Base Class: Fighter
A Hero is an extraordinary individual who harnesses extreme determination over brute force or clinical finesse. Where others see an impossible problem, the hero sees a worthy challenge—and always rises to the occasion.
Heroic Moment
Beginning when you choose this archetype at 3rd level, you learn to harness your inner hero at critical moments. A Heroic Moment lets you perform an incredible deed as a reaction. Your can use a Heroic Moment before or after any appropriate ability check, saving throw, or attack roll is made, but before any effects are applied.
You have two uses of this ability, and regain all expended uses of it when you finish a short or long rest. You gain an additional use at level 10th and 15th level.
Heroic Moments
Exceptional Deed.
When making a Strength (Athletics) or Dexterity (Acrobatics) check, you may use your reaction to gain a +10 bonus to the result. This cannot be used as part of an attempt to grapple a creature.
Interpose.
When a creature you can see attacks a target within 15 feet, you may use your reaction to move to the target and have the attack target you instead. You can move up to 20 feet as part of this reaction before receiving the attack, and must end your movement within 5 feet of the original target.
Perfect Timing.
When taking the help action, you may use your reaction to also give the creature you're aiding +5 to its ability check or attack roll.
Plucky Endurance.
When making a saving throw, you may use your reaction to give yourself a +5 bonus to the result.
Determined Strikes
Starting at 7th level, you gain the ability to double your efforts after a failed strike. Once on each of your turns when you when you miss with a weapon attack, you can gain advantage on the next weapon attack you make by the end of your next turn.
Improved Heroic Moment
Starting at 10th level, you regain one use of Heroic Moment after using Second Wind. In addition, you gain access to new Heroic Moments.
Crucial Interruption.
When you see a creature within 60 feet of you casting a spell, you may use your reaction to throw a weapon or shield that you're holding at the creature in an attempt to interrupt the spell it's casting. Make a Strength check. The DC equals 10 + the spell's level. On a success, the creature takes 1 point of damage, and the creature's spell fails and has no effect.
If your weapon has the finesse property, you may use Dexterity for this ability check instead. If your weapon has the thrown property with its normal range greater than the range of this Heroic Moment, you may use that range when throwing it instead. If the creature is in melee range, you may instead strike the creature with your weapon or shield instead of throwing it.
Last Stand.
You may use your reaction to drop to 1 hit point, move up to half your speed toward a hostile creature without provoking opportunity attacks, and make a weapon attack with advantage. You may use this Heroic Moment before or after taking damage, but it does not prevent you from taking damage.
Urgent Cry.
You may use your reaction to urge your allies to move, granting all allies that can hear you within 30 feet the ability to use their reaction to move up to half their speed.
Stirring Display
Starting at 15th level, all allies that can see you within 30 feet gain the benefit of your Second Wind when you use it. In addition, you regain a use of Second Wind when using Action Surge.
Legendary
At 18th level, you reach the epitome of heroism and become truly legendary. You have 1 legendary action, and regain it at the start of each of your turns. A legendary action is a special action that happens only at the end of another creature's turn.
The legendary actions you may choose from are:
Bolster. Choose one creature other than yourself within 15 feet and remove the frightened condition.
Detect. You make a Wisdom (Perception) check.
Distract. Choose a creature other than yourself within 60 feet and give it disadvantage on its next weapon attack.
Move. You move up to half your base speed.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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4/18/2018 6:06:51 PM
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752
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This sounds like SUCH a fun race!
If its a thrown weapon for Crucial Interruption you should do a normal damage roll as if you were attacking. Same with melee range if you are holing a melee weapon.
Hey could you make another version and add a feature called "The Power Of Friendship"?
I never knew I needed this but I did. This has saved me countless times.
This archetype is like a functional Purple Dragon Knight.
Great Subclass. I would change the label "Interpose" into "Daring Rescue" and have it work with a creature's failed DEX save... somehow.
Hi OP!
This looks like a really fun class to play. A couple questions (sorry if they've already been answered). For Perfect Timing and Plucky Endurance, are the players required to declare they're using this feature BEFORE/AFTER rolling the dice or knowing the outcome? I understand this can be DM fiat at the table, but wondering what the rules as intended are for these features.
I love this subclass, it’s my favourite home brew subclass so great job! I think it’s a tad on the weak side but I don’t mind that too much.
I do however think it lacks role play options out of combat, like a tool profiency or proficiency with a horse. I just feel like a ribbon feature at 3 or 7 could breath more life in to it, depending on what you think ofcourse.
