The Protagonist
An unassuming halfling watches as his heroic companions quickly conjure spells and slash their gleaming swords at the mind flayers, but the halfling is only watching, a doomed expression on his face. A struggling comrade's look tells him that its time for him to fight. With hesitation, the inexperienced halfling unsheathes a small sword, and a with a blow exaggerate from the halfling's level of strength, he slays the beast, landing on the ground and panting, surprised he was able to commit to such a feat of heroics.
Boom, boom, are the sounds of monstrous orc feet trampling natural material, grunting and growling, recklessly swinging their bloodied swords around them. A human wearing nothing but a normal garment of clothing and childishly adjusting her heavy sword and shield, which are obviously to big for her anxiously spectates. She had never wanted to be in a battle, but waiting on the edge of one she couldn't escape is even worse. But nonetheless, she meets the army in a heroic clash, shockingly defeating the militia with little effort and training.
In the shadowy depths of a dark mountainous crevice, the valiant halfling faced the unspeakable terror of the giant spider, a creature of nightmarish proportions. With courage fueled by friendship and an unyielding sense of duty, the small figure demonstrated remarkable bravery, confronting the monstrous foe to protect the burdened companion caught in the web of despair. Amidst the clashing of wills, the halfling's determination shone like a beacon, revealing the indomitable strength that can be found in the smallest of hearts when faced with overwhelming darkness.
These are all examples of the heroically fumbling characters whose abilities may not seem to amount to anything, yet nevertheless they endure and defeat their enemies with courage and strength.
Storybook Characters
Most protagonists resemble the main characters of dramatic tales, poems, plays, books, or movies. Their demeanor of not-knowing and inexperience are similar in many ways to the people of heroic novels, who without any adventuring or combat sophistication dominate and defeat vanquish their foes with somehow heroic means. They are usually awed by few persons and children, and current ones are but into stories and tales of great proportions and hardship, which some people even believe are fiction due to the immense and powerful strikes the protagonists are able to deliver, even denying the truth when it comes to them.
These storybook characters have literally no extraordinary abilities that make them stand out among the adventuring community, no magical gifts, no fighting prowess, no power to shapeshift into animals or musical inspiration, just the plain old adventurer who can barely wield a sword or a shield and can't even learn to cast a spell. This inability to possess a unique ability makes protagonists often outcasts among the adventuring community, with them being shunned by fighters, bards, druids, and other people.
Unexpected Heroes
Protagonists are the most unexpected of heroes, most if not all of them not even having a single care about adventuring before it comes to their circular door. They are always to busy being safe drinking ale and eating cupcakes to venture out into the wilderness and encounter evil creatures, it's just not reasonable. They are often nudged in the direction of exciting journey by relished and old adventurers who've been avid members of the profession for many years. On their first adventure, they frequently and annoyingly repeatedly fumble and fail when fighting monsters but somehow defeat their foe, however monstrous it is.
On numerous occasions, protagonists require assistance from their more experienced companions, needing them to kill the monster or lie to the king, but their heart and bravery shows and defines itself, waking from its slumber, on the first voyage of a protagonist. Generally, protagonists can be forgetful and eccentric for adventurers, complaining and wishing to go back when they leave their handkerchief at home, regularly yearning for common household delicacies and homemade meals that always evade the lives of the adventuring folk.
Creating a Protagonist
When you are creating an unexpected protagonist character, discern and contemplate the following aspects of their personality and background.
Firstly, consider whether they dreamed of adventure as a child or even an adult or not, they might have longed to be out there in the unknown, away from the safety and comfort of the neighborhood, or did they feel perfectly content where they were, with no intention of changing their life whatsoever, but noticed the exhilarating and fun parts of the job when they were reluctantly introduced to it. If they didn't want to join the adventuring life, then decide who or how got into the occupation, describe the person and make sure they are an experienced adventurer.
Secondly, consider the comforted eccentricities of their character, which would be considered normalities in the typical people of neighborhoods and towns. Are monsters and villains but fairy tales and fantasies to them, creatures
Multiclassing and the Protagonist
If your group uses the optional rule on multiclassing in the Player's Handbook, here is what you need to know if you choose protagonist as one of your classes.
Ability Score Minimum. You must have a Charisma score of at least 13 to take your first level as a protagonist, or to take a level in another class if you are already a protagonist.
Proficiencies Gained. If protagonist is not your initial class, here are the proficiencies you gain at 1st level: Shields, Simple Weapons, and one skill of your choice from the protagonist skill list later in this class.
