in the legs knocking them to the floor. The target must make a Strength saving throw on a fail the target falls prone and loses either use of an arm or a minus five to their moment speed for the next minute.
Spell Efficiency Cost: 3 Hero points( requirement: The ability to cast at least one spell) You increase the power of your spell the next spell you cast gains either a plus one to your spell DC or a plus three to a spell attack
Stay With Me Cost: 1 Hero point: You call a plea to a dying ally to keep them alive. Chose a target on 0 hit points within 90 feet of you the target regains 3 hit points and loses the following conditions if they are applied Poisoned, Stunned, or Blinded
Keep it Together Cost: 2 Hero points: You call to a losing ally and give them cause to keep fighting. The target regains three times your prime ability score and if any of the following conditions are effecting it the target is no longer effected Frightened, Stunned, or Charmed. The target also gains a plus 2 to attack rolls or ability checks.
Unbreakable Cost: 3 Hero points: Your enemies find you very frustrating and very hard to take down. When a attack reduces you to 0 hit points you can use this ability to instead go to 1 plus your Constitution modifier (minimum of 1) although you still fall prone.
Incredible Talker Cost 1 Hero point (requirement a Charisma score of 14 or higher) People find you very persuasive and almost unable to say no too. You gain advantage on Persuasion, Intimidation, Deception, and Performance checks for the next hour.
You Can Do It Cost: 2 Hero Points: You call a inspiring word to an ally once within the next minute the target can gain advantage on one dice roll.
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Posted Sep 14, 2020Is this replenished like charges? I personally believe it being "recharged" daily is overpowered.