Looking forward to your next homebrew!
Thanks for the replies, guys.
@Hoodwink99: Interesting ideas, although I'm not sure interrupting actions is viable. It wouldn't make sense for some actions to be stopped by a thrown item, and it's extremely powerful given that it could disrupt the core features of certain monsters. Part of the reason to keeping it to spells is that spells are already designed to potentially be counterspelled, and a non-magical counterspell is already an interesting niche for the ability.
Changing it to deal 1d4 rather than 1 point of damage is plausible, I'll give it some thought. The reason I chose 1 point was to trigger a concentration save without anything more meaningful - it's not supposed to have any real damage. Just as design trivia, I can tell you that the reason it does trigger a concentration save (via that damage) on existing spells in effect, in contrast to counterspell which does not, is because counterspell does not disarm you and is always successful on lower level spells - it's for balance.
Edit: Also, blocking attacks is part of the 'Interpose' Heroic Moment. I feel like this is probably enough options to disrupt the enemy's planned actions.
@CookieWookie: Thank you so much! A Sidekick class is a fun idea - I actually had a Villain subclass in mind for the rogue, the trick will be to appropriately differentiate it from the existing Mastermind subclass which I do love. Stay tuned. :)
This sounds like an amazingly fun class to play. Well done with the balancing as well.
I would now love to see you write a Plucky Sidekick support subclass. I feel like a Bard would be best suited for that class.
I feel like Crucial Interruption could benefit from a slight addition or tweak. What if it worked against creature actions in general? This could easily be differentiated from spells. Spells give a DC of 10 + spell level. Any other actions give a DC of 10 + creature CR. It makes it pretty strong but at the same time, the bigger the baddie, the more difficult it is. Then you get to the point where CR is high enough that you just can't stop their actions if it's not a spell.
This would give the benefit of situations like seeing a party member about to receive a coup-de-grace from an enemy but you throw a shield or weapon and stop it. Maybe the enemy is trying to use an action to ring a bell or raise an alarm so you stop it. Given the potential to fail the roll, the increased DC for more difficult creatures, and the limit on uses, I don't really see it as being overpowered but definitely a good ability.
Also what about making the damage 1d4 if it's an improvised weapon and standard weapon damage if it has the thrown property?
Hey Xanotoz, that's great to hear! I'd love to hear any feedback you have after trying it.
Movement granted by Urgent Cry still draws attacks of opportunity. It's intended purely as a movement ability, whether to aid a heroic charge, desperate escape, or to spread the group out if you suspect the enemy wizard is about to unleash a fireball! A 'disengage' like feature might be interesting as a Heroic Moment, but I fear it could be too powerful in combination with movement also included within it.
Hello VT,
This build looks great! So many great role playing opportunities. Showing my players and looking forward to trying it out next session. I especially like Crucial Interruption & Last Stand.
Q: Does Urgent Cry's ability for allies to use a reaction to move half their speed still draw attacks of opportunity?
Thanks
Hi Betabear, great questions. :)
For Last Stand, you cannot avoid damage with it. You can use it before or after taking damage, but it does not prevent the damage. The main intention of it is to give you one last hurrah when you expect to be knocked unconscious/killed by the next hit. The price of dropping to 1 hp is to prevent it from being used as a regular damage/movement feature, and give it that extra sense of risk. It's one of the new additions following this rework, and I'm open to more feedback on it. I really love the idea of a heroic 'Last Stand' option in some form.
Thanks for the reminder for Crucial Interruption's range - it's only supposed to allow you to extend it to a thrown weapon's normal range, not their long range. It's a bit wordy, and I've been considering removing that sentence from it for the sake of simplicity.
As to using a shield in Crucial Interruption, yes it does effectively 'doff' it - roleplay-wise, the force of your arm is enough to sling it off despite the straps some shields have - mechanically, I don't think this is too powerful given that it takes one of your Heroic Moment uses and your reaction. If there's any unseen, powerful advantage to this that's slipped by my notice please let me know! I think it adds to the fantasy of the subclass, but I'm not against tweaking or even removing it.
I'll do a little rephrasing on both of these Heroic Moments.
Looks fun! A few comments/questions:
Hi everyone, I have just released a new version of the Hero subclass for Fighter. I have made numerous changes based on all your initial feedback, tidied up and rephrased several features, and otherwise made improvements.
The main changes are:
As ever, your feedback is appreciated and I will continue to make updates to this subclass as it's tested.