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dedicated HERO

dedicated 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, Handguns, Shotguns, Semi-Automatic Rifles
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                                     
    2              One Basic Talent                                        
    3              Archetype Feature                                   
    4              Ability Score Increase                             
    5              One Basic or Trained Talent                   
    6              One Basic or Trained Talent                   
    7              Archetype Feature                                   
    8              Ability Score Increase                              
    9              One Basic or Trained Talent                   
   10             Archetype Feature                                   
   11             One Basic, Trained or Advanced Talent
   12             Ability Score Increase
   13             One Basic, Trained or Advanced Talent
   14             Archetype Feature
   15             One Basic, Trained or Advanced Talent
   16             Ability Score Increase
   17             One Basic, Trained, Advanced or Expert Talent
   18             Ability Score Increase
   19             One Basic, Trained, Advanced or Expert Talent
   20             One Basic, Trained, Advanced or Expert Talent
 

 CORE CLASS FEATURES

basic talents:

lore
Advantage on all Skill checks regarding customs, beliefs, occult, communities or groups.

situational awareness
Gain +5 to both passive perception and passive insight.

calm under pressure
Twice per long rest, you may reroll a filed saving throw.

helpful
You may use the help action for one creature within 30 feet.

read the flow
You may gain advantage on one attack or skill check as a bonus action. Up to your proficiency bonus per long rest.

Know when to duck
Add your wisdom modifier to your armor class when you are wearing no armor.

awareness
Add your wisdom bonus to your initiative roll.

trained talents

gains! 
permanently gain +2 to your wisdom score

steady hands
You have advantage on medicine checks, and may add your wisdom  modifier when using a medicine Kit.

extra attack
You can attack twice when you take the attack action.

iron will
you gain proficiency in charisma saving throws.

advanced talents

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

unshakeable
You become immune to the frightened condition.

battlefield Traige
As an action, you can allow a creature within 5 feet to spend a hit die.

sixth sense
gain blindsight within 15 feet.

expert talents

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

mind over matter
Once per turn, you may reduce damage against you by an amount equal to your Wisdom modifier.

guided action
You may use your 'helpful' ability to either give advantage or impose disadvantage on any creature within 30 feet.

apex wisdom
at the start of combat, you may choose one creature within 30 feet. That creature has advantage on their first roll each turn.
 

dedicated HERO ARCHETYPES

watcher

A master of observation, prediction, and battlefield manipulation.

Watchers are analysts, profilers, detectives, scouts, and tacticians who seem impossible to surprise. They read body language, predict enemy movement, and dismantle plans before they unfold.

 

Level 3 — Predictive Analysis

As a bonus action, choose one creature you can see within 60 feet. For 1 minute, you gain the following benefits against that target:

  • You know if it is lying.

  • Once per turn, add your Wisdom modifier to an attack roll, skill check, or saving throw involving that creature.

  • The creature cannot gain advantage against you through being unseen.

You may use this feature a number of times equal to your Wisdom modifier per long rest.

 

Level 7 — Tactical Reposition

When a creature within 30 feet is attacked, you may use your reaction to move that creature up to 10 feet without provoking opportunity attacks.

If this movement places them outside the attacker’s range, the attack misses automatically.

Uses equal to proficiency bonus per long rest.

 

Level 10 — Weak Point Exploitation

You can identify vulnerabilities in real time.

Once per turn, when an ally hits a creature you can see within 60 feet, you may use your reaction to:

  • Reduce the target’s AC by 2 until the start of your next turn, OR

  • Remove resistance to one damage type from the triggering attack.

 

Level 14 — Master of the Flow

You constantly predict the battlefield seconds ahead.

You gain:

  • Advantage on Initiative rolls

  • Immunity to being surprised

  • Creatures you can see do not gain advantage against you from invisibility, flanking, or hidden positions.

Additionally, once per round, you may force a reroll of an attack made against you or an ally within 30 feet.

veilwalker

A manipulator of perception, fear, instinct, and hidden truths.

Veilwalkers blur the line between intuition and supernatural awareness. Some are occult investigators, some are psychic operatives, others are hunters of hidden horrors.


Level 3 — Veil Sense

You instinctively perceive disturbances in reality.

You gain:

  • Darkvision out to 60 feet 

  • Advantage on Insight and Perception checