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tough HERO

tough HERO

Class Role: Tank, Frontline, Damage Soak
Power Source: Martial
Primary Ability: Constitution
Secondary Abilities: Strength, Dexterity
Hit Dice: d12
Armor Training: Light Armor, Medium Armor, Shields
Weapon Training: Simple weapons, Martial weapons, simple firearms
Saving Throws: Strength, Constitution
Skill Proficiencies (Choose 2):
Athletics, Intimidation, Perception, Survival, Medicine 

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:

thick skin
Gain a Damage resistance versus all non-ballistic damage equal to your Proficiency Bonus.

book tough
gai proficiency in two skills or tools of your choice.

all out
you may make your attacks at advantage until the start of your next turn, however, all attacks against you will also have advantage.

danger sense
you have advantage on dexterity saving throws.

special training
gain proficiency in one saving throw of your choice, or expertise in one you already have proficiency in.

grit
reduce incoming damage by 1d12+con. this may be done up to your proficiency bonus times per long rest.

fighting style
choose one:

Defense: +1 AC
intercept: grant +2 AC to an ally within 5 feet as a bonus action. lasts until the start of your next turn.
Heavy: Proficiency in heavy armor.


trained talents

gains! 
permanently gain +2 to your constitution score

extra attack
When you take the attack action, you may make an additional attack.

unyielding
Gain advantage when resisting being knocked prone, grappled or restrained.

hardbody
gain resistance to non-ballistic damage as a bonus action. This lasts until the start of your next turn.

advanced talents

gains! x2
permanently gain +2 to your constitution score (Max. 22)

relentless
when an attack would reduce you to zero hit points, you may choose to be reduced to 1 hit point instead, but gain a level of exhaustion.

stand your ground
creatures of your choice treat the area within 10 feet of you as rough terrain.

brutal strikes
you may make a brutal unarmed strike dealing 2d10+str damage. this attack may be made up to your proficiency bonus times per long rest.

expert talents

gains! x3
permanently gain +2 to your constitution score (Max. 24)

unbreakable
your armor class increases by +3 when you are below half hit points.

steel nerves
you are immune to being frightened or charmed, in addition, you gain advantage on wisdom saving throws.

immovable object
you cannot be pushed, knocked prone or forcibly moved unless you allow it.
 

tough HERO ARCHETYPES

juggernaut

Role: Damage Soak - Positional Defense
Fantasy: Bulldozer, Breacher, Unstoppable Force

Momentum, Impact, Intimidation. If it's in your way, it wont be for long.

 

Level 3 – Momentum Engine

Pain turns into forward motion.

  • When you take damage, you gain 1 point of 'Momentum'.

  • Momentum can be spent to gain +5 movement or add +1d6 damage to one attack.

Level 7 – Break the Line

You hit like a demolition charge.

  • Add your Constitution bonus to your melee attacks when you have moved at lest 10 feet this turn.

Level 10 – Iron Advance

You could advance through Hellfire.

  • Opportunity attacks have Disadvantage against you. 

  • You may move through the space of creatures up to one size larger than you as if it is Rough Terrain.

Level 14 – Unstoppable

Your momentum breaks bones and morale.

  • Your melee attacks add your Proficiency Bonus to their damage.

Level 18 – Living Battering Ram

You are a siege engine.

  • When you hit a structure, vehicle or object with  melee attack, you deal double damage.

sentinel

Role: Ally Defense, Zone Control
Fantasy: Bodyguard, Shieldbearer, Protector

Interception, Positioning, Sacrifice

 

Level 3 – Guardian Intercept

Interposing Instantly

  • When a creature within 5 feet of you is hit by an attack, you may use your Reaction to become the target of that attack instead.

Level 7 – Anchored Stance

Lock down the space around you.

  • Enemies you hit with Opportunity attacks have their speed reduced to zero until the start of their next turn.

Level 10 – Shield the Weak

Your defense ripples outward.

  • Allies within 10 feet gain a +1 to their Armor Class and Advantage on Saving Throws against being Frightened.

Level 14 – Linebreaker's Bane

You punish aggression.

  • When a creature within 5 feet of you makes an attack against an ally of yours, you may use your Reaction to make an Attack of Opportunity against them.

Level 18 – Living Bulwark

You ARE the front line.

  • Allies within 10 feet of you have resistance to non-ballistic damage. 

  • You are Immune to Critical Effects.

survivor

Role: Attrition Tank, Self-Healing, Debuff Resistance
Fantasy: Endurance Fighter, Wasteland Veteran, Immortal Cockroach

"I've lived through worse..."

 

Level 3 – Adaptive Physiology

Your body learns fast.

  • At the end of every Long Rest, choose a damage type and gain resistance to it. (This stacks with other resistances turning half damage into quarter damage.)

Level 7 – Refuse to Die

You keep crawling forward.

  • Whenever you take damage, gain one point of 'Persistance'

  • Persistence may be spent to heal Hit Points equal to your Constitution Modifier.

Level 10 – Scar Tissue

Wounds close faster than they open.

  • Hit Dice may be spent as a Bonus Action in combat.

  • When you spend Hit Dice to regain Hit Points, all rolls of 3 or less are considered 4.

Level 14 – Iron Recovery

Purge weakness!

  • You may remove one condition or level of Exhaustion from yourself or an ally within 5 feet as a Bonus Action. This may be used up to your Proficiency Bonus times per Long Rest.

Level 18 – Last One Standing

You. Do. Not. Go. Down.

  • When you are reduced to zero Hit Points, you may remain conscious and act normally for one minute.

  • You make Death Saves as normal during this time.

  • After this time is up you either become unconscious for 1d4 hours, then gain 1 Hit Point; or die if you failed three saves during the minute.

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