Hero (Heroic Inspiration D&D Class)

by Slote

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Hero

An Inspiring Figure
Core Hero Features

Primary Ability Charisma
Hit Point Die D8 per Hero level
Saving Throw Proficiencies Charisma and Wisdom
Skill Proficiencies Performance and any other 2 skills
Weapon Proficiencies Simple Weapons
Tool Proficiencies Choose 2 Musical Instruments
Armor Training Light armor and shields
Starting Equipment Choose A or B: (A) Two shortswords, a shield, an entertainer's pack, and any musical instrument; or (B) 90 GP

T urning myth and legend into reality, a Hero strives for the great moments that adventure brings. Whether that moment is made by them, an ally of their's, or a mix of both, Heroes thrive off of these moments and, for some strange reason, always seem to cause more of them when they are around. For both creating and living these heroic events Heroes are equipped with various skills; from inspiring others to create their own heroic events; to sniping an enemy with a potent spell ending the long lasting battle; or to slashing at a foe ferociously with a blade.

No matter the situation, no matter the condition a Hero finds themselves in, they will always find a way to impress, save, or help others. This is what makes them stand out, they are no mere people, they are everything and anything. They can and will do anything if that thing is what needs to be done, whether or not that risks their life.

Although community is an important thing for Heroes, their do what is takes instinct will kick in for anyone, even those of the bleak-hearted. This fearlessness and pure strength in all fields is why they are perfectly suited for any adventure that they come across.

Hero Class Features

As a Hero, you gain the following class features when your each the specified Hero levels. These features are listed in the Hero Features table.

Level 1: Spellcasting

You have learned spells through your heroic acts. The information below details how you use the spellcasting rules with your Hero spells, which appear in the Hero spell list later in the class's description.

Cantrips. You know two cantrips of your choice from the Hero spell list. Guidance and Resistance are recommended.

Whenever you gain a Hero level, you can replace one of your cantrips with another cantrip of your choise from the Hero spell list.

When you reach Hero levels 4 and 10, you learn another cantrip of your choice from the Hero spell list, as shown in the Cantrips column of the Hero Features table.

Spell Slots. The Hero Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available or you to cast with this feature. To start, choose four level 1 spells from the Hero spell list. Bless, Cure Wounds, Faerie Fire, and Guiding Bolt are recommended.

The number of spells on your list increases as you gain Hero levels, as shown in the Prepared Spells column of the Hero Features table. Whenever that number increases, choose additional spells from the Hero spell list until the number of spells on your list matches the number of the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Hero, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Hero feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Hero spells for you.

Spellcasting Ability. Charisma is your spellcasting ability for your Hero spells.

Spellcasting Focus. You can use a Musical Instrument or a Simple Weapon as a Spellcasting Focus for your Hero spells.

Level 1: Heroic

At 1st level your heroic tendencies allow you to enact such acts of heroism more often. At the start of each dawn (or session depending on your DM) you gain a number of Heroic Inspiration equal to your proficiency bonus.

Additionally, you can now have a maximum of Heroic Inspirations equal to your proficiency bonus + your Hero level at a time.

Level 2: Hurra!

At 2nd level great acts of heroism can and will be followed by even more acts of equal heroism, or even greater! Whenever you roll critically on a D20 skill check, ability check, or attack roll or whenever you roll maximum damage with the damage dice of one of your attacks, you gain one Heroic Inspiration.

Level 2: Potent Inspiration

At 2nd level the inspiration that drives you into your heroic acts and the inspiration that you give to those around you becomes more powerful and inspiring. Whenever you use a Heroic Inspiration to reroll a die, roll an additional D4 along with it and add its result to the result of the D20.

The additional die that is added becomes larger as you level up and is indicated in the Inspiration Die column on the Hero class features table.

Hero Features
Level Proficiency Bonus Features Inspiration Die Cantrips Known Prepared Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Heroic 2 4 2
2nd +2 Hurra!, Potent Inspiration D4 2 5 3
3rd +2 Heroic Destiny D4 2 6 4 2
4th +2 Ability Score Improvement D4 3 7 4 3
5th +3 Hero's Banter D6 3 8 4 3 2
6th +3 Heroic Destiny Feature D6 3 9 4 3 3
7th +3 Heroic Maneuvers D6 3 10 4 3 3 1
8th +3 Ability Score Improvement D6 3 11 4 3 3 2
9th +4 Fierce Felling D8 3 12 4 3 3 3 1
10th +4 Ability Score Improvement D8 4 14 4 3 3 3 2
11th +4 D8 4 15 4 3 3 3 2 1
12th +4 Ability Score Improvement D8 4 16 4 3 3 3 2 1
13th +5 D8 4 16 4 3 3 3 2 1 1
14th +5 Heroic Destiny Feature D10 4 17 4 3 3 3 2 1 1
15th +5 D10 4 17 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement D10 4 18 4 3 3 3 2 1 1 1
17th +6 D10 4 19 4 3 3 3 2 1 1 1 1
18th +6 Power Word Inspire D10 4 20 4 3 3 3 3 1 1 1 1
19th +6 Epic Boon D10 4 21 4 3 3 3 3 2 1 1 1
20th +6 True Heroism D12 4 22 4 3 3 3 3 2 2 1 1

Level 3: Heroic Destiny

At 3rd level you pick a Heroic Destiny to follow for the rest of your career as a Hero. As you level up the destiny you chose will grant you its abilities as long as you are leveled enough to know them.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Hero levels 8, 10, 12, and 16.

Level 5: Hero's Banter

At 5th level you can not only inspire others, for you can now use that same quip to weaken the acts of your foes. You may now expend Heroic Inspiration to force enemies to reroll their D20 rolls and force them to take the lower result. When you force an enemy to reroll this way your Inspiration Die will reduce the total of the creature's D20 roll.

Level 7: Heroic Maneuvers

At 7th level you can use the same power that lets you inspire others to enact different feats of great difficulty. When you gain this ability and whenever you gain a level in this class choose a number of Heroic Maneuvers equal to your proficiency bonus that you meet the prerequisites of and forget the rest you know.

From now on you can expend a Heroic Inspiration and the respective action of the maneuver you are using requires to use its ability.

The maneuvers are listed in detail at the end of this class's features.

Level 9: Fierce Felling

At 9th level felling great creatures gives you a great deal of inspiration to continue the felling or to inspire others. Whenever you reduce a creature to 0 hit points, if you have used a Heroic Inspiration in the last round, you gain one Heroic Inspiration. If that creature was at maximum hit points at the start of this turn you instead gain two Heroic Inspirations.

Once you reach 15th level in this class you gain an additional Heroic Inspiration each time this ability triggers.

Level 18: Power Word Inspire

At 18th level you learn a spell of great potentials, a spell that is able to inspire a mass quantity of creatures greater than they have ever been inspired before. You learn the spell Power Word Inspire and can cast it once per day without expending a spell slot.

Power Word Inspire

Level 7 Divination (Hero)


  • Casting Time: Action
  • Range: 60ft
  • Components: V, S
  • Duration: 1 hour

You inspire up to 6 people within range. Each of those creatures gain a special use of Heroic Inspiration that they can use at any point until this spell's duration ends. This use of Heroic Inspiration will instead allow the creature using it to roll two additional D20s. Additionally all creatures targeted by this spell cannot suffer the frightened, charmed, or paralyzed effect for the spell's duration.

Level 19: Epic Boon

You gain an Epic Boon feat or any other feat of your choice for which you qualify.