The Protagonist
| Level | Proficiency Bonus | Features | Plot Points | Plot Armor Temp. HP |
|---|---|---|---|---|
| 1st | +2 | Adventuring Spirit, Unarmored Defense, Introduction | — | — |
| 2nd | +2 | Plot Influence, Heroic Moments, Plot Armor | 2 | 10 |
| 3rd | +2 | Protagonist Chapter | 3 | 15 |
| 4th | +2 | Ability Score Improvement | 4 | 20 |
| 5th | +3 | Extra Attack, Rising Action | 5 | 25 |
| 6th | +3 | Protagonist Chapter Feature | 6 | 30 |
| 7th | +3 | Comeback, Facer of Fears | 7 | 35 |
| 8th | +3 | Ability Score Improvement | 8 | 40 |
| 9th | +4 | Plot Savant, Time Crunch (x1) | 9 | 45 |
| 10th | +4 | Protagonist Chapter Feature, Grow and Learn | 10 | 50 |
| 11th | +4 | Heartwarming Speech, Substantial Sacrifice | 11 | 55 |
| 12th | +4 | Ability Score Improvement | 12 | 60 |
| 13th | +5 | Driven by Despair, Time Crunch (x2) | 13 | 65 |
| 14th | +5 | Protagonist Chapter Feature | 14 | 70 |
| 15th | +5 | Rising Action Improvement | 15 | 75 |
| 16th | +5 | Ability Score Improvement | 16 | 80 |
| 17th | +6 | Press On, Time Crunch (x3) | 17 | 85 |
| 18th | +6 | Epic Climax | 18 | 90 |
| 19th | +6 | Ability Score Improvement | 19 | 95 |
| 20th | +6 | This is Your Story, Conclusion | 20 | 100 |
are real but entirely unreachable by them. Do they always carry a handkerchief with them, do they regularly expect a breakfast, lunch, and dinner that displays the exact best of their home town's cuisine, and do they recoil at the thought of rations and not having a small box of grained salt on them at all times, or do they long to have those options in their life, though their lack of adventuring skills holds them back from that reality.
Quick Build
When you are creating a protagonist quickly, consider following these steps. Firstly, Charisma should be your highest ability score, followed immediately by either Strength or Constitution. Secondly, choose the civilian background later in this class.
Class Features
As a protagonist, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per protagonist level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per protagonist level after 1st
Proficiencies
- Armor: Light Armor, Shields
- Weapons: Simple Weapons
- Tools: None
- Saving Throws: Charisma, Strength
- Skills: Choose two from Animal Handling, Deception, History, Perception, Performance, Persuasion, Religion, Stealth, or Sleight of Hand.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Either (a) two daggers, or (b), a shortsword
- Either (a) A shield, or (b), a shortbow
- Leather armor
- A box of salt and a handkerchief
Adventuring Spirit
When you take your first level in this class, your unassuming adventuring ability matters not compared to your brave adventuring spirit.
At 1st level, you have advantage on saving throws you make to avoid gaining the frightened effect. Also, because you are
Protagonists and Death
Because protagonists play such an important role as somewhat of the main character, dying is never really good for them or the plot. Protagonists have excellent defense only because of this. When a protagonist dies, it is not always good for another person to just step in and take over for them: their influence is theirs alone and cannot be replicated. Most protagonists are natural masters t avoiding death, so it remains in their favor to live, but not all are able to escape the reaper's clutches.
That being said, some of the most famous protagonist's journeys ended in their untimely death, but in these stories the evil often wins. If the protagonist does not find a way, no one will. To summarize, protagonists are vital to the plot and their avoidance of death is a key aspect of their characteristics and abilities.
overlooked due to your lack of experience, creatures with an Intelligence score of over 15 have disadvantage on Wisdom (Perception) checks and Intelligence (Investigation) checks to notice you amongst your companions. It also takes you half as much time to be corrupted by a corrupting effect than other creatures.
Unarmored Defense
You are protected without ask from some divine power, and it allows you to stay safe even without the heavy weight of suits of armor.
Starting at 1st level, when you are not wearing armor, your Armor Class is equal to 12 + your Charisma modifier, instead of the usual 10 + your Dexterity modifier.
Introduction
This is your beginning, your origin. This point in the plot is where you are introduced: your personal introduction. This is where your story begins.
At 1st level, you are at the point of your introduction, where your story begins. Because of this, you gain one feat or racial feat that you qualify for of your choice. This feat counts as a class feature.
Plot Influence
You know how to directly predispose the story that you take part in as the main character, sometimes without even realizing that you have done it.
