Base Class: Fighter
You are a Hero. Whether you are the subject of some long-forgotten ancient prophecy or a victim of circumstance, you are destined for greatness. You possess an unmatched martial prowess and magical powers to rival the strongest of mages. Your blend of martial combat and magic allow you to adapt to any situation. Whether your journey ends in victory or tragedy remains to be seen, but one thing is for certain; it will be told of for the ages to come, and your name will be remembered.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips. You learn three cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots. The Hero Spellcasting Table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since your magic relies on your ability to project your will into the world. 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 sorcerer 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
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Fighter Level |
Cantrips Known |
Spells Known |
——Spell Slots per Spell Level—— |
|||
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
7 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
8 |
4 |
3 |
2 |
— |
|
14th |
4 |
8 |
4 |
3 |
2 |
— |
|
15th |
4 |
9 |
4 |
3 |
2 |
— |
|
16th |
4 |
10 |
4 |
3 |
3 |
— |
|
17th |
4 |
10 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
11 |
4 |
3 |
3 |
1 |
|
20th |
4 |
12 |
4 |
3 |
3 |
1 |
Heroic Reputation
When you chose this archetype at 3rd level, you learn to channel your innate magical energy through your weapons and equipment, augmenting them with special boons to increase their effectiveness and grant yourself special powers. The power you use to fuel these boons are represented by hero points
Hero Points
You have 2 hero points, and gain an additional hero point at 7th, 10th, and 15th level. You regain spent hero points when you finish a long rest.
Weapon Augments
You can use your hero points to augment your weapon in combat, making your attacks stronger by infusing them with raw magic. As a bonus action on your turn, you may spend one hero point to augment a weapon you are holding in either hand. Choose a damage type: fire, cold, lightning, force, thunder, necrotic, radiant, or poison. Add an additional damage die of the chosen damage type to attacks you make with that weapon (damage die depends on the weapon used. e.g. 1d4 for daggers, 1d12 for greataxes, etc.). This effect requires concentration, and lasts until you dismiss the effect as a bonus action on your turn, your weapon leaves your hand, or your concentration is broken.
Legend Status
Starting at 7th level, your weapon is almost as famous as you are. You may give a single ordinary weapon a name which becomes synonymous with your own. The name can be unique to the weapon and have special meaning to your character, or it can be a reflection of your name (e.g. "Sword of..."). That weapon becomes imbued with your magic and serves as a symbol of your growing legend. While you are wielding that weapon, it is treated as a +1 magic weapon, and augments made to it in battle no longer require concentration as it becomes more attuned to your magic. Other weapons you carry do not gain these benefits.
Growing Legend
As your legend continues to grow, so does the power of your weapon. At 10th level, your named weapon becomes a +2 magic weapon while you are wielding it. At 15th level, it becomes a +3 magic weapon in your hand, and you may choose a weapon agument to be applied automatically to it in battle. The chosen augment no longer requires hero points to activate. At 18th level, the magical properties you have imbued your named weapon with become properties of the weapon itself. It is now a legendary weapon on its own, and does not lose its magic when it is no longer in your hands, instead requiring only attunement by a Fighter. You are already attuned to it.
Improved Augmenting
Starting at 10th level, you have learned to apply your augments to your other equipment as well. Spend one hero point to apply an augment to your armor or a shield. Choose a damage type: fire, cold, lightning, force, thunder, necrotic, radiant, or poison. While you are wearing the augmented equipment, you have resistance to the chosen damage type. This effect requires concentration, and lasts until you dismiss the effect as a bonus action on your turn, you are no longer wearing the augmented equipment, or your concentration is broken.
Additionally, you are now able to augment up to two pieces of equipment at once. When you spend a hero point to augment one of your weapons, you may spend an additional hero point to extend the augment to a shield or second weapon in your off hand as well, using the same concentration as the first weapon. Alternatively, if you are not wearing a shield or wielding a weapon in your off hand, you may extend the augment to your armor instead.
If the weapon in your main hand is your named weapon, since augmenting your named weapon does not require concentration, you can still augment a shield or second weapon in your off hand using a different augment. (Thus, up to three pieces of equipment at max can be augmented at a time, with your named weapon not requiring concentration, then your armor and shield/off hand weapon sharing a concentration.)
Critical Resistance
Starting at 15th level, your tremendous experience in battle has taught you how to best protect your vital areas. As a reaction, whenever an enemy creature would score a critical hit on you, you may spend one hero point to force them to reroll the attack roll. They must use the new roll.
Hero of Legend
At 18th level, your legend has reached its pinnacle, and your symbols have been solidified. People you've never met before recognize you and know your name-- by believers and enemies alike. As a result, you gain advantage on all Persuasion and Intimidation checks by flexing your heroic presence.
Additionally, as an action on your turn, you can exude a heroic aura, forcing any creatures you choose within a 60ft radius around you to make a Wisdom saving throw against your spell save DC. On a failure, each target creature becomes either frightened of you or charmed by you (you choose). The effect lasts for one minute. The affected creatures may repeat the saving throw at the end of each of their turns in an attempt to end the effect early. Once you use this feature, you may not use it again until you have completed a long rest.
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