Level 20: True Heroism

At 20th level you become a hero that is now, even more than before, unrivaled in your level of heroism. You now gain benefits based on how many uses of Heroic Inspiration you have (the benefits are detailed below):

Inspiration Benefit
1+ Your armor class increases by 2.
5+ Your movement speed increases by 15ft and you gain a swimming and climbing speed equal to your walking speed.
10+ At the start of each of your turns you gain a number of temporary hit points equal to the amount of Heroic Inspiration you have.
15+ You gain truesight with a range of 90ft.
20+ You can add your proficiency bonus to any skill check, ability check, or attack roll that you make.

Additionally if you would gain one or more Heroic Inspiration, you gain that many plus one instead.

Heroic Maneuver Options

Starting at 7th level and whenever you level up in this class from then on you can choose a number of the following maneuvers which you meet the prerequisites equal to your proficiency bonus. You learn the chosen ones and forget all others that you had before.

Saving Grace

Prerequisite: Level 7


Using your reaction and one inspiration you can give a creature within 5ft of you or yourself a bonus to their AC equal to the number of Heroic Inspirations you have (minimum of +3) when they are targeted by an attack.

Fortification

Prerequisite: Level 7


Using your bonus action and one inspiration you can gain a number of temporary hit points equal to twice the number of Heroic Inspirations you have.

Reality Shift

Prerequisite: Level 10


Using your bonus action and one inspiration you can teleport up to 30ft to an unoccupied space that you can see. When using this ability you may expend any amount of other Heroic Inspirations, if you do, you may teleport up to that many other willing creatures within 5ft of you along with you.

Hero's Swiftness

Prerequisite: Level 7


Using your action and one inspiration you can increase your speed by twice its base speed until end of turn.

Tri-Swing

Prerequisite: Level 11


Using your action and one inspiration you can make up to three melee attacks with the same weapon, you may substitute one of those attacks with the casting of a cantrip that you know that requires an action to cast.

Heroic Recall

Prerequisite: Level 13


Using your bonus action and one inspiration you can regain one of your expended spell slots.

Divine Recovery

Prerequisite: Level 7


Using your bonus action and one inspiration you can regain 1D10 + the number of Heroic Inspirations you have hit points.

Arcane Heroism

Prerequisite: Level 7


Using your action and one inspiration you can cast any spell of second level or lower on the Wizard spell list without expending a spell slot. Any spell you cast this way cannot be targeted by the counterspell spell.

Epic Leap

Prerequisite: Level 7


Using your action and one inspiration you can make a standing long or high jump. This jump uses your Charisma score rather than your Strength score and it is five times as powerful.

Redirection

Prerequisite: Level 10


Using your reaction and one inspiration you can redirect the damage that you or a creature within 5ft of you would take to yourself or another willing creature that you can see.

Zone of Gazing

Prerequisite: Level 12


Using your action and one inspiration you create a 30ft sphere centered on you. This sphere lasts for up to 1 hour or until you are knocked unconscious. While this zone is active all creatures inside of it can see inside of the zone as though they had truesight.

Halting Hand

Prerequisite: Level 8


Using your reaction and one inspiration you can stop a creature that is triggering an opportunity attack from you from moving for the rest of this turn and make an opportunity attack against them.

Bird's Grace

Prerequisite: Level 7


Using your reaction and one inspiration your descent rate lowers to any number you choose between 30 and 60ft per round for the next 1 minute or until you land.

Resisting Ward

Prerequisite: Level 14


Using your reaction and one inspiration you can give another creature within 5ft of you that you can touch or yourself resistance to up to one damage type until the end of the turn.

Restoring Touch

Prerequisite: Level 9


Using your action and one inspiration you can remove one of the following effects from a creature that you can touch: 1 exhaustion point, the charmed or petrified condition, or the blinded, deafened, and poison condition.

Healing Quip

Prerequisite: Level 7


Using your bonus action and one inspiration you can healing up to one willing creature within 30ft of you or yourself for 2D4 + the number of Heroic Inspirations you have hit points.

Disabling Jab

Prerequisite: Level 7


Using your action and one inspiration you can force a creature within 5ft of you to make a Strength saving throw against your spell save DC. If they fail you may disarm them of any weapon, item, or shield that they are holding.

Restraining Grab

Prerequisite: Level 8


Using your action and one inspiration you can conjure four arcane hands similar to that of which a Mage Hand cantrip would create upon any creature within 30ft of you that you can see. The creature must make their choice of a Strength or Dexterity saving throw against your spell save DC or be restrained by the hands until they disappear at the end of that creature's next turn.

Hero Spell List

This section presents the Hero spell list. The spells are organized by the spell level and then alphabetized, and each spell's school of magic is listed. In the special column, C means the spell requires Concentration, R means it's a ritual, and M means it requires a specific Material component.

Cantrips (Level 0 Hero Spells)
Spell School Special
Create Bonfire Necromancy C
Dancing Lights Evocation C, M
Friends Enchantment C, M
Guidance Divination C
Message Transmutation M
Minor Illusion Illusion M
Prestidigitation Transmutation
Produce Flame Conjuration
Resistance Abjuration C, M
Spare the Dying Necromancy
Sword Burst Conjuration
Thaumaturgy Transmutation
Vicious Mockery Enchantment
Level 1 Hero Spells
Spell School Special
Animal Friendship Enchantment M
Armor of Agathys Abjuration M
Bless Enchantment C, M
Burning Hands Evocation
Cause Fear Necromancy C
Charm Person Enchantment
Command Enchantment
Compelled Duel Enchantment C
Cure Wounds Evocation
Detect Magic Divination C
Disguise Self Illusion
Faerie Fire Evocation C
Goodberry Transmutation M
Spell School Special
Guiding Bolt Evocation
Healing Word Evocation
Heroism Enchantment C
Hunter's Mark Divination C
Inflict Wounds Necromancy
Jump Transmutation M
Longstrider Transmutation M
Sanctuary Abjuration M
Witch Bolt Evocation C, M
Zephyr Strike Transmutation C
Level 2 Hero Spells
Spell School Special
Aid Abjuration M
Barkskin Transmutation C, M
Cloud of Daggers Conjuration C, M
Crown of Madness Enchantment C
Enhance Ability Transmutation C, M
Enlarge/Reduce Transmutation C, M
Find Traps Divination
Flame Blade Evocation C, M
Gentle Repose Necromancy M, R
Gust of Wind Evocation C, M
Hold Person Enchantment C, M
Invisibility Illusion C, M
Knock Transmutation
Lesser Restoration Abjuration
Magic Weapon Transmutation C
Mind Spike Divination C
Misty Step Conjuration
Moonbeam Evocation C, M
Scorching Ray Evocation
Shatter Evocation M
Spiritual Weapon Evocation
Suggestion Enchantment C, M
Summon Beast Conjuration C, M
Web Conjuration C, M
Zone of Truth Enchantment
Level 3 Hero Spells
Spell School Special
Aura of Vitality Evocation C
Spell School Special
Bestow Curse Necromancy C
Counterspell Abjuration
Create Food and Water Conjuration
Fear Illusion C, M
Feign Death Necromancy M, R
Fireball Evocation M
Fly Transmutation C, M
Haste Transmutation C, M
Major Image Illusion C, M
Remove Curse Abjuration
Revivify Necromancy
Sending Evocation M
Spirit Guardians Conjuration C, M
Stinking Cloud Conjuration C, M
Water Breathing Transmutation M, R
Level 4 Hero Spells
Spell School Special
Aura of Life Abjuration C
Aura of Purity Abjuration C
Banishment Abjuration C, M
Blight Necromancy
Dimension Door Conjuration
Divination Divination M, R
Fire Shield Evocation M
Freedom of Movement Abjuration M
Greater Invisibility Illusion C
Polymorph Transmutation C, M
Spirit of Death Necromancy C, M
Stoneskin Abjuration C, M
Summon Elemental Conjuration C, M
Wall of Fire Evocation C, M
Level 5 Hero Spells
Spell School Special
Animate Objects Transmutation C
Awaken Transmutation M
Bigby's Hand Evocation C, M
Cloudkill Conjuration C
Commune Divination M, R
Conjure Volley Conjuration M
Destructive Wave Evocation
Spell School Special
Dominate Person Enchantment C
Flame Strike Evocation M
Gaes Enchantment
Greater Restoration Abjuration M
Hold Monster Enchantment C, M
Holy Weapon Evocation C
Mass Cure Wounds Evocation
Modify Memory Enchantment C
Reincarnate Transmutation M
Steel Wind Strike Conjuration M
Tree Stride Conjuration C
Wall of Light Evocation C, M
Level 6 Hero Spells
Spell School Special
Chain Lightning Evocation M
Disintegrate Transmutation M
Heal Evocation
Heroes' Feast Conjuration M
Mass Suggestion Enchantment M
Sunbeam Evocation C, M
Tenser's Transformation Transmutation C, M
True Seeing Divination M
Wind Walk Transmutation M
Word of Recall Conjuration
Level 7 Hero Spells
Spell School Special
Crown of Stars Evocation
Delayed Blast Fireball Evocation C, M
Divine Word Evocation
Etherealness Transmutation
Fire Storm Evocation
Mordenkainen's Sword Evocation C, M
Plane Shift Conjuration M
Regenerate Transmutation M
Resurrection Necromancy M
Sequester Transmutation M
Simulacrum Illusion M
Teleport Conjuration
Tether Essence Necromancy C, M
Whirlwind Evocation C, M
Level 8 Hero Spells
Spell School Special
Antimagic Field Abjuration C, M
Clone Necromancy M
Dominate Monster Enchantment C
Earthquake Evocation C, M
Holy Aura Abjuration C, M
Power Word: Stun Enchantment
Telepathy Evocation M
Level 9 Hero Spells
Spell School Special
Foresight Divination M
Mass Heal Evocation
True Polymorph Transmutation C, M
Wish Conjuration

