ARMOURED HEROES
A figure in strange armour ducks a blow and returns the hit, knocking the wind out of his foe. A woman brings her blade down on a monster, her weapon blazing with holy light as it cuts down the creature. A man in bizarre plate throws himself in front of a child, shielding them with his body before the armour vanishes. These are Armoured Heroes.
Relics of Power
All Armoured Heroes use powerful Relics called Hero Drivers, devices containing immense magical and sometimes ancient power. These Relics allow Armoured Heroes the ability to equip themselves with full body armour and weapons styled after it with a vocal command. These Relics improve the wearer's speed, strength, and durability while hiding their identities from those around them... so long as they are not seen making use of their Relic to don this armour.
Heroes of Justice
Most Armoured Heroes live up to their name, as Relics usually only reach out to those with noble intentions and a strong will to protect the innocent and downtrodden. These Armoured Heroes fight for others and for the ideals of truth and justice. They ask for little or nothing in return, in part due to the need for them to hide their identity to protect their family and friends from retaliation from their enemies.
Darkness From Light
However, not all Relics are so noble. Some are artificial or were crafted by beings of great Evil. Some might even be cursed, driving their users to commit evil deeds. These Armoured Heroes fight for a twisted view of Justice and often for selfish ends. They are often easily identifiable by a purple or black color scheme, and wherever they go horrible things are sure to follow.
Behind the Mask
Despite the fame or fear they generate, Armoured Heroes all have one thing in common: their armour covers them completely, in some cases altering their shape to a more humanoid appearance. Unless an Armoured Hero dons their armour in front of someone, it is entirely likely that nobody will ever know their true identity. This is a good thing in most cases however; those whose evil deeds they stop if Good could look for revenge against the Hero's family or friends if they knew their identities. Likewise, those who commit atrocities could be hunted down if their identities were ever exposed. Armoured Heroes should only ever expose this identity to those they trust completely, else they suffer the consequences
The Armoured Hero
| Level | Proficiency Bonus | Features | Finishing Die | Powers Acquired |
|---|---|---|---|---|
| 1st | +2 | Fighting Style, Growing Transformation | 1d4 | - |
| 2nd | +2 | Finishing Move, Hero Powers | 1d4 | 2 |
| 3rd | +2 | Relic Awakening | 1d4 | 2 |
| 4th | +2 | Ability Score Improvement | 1d4 | 2 |
| 5th | +3 | Multiattack, Power Attack | 1d6 | 3 |
| 6th | +3 | Relic Awakening Feature, Relic Machine | 1d6 | 3 |
| 7th | +3 | Enhanced Reflexes, Relic Courage | 1d6 | 4 |
| 8th | +3 | Ability Score Improvement | 1d6 | 4 |
| 9th | +4 | Mighty Power, Relic Resistance | 1d6 | 5 |
| 10th | +4 | Ability Score Increase | 1d6 | 5 |
| 11th | +4 | Relic Awakening Feature | 1d8 | 5 |
| 12th | +4 | Ability Score Improvement | 1d8 | 6 |
| 13th | +5 | Battle Momentum | 1d8 | 6 |
| 14th | +5 | Enhanced Relic Resistance | 1d8 | 6 |
| 15th | +5 | Relic Courage Aura | 1d8 | 7 |
| 16th | +5 | Ability Score Improvement | 1d8 | 7 |
| 17th | +6 | Relic Awakening Feature | 1d10 | 7 |
| 18th | +6 | Full Force | 1d10 | 8 |
| 19th | +6 | Ability Score Improvement | 1d10 | 8 |
| 20th | +6 | Final Relic Awakening | 1d10 | 8 |
Multiclassing
Ability Score Minimum: Strength 13, Charisma 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Weapons: Simple Weapons, Martial Weapons, Firearms (SCoC)*
If your Dungeon Master allows Firearms, you gain proficiency with the ones found in Smug's Compendium of Changes (SCoC)
The following abbreviations are used in this document. This is a key you can follow to understand them
SCoC = Smug's Compendium of Changes
XGE = Xanathar's Guide to Everything
FTD = Fizban's Treasury of Dragons
EGW = Explorer's Guide to Wildemount
VRGR = Van Riften's Guide to Ravenloft
Creating an Armoured Hero
As you create your armoured hero, keep in mind your character's Goal and how they intend to go about achieving that goal. Are they simply a traveling hero, doing good deeds wherever they go? Are they seeking out a villain who has wronged them or their family in some way for justice? Or are they Evil, and searching for ways to unlock the power of their Relic so they can push their will upon those weaker than them?
Think of how you will handle your Secret Identity and discuss this with the GM; does your Hero let his allies know of his secret, or does he put on a fearful facade when the fight begins, fleeing, only for the Armoured Hero persona he has taken up to appear conveniently and offer to aid the party? Again, discuss this with the GM.
