Fighter
Base Class: Fighter

Secret Identity, secrets, and justice. A hero does what they can to help the innocent.

Creed

You’ve expanded your knowledge and settled into your life as a hero, confirming what kind of hero you want to be. Choose from the below list or roll a d4. Each creed grants disadvantages and advantages in your endeavors as a hero. 

 

 

Protector Creed

You are far less formal than the Savior Heroes. You don’t limit yourself to those who are in your group of people, typically traveling far and wide, wiling to help and protect anyone you meet. People in authority appreciate your appearance at the scene of need. You also fall into the Lawful Good and Neutral Good alignments. 

 

Savior Creed

You are the savior. Of a town, city, kingdom, world, or maybe just a savior to a people. You usually limit yourself to protecting that set group of people. You are greeted warmly by all you meet. You only do good in your actions, limiting yourself to Lawful Good, or neutral good alignments. Any wrong doing could force you to take a new creed. 

Street Level Creed:

You’re nothing more then a little fish in a big pond. At times you find yourself far out of your atmosphere, but you’ll do all you can to fight for those closest to you. Sometimes guards will appreciate your help, and other times they will not. You have access to all good alignments.

Vigilante Creed

You will do what you must in order to save the people or place that’s closest to you. You’re the hero that people deserve, but not the one they need. At least that’s the way you see it. Your secret identity often is on very poor terms with authority figures. You have access to good and chaotic alignments. You can grow into becoming a better hero and join a different creed.

Hero's Power

At third level choose either the Power of the Arsenal or the Power of Super.

Power of Arsenal

As a hero in a world of being greater than you, you've learned to fight with anything. You gain proficiency with improvised weapons. Furthermore, if you can throw any weapon weighing less than two pounds to deal 1d4+dex damage. If the weapon thrown is already a thrown weapon (Dagger) the damage done is in addition. 

Power of Super

In this path, you are granted super powers. Over time, you will learn to master your new and growing powers. Your melee weapon attacks are given a +2 to attack. And once per long rest, you lose proficiency with your weapons to gain advantage on your attack roles for one minute.

Teamwork

For all Hero's Origin. Twice per long rest, when a friendly creature casts a spell or uses an item that would cause an area of effect that deals damage, you can avoid its effects, and help two other friendly allies within ten feet of you avoid the effects as well. You avoid the effects fully, and those you help gain advantage on escaping. They talk half on a fail, and none on a success. 

Hero's Defense

Get if you chose Power of Super. When a creature hits you with an attack, you can use your reaction to gain a +4 to AC for the rest of the round from attacks from that creature. 

Cut Above

You get this if you picked Power of Arsenal. You are able to summon massive amounts of sheer will to get your goals done. Once per long rest, if you would fall to zero hit points, go to 1 instead, you stay there till its your turn. You cannot take reactions after using this feature. 

Powerful Movement

You've mastered the ability to fly. Instead of walking, you can fly for your movement speed. While flying you can dash as a bonus action. If you dash while flying, you can make a melee attack immediately after, dealing 1d8+STR additional damage. 

Cape Swirl

You get this if you picked Power of Arsenal. If you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn. Furthermore, if a creature attempts to pass within ten feet of you, even if under the effects of a spell or feature, you can take an opportunity attack against them, stopping them in their tracks if successful. 

Cracked World

You get this if you picked Power of Super. Dangerous and powerful, you've mastered the strongest power you have: laser eyes. Instead of taking a normal attack action, once per turn you can replace one attack with your laser eyes. If you use this feature while flying or after increasing your AC, deal an extra die of damage. 

Weapon of the Hero

You gain this feature if you are a Power of Arsenal Hero. Your skill has grown even more. All weapons you wield now deal magical damage. Once per long rest, you can add your proficiency to your damage rolls.