Heroic Destinies

As a Hero the time eventually comes when your destiny is all that lies ahead of you. But also as a Hero you have the power to choose and warp that destiny as you play along it. So, it is now up to you to decide what you, as a Hero, will be doing for the rest of your heroic career.

Martial Destiny

Swing Your Blades With Inspiring Intent


Heroes of Martial Destiny are honed in both skills of inspiration and knowledge, but also the skills to fight when needed.

One day you could be a mere entertainer in a cozy village performing songs and reciting ballads to the noble town folk, and the next day you could be fending zombies off of that very same village.

Level 3: Martial Prowess

Now an inspired strike is more potent than one without it. Whenever you or one of your allies makes a melee attack that uses a Heroic Inspiration of yours hits, the creature who hit may reroll the damage dice once.

Additionally you gain proficiency in medium armor and in martial weapons.

Level 3: Martial Destiny Spells

Your destiny provides you with an arcane way to increase the potency of your strikes. When you reach a Hero level specified in the Martial Destiny Spells table, you thereafter always have the listed spell prepared.

Martial Destiny Spells
Hero Level Prepared Spells
3 Compelled Duel, Hunter's Mark, Branding Smite, and Magic Weapon
5 Elemental Weapon and Haste
7 Fabricate and Locate Creature
9 Hold Monster and Steel Wind Strike

Level 6: Extra Attack

You can attack twice instead of once whenever you take the attack action on your turn.

In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.

Level 14: Imbued Slashes

You can now use your inspiring capabilities to imbue the power of your magic into the slashes that your blade provides. Using your action and one inspiration choose a non-concentration 3rd level or lower spell that takes an action to cast that you know and a weapon that you are holding. You may expend one spell slot of that spells level, if you do for up to the next 1 minute you will be concentrating on a magical effect. While this effect is active, once per turn, whenever you hit a creature with the chosen weapon you can replace the damage it would have dealt with the casting of the chosen spell.