Quick Build
You can make an Armoured Hero quickly by following these suggestions. First, make Strength and Charisma your highest ability scores. Armoured Heroes battle with their Strength, so it pays to be able to deal damage, and their Charisma influences their AC. Make Constitution your next highest score so that you can endure the battles you will inevitably fight in. Then, select the Folk Hero or Haunted One (VRGR) background.
Class Features
- Hit dice: 1d10 per Armoured Hero level.
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per armoured hero level after 1st.
Proficiencies
Armor: none.
Weapons: Simple Weapons, Martial Weapons, Firearms (SCoC)*
Tools: One of your choice, Vehicles (land).
Saving Throws: Strength, Charisma
Skills: Choose any four.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two Simple Weapons or (b) A Martial Weapon
- (a) A Hand Crossbow and 20 Crossbow Bolts or (b) a Revolver (SCoC) and 20 rounds of ammunition.
- (a) a Dungeoneer’s pack or (b) an Explorer's pack
Alternatively, you could begin with starting wealth of 5d4 x 10 gp and purchase starting items of your choice.
*If your Dungeon Master allows Firearms, you are proficient with the ones found in Smug's Compendium of Changes (SCoC)
Fighting Style
Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Brutish Fighting
You learn one Martial Strike of your choice from among those available to the Fighter class. If a Strike you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Marksman's Fighting
You learn one arcane shot option of your choice from among those available to the Arcane Marksman archetype of the Fighter Class. If an Arcane Shot option you use requires your target to make a saving throw to resist the shot option's effects, the saving throw DC equals 8 + your proficiency bonus + your Dexterity modifier.
You gain one use of this arcane shot, which is replenished when you finish a short or long rest.
Superior Technique
You learn one maneuver of your choice from among those available to the Fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Growing Transformation
Starting at 1st level, your Relic grants you access to a Growing Form. As a Bonus Action, you can Transform. While Transformed, you gain the following benefits:
- While making use of your Transformation, your AC is calculated as 10 + Your Strength Modifier + Your Charisma Modifier. At 10th level, your AC with this feature increases by 1.
- Any weapon you use that would normally use Dexterity for its Attack and Damage Rolls can use Strength instead.
- You are treated as if under the effects of the Disguise Self Spell, though unlike the spell the changes to your appearance are tangible. Instead of identifying your appearance as false, a creature makes an Wisdom (Insight) Check against 8 + your Proficiency Bonus + your Charisma Modifier. On a success, they realize your true identity.
Your Transformation ends when you choose to end it as a Bonus Action, you are reduced to 0 Hit Points, are rendered Unconscious, or you die. It is not dispelled by Antimagic Fields or similar effects, and if you try to sleep while using this feature you suffer the same penalties as if you were wearing Medium armor.
Finishing Move
Starting at 2nd level, you can empower an attack with a Finishing Move. Once per Turn, when you deal damage with an Attack using an Unarmed Strike or a Weapon with which you are proficient, you can roll your Finishing Move Die as determined by the Finishing Die Column on the Armoured Hero Class Table and deal the result in additional Force damage.
You may use this feature a number of times equal to your Proficiency Bonus, and recover all expended uses when you finish a Long Rest.
Hero Powers
Also at 2nd level, you gain access to a suite of abilities called Hero Powers.
At 2nd level, you gain two hero powers of your choice. A list of the available options can be found on page [page] of this document. When you gain certain armoured hero levels, you gain additional powers of your choice, as shown in the Powers Acquired column of the Warlock table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
If a hero power has prerequisites, you must meet them to learn it. You can learn the hero power at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. You must have your Relic on your person to benefit from your Hero Powers, though you need not be using your Growing Transformation feature.
Relic Awakening
At 3rd level, your Relic awakens to its true power. You can choose an archetype from the ones on page 9 that alters your fighting prowess and enhances your body. The archetype you choose grants you features at 3rd level and again at 6th, 11th, and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 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.
Multiattack
Starting at 5th level, when you take the Attack action, you can make attacks equal to your Proficiency Bonus.
Power Attack
Beginning at 5th level, once per Turn when you make an attack, you can take a penalty equal to your proficiency bonus to that attack. If you do and the attack hits, you gain a bonus to your damage with that attack equal to 2 x your proficiency bonus.
Relic Machine
At 6th level, you gain a powerful vehicle of artifice and magic called a Relic Machine. You may call upon it as a Bonus Action from anywhere, and it will appear 5 feet away from you in empty space so long as there is solid ground. It is a Land Vehicle that has a speed of 50 feet, lacks flying, swimming and climbing speeds, has an AC equal to 13 + your Charisma Modifier, has HP equal to 2 + Your Charisma Modifier + (3 x Your Armoured Hero Level), and has two wheels and seating for up to two people. If the Mending cantrip is cast on it, it recovers 2d4 hit points. If it is destroyed, you must spend an hour during a Long Rest focusing on your Relic to create a new Relic Machine. You can only have one Relic Machine at a time and if you try to create a second, the first is instantly destroyed and replaced with the new Relic Machine.
Enhanced Reflexes
At 7th level, your Transformation feature can be used at will, without using an action or bonus action.