Beginning at 2nd level, you have learned to use your vital importance in the story to literally transform the plot whenever you want. You gain 2 plot points, and you gain more at certain protagonist levels, as shown on the plot points column of the protagonist class table. When you use a plot point, you expend it, and you regain all expended uses at the end of a long rest. Sometimes, effects that you expend your plot points to use require you to make an attack roll or for an target to make a saving throw, so calculate the attack modifier and the save DC as shown below.
Plot Save DC
Plot Attack modifier
When you use your plot points, there are a number of unique options for effects you can use to influence the plot, all described simply in the back of this class.
Heroic Moments
You may not be the toughest fighter or the smartest asset to your party, but sometimes your heroic bravery can be a great but surprising help to your compatriots.
At 2nd level, you can somehow invoke an ability that dominates monsters an frightens foes. When you make an attack and hit the target over a 14 (normal d20 without any modifiers) you can amplify the effect, dealing double damage (quadruple if it is a natural 20) and dropping the target to 0 hit points if they are reduced to 10 hit points or lower by this specific effect. When you use this feature, you expend a plot point.
Plot Armor
As the main character, you are extremely important to the story, meaning death and pain should evade you to protect you from fatal experiences and keep you alive to carry out your vital task.
When you reach 2nd level, your life has become to valuable to lose. As an action, you can activate your plot armor, which lasts for 1 hour or until you deactivate it using a bonus action. While your plot armor is activated, you gain the following benefits to keep you living.
- Your Armor Class now equals 13 + your Dexterity modifier, instead of the normal 10.
- All of the damage that you take is reduced by 1d6 + your Charisma modifier.
- You are resistant to bludgeoning, piercing, and slashing damage from non-magical effects.
- You gain advantage on all Dexterity, Strength, and Constitution effects you make to avoid taking damage.
- You gain a number of temporary hit points equal to three times your protagonist level.
When you use this feature, you expend a plot point.
Protagonist Chapter
You have further defined your tale of heroics, becoming a figure of either bravery, war, good versus evil, or redemption, leeching off of the typical story themes to establish your role in your adventuring tale.
Beginning at 3rd level, you get to choose a unique subclass, also known as a chapter, that will determine your abilities and give you features at 3rd, 6th, 10th, and 14th level. The protagonist chapters you can choose from are as follows: the Chapter of Bravery, Chapter of Good versus Evil, Chapter of Redemption, or the Chapter of Travel.
Ability Score Improvement
When you reach 4th level, and again at 8th, 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 cannot increase an ability score above 20 using this feature.
Extra Attack
Though your fighting and combat abilities are not as honed as that of some of your companions, but you are able to miraculously attack effectively.
At 5th level, when you take the attack action on your turn, you attack it two times consecutively, instead of the regular one attack normal for the action.
Rising Action
Your life is finally getting exciting, and events are becoming more exhilarating with each experience. The plot in your story is getting good, thus the rising action.
When you reach 5th level, the action in your story is rising to exciting levels. You are able to expend a plot point to give a creature that you can see within 60 feet of you a use of your heroic moment or plot armor feature to be used within the next hour. You can also expend an extra plot point when using your plot armor feature to use it as a bonus action or a reaction instead.
When you reach 15th level, this feature improves to allow you to expend a plot point to give a plot influence option to a creature you can see within 30 feet of you to be within the next hour.
Comeback
Hurtfulness makes you stronger, without pain you do not gain. You are able to strike back double strong when you have been targeted and beaten.
When you reach 7th level, after you have been attacked and taken over 25 damage from that single attack, you can comeback stronger. When you have taken 25 damage or more from a single attack, you can use your action to attack that creature, dealing double damage on a hit. The target must also succeed on a Wisdom saving throw or be frightened of you and knocked prone for 1 minute.
Facer of Fears
You are so mentally strong in your brave spirit that you are basically immune to fear, and moreover facing your fears excites you and boosts you.
At 7th level, facing your fears makes you stronger. When you are subjected to an effect that gives you the frightened condition, you can use a plot point to not be frightened. If you choose to endure the frightened condition instead, you gain a bonus equal to your Charisma modifier for the next attack you make.
Plot Savant
Your vital importance is so influential that your decisions alter the plot of your story permanently, whether for good or for evil, sometimes even without the protagonist noticing.
Starting at 9th level, you can influence your story with little effort and ease. When you use a plot point, you can choose to use it as a bonus action instead of an action. You still expend the plot point normally. You can use this feature once per every long rest.
Time Crunch
When you are in a situation where you have to cut things close or an overall time crunch, you are able to seemingly extend time to do what you need to do.
