Supporting Cast Image
Prerequisite: A creature that doesn't have the feat "Hero of Eberron"
 

"Eberron need heroes", but not everyone can fill those shoes. Those who can have the weight of the world on their shoulders and need the help of others, remarkable in their own way, to fulfill their destiny. In the Faerie Court of Thelanis, a plane of existence ruled by storybook logic, such creatures are manifestations united under the label "Supporting Cast". In that realm, as in any folk tale or sagas written by mortal creatures, they exist because the story needs them to. Their sole purpose is to help the protagonists to complete their goals. Of course, in the material plane of Eberron, those rules don't apply... or do they? As famous playwright Luca Syara once said, "what is a saga if not life with the dull parts cut out?"

  As a member of a supporting cast, you gain abilities that increase the odds of success and survival of any creature that can use Hero Points. These abilities are fueled by as special dice called Support Cast die, the starting size of which is a d6.

Support Cast Options. You can use your Support Cast die in the following ways :

Need a Hand? When an ally that has access to Hero Points makes an ability check that you are proficient with, you can use your reaction to roll your Support Cast die and add the result to their check.

You can use this ability a number of time equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Not On My Watch. When a creature makes an attack against an ally that has access to Hero Points within 5 feet of you, you can use your reaction to roll your Support Cast die and add the number rolled to their AC. If the attack misses, but would otherwise hit your own AC, you take half the damage rolled for that attack. If the attack misses both you and your ally, that ally has advantage on their next attack roll against the attacker until the end of their next turn.

Alternatively, when you and an ally within 5 feet of you that has access to Hero Points are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to roll your Support Cast die to give them advantage on the saving throw, you then add the number rolled to their result and your own.

This is No Place to Die. When you cast a spell that restores hit points on an ally that has access to Hero Points, you can roll your Support Cast die. The target treats any dice rolled to determine the hit points they regain as having rolled their maximum value and gains temporary hit points equal to the amount rolled your rolled on your Support Cast die.

Alternatively, when you make a Wisdom (medicine) check to try to stabilize a dying ally that has access to Hero Points, you can roll your Support Cast die and add that number to the roll. On a success, the target also gains hit points equal to twice the amount rolled your the Support Cast die.

Reges Ex Machina. When you cast a spell requiring concentration that targets at least one ally that has access to Hero Points and is not an area of effect, such as protection from evil and good or shield of faith, you can maintain your concentration a little longer.

When you lose concentration as a result of taking damage, being incapacitated or killed, you can roll your Support Cast die. The spell's effects lasts on creatures other than you for a number of rounds equal to the number rolled or until you cast another spell that requires concentration, provided the affected creatures have access to Hero Points.

Supporting Cast Image

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