The Hero Class
A class inspired by Dragon Quest.
By u/CT-2497
The Hero
The Dragon Quest video game series is known for its epic stories and heroic characters. In the world of Dragon Quest, a hero is not just someone who is strong and skilled in battle, but also someone who embodies certain values and qualities.
Bravery
One of the key qualities that makes a hero in Dragon Quest is bravery. The hero must be willing to face danger and fight for what is right, even when it means putting their own life on the line. This is exemplified by the hero's quest to defeat the game's primary antagonist, a powerful dragon named Estark. The hero must gather allies, collect powerful weapons and armor, and embark on a perilous journey to defeat Estark and save the world.
Selflessness
Another quality that makes a hero in Dragon Quest is selflessness. The hero is not just fighting for their own glory or gain, but for the good of others. This is demonstrated by the hero's interactions with the game's non-playable characters, who often need help with various tasks or are struggling with their own problems. The hero must go out of their way to assist these characters and make their lives better.
Justice
Finally, a hero in Dragon Quest must also have a strong sense of justice. They must be willing to stand up against evil and fight for what is right, even if it means going against powerful enemies or facing seemingly insurmountable odds. This is exemplified by the hero's battles against various bosses throughout the game, who represent the forces of evil that threaten the world.
Creating a Hero
In conclusion, what makes a hero in Dragon Quest is a combination of bravery, selflessness, and a strong sense of justice. The hero must be willing to face danger and fight for what is right, all while putting the needs of others before their own. It is these qualities that make the heroes of Dragon Quest such inspiring and beloved characters in the video game world.
Quick Build
You can make a hero quickly by following these suggestions. First, put your highest ability score in Constitution, followed by Intelligence. Second, choose the folk hero background.
Hero
| Level | Proficiency Bonus | Features | Spells Known | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Mini-Medal Collector | - | - | - | — | — | — | — |
| 2nd | +2 | Spellcasting, Puff Puff | 2 | 2 | 2 | — | — | — | — |
| 3rd | +2 | Hero Type Feature | 3 | 2 | 3 | — | — | — | |
| 4th | +2 | Ability Score Improvement | 3 | 2 | 3 | — | — | — | — |
| 5th | +3 | Extra Attack (Falcon Slash) | 4 | 2 | 4 | 2 | — | — | — |
| 6th | +3 | Evac | 4 | 2 | 4 | 2 | — | — | — |
| 7th | +3 | Hero Type Feature | 5 | 2 | 4 | 3 | — | — | |
| 8th | +3 | Ability Score Improvement | 5 | 2 | 4 | 3 | — | — | — |
| 9th | +4 | Kerplunk | 6 | 2 | 4 | 3 | 2 | — | — |
| 10th | +4 | Hero Type Feature | 6 | 3 | 4 | 3 | 2 | — | — |
| 11th | +4 | Metal Slash | 7 | 3 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 7 | 3 | 4 | 3 | 3 | — | — |
| 13th | +5 | Zoom | 8 | 3 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | The Great Leveller | 8 | 4 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Hero Type Feature | 9 | 4 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 9 | 4 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | Bounce | 10 | 4 | 4 | 3 | 3 | 2 | 1 |
| 18th | +6 | Kaclang | 10 | 4 | 4 | 3 | 3 | 2 | 1 |
| 19th | +6 | Ability Score Improvement | 11 | 4 | 4 | 3 | 3 | 2 | 2 |
| 20th | +6 | GigaBreak | 11 | 4 | 4 | 3 | 3 | 2 | 2 |
Class Features
As a Hero, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Hero level
- Hit Points at 1st Level: 8 + your Constitution Modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Hero level after 1st.