Beginning at 9th level, you are able to crunch time to fit your needs. During combat, you can take an extra action in your turn. You can use this feature once per long rest.
When you reach 13th level, this feature improves, letting you use this feature twice per long rest. At 17th level, it can be used three times per long rest.
Grow and Learn
You are able to grow with your many experiences and learn lots of vital information about them. With every day you learn something new.
At 11th level, your experiences in battle and pursuit of knowledge allow you to adapt dynamically to challenges. When you finish a short or long rest, you may choose one ability score or skill you have proficiency in. For the next 24 hours, you can replace the chosen ability score or skill with another ability score or skill of your choice. You can switch between these two at any point during that duration. When you use this feature, you expend a plot point.
Heartwarming Speech
While you travel sullenly through the wilderness, or after you have been brutally mauled by monsters, you are able to lift your companions spirits by delivering a heartwarming speech to your friends.
At 11th level, you are able to warm the hearts of your compatriots with your words. As a bonus action, you can speak a specific string of words, and any ally you can see and hear within 30 feet of you gains a d10, which they keep until they use it on any roll they wish. When you use this feature you expend a single plot point.
Antagonists
While most protagonists are good-aligned, with wholesome intentions completely opposite of the goals of evil, though a few rogue become evil and use their journey to discover true villainy. Their methods are not usually the ones of villains, but their overall goals are the same. Their plot-bending abilities are used for evil purposes, as they are the main villains, similar to the main characters except for their intentions.
Extreme villainy is not always admired or desired by antagonists, and many act out of selfishness, though a lot of them engage in activities that can only be described as unspeakably evil. These villains are often insane or crazed due to some climactic event, and don't even notice or care that they risk their lives committing crimes.
Substantial Sacrifice
When things are looking bad, and the lives of your friends are threatened, that is where you shine: you sacrifice yourself to save others.
At 11th level, sacrifice is your specialty. You can expend a plot point to deal up to 50 damage (your choice) to yourself, and have up to three people you can see within 60 feet of you heal the same amount of health as the damage you take.
Driven by Despair
Your tragic losses drive you to strive and thrive, helping you to press on or exact revenge on the one who has murdered your beloved friend or compatriot.
When you reach 13th level in this class, you become resistant to the gripping effects of losses. You do not maintain any trauma at all through tragic or traumatic events, to put it simply, you are immune to trauma. This makes you immune to being subjected to fear or any other condition your DM may associate with trauma or tragic loss.
Press On
Despite your pain, besides your losses, you press on, carrying out your task with wholesome and utmost determination, however daunting or seemingly impossible it may be.
At 17th level, you have become so downright indispensable that what seems to be now divine intervention keeps you safe from harmful foes. All damage you take while you are under half your hit point maximum is reduced by 10 (if you use your plot armor it adds up). Also, if you are knocked unconscious or reduced to 0 hit points, you can choose to wake up or be knocked only to 1 hit point instead. You can use the ability to awaken yourself and to stay safe from death a number of times equal to your Charisma modifier, regaining all expended uses at the end of a long rest.
Epic Climax
The epic and fearless climax is the undoubtedly the most supreme aspect of any story, whether it be a preeminent battle, an intense debate, or some other heroic similar thing.
When you reach 18th level, you have reached the most climactic point in your career as the main character. When you fail a saving throw or do not succeed on an ability check or attack roll, you can choose to succeed instead. You can use this feature to also decide the roll of a damage die. When you use this feature, you expend a single plot point.
This is Your Story
The story has been yours all along, you just didn't know it. You have become the embodiment of a hero, a fairy tale main character who despite all obstacles, continues adventuring and resumes living.
Finally, when you reach 20th level, you are the paramount character in the lives of your companions, and the story of your great deeds and your journey will carry on for centuries after your death. When you take damage, you can choose to not take it, provided that the damage is under 100. Also, your importance lets you ignore a few universal rules to complete your task or adventure. You can only activate two of these features at a time, each one remaining in effect for 1 hour after its activation.
- You ignore rough terrain
- You ignore handicaps you may have gained from an injury (such as having a finger lost but still able to hang onto a rocky cliff)
- You gain a climbing or swimming speed of 30 feet
- You ignore damage from falling
- You ignore damage from drowning for 1 minute
- You double your walking, swimming, or climbing speed (swimming and climbing speeds are if you have them)
Conclusion
Finally, the end of your story has been reached. Your conclusion has come. But that does not mean your story is over, it has much more to finish.
At 20th level, your conclusion has been reached. You can make a creature the target of an effect similar to the spell suggestion. The DC is your plot save DC. When you use this feature, you expend a plot point.