Additionally, When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Relic Courage
Also at 7th level, you become immune to the Frightened Effect. At 15th level, this becomes a 15-foot radius aura that grants any allied creatures within that radius immunity to the Frightened effect.
Mighty Power
At 9th level, you now score a Critical Hit on a 19 or 20 and any damage you would deal because of a Critical Hit is Force Damage instead of the damage type it would normally be.
Relic Resistance
Also at 9th level, your Relic empowers you. You may add half of your Proficiency Bonus (rounded down) to any Saving Throws with which you are not proficient.
Battle Momentum
At 13th level, you know how to take advantage of the battle when it turns in your favor. If an enemy misses with an Attack Roll, you have advantage on your next Attack against that enemy. This advantage is lost if not used before the end of your next turn.
You may only have advantage in this way against one creature at a time; if multiple creatures miss Attacks against you in one Round, you have Advantage against the last one that missed before your next turn begins.
Enhanced Relic Resistance
At 14th level, your Relic protects you further. When you gain this feature, choose one damage type other than Psychic or Force. You gain Resistance to that damage type while using your Transformation feature.
At the end of a Long Rest, you may change this damage type to another type other than Psychic or Force.
Full Force
At 18th level, you know how to strike at full force. When you use a Finishing Move, you may expend two uses instead of one to deal maximum damage with your Finishing Move die.
You must finish a Long Rest to use this feature again.
Final Relic Awakening
At 20th level, you achive your full power with your Relic. Your Strength and Charisma Scores increase by +2, and their maximums are now both 22.
Additionally, your Relic cannot be destroyed by any means other than a Wish spell or direct intervention from a god or being of similar power, and if it is removed from your person for longer than 12 hours it magically returns to you.
Finally, if you roll a 1 on any damage dice while using your Finishing Move feature, you treat those 1s as 2s.
Heroic Awakenings
Below are the archetypes for the Armoured Hero class, called Heroic Awakenings. At 3rd level, you choose one of these options for your character, and that choice grants you features at 3rd as well as at later levels as described on the Armoured Hero Class table.
Artifice Awakening
A Relic that awakens to this power is in fact the result of artifice, crafted either recently by its user or by ancient smiths and enchanters, and as such an Artifice Hero's abilities follow suit. With this Awakening, a hero's skill is peerless and their aim with ranged weapons is unmatched. Able to augment their Relics with magical artifacts they find along their journeys, they are extremely adaptable and capable of making use of magical equipment as if it were part of their Relic.
Relic Magnum
At 3rd level, by spending 1 hour focusing on any Weapon with the Loading or Reload property, you can grant it the following benefits:
- You may change one Damage Type of the weapon to one of the following damage types: acid, cold, fire, lightning, poison, thunder. You may change which Damage Type it deals at the end of a Short or Long Rest.
- You ignore the Loading or Reload property with this weapon.
- If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
You may only have one Weapon empowered in this way at a time, and if you empower a second then the first loses its benefits from this feature.
Relic Boost
At 3rd level, you gain 5 feet of movement speed and your jumping height and distance are tripled as is the distance you must fall to take falling damage.
At 11th level, you gain a flying speed equal to your walking speed.
Relic Shield
At 6th level, you may expend a use of your Finishing Move feature as a reaction when you take damage to roll your Finishing Die + your Charisma Modifier. Reduce the damage you take by the amount rolled.
If you reduce the damage to 0, you can make an attack against the creature that dealt the damage as part of your reaction.
Relic Bonding
At 11th level, you can now absorb Magic Items into your Transformation. The types of Magic Items you can absorb are as follows, and you may only equip one of each:
- A Helmet
- A Suit of magical Armor
- A pair of boots
- An Accessory (such as a Ring or Cloak)
While fused to your Relic, these Magic Items do not count against your total amount of Attuned Magic Items, but you must spend time as if attuning to these items fusing them to your Relic to make them properly attach to your Relic.
Might and Mind
At 17th level, you now add half of your Intelligence Modifier (rounded down, minimum 1) to your AC while using your Growing Transformation Class Feature and the damage you deal with your Finishing Move class feature.
Additionally, you gain proficiency with all Artisan's Tools that you lack proficiency with.
Bio Awakening
When a Relic awakens with the power of a Bio Hero, the user is transformed on a genetic level. Their Relic gives them greater strength and allows their bodies to shift, changing their Transformation from merely a visual one to a physical one. Bio heroes become something more, and in the process are faster, stronger, and deadlier than their peers.
Converter Lungs
At 3rd level, you can breathe underwater and on land and are immune to disease.
Additionally, you gain resistance to Poison damage and have advantage on saving throws against the Poisoned condition.
Violent Rush
Also at 3rd level, your movement speed increases by 10 feet and you add your Charisma Modifier to Initiative rolls.
Violent Break
At 6th level, as a Bonus Action when you deal damage to a creature with an Unarmed Strike or Melee Weapon, you can force that creature to make a Constitution saving throw against a DC of 8 + your Proficiency Bonus + Your Charisma Modifier. On a failed save, all attack rolls against the target are made with advantage until the start of your next turn.