Holy Destiny

Give Your Allies the Boost They Need for Greatness


Heroes of Holy Destiny are great masters of the arcane and of the divine. Using your magic for the utility and offense that any hero would need and to heal and support yourself and others.

This ability to cast both types of spells could have you launching a fireball at one point and creating a quick little goodberry snack at another.

Level 3: Healing Gift

Your inspiration is now a force of healing along with support. Whenever a creature is given an inspiration of yours it regains a number of hit points equal to twice your proficiency bonus.

In addition, you learn the Goodberry spell if you don't already know it. Additionally whenever you cast it, it creates an additional number of goodberrys equal to your Hero level.

Level 3: Holy Destiny Spells

Your destiny provides you with a divine and holy way to support your allies. When you reach a Hero level specified in the Holy Destiny Spells table, you thereafter always have the listed spell prepared.

Holy Destiny Spells
Hero Level Prepared Spells
3 Cure Wounds, Healing Word, Aid, and Prayer of Healing
5 Aura of Vitality and Life Transference
7 Aura of Life and Death Ward
9 Dispel Evil and Good and Greater Restoration

Level 6: Shared Support

Whenever you choose to support your allies with a small favor, another favor is given to yourself. Whenever you give another creature an inspiration until the end of your next turn you may add your Inspiration Die to any one D20 roll you make.

Level 14: Extravagant Helper

Your prowess of helping others has reached a point that your help will never go unnoticed. Whenever you roll dice for a leveled spell that heals a creature of their hit points or whenever a creature rolls a die because of an inspiration you have given them, the creature rolling can reroll any 1s that they roll.

Heroine Destiny

Let Your Courage Slay More Than Ever Before


Heroes of Heroine Destiny are the some of the greatest women to explore the and adventure on any plane. You will inspire generations with your pure heroism, and your pure heart.

This greatness could have you swinging a great blade through the air at one moment, to telling your tale to young girls and inspiring their adventuring careers.

Level 3: Like Woman Like Friend

Whenever you land a devastating blow, it may be followed up by a very similar one from one of your friends. Once per turn, whenever you deal damage with a melee weapon attack you may bestow a magical effect on an ally within 5ft of you until the start of your next turn, if you do, note the amount of damage you dealt. Whenever a creature bestowed with this effect deals damage with a melee weapon attack, they may replace the damage that they deal with the noted amount, if they do, the effect is removed from them.

In addition, you gain proficiency in martial weapons.

Level 3: Heroine Destiny Spells

Your destiny provides you with a heroic way to inspire and influence your allies. When you reach a Hero level specified in the Heroine Destiny Spells table, you thereafter always have the listed spell prepared.

Heroine Destiny Spells
Hero Level Prepared Spells
3 Jump, Zephyr Strike, Enhance Ability, and Enlarge/Reduce
5 Crusader's Mantle and Fly
7 Greater Invisibility and Staggering Smite
9 Skill Empowerment and Tree Stride

Level 6: To You! I Give My Blade

As a great inspirer, sometimes it is better to lend your strength and prowess to another creature. You gain a special action on your turn. Whenever you use this action while holding a melee weapon choose a willing creature within 5ft of you. On that player's next turn the first attack they hit with, they may deal extra damage dice equal to the damage dice that the melee weapon you are holding would deal.

Level 14: Greater Inspiration

Your prior prowesses in inspiration are doubling in their strength, applying a greater, more inspirational effect. If a creature would gain the effects of either your Like Woman Like Friend or your To You! I Give My Blade ability, they may use it for their next two hit attack rather their next one.

Additionally you gain proficiency is medium and heavy armor.

Great Woman

The Heroin Destiny subclass is a very unique one, this is because a restricted amount of people can use it. These people are the woman, no sorry, the heroines of the planes.

 

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