Protagonist Chapters
Presented in this section of the protagonist class are the multiple subclasses, known as protagonist chapters, for characters with the protagonist class. The protagonist chapters herein are the Chapter of Bravery, the Chapter of Good versus Evil, the Chapter of Redemption, and the Chapter of Travel. Their features are also shown here.
Chapter of Bravery
You may not be the strongest fighter or the smartest wizard, but your unconditional bravery is all that matters. You try your hardest to be more similar to your more defined companions, but you cannot, so your bravery is your only asset. Courage is the best tool you can use during battle, for it is the only mere weapon you wield.
| Protagonist Level | Feature |
|---|---|
| 3rd | Courageous Charge, Trivial Warrior |
| 6th | Despite all Odds |
| 10th | Surge of Bravery |
| 14th | Victory |
Courageous Charge
Though you are seemingly insignificant when the field of battle comes into play, you can emit a courageous burst of energy and power to defeat your foes.
When you take this protagonist chapter at 3rd level, you become more valiant then ever, if your life was a film, dramatic and heroic music would play during your combat experience. As an action when you attack, provided the target is at least 10 feet away from you, you charge and hit the creature. You gain advantage on the attack roll against this creature, and on a hit you gain a bonus equal to your Charisma modifier on all attack and damage rolls for 1 minute, provided you hit the first creature.
Trivial Warrior
You may be small and unhelpful to your companions with combat expertise, just a burden for them to carry, but in time your warrior spirit shows.
At 3rd level, because you are small but powerful, you have a more powerful ability to defeat monsters larger than you. You have advantage on attack rolls you make against creatures that are two sizes larger than you, but not smaller or bigger (an example would be a small creature having advantage on attack rolls against creatures that are large, but not against creatures who are medium).
Despite all Odds
People, usually more experienced soldiers, would call you weak, and would say that you cannot win against your enemies, but despite all odds you have victory.
When you reach 6th level, your bravery in the face of total doom compels you to conquest. If you are under a third of your hit point maximum and are facing a creature whose challenge rating is higher than your protagonist level plus your Charisma modifier, you can increase the range of your critical hits from 20 to 19-20 instead, boosting your performance in battle.
Surge of Bravery
Your small flame of courage ignites a spark and blazes a fire, giving you surges of immense bravery, making you just as fierce a fighter as other soldiers, maybe even fiercer.
At 10th level, you gain a surge of bravery time after time when you need it. As a bonus action on your turn, you can activate your courageous surge of ability, which remains in effect for 10 minutes. During this duration, any creature to whom you deal over 30 damage with an attack loses a limb or appendage of your choosing and maintains the detriments that accompany it.
Victory
Somehow, despite your inexperience and your intimidated and scared manner towards battle, you fearlessly win nonetheless. Victory is yours.
Finally, at 14th level, you become the embodiment of victory within your adventuring group. Set up a counter, for each creature you kill, you gain a +1 bonus to attack and damage rolls you make against any other creature you attack. This adds up as you go along killing monsters, but it resets after s1 hour passes.
Chapter of Good versus Evil
As a protagonist of the Chapter of Good versus Evil, you are a hero, a good guy who must face the bad guy and win. Protagonists of this chapter often have a main antagonist, a villain, who they must continuously confront until they achieve their victory.
| Protagonist Level | Feature |
|---|---|
| 3rd | Evildoer's Bane, Heroic Protection |
| 6th | Warning Speech |
| 10th | Harbinger of Righteousness |
| 14th | Master of Heroics |
Evildoer's Bane
Your heroics are so unrivaled and so tremendously audacious that evildoers and villains beware to come near you and would much rather die than face you, you are their bane.
When you take this subclass at 3rd level, you are the bane of evildoer's from sea to sea, a legendary figure of heroics for them to be frightened of. When you attack a creature with an evil alignment, that creature is subjected to a Wisdom saving throw (the DC equals 8 + your proficiency bonus + your Charisma modifier) and must succeed or take 2d10 psychic damage and is frightened of you for the next minute.
Heroic Protection
Your unwavering loyalty to your compatriots drives you to heroic protection to save them from harm and from death, which is a substantial asset to survival.
Also at 3rd level, you are determined to protect your companions from impending doom. As a reaction when an ally is attacked, you can make an attack against the attacker, both harming them and imposing disadvantage on the attacker's attack roll. You can use this feature a number of times equal to your Charisma modifier and regain all expended uses at the end of a long rest.
Warning Speech
Evildoers should cringe and recoil at your very presence, but if they do not, you know how to make a speech that strikes fear into the hearts of anyone what hears it.
