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smart HERO

smart HERO

Class Role: Controller, Support, Skill Specialist
Primary Ability: Intelligence
Secondary Abilities: Wisdom, Charisma
Hit Dice: d6
Armor Training: Light Armor
Weapon Training: Simple weapons, Simple firearms
Saving Throws: Intelligence, Wisdom
Skill Proficiencies (Choose 3):
Investigation, Science, History, Insight, Medicine, Nature, Perception, Technology

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:

special training
gain proficiency in two skills or tools of your choice.

tactical insight
You may use the help action as a bonus action for one creature within 30 feet.

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

weapon knowledge
gain proficiency in one weapon of your choice. You may use your intelligence for attack and damage when using the chosen weapon.

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

Analytical mind
gain expertise in two skills or tools you are proficient in.

smart move
as a bonus action, you may expend an inspiration to regain 1d8+int hit points.

trained talents

gains! 
permanently gain +2 to your intelligence score

rapid deuction
you gain advantage on initiative rolls

mental resilience
you gain expertise on wisdom saving throws nd immunity to the charmed condition.

improved analysis
you may target a second creature when using 'tactical insight'.

advanced talents

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

superior planning
at the end of a long rest, choose a number of allied creatures equal to your Intelligence modifier. Each gain a d6 'planning die', which may be expended to boost a d20 roll.

insightful collector
you may take an action to study an object or device and determine what it is/how to operate it with a dc 15 intelligence check. 

predictive logic
you may use your reaction to impose disadvantage on a creature within 30 feet. this may be used up to your proficiency bonus times per Long rest.

expert talents

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

perfect recall
you automatically succeed on intelligence checks to recall information. you cannot be surprised.

apex intellect
twice per long rest, after any d20 roll you may replace the result with a natural 20.

cognitive overclock
any intelligence rolls of 9 or less are counted as 10.
 

smart HERO ARCHETYPES

field scientist

Role: Support, Battlefield Control, Brain Trust
Fantasy: Support, Medic, Analyst, Scientist

Stabilize - Debuff - Control

 

Level 3 – Combat Medic

You keep people alive under fire..

  • Gin Proficiency in Medicine and Medical Kits.

  • As a Bonus Action, you may expend a use of a Medicine Kit to restore 1d8+Int Hit Points.

Level 7 – Applied Biochemistry

Weaponized Knowledge.

  • Once per turn, when you hit with an attack you may enact one of the following conditions:

  • Slow: Movement is halved until the start of their next turn.

  • Disorient: Impose Disadvantage on the target's next attack.

  • Weaken: Reduce the damage of creature's next attack by  half.

Level 10 – Emergency Protocols

Prepared for the end of the world.

  • As a Reaction, you may expend a use of a Medicine Kit to automatically stabilize a creature within 5 feet.

Level 14 – Specialist

You turn environments into advantages.

  • As an Action, designate a 20 foot radius zone you can see. For the next minute all enemies in this zone or who enter this zone have Disadvantage on attack rolls. You may use this ability up to twice per Long Rest.

Level 18 – Miracle Man

Your mastery defies belief.

  • Once per Long Rest, when a creature within 10 feet would die outright, you may instead bring it to 1 Hit Point.

gadgeteer

Role: Controller, Utility King
Fantasy: Hacker, Engineer, Drone Pilot, Cyber-Wizard

 

Level 3 – Hardware

You build clever tools between rests.

  • After a Long Rest, create a number of gaggets equal to your Intelligence Modifier.

  • Shocker: When you are hit, use your reaction to deal 1d8+Int electrical damage to your attacker. Con Save DC 15 or they are Stunned until the start of their next turn.

  • Smoke Grenade: A small grenade that fills an 20 foot square in smoke giving three-quarter cover. range of 30 feet and lasts 10 minutes.

  • Tether Line: Ranged attack 30 feet. On a hit restrain or pull a medium sized creature 30 feet.

  • Drone: Fly speed 50 feet, HP of Level x 2. You can see and hear through it's camera. Lasts one hour.

Level 7 – Digital Warfare

Dominate electronic and mechanical systems.

  • You gain Advantage on checks to Hack, Bypass or Disable Technology.

Level 10 – Autonomous Assistant

Deploy a semi-intelligent drone.

  • Deploy and aide with the following statistics. (If destroyed, it take  Short rest to restore.)

  • HP:  Level+Intelligence

  • AC: 10+Int

  • Speed: 30 ground or 50 fly

  • Attack: Proficiency+Int

  • Range of Attack: 150 feet

  • Damage: 1d8+Int Force

Level 14 – Hardlight Solutions

Your tech borders on the impossible.

  • As a Reaction, create a force field that grants you +5 AC until the start of your next turn. You may create this field equal to your Intelligence modifiers times per Long Rest.

Level 18 – Master Engineer

You ARE the swarm.

  • You may have up to 3 Assistants active at any time.

strategist

Role: Commander, Team Builder, Enemy Disruptor
Fantasy: Officer, Mastermind

"The fight ended three minutes ago... You just haven't noticed yet."

 

Level 3 – Command Presence

You project authority.

  • Allies within 20 feet gain your Proficiency to their Initiative.

  • When you use 'Tactical Insight', the chosen ally gains your Proficiency to their damage.

Level 7 – Coordinated Assault

Orchestrated violance.

  • You gain the 'Pack Tactics' ability.

Level 10 – Adaptive Battle Plan

No plan survives contact, so you adapt.

  • You may 'Gift' your Action - Bonus Action - Movement Action to allies within 30 feet.

Level 14 – Total Battlefield Control

Your presence warps combat flow.

  • For one minute, allies within 20 feet may add your Intelligence modifier to one roll per round. This ability may be used once per Long Rest.

Level 18 – Grandmaster Tactician

Victory is a mathematical certainty

  • At the start of combat, you give one ally Advantage to all attacks, and imposes Disadvantage to all attacks made against them.

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