Proficiencies
- Armor: light armor, medium armor, heavy armor, shields
- Weapons: simple weapons, martial weapons
- Tools: none
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Athletics, Stealth, Investigation, Religion, Animal Handling, Survival, Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greatsword or (b) spear
- leather armor
- (a) Explorer's Pack or (b) scholar's pack
- (a) a quarterstaff or (b) a longsword
- 5 handaxes
Alternatively, you may start with 5d4 x 10 gp to buy your own equipment
Multiclassing
- Ability Score Minimum: Constitution 13, Intelligence 13
- When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies
- Armor: light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
Mini Medal Collector
Beginning at 1st level, you can get a reduced rate on items at your DM's discretion.
Spellcasting
At 2nd level, you obtain the ability to cast spells.
The Spells Known column of the Hero table shows when you learn more Hero spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the hero spells you know and replace it with another spell from the hero spell list, which also must be of a level for which you have spell slots.
Spell Save DC
Spell attack modifier
Ritual casting
You can cast a hero spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Puff Puff
At second level, as an action, you may attempt to beguile a hostile creature. The creature must roll a charisma saving throw against your spell save dc. On a failure, the creature will not target you or your allies until the beginning of your next turn. You may use this ability a number of times equal to your proficiency bonus. You regain all uses on a short or long rest.
Hero Type Feature
At 3rd level, you choose your subclass and obtain its features. You also receive a spell list which does not count against the number of spells you know.
Ability Score Improvement
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.
Extra Attack (Falcon Slash)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Evac
At 6th level, once per long rest, you can return yourself and your party to the entrance of the dungeon. The entrance is defined as the last entrance you came through to enter this dungeon.
Hero Type Feature
At 7th level, you obtain the next subclass features of the type you chose.
Ability Score Improvement
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.
Kerplunk
At 9th level, once per long rest, you may die to resurrect your fallen allies who have died in the most recent combat encounter. You must use this ability before the combat encounter ends, and your allies revive with no exhaustion and restore half their hp. You can also use this ability on allies who have been reduced to 0 hit points, but are still alive. In this case, they restore to full hp but you still die. Should you be revived after using this ability, you come back with 4 points of exhaustion where a point can be removed per long rest.
Hero Type Feature
At 10th level, you obtain the next subclass features of the type you chose.
Metal Slash
At 11th level, the hero can focus their energy into their weapon and delivers a powerful strike against metal-clad foes. As a bonus action, when you hit a target, you may deal an additional 4d10 slashing damage. If the target is a creature made of metal or wearing metal armor, they must succeed on a dexterity saving throw against your save dc or they suffer an additional 4d10 slashing damage. You may use this ability a number of times equal to your proficiency bonus and regain all uses on a long rest.
Ability Score Improvement
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.
Zoom
At 13th level, once per long rest, you may use the spell teleport as an ability.
The Great Leveller
At 14th level, you can choose a number of targets equal to your Intelligence modifier and that are within 60ft of you to make a charisma saving throw. On a failure, any buffs/debuffs applied to them are removed. On a success, nothing happens. The same happens to you. You can use this ability once per short or long rest.
Hero Type Feature
At 15th level, you obtain the next subclass features of the type you chose.
Ability Score Improvement
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.
Bounce
At 17th level, you spend an action to place a ward on your person that lasts for 1 minute. If you are targeted by a spell, roll a d20 + your Intelligence modifier against the level of the spell cast against you + 10. On a success, the spell is reflected to the caster and the ward dissolves. On a failure, you become subject to the effects of the spell and the ward dissolves. You may use this ability a number of times equal to your Intelligence modifier. You can regain all uses on a short or long rest.
Kaclang
At 18th level, You spend an action to become invulnerable to all damage and spells for a number of turns equal to your Intelligence modifier. While in this state, you cannot move or speak, and are unaware of your surroundings. You may use this ability a number of times equal to your Intelligence modifier. You regain all uses on a short or long rest.
Ability Score Improvement
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.