When you reach 6th level, you can tell a string of words to evildoers to make them beware your presence. As an action, you target up to four creatures that you can both see and hear and has an evil alignment and is within 30 feet of you to make a Charisma (Persuasion) check to compel them to stay away from evil things and not commit crimes. The Charisma (Persuasion) check is contested by their Wisdom (Insight) check, and if you win, you emit a specific warning to them, which they must follow as if hypnotized for 10 minutes.
Harbinger of Righteousness
You are now so incredibly heroic that whatever you say is right and whatever you say is wrong is the universal code for society to follow, sometimes unwillingly.
At 10th level, your ability to bring righteousness and drive a community to thrive due to reducing its crime is impeccable. As an action, target one creature you can both see and hear within 30 feet. That creature is immediately subject to follow a precise code of your making for 1 hour, somewhat of an improvement of your warning speech feature earlier in this subclass's description.
Master of Heroics
Your career as a heroic figure has brought you to become a master of the art, being able to deliver justice to evildoers and bad guys globally. When you finally reach 14th level, you are the master of heroics throughout your party and maybe the entire continent on which you stand. Your critical hit changes from 20 to 18-20, but only for creatures with an evil alignment. There is no limit or toll to this feature.
Chapter of Redemption
Regaining honor or restoring your family name is literally the most important thing to protagonists of the Chapter of Redemption. They strive endlessly to deprive themselves of the misdemeanor with which they are treated, and they dream of a time when they are honored as a legend and as a hero instead of a dishonored villain.
| Protagonist Level | Feature |
|---|---|
| 3rd | Dishonored Devotion, Strength in Numbers |
| 6th | Temporary Restoration |
| 10th | Utmost Determination |
| 14th | Redeemed |
Dishonored Devotion
Even though you have unfairly been dishonored, you remain loyal and devoted no matter what. You may be loyal to your friends, your family, or your country.
When you take this protagonist subclass at 3rd level, your being dishonored has not affected your determination or devotion to your friends and family. Choose one creature that is within 1 mile of you or is related to you by blood. You create a bond with that creature, and at any time when that creature is attacked, you can use a reaction to half the damage. You can also speak telepathically with that creature without limits. If the bonded creature exits the 1 mile range, the bond is ended. You can only have one creature bonded to you at a time.
Strength in Numbers
You do your best work with other people, especially other dishonored or exiled civilians. This strength in numbers is why you seeked out a a party of adventurers to share in your exiled pain and strengthen you to redeem yourself.
Also at 3rd level, you are strong from being together, working and fighting with other people. As an action, when an ally that you can both see and hear within 30 feet of you makes an attack, you can aid them by rolling for an attack yourself and targeting the same creature.
Temporary Restoration
Although you have been dishonored, you are able to redeem yourself temporarily for a short period of time, which in turn heals your wounds.
When you reach 6th level as a protagonist Chapter of Redemption, you can heal your wounds through temporary restoration of your honor. As an action, you can gain temporary hit points equal to triple your protagonist level, and also, all higher life forms capable of advanced thought (humanoids and anything similar to them) will treat you as a friend and will refrain from hostile interactions with you for 1 hour or until you dismiss it as a bonus action.
Utmost Determination
Your devotion to regaining your honor and redeeming yourself transfers to other matters as well as it works for its original purpose.
At 10th level, your utmost and steadfast determination helps you with matters other than relieving your honor and clearing your name. As a bonus action, you can target a creature within 30 feet of you. You double all damage and gain advantage on all attack rolls against that creature for 10 minutes, but the effect ends if you do anything on your turn besides attacked that specific creature. The effect also ends if the creature die.
Redeemed
You are finally and completely redeemed. Your efforts to reclaim and restore your honor have succeeded, landing you in high favor among your people.
When you get to 14th level, you have been redeemed completely and entirely. You gain proficiency in Wisdom saving throws and in the Charisma (Persuasion) skill if you are not already proficient in it. If you are already proficient in the Charisma (Persuasion) skill, you gain expertise in it instead. You also gain favor among the people who earlier dishonored you, giving you friendly interactions with them and anyone related to them by occupation, blood, or friendship. Your DM can choose to add any other benefits of your redemption if they wish.
