STRONG HERO
STRONG HERO
Class Role: Frontline bruiser, enforcer, brawler
Power Source: Martial
Primary Ability: Strength
Secondary Abilities: Constitution, Wisdom
Hit Dice: d10
Armor Training: Light armor, medium armor, shields
Weapon Training: Simple weapons, martial melee weapons, improvised weapons
Saving Throws: Strength, Constitution
Skill Proficiencies (Choose 2):
Athletics, Intimidation, Perception, Survival, Acrobatics, Insight
LEVEL PROGRESSION SUMMARY
Level Features
1 Two Basic Talents 11 One Basic, Trained or Advanced Talent
2 One Basic Talent 12 Ability Score Increase
3 Strong Hero Archetype 13 One Basic, Trained or Advanced Talent
4 Ability Score Increase 14 Archetype Feature
5 One Basic or Trained Talent 15 One Basic, Trained or Advanced Talent
6 One Basic or Trained Talent 16 Ability Score Increase
7 Archetype Feature 17 One Basic, Trained, Advanced or Expert Talent
8 Ability Score Increase 18 Archetype Feature
9 One Basic or Trained Talent 19 One Basic, Trained, Advanced or Expert Talent
10 Archetype Feature 20 One Basic, Trained, Advanced or Expert Talent
CORE CLASS FEATURES
basic talents:
Bulletproof
Add your Constitution Modifier to your Armor Class
damage threshold
reduce non-ballistic damage by your strength modifier. this may be used up to your proficiency bonus times, this refreshes after a long rest.
fighting style
choose one:
defense: +1 AC
savage attacker: reroll melee damage once per round
thrown weapon: +2 to attack with thrown weapons
boxer: +2 damage with unarmed attacks
melee smash
when you hit with an unarmed or melee attack, the target must make a Strength check DC (Str+PB+8), or be pushed back by five feet.
intimidating presence
you may use your strength instead of charisma when rolling intimidation checks.
strong frame
when you make an unarmed strike, it deals 1d4+str. you are considered proficient in unarmed attacks.
extreme effort
once per turn, add your proficiency bonus to a strength check or melee damage roll.
trained talents
gains!
permanently gain +2 to your strength score
cleave
once per turn, when you reduce an opponent to zero hit points, you may make an additional attack at a melee target within range.
momentum
once per turn, when you reduce a creature to zero hit points, you may move up to half your movement without provoking attacks of opportunity.
extra attack
you may make an extra attack when you take the attack action.
advanced talents
gains! x2
permanently gain +2 to your strength score (Max. 22)
siege weapon
when striking a building, door or inanimate object, you may deal x2 damage.
spring
you may spend your movement to make a leap equal to your level x5 feet. this may be used up to your proficiency times per long rest.
unstoppable
you gain advantage on saves against being grappled, restrained, paralyzed or stunned. if you succeed on such a save, you may immediately move 10 feet.
expert talents
gains! x3
permanently gain +2 to your strength score (Max. 24)
apex
your unarmed attacks deal 2d6 damage
overwhelm
melee and unarmed attacks ignore all resistances
rock of ages
you cannot be forcibly moved or knocked prone
STRONG HERO ARCHETYPES
ENFORCER
Role: Battlefield controller, protector, intimidation specialist
Fantasy: Bodyguard, riot cop, gang enforcer, military NCO, security heavy
The Enforcer dominates space and people, not just enemies. Where you stand, others hesitate.
Level 3 – Threatening Presence
You project an aura of implied violence.
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You gain proficiency in Heavy Armor
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When you hit a creature with a melee attack, you may force it to make a Wisdom saving throw
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On a failure, the creature is Frightened of you until the start of your next turn
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Uses equal to your proficiency bonus per long rest
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Level 7 – Linebreaker
You punish enemies who ignore you.
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When a creature you have damaged since your last turn attacks an ally within 5 feet of you:
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You may use your reaction to make one melee attack against that creature
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On a hit, the creature has disadvantage on its triggering attack roll
Level 10 – Crushing Control
Your physical dominance becomes oppressive.
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When you grapple a creature:
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The creature takes bludgeoning damage equal to your Strength modifier at the start of each of its turns
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Grappled creatures have disadvantage on attack rolls against creatures other than you
Level 14 – Terror Made Flesh
Fear locks enemies in place.
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Creatures frightened of you are also Restrained
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A creature may repeat its saving throw at the end of its turn, ending both effects on a success
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You are immune to the Frightened condition
Level 18 – Enforcer’s Aura
Your presence alone dominates the battlefield.
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Enemies of your choice within 10 feet of you have:
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Disadvantage on saving throws against being frightened
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Disadvantage on opportunity attacks
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When a creature enters this aura for the first time on a turn, you may force it to make a Wisdom save or become frightened until the end of its next turn
BRAWLER
Role: Unarmed damage dealer, grappler, close-range striker
Fantasy: Street fighter, pit brawler, martial bruiser, bare-knuckle champion
The Brawler turns their own body into a weapon.
Level 3 – Living Weapon
Your fists are lethal.
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Your unarmed strikes:
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Count as martial melee weapons
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Deal 1d6+STR bludgeoning damage
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When you hit with an unarmed strike, you may grapple the target as a Bonus Action
Level 7 – Dirty Boxer
Once you grab someone, they do not escape.
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Creatures grappled by you:
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Have disadvantage on Strength and Dexterity checks
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You may move at full speed while grappling
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Your unarmed attacks deal 1d8+STR
Level 10 – Bone-Rattler
Your hits shut enemies down.
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When you score a critical hit with an unarmed strike:
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The target must succeed on a Constitution saving throw
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On a failure, it is Stunned until the end of its next turn
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Your Unarmed Attacks deal 1d10+STR
Level 14 – Longarm
Your striking range increases through momentum and technique.
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Your unarmed strikes gain +5 feet of reach
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When you shove a creature, you may push it 10 feet instead of 5
Level 18 – Apex Brawler
You are a one-person melee catastrophe.
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Once per turn, when you hit with an unarmed strike, you may knock the target prone (No Save)
thug
Role: Damage Sponge, Front-Line Anchor, Unstoppable Advance
Fantasy: Heavy Infantry, Tank. Walking Battering Ram
The Thug does not avoid damage, they absorb it.
Level 3 – Thick Skin
You are a WALL.
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At the start of each of your turns, you gain Temporary Hit Points equal to your Strength Modifier.
Level 7 – Absorption
You shrug off blows others could not survive
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You reduce all incoming damage by your Proficiency Bonus
Level 10 – Unstoppable Advance
Nothing Slows you Down.
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You ignore movement penalties from difficult terrain. Standing up cost no action.
Level 14 – Thug's Resilience
Critical Hits fail to stop you.
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Turn Critical Hits into normal hits equal to your Proficiency Bonus per Long Rest.
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Level 18 – Walking Fortress
You are a living bulwark.
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You regain Hit Points equal to your Strength modifier at the start of your turn as long as you did not hit zero Hit Points this turn.
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The first time you hit zero Hit Points each day, you drop to 1 Hit Point instead.