If you use this feature alongside your Finishing Move Class Feature, the target has disadvantage on this saving throw.
Eat Kill All
At 11th level, when you reduce a creature to 0 hit points, you can immediately make a single attack roll against another creature within range of you (this is unaffected by your Multiattack feature) as a Reaction. If there are no valid targets, you can instead recover hit points equal to your Finishing Die + your Charisma Modifier as a Reaction.
Die Set Down
At 17th level, your combat instincts are perfected. You gain the following benefits:
- You are now immune to Poison Damage and the Poisoned condition
- Your Movement Speed increases by an additional 10 feet
- All of your Unarmed Strikes and Melee Weapon Attacks deal additional Force Damage equal to your Charisma Modifier.
- If you roll a 1 on Initiative, you can re-roll your Initiative once and must use the new result, even if it is still a 1.
Kaijin Awakening
While Bio Heroes might be enhanced, they are still whatever they were before - just augmented. Those unfortunate enough to experience the fearsome Kaijin Awakening truly lose themselves. They cease to be whatever they were before in anything but appearance, and even then when they unleash a Transformation they take on a monstrous form. Some go mad, some spiral into depression, but the select few who rise above know that it is not how one looks that determines their worth as a hero, but their actions - they just have to work a bit harder than others.
Playing a Kaijin Hero
The Kaijin path is one of the most difficult Awakenings to play well. A DM might dissalow it because one who walks the path of the Kaijin Hero will face resentment and fear wherever they go until they have earned the trust of the locals. Even if their actions are good and noble, trust is slow, and so you will be faced with the need to hide your true identity more than any other type of Armoured Hero.
Kaijin Transformation
At 3rd level, your Transformed state becomes your base state. You must use your Growing Transformation feature to return to the appearance and creature you were before your Relic awakened. While using your Growing Transformation feature, you lose access to any Racial Features other than proficiencies and languages and have them replaced with the following:
- Your Walking Speed is 35 feet.
- Your Size is Medium.
- You are treated as both a Beast and a Humanoid for the purposes of spells and other effects.
- You have Darkvision out to 60 feet.
- You have natural weapons in the form of Claws or Fangs, your choice (you choose one when you choose this Awakening and cannot change this choice later). These natural weapons deal 1d6 + your Strength Modifier Slashing (Claws) or Piercing (Fangs) Damage in place of your normal Unarmed Strikes.
- You have disadvantage on Charisma (Persuade) Skill Checks, but advantage on Charisma (Intimidate) Skill Checks.
- You have resistance to Necrotic damage.
Your Kaijin form can look however you like. Discuss this appearance with your GM, but it should be something fearsome and horrifying to the average commoner such as a bipedal wolf in slate gray or a pulsing, snake-like humanoid with claws and glowing green eyes.
Kaijin Presence
At 3rd level, you can use an Action to let out a fearsome roar or similar showing of force. Every creature of your choice within a 15-foot radius of you must make a Wisdom saving throw against 8 + your Proficiency Bonus + your Charisma Modifier. On a failed save, a creature is frightened of you for 1 minute. On a success, a creature is not frightened and is immune to this feature for 24 hours.
At 11th level, the radius of this feature increases to 30 feet.
Kaijin Fury
At 6th level, you can unleash your fury. By spending a Finisihing Move use as a Bonus Action, you can enter an enraged state for 1 minute. During this state, you gain the following benefits and penalties:
- All your Natural Weapon attacks deal extra damage equal to your Finishing Die (though this damage is not Force but the type your Natural Weapon does).
- You have resistance to non-magical bludgeoning, Piercing, and Slashing damage.
- You reduce all damage you take that is not non-magical bludgeoning, piercing, or slashing damage by your Proficiency Bonus.
- All Attacks you make with your Natural Weapons are made with advantage.
- All attacks made against you are made with advantage.
- You have disadvantage on Wisdom Saving Throws.
You may end this feature early as a Bonus Action. When this feature ends, you have disadvantage on all Attack Rolls, Saving Throws, and Skill Checks until the end of your next turn.
Kaijin Resilience
Starting at 11th level, you become nearly impossible to kill. When you are reduced to 0 hit points, you can expend one use of your Finishing Move feature (this requires no action from you). If you do, you are reduced to 1 hit point instead.
You may only use this feature once per Long Rest. If you attempt to use it again and can spend the Finishing Move use, you do so but instantly suffer a level of exhaustion. Exhaustion gained in this way can kill you.
Kaijin General
At 17th level, you reach your apex as a Kaijin. You gain the following benefits while Transformed:
- +1 AC while using your Kajin Transformation feature's abilities.
- Resistance to one damage type of your choice other than Necrotic, Radiant, Force, or Psychic (you cannot change your choice later).
- Your Natural Weapons now use a D10 for their damage die and deal additional damage of the type you chose resistance to with this feature equal to your Charisma Modifier.