Chapter of Travel
The wilderness eternally beckons you, calling you into its unpredictable situations, even though you may not want it to, or though you not dream of adventure or travel, and would much rather enjoy a home cooked meal than a slop of rations away from a rocking chair and a cozy fireplace.
| Protagonist Level | Feature |
|---|---|
| 3rd | Adventurer's Skill, the Wilderness Beckons |
| 6th | Uncanny Passage |
| 10th | Extended Starvation |
| 14th | Nomadic Traveler |
Adventurer's Skill
As an amateur adventurer, you have picked up a few skills along the way to aid your travels, including the uncanny abilities of a ranger to track and hunt and trap.
When you take this subclass at 3rd level, your voyages have helped you learn a number of abilities over time. You gain proficiency in the Wisdom (Survival) skill if you are not already proficient in it. If you are already proficient in that skill, you gain expertise in it instead. You also gain advantage on ability checks you make to identify the tracks of an animal and to follow said tracks.
The Wilderness Beckons
The uncharted unknown calls you to its perimeters to explore and survive in its boundaries. You long for it, you long to see mountains and to walk through dense forests as you journey somewhere for a time.
Also at 3rd level, an unceasing call to the wild has manifested within you. This makes survival in said wild areas easier for you. Rough terrain does not effect you while you are simply walking in the wilderness, and you ignore the effects of eating raw food when you eat it.
Uncanny Passage
You are have learned to be able to find passage in the most uncanny and unable places that some would deem entirely impossible to travel through.
When you reach 6th level as a protagonist Chapter of Travel, you know how to find passage through even the worst places imaginable. You gain immunity to rough terrain, and you can now survive extreme temperatures that are only 20 degrees below or above the normal. You can also endure elevations as high as 12,000 feet, maintaining the usual detriments for elevations higher than that.
Extended Starvation
Because of your ability to uncannily adventure and survive within the wilderness, you can stay alive without food for much longer than other people.
At 10th level in this subclass, you can choose to extend your limit of starvation for a time. You can avoid starvation for five months without food, instead of the regular three months usual for most other races.
Nomadic Traveler
You have become so endorsed in your travels that you journey from location to location nomadically without refrain. Nothing stops your voyages, whether it be land obstacles or oceans, not until death takes you.
When you reach 14th level, you are practically a nomad other than just a traveler. You gain a +5 bonus to all Wisdom (Survival) checks you make when you are in the wilderness or in uncharted and unknown territory. Creatures with the beast creature type act friendly around you, but not to any other creature or ally of yours in the vicinity.
Plot Point Options
When a protagonist gains their plot points feature at 2nd level, they are able to use a few options to substantially influence the plot. A tip for roleplaying usage of the following plot point options is to maintain the fourth wall and play so that the influence of the plot was not purposely altered by the character.
Create / Erase
As an action, you add an object of your choice that has no magical, psionic, mechanical, or supernatural properties and is no more than 10 feet long on all of its sides. This object appears within 60 feet you in an empty space of your choice. If you wish to remove an item from the scene, follow the same perquisites for creating an object. Adding or erasing an object does not mean that it never existed, just that it has been erased at the moment you use this action. No creature knows of the creation or removal of the object.
Complicate / Simplify
As an action, you meticulously describe how you wish to complicate an event. This can be similar to adding a rivalry between two people, changing the attitude of a person, increase the hit points of a monster of companion (using temporary hit points), or giving a boon or detriment to a creature or player. You must describe the specific effects of the complication. If the complication adds an event or something that would change the past, it does not. You can also simplify an event by removing any of these things, or some other complication or simplification that your DM approves of prematurely.
Extend / Condense
As an action, you extend any amount of time up to 1 hour longer than it actually is, so that you have extra time to do anything you wish, while it only lasts a minute actually. You can also condense an amount of time using this option. The maximum amount of time you can extend to and minimum time to condense into is one hour.
Distract / Focus
As an action, you force one creature you can see or hear within 60 feet of you to make a Wisdom saving throw against your plot save DC or you either distract them or focus them by controlling their next turn. The target has no knowledge of you controlling them.
Victory / Defeat
As an action, you can instantly deal a number of d10s equal to half your protagonist level force damage to a creature you can see within 60 feet of you. You can also deal this damage to yourself if you wish.
Assail / Yield
As an action, you make a weapon attack using your plot attack modifier against a creature you can see within 60 feet of you. The damage is doubled for this attack. Alternatively, you can make a creature you can see within 60 feet of you make a Wisdom saving throw against your plot save DC. On a fail, they must stop attacking you specifically (instead, you can increase your Armor Class by a number equal to your Charisma modifier).
Protect / Make Vulnerable
As an action, you provide the entire effects of your plot armor feature to a creature you can both see and hear within 60 feet of you. Alternatively, you make a creature you can see within gain one damage vulnerability for 1 hour.