GigaBreak
At 20th level, you learn GigaBreak. You spend an action to use this ability against a target within melee range and you are equipped with a melee weapon. You create a bolt of lightning that arcs toward your blade that you then strike the initial target with. A number of bolts equal to your Intelligence modifier then leap from that target to as many as a number of targets equal to your Intelligence modifier, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. Targets must make a Dexterity saving throw. The target takes 15d8 lightning damage and 15d8 slashing damage on a failed save, or half as much damage on a successful one. You may use this ability a number of times equal to your Intelligence modifier. You regain all uses on a short or long rest.
Hero of Dragovians
| Hero Level | Spells |
|---|---|
| 3 | Beast Bond, Find Familiar |
| 7 | Summon Beast, Beast Sense |
| 10 | Fly |
| 15 | Confusion |
| 17 | Summon Draconic Spirit |
Curse Immunity
At 3rd level, you become immune to curses
Novice Alchemist
At 3rd level, you become proficient with alchemist's tools
Psych Up
At 7th level, as an action, you can enter a state of tension. While in this state, you add an additional damage dice to your next damage roll. You can maintain this state by taking this action again on your next turn, to a maximum of 4 times. When doing so, the number of damage dice you may add to your damage roll multiplies by 2. Should you take this action for a 4th time while in this state of tension, roll a d6. On a 5 or higher, you enter a state of super high tension for 3 turns. While in this state, you now also take half damage from all attacks. Should you roll a 4 or lower, you lose all progress and leave the state of tension.
Son of a Dragon
At 7th level, you learn draconic. If you already know draconic, choose another exotic language.
Call Team
At 10th level, as an action, you are transported to a harmless demiplane where you command 3 creatures that are summoned to take your place for the duration that you have chosen. You learn the summon abilities for the following creatures: Beast, Fey, Undead, or ShadowSpawn, and you use their spirit stat block. This ability lasts for 3 turns and can only be used once per short or long rest. You cannot choose to end the ability early.
At 13th level, summon aberration, elemental, and construct are added to the pool of possible choices.
at 17th level, summon celestial is added to the pool of possible choices.
When you use this ability, you treat these creatures as though you summoned them with your highest level spell slot.
Dragon Soul
At 15th level, as an action for 10 minutes, you are able to transform into a Dragon with a CR less than or equal to 1/2 your level rounded up. The dragon you are able to turn into is dependent on the environment in which you are in. For example, being in a frozen tundra allows you to transform into a young white dragon. Once you've used this ability, you must wait 1 hour before you can use it again or take an exhaustion point. You can use this ability a number of times equal to your Intelligence modifier and regain all uses on a long rest.
Hero of Light
| Hero Level | Spells |
|---|---|
| 3 | Jump |
| 7 | Shadow Blade |
| 10 | Remove Curse |
| 15 | Ice Storm |
| 17 | Dispel Evil and Good |
Fun-sized Forge
At 3rd level, you become proficient with smith tools.
Happy Campers
At 3rd level, When you complete a long rest, you may give your allies a number of temporary hit points equal to 1d8 + your Constitution modifier + your proficiency bonus.
Elemental Splitter
At 7th level, as a bonus action, you learn to imbue your blade with the elements and forces of the world. You may choose a number of abilities from the list below equal to your Intelligence modifier. When you Intelligence modifier increases, you may choose an additional ability.
-
BlightSplitter - You may choose 4 targets within 30ft of you to make dexterity saving throws against your save dc. On a failure, they take 10d6 necrotic damage, or half as much on a success.
-
BrightSplitter - You may choose 4 targets within 30ft of you to make dexterity saving throws against your save dc. On a failure, they take 10d6 radiant damage, or half as much on a success.
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EarthSplitter - You may choose 4 targets within 30ft of you to make dexterity saving throws against your save dc. On a failure, they take 10d6 bludgeoning damage, or half as much on a success.
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FlameSplitter - You may choose 4 targets within 30ft of you to make dexterity saving throws against your save dc. On a failure, they take 10d6 fire damage, or half as much on a success.
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SeasSplitter - You may choose 4 targets within 30ft of you to make dexterity saving throws against your save dc. On a failure, they take 10d6 cold damage, or half as much on a success.