- You have advantage on death saving throws and cannot be killed by spells or effects that instantly reduce a creature to 0 hit points if they are below a certain amount of hit points, such as Power Word: Kill.
- Once per Long Rest, you can use your Finishing Move Class Feature without expending a use. You must use it for that feature, and not for any granted by your Awakening.
Magical Awakening
Those whose relics are arcane in nature awaken to the power of magic. Drawing upon their very soul, Magical Heroes can cast spells alongside martial prowess in a more offensive capacity than something like an Eldritch Knight. A Hero of this Awakening generally favors a flashy style of combat and mixing magic and melee to confound and overwhelm their foes.
Spellcasting
At 3rd level, your Relic grants you the power to use magic.
Cantrips. You learn two cantrips of your choice from the Sorcerer spell list. You learn an additional Sorcerer cantrip of your choice at 10th level.
Spells Known. The Relic of Magic Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level sorcerer spells of your choice, two of which you must choose from the Evocation and Transmutation spells on the Sorcerer spell list.
The Spells Known column of the Relic of Magic Spellcasting table shows when you learn more Sorcerer spells of 1st level or higher. Each of these spells must be a Conjuration or Evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the Sorcerer spells you know with another spell of your choice from the Sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability. Charisma is your spellcasting ability for your spells. 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 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
Focal Weapon
At 3rd level, you can spend one hour infusing a weapon with which you are proficient that lacks the Heavy and Two-Handed properties with your magic. This weapon can be used as a focus for your spells.
Alternatively, your Relic can be used as a Spellcasting Focus.
Magical Adaptation
At 6th level, when you cast a spell that deals damage, you can spend a use of your Finishing Move to change that damage type to one of the following: Fire, Cold, Lightning, Thunder. You must spend the use when you cast the spell.
Magical barrier
At 11th level, you gain the power to summon a powerful barrier. You learn the Shield and Absorb Elements (XGE) spells if you do not already know them, and they do not count against your known Spells.
Additionally, you can spend a use of your Finishing Move feature as a Reaction when a creature within 15 feet of you is the target of a Weapon Attack or the Magic Missile Spell. If you do, you can cast Shield on that creature as if you had cast the spell on yourself, granting them all the benefits of the Shield Spell.
Relic Font
At 17th level, any Material Component with a Gold Cost has that cost halved for you (Rounded down, minimum 1 GP).
Additionally, choose a single Evocation spell of 1st Level that deals Fire, Cold, Thunder, or Lightning damage. You no longer have to expend a Spell Slot to cast this Spell.
Magical Awakening Spellcasting Table
| Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 1st | — | — | — | — | — | — |
| 2nd | — | — | — | — | — | — |
| 3rd | 2 | 3 | 2 | — | — | — |
| 4th | 2 | 4 | 3 | — | — | — |
| 5th | 2 | 4 | 3 | — | — | — |
| 6th | 2 | 4 | 3 | — | — | — |
| 7th | 2 | 5 | 4 | 2 | — | — |
| 8th | 2 | 6 | 4 | 2 | — | — |
| 9th | 2 | 6 | 4 | 2 | — | — |
| 10th | 3 | 7 | 4 | 3 | — | — |
| 11th | 3 | 8 | 4 | 3 | — | — |
| 12th | 3 | 8 | 4 | 3 | — | — |
| 13th | 3 | 9 | 4 | 3 | 2 | — |
| 14th | 3 | 10 | 4 | 3 | 2 | — |
| 15th | 3 | 10 | 4 | 3 | 2 | — |
| 16th | 3 | 11 | 4 | 3 | 3 | — |
| 17th | 3 | 11 | 4 | 3 | 3 | — |
| 18th | 3 | 12 | 4 | 3 | 3 | — |
| 19th | 3 | 12 | 4 | 3 | 3 | 1 |
| 20th | 3 | 13 | 4 | 3 | 3 | 1 |
Warrior Awakening
Warrior Armoured Heroes are the most common. They excel at combat above all else, and can both fight off evil and defend the weak with their mastery of weapons. A Warrior Hero might see their very weapon be their Relic, giving them a very unique appearance compared to their peers.
Growing Weapon
At 3rd level, you can bind your Relic to a weapon of your choice with which you are Proficient that lacks the Thrown or Ranged properties. Doing so gives it a +1 to Attack and Damage rolls (this bonus incrases to +2 at 11th level and +3 at 17th level and does not stack with the bonus from a Magical Weapon, replacing that bonus if a Magical Weapon is bound in this way). You can bind up to three weapons that meet the criteria for this feature in this way.
By spending an hour during a Short rest per weapon, you can change what three weapons are bound to your Relic.
A weapon bound by this feature gains the following benefits:
- You cannot be disarmed of this weapon while you are wielding it.
- You can stow or draw this weapon as an item interaction, shunting it to a pocket dimension when it isn't in use.
