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# Hero ##### An Inspiring Figure
\pagebreakNum ##### 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.
\pagebreakNum #### 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*. \columnbreak #### 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 |
\pagebreakNum #### 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. \columnbreak #### 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.
\pagebreakNum #### 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. \pagebreakNum #### 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 | \pagebreakNum | 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 | \pagebreakNum ##### 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.
\pagebreakNum ### 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.
\pagebreakNum 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.