Background: Civilian
You are just a simple home-town civilian who enjoys the simplicity of quiet life in your village. Civilians often take up hobbies such as cooking, baking, sewing, and other unneeded activities for adventure. Everything goes exactly as planned, no unexpected events or adventures, and meals are made specifically at the time they should be, delicious cuisine that is in no way similar to the bland rations of an adventurer.
- Skill Proficiencies: Animal Handling, History
- Tool Proficiencies: Cook's Utensils, one type of Gaming Set of your choice
- Equipment: A box of spice, a fancy dining set (a fork, spoon, knife, plate, cup, and bowl), a handkerchief, some kind of household item that is useless for adventuring, a set of dress clothes, and a pouch containing 10 GP.
Civilian Hobbies
Every civilian has a few unique hobbies which they cling to and attend to every now and then, usually at the most inopportune instances, like sewing during a goblin raid, or cooking a pan of bacon when trying to hide from enemies. You can use this table below for reference of common hobbies, but make your DM aware of it before you confirm, because the activity may not be relevant to the setting.
| d12 | Civilian Hobby |
|---|---|
| 1 | Birdwatching |
| 2 | Cooking/Baking |
| 3 | Dancing |
| 4 | Fishing |
| 5 | Gardening |
| 6 | Hiking |
| d12 | Civilian Hobby |
|---|---|
| 7 | Horse Riding |
| 8 | Music |
| 9 | Painting |
| 10 | Reading |
| 11 | Sewing |
| 12 | Writing/Drawing |
Feature: Skills of Simplicity
Many people may not suspect you to be an insignificant figure, just a random denizen to be ignored, but you show that your people have skill, even if it is not useful for adventure. You are able to somehow find use for your simple hobbies and recreations. If you have not already, choose a civilian hobby from the table above or from your own design. You are an expert on that topic, and know everything to do with it, which could prove useful during adventures.
Suggested Characteristics
Civilians are simple and straightforward folk, and everything is outright. They expect nothing unexpected, believing that every meeting should be planned and everything should be able to be predicted. This gives them unembellished personalities that are not fit for adventure.
| d8. | Personality Trait |
|---|---|
| 1 | All of my meals must be prepared ornately and served on a silver platter. |
| 2 | I always carry a handkerchief in my pocket. |
| 3 | Every day, I have tea and pastries at 4:00 PM. |
| 4 | You wish to adventure in the wild? What a most ridiculous dream. |
| 5 | People think I'm just a simpleton, and it's entirely true. |
| 6 | I usually speak in metaphors and analogies, like a wizard in his dungeon. |
| 7 | I hate surprises and unexpected parties. |
| 8 | I enjoy the simple aspects of life. |
| d6. | Ideals |
|---|---|
| 1 | Simplicity. My life must maintain the simple aspects, nothing unexpected or unplanned (Any). |
| 2 | Live and Let Live. Keep your nose out of trouble and no trouble will come to you (Lawful). |
| 3 | Negligence. I know full well of the trouble of the world outside my home, I just don't want to help (Evil). |
| 4 | Family. If I leave my home, my family won't even know whether I'm dead or not. I won't put them through that suffering (Good). |
| 5 | Safety. Why should I go out adventuring, it's not safe in the wilderness (Neutral). |
| 6 | City Life. I thrive in the bustling loud noise of normal city life (chaotic). |
| d6. | Bond |
|---|---|
| 1 | I lost an important person from a raid. It traumatized me and stopped me from adventure. |
| 2 | My house has always been in my family, and it always will be. |
| 3 | There is one person who I will follow blindly, wherever they may go. |
| 4 | I often steal from peaceful farms because of my passion for food. |
| 5 | I enjoy food more than anything else. |
| 6 | I am completely innocent and would never do anything bad or criminal. |
| d6. | Flaw |
|---|---|
| 1 | I hate the outdoors. |
| 2 | Monsters and creatures are outside of my reach and therefore not my problem. |
| 3 | To be honest, adventure scares me. |
| 4 | I can't keep a secret. |
| 5 | I am so accustomed to the simple life of the village that I barely have an idea of the monsters and magic that are outside the borders of my home. |
| 6 | I am often overlooked due to my simplicity. |
UNEXPECTED HEROES
While some strong combat-honed fighters specialize in attacking monsters, and some intelligent wizards are skilled in magic, the protagonists are great at influencing the plot and attempting wholesome heroics.
With this class, influence the plot with your heroic moments and plot armor, and embark upon your defining journey.
Choose a chapter to take part in, which each clarify different aspects the story and your charaacter.
Cover Art: playground.com