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SkySplitter - You may choose 4 targets within 30ft of you to make dexterity saving throws against your save dc. On a failure, they take 10d6 thunder damage, or half as much on a success.
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QuadraSlash - You may choose 4 targets within 30ft of you to make dexterity saving throws against your save dc. On a failure, they take 10d6 slashing damage, and half as much on a success.
You may use this ability a number of times equal to your proficiency bonus, and regain all uses on a short or long rest. At level 10, you obtain a new one and the damage dice associated with these abilities increases to 10d8. At level 15, you obtain a new one and the damage dice associated with these abilities increases to 10d10.
Pep up
At 10th level, provided the following conditions are met
- You are below 50% hp
- You've rolled a natural one and have not short or long rested
- You've casted a spell or made an attack and have not short or long rested.
You and ally you choose within 30ft of you may enter a pepped up state for 1 minute. While in this state, you gain the following benefits
- All spells you and your ally cast are upcasted at the next level while expending the current level slot. So casting a level 1 spell upcasts at level 2 but burns a level 1 slot.
- a 19 is now also considered a critical hit when rolling a d20
- Your AC increases by 2, and you receive a +1 to all modifiers
You may use this ability a number of times equal to your proficiency bonus, and regain all uses on a long rest.
Ticking Time
At level 10, as an action, you emit a 15 ft aura centered on you that affects all targets within it. You may choose to have yourself affected by this aura or not. You can choose to end this ability whenever. When you create this aura, you can choose to either increase time or decrease time.
- Increase Time: Creatures in this aura are able to take two actions.
- Decrease Time: All creatures movement speed is halfed, and creatures lose a bonus action.
The ability lasts for a number of turns equal to your intelligence modifier + your proficiency bonus. You may use this ability a number of times equal to your proficiency bonus and regain all uses on a long rest.
Magic Burst
At 15th level, You may expend your remaining spell slots in order to deal raw force damage. When you activate this ability, you may target a number of creatures equal to your Intelligence modifier that are within 60ft of you and force them to make a dexterity saving throw against your save dc. On a failure, the targets take X d20 force damage, where X is the number of spell slots remaining when you use this ability, and half as much on a successful save.
Hero of Luck
| Hero Level | Spells |
|---|---|
| 3 | Ceremony, speak with animals |
| 7 | Lesser Restoration |
| 10 | tongues, conjure animals |
| 15 | Conjure woodland beings |
| 17 | Conjure Elemental |
Staying on the Wagon
At 3rd level, when short resting, you and your allies may roll an additional number of hit dice equal to your proficiency bonus so long as they have expended a hit dice already.
Animal Whisperer
At 3rd level, you can understand animals.
Small Beginnings
At 7th level, whenever you roll a 1 on an ability check or saving throw, you instead use the value of your intelligence modifier as the base roll.
Lucky Companionship
Luck extends to your allies. As a bonus action, you can share your luck with a number of willing creatures (including yourself) equal to your Intelligence modifier. Until the start of your next turn, those creatures gain advantage on attack rolls, ability checks, and saving throws. Once you use this feature, you can't use it again until you finish a short or long rest.
Absorb Magic
At 10th level, as a reaction, when another creature casts a spell against you, you may roll a d20 + your intelligence modifier against the level of the spell + 10. On a success, you restore a spell slot of equal or lower value of that spell. You may use this ability a number of times equal to your Intelligence modifier. You regain all uses on a short or long rest.