Instead of a Weapon, you can choose to empower your Unarmed Strikes. Doing so gives them the same bonus as a bound weapon from this feature, but also causes all of your Unarmed Strikes to do Your Finishing Die + Your Strength Modifier in Force damage. You must be completely unarmed and not using a shield to benefit from the bonuses granted by this feature in this way.
Warrior's Fortitude
Also at 3rd level, your hit point maximum increases by 3 and increases by 1 whenever you gain a level in this class thereafter.
Additionally, you gain proficiency with Constitution Saving Throws.
Rugged Warrior
At 6th level, you ignore difficult terrain and gain a climbing and swimming speed equal to your walking speed.
Additionally, you gain resistance to cold damage and have advantage on any skill checks to endure extreme cold and on saving throws against spells that deal cold damage.
Unyielding Warrior
At 11th level, if you fail a saving throw, you may choose to succeed instead. Once you have used this Feature, you cannot use it again until you finish a long rest.
Ultimate Warrior
At 17th level, you reach the pinnacle of a warrior's ability. If you miss an attack roll, you may spend a Finishing Move use to instead succeed (though not critically succeed). If you do so, you cannot use the Finishing Move feature on that attack.
Additionally, you are considered immune to the Charmed effect.
Finally, if you would be affected by a spell or other effect that does one of the following, you can choose to negate that spell or the use of the ability. Doing so still forces the caster to expend a spell slot (if a spell) or a use of that ability (if not a spell).
- Traps you in a prison of magical force.
- Transports you to a different plane.
- Moves you against your will (this does not include the Shove action).
You may negate a spell or effect in this way once per Long Rest.
Valkyrie Awakening
This awakening mainly happens in young women, namely those who stumble across a Relic and are living miserable lives and in need of a light to drag them out of their darkness. In following their light to freedom and a better life, they become a beacon of hope for others like them and even those who simply live in misery. Valkyrie heroes are warriors who lift the spirits of their allies as they charge into battle. Unlike other Armoured Heroes whose Transformation covers their face, Valkyrie Heroes have their faces hidden by the power of their Relic, but are the least like their namesake, guarded by magical power instead.
Restriction: Female Characters Only
Only women can answer the call of the Valkyrie, the magic of their Relics only responding to females of a race.
Your DM can lift this restriction to better suit the campaign. It might not apply to your DM's setting.
Healing Song
At 3rd level, you gain proficiency in the Performance skill. If you are already proficient in this skill, you may double your proficiency bonus with it instead.
Additionally, as an Action, you can expend a Finishing Move use to choose up to your Proficiency Bonus in creatures within a 15-foot radius of you (you cannot target yourself with this feature). Those creatures recover your Finishing Die + your Charisma Modifier, recovering hit points equal to the amount rolled.
At 17th level, the radius of this feature increases to 30 feet.
You may use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses at the end of a Long rest.
Haunting Song
Also at 3rd level, as an Action, you can expend a Finishing Move use to force any creatures that can hear you of your choice within a 15-foot radius of you to make a Wisdom saving throw against 8 + your Proficiency Bonus + your Charisma Modifier. On a failed save, they are Paralyzed until the end of your next turn.
At 17th level, the radius of this feature increases to 30 feet.
You may use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses at the end of a Long rest.
Light of the Valkyrie
At 6th level, while you are using your Growing Transformation feature, you emit bright light in a 15-foot radius centered on you, and dim light in a 15-foot radius beyond that.
At 17th level, the radius of both the bright and dim light increase to 30 feet.
Additionally, when you deal damage with a Finishing Move, you can deal Radiant instead of Force damage and roll an additional Finishing Die against Fiends and Undead when you do so.
Flight of the Valkyrie
At 11th level, you gain a flying speed equal to your walking speed while using your Growing Transformation feature.
Additionally, you can spend 2 Finishing Move uses to cast the Fly spell (though you cannot target yourself with this spell when cast in this way) at 3rd level.
Swan Song
At 17th level, you can sing a song that harms your foes and helps your friends. As an Action, you can force any creatures that can hear and understand you of your choice within a 30-foot radius of you to make a Constitution Saving Throw against a DC of 8 + your Proficiency Bonus + Your Charisma Modifier. Creatures are reduced to 0 HP on a failed save and take 4 x your Finishing Die in Force damage on a successful one.
For each creature reduced to 0 HP in this way, choose one allied creature. That allied creature gains the following benefits:
- They instantly roll 2 x your Finishing Die and recover that many hit points.
- They have advantage on their next attack roll or saving throw (their choice). This advantage is lost if not used before the start of their next turn.
- They have resistance as per your Relic Resistance Class Feature until the end of their next turn.
Once you use this feature, you can't use it again until you finish a long rest.
Hero Powers
Amazing Finish
Prerequisite(s): N/A
When you use a Finishing Move with a Melee Weapon Attack or Unarmed Strike, you can move up to 15 feet in a straight line towards the target as part of the attack. You must be able to reach the target of the attack with this movement to benefit from this feature.
Buddy Up
Prerequisite(s): N/A
You can spend 1 Finishing Move use to cast the the Find Familiar (Revised) Spell from Smug's Compendium of Changes. Charisma is your spellcasting ability for this spell.