Hocus Pocus
At 15th Level, as an action, you may expend a spell slot to roll to cast a spell from the table. If counter spelled, the opponent is rolling against a 9th level spell. You may use this ability a number of times equal to your proficiency bonus. You regain all uses on a long rest. Spells casted this way cannot be ended early, and do not require concentration. If a spell has range touch and there are no nearby targets, you target yourself and succeed on the attack roll / fail the saving throw. All spells are casted at 9th level.
| d20 | Spells |
|---|---|
| 1 | Roll on the Wild magic surge table. Rolling 99-100 allows you to cast any ability on the hocus pocus table |
| 2 | Contagion |
| 3 | Burning Hands |
| 4 | Rime's Binding Ice |
| 5 | Greater Invisibility |
| 6 | Arms of Hadar |
| 7 | Blink |
| 8 | Thunder Step |
| 9 | Divination |
| 10 | Shadow of Moil |
| 11 | Fear |
| 12 | Prismatic Spray |
| 13 | Fly |
| 14 | Conjure Barrage |
| 15 | Pulse Wave |
| 16 | Destructive Wave |
| 17 | Eyebite |
| 18 | Aura of Vitality |
| 19 | Inflict Wounds |
| 20 | Mass Heal |
Hero of History
| Hero Level | Spells |
|---|---|
| 3 | Disguise Self |
| 7 | Borrowed Knowledge, Dragon Breath |
| 10 | Phantom Steed |
| 15 | Polymorph |
| 17 | Legend Lore |
Vocation
At 3rd level, choose a vocation from the list below. Each time you level up to the next subclass milestone, you select a vocation.
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Thief - you know if an object is trapped if you check for traps. You know there is treasure in a room if you check for treasure. Treasure is defined as high value items. (Peep)
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Warrior - You gain proficiency in strength saving throws. If you already have proficiency in strength saving throws, choose dexterity. As a bonus action, you may add a number of damage dice to your next damage roll equal to your Constitution modifier. You may use this ability a number of times equal to your proficiency bonus and regain all uses on either a short or long rest.
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Priest - You learn an ability that, as an action, allows you to choose a number of targets equal to your intelligence modifier within 60ft of you. Each target must make a charisma saving throw against your save dc or instantly die. If they succeed on the saving throw, the target(s) become frightened. Targets may make another saving throw at the end of their turns to end the condition. If a target dies as a result of this ability, you must wait seven days before being able to use it again. If no target has died as a result of the ability, you may use it again after a long rest. (Thwack)
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Merchant - You have access to the spells locate object and unseen servant and can use them as abilities. You can use them a number of times equal to your Intelligence modifier.
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Jester - As an action, you can target a number of creatures up to your proficiency bonus and force them to make a wisdom saving throw against your save dc. On a failure, they must target you for the next turn. You may use this ability a number of times equal to your Intelligence modifier and regain all uses on a short or long rest.
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Sage - You learn an ability that, as an action, allows you to create a safe passage over hazardous terrain. Safe passage for this ability is defined as being able to traverse and not take damage from the terrain, like walking through lava. You can still be subject to effects created by the terrain. You may use this ability a number of times equal to your Intelligence modifier and regain all uses on a long rest.
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Mage - You learn the spells knock and mage armor as an ability and can use them a number of times equal to your Intelligence modifier.
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Martial Artist - your weapon attacks score a critical hit on a roll of 19 or 20. As a bonus action, you may make two additional attacks. You may use this ability a number of times equal to your proficiency bonus and regain all uses on a short or long rest.
Click this link to find the descriptions of the spells listed below. Link to all spells
Cantrips
- Dancing Lights
- light
- create bonfire
- Green-Flame Blade
- Resistance
- fire bolt
1st Level
- Absorb Elements
- Cure Wounds
- Expedious Retreat
- Guiding Bolt
- Searing Smite
- Sleep
2nd Level
- Enhance Ability
- Find Steed
- Flame Blade
- Find Traps
- Gust of Wind
- Scorching Ray
3rd Level
- Counter Spell
- Elemental Weapon
- Enemies Abound
- Fireball
- Lightning Bolt
- Haste
- Protection from Energy
- Revivify
- Slow
- Sleet Storm
- Vampiric Touch
- Wind Wall
- Call lightning
4th Level
- Charm Person
- Find Greater Steed
- Wall of Fire
5th Level
- Cone of Cold
- Control Winds
- Flame Strike
- Greater Restoration
- Mass Cure Wounds
- Skill Empowerment
- Steel Wind Strike