Chameleon Graft
Prerequisite(s): 5th Level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Additionally, you can take the Hide Action as a Bonus Action instead.
Clock Up
Prerequisite(s): 11th Level, Super Speed Hero Power
By spending 2 uses of your Finishing Move feature, you can cast the Slow spell. Charisma is your spellcasting ability for this spell.
Extra Finisher
Prerequisite(s): 18th level
You gain an additional use of your Finishing Move feature. This additional use can only be used with that feature, and not with any other class feature, awakening feature, or hero power.
Extreme Regulator
Prerequisite(s): 7th level
You can breathe underwater and in a vacuum, and are considered as a creature that does not need to breathe for the purpose of spells or effects (such as the spell Stinking Cloud).
Falcon's Wings
Prerequisite(s): 7th Level
Your Growing Transformation grants you wings. You gain a flying speed equal to your walking speed. If you would already have a flying speed from another source, you instead increase it by 5 feet.
Form Change
Prerequisite(s): 11th Level
Choose a Fighting Style from the Armoured Hero Class. You gain that Fighting Style. You cannot choose the same Fighting Style twice.
When you gain a Level in the Armoured Hero Class, you can change which Fighting Style this Power grants.
Feral Movement
Prerequisite(s): 3rd level, Kaijin Awakening
You gain a climbing or swimming speed equal to your walking speed. If you would already have a climbing or swimming speed from another source, you must choose the other. If you have both, you instead increase your movement speed by 5 feet.
Gaia Library Access
Prerequisite(s): Intelligence 14 or higher
You add half of your proficiency bonus (rounded down, minimum 1) to any Skill you lack proficiency with.
Additionally, you learn to speak, read, and write 2 languages of your choice.
Hero's Blade
Prerequisite(s): 5th Level, Warrior Awakening
You have learned how to channel your Relic's power into your Growing Weapon. Any weapons you bind with your Growing Weapon Archetype feature count as magical for piercing resistance and immunity if they don't already and roll an additional damage die when you land a Critical Hit with them.
Heroic Might
Prerequisite(s): 3rd level
You now count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.
Additionally, you can use weapons for creatures one size larger than you without disadvantage but if you do so your movement speed is reduced by 10 feet. At 11th level, you count as two sizes larger for all parts of this feature. At 17th level, you count as three sizes larger.
Hyper Speed
Prerequisite(s): 18th Level, Super Speed Hero Power
You no longer roll for Initiative. Instead, after all other characters have rolled Initiative, you choose your place in the initiative order.
Icy Form
Prerequisite(s): 5th Level
By spending 1 use of your Finishing Move feature, you can cast the Armor of Agathys spell on yourself. Charisma is your spellcasting ability for this spell.
Identity Manipulation
Prerequisite(s): N/A
You can cast Disguise Self at will.
Infinity Style
Prerequisite(s): 18th Level, Magical Awakening
You ignore the Material components of any spells you cast using the Magical Awakening archetype's Spellcasting feature, unless those material components are consumed or have a gold cost. If the components would be consumed but have no gold cost, you can instead expend uses of your Finishing Move Feature equal to the spell's level to cast that spell.
Justifaiz
Prerequisite(s): N/A
If you fail a saving throw against a spell or other effect, you can use your Reaction to give yourself advantage on your next attack against the creature that cast that spell or used that effect. If you do so, you cannot use a Finishing Move on that attack.
Jyama Speech
Prerequisite(s): 11th Level
By spending 2 uses of your Finishing Move feature, you can cast the Speak with Plants spell. Charisma is your spellcasting ability for this spell.
Magical Smite
Prerequisite(s): 5th Level, Magical Awakening
Once per turn when you hit a creature with your Focal Weapon or an Unarmed Strike, you can expend a spell slot to deal an extra 1d8 Cold, Fire, Lightning or Thunder damage (you choose which when you use this Power) damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
Magnum Strike
Prerequisite(s): 3rd Level, Artifice Awakening
You learn two Arcane Shot Options from the Arcane Marksman archetype of the Fighter (Revised Class. Instead of the normal amount of uses, you expend a Finishing Move use to make use of these Arcane Shot options.
You do not gain the benefits a Fighter would at 18th level in the Armoured Hero Class with this feature's Arcane Shot Options. You use Charisma instead of Strength for calculating the Saving Throw DC for any options you choose that require a Saving Throw.
Mighty Fists
Prerequisite(s): 5th Level, Unarmed Fighting Fighting Style
Your fists are empowered by your relic. You gain a +1 to Attack and damage rolls with Unarmed Strikes and your unarmed strikes now count as magical for piercing resistance and immunity.
Monstrous Features
Prerequisite(s): 5th Level, Kaijin Awakening
Your Natural Weapons now scale the same as the Martial Arts die from the Monk (Revised) class, being a d6 at 3rd level, a d8 at 5th level, a d10 at 11th level, and a d12 at 17th level. If you stop benefiting from this power, the damage die for your Natural Weapons returns to normal for your level (d6 at 16th level or below, d10 at 17th level).
Muteki Power
Prerequisite(s): 18th Level
As a Bonus Action, you can expend five uses of your Finishing Move Class Feature make yourself immune to all damage except for Psychic damage for 1d4-1 rounds. You may only use this Power once per Long Rest.
Natural Resilience
Prerequisite(s): 3rd Level, Bio Awakening
You gain resistance to Poison damage and have advantage on saving throws against the Poisoned condition.
At 11th level, this becomes immunity to Poison damage and the Poisoned condition.
Optic Searcher
Prerequisite(s): N/A
You can read all writing.
Quiz Flash
Prerequisite(s): 11th Level
By spending 3 uses of your Finishing Move feature, you can cast the Confusion spell. Charisma is your spellcasting ability for this spell.
Relic Artifice
Prerequisite(s): 3rd Level, Artifice Awakening
When you take this Power, you gain the benefits of the Replicate Magic Item Infusion from Artificer (Revised) once. When you gain a level in the Armoured Hero class, you can change what this Infusion replicates. If you no longer have this Hero Power, you lose the magic item that has been replicated.
Relic Protection Aura
Prerequisite(s): 9th Level
Instead of adding half of your proficiency bonus to Saving throws with which you are not proficient, you now add your full Charisma Modifer to all saving throws you make.
At 18th level, this affects all allied creatures in a 15-foot radius centered on you (you are also affected by this aura).
Revolve Remix
Prerequisite(s): 11th Level
By spending 3 uses of your Finishing Move feature, you can cast the Polymorph spell with a range of Self. Charisma is your spellcasting ability for this spell.
Rising Jump
Prerequisite(s): 5th Level
You can cast the Jump spell on yourself at will, without material components.
Super Speed
Prerequisite(s): N/A
You gain additional walking speed equal to 5 x your Dexterity Modifier (minimum 5 feet). Additionally, you can take the Dash Action as a Bonus Action instead.
Tactical Fire
Prerequisite(s): 5th Level
You can spend 2 Finishing Move uses to cast the Aganazzar's Scorcher (XGE) Spell . Charisma is your spellcasting ability for this spell.
Tactical Strike
Prerequisite(s): N/A
You gain 2d6 superiority dice and learn two Maneuvers from the Battlemaster archetype of the Fighter (Revised Class. You gain an additional Superiority Die (D6) and learn an additional Maneuver at 7th and 13th level.
These dice are recovered at the end of a Short or Long Rest.
Trust Last
Prerequisite(s): N/A
You can spend 1 Finishing Move use to cast the Silvery Barbs (Revised) Spell from Smug's Compendium of Changes. Charisma is your spellcasting ability for this spell.
Ultimate Finder
Prerequisite(s): N/A
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Ultimate Finish
Prerequisite(s): 18th Level, Warrior Awakening
When you use a Finishing Move with a weapon or unarmed strike enhanced by your Growing Weapon feature, you roll an additional Finishing Die and deal that amount in Force damage to all hostile creatures within a 30-foot radius of your target.
Valkyrie's Armament
Prerequisite(s): 5th Level, Valkyrie Awakening
Choose one type of weapon, such as a Longsword (for the purposes of this feature, a type of weapon refers to all weapons that are categorized as a specific weapon. For example, a Flametongue Longsword and a Silvered Longsword are both Longswords and would benefit from this power if you chose Longsword) or Unarmed Strikes. It gains the following benefits while you wield it:
- It receives a +1 to Attack and Damage Rolls unless it already has a magical bonus to attack or damage rolls.
- It counts as magical for the purpose of piercing resistance and immunity.
- If it has the Loading or Reload property, it ignores those.
- If the weapon has the Ammunition property and lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
- If you choose Unarmed Strikes, they deal 1d8 + your strength modifier in damage instead of the normal amount. This increases to 1d10 at 11th level and 1d12 at 17th level.
You may change what Weapon type (or if you instead chose Unarmed Strikes, change to a weapon type) whenever you gain a level in this class. If you lose the benefits of this Power, the weapon type (or your Unarmed Strikes) lose all the benefits of this feature.
Valkyrie's Pride
Prerequisite(s): 18th Level, Valkyrie Awakening
You have advantage on saving throws against spells or other magical effects.
Additionally, if you or an allied creature within 15 feet fails a saving throw against a spell or other magical effect, you can expend 3 Finishing Move uses to turn that failure into a success. You may only use this part of this Power once per Long Rest.
Credits
Art (In Order)
Other
- Toei Studios: Kamen Rider Brand, Characters, and Series.
- Discotek Media, Satelight, Medialink,Kadokawa Shoten,Newtype Ace: Symphogear Brand, Characters, and Series.
- Me, SmugCoffeeMan: Class concept
Fan Content Policy
This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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Changelog
1.01
- Can now choose any four skills instead of two from a list.
1.02
- Added three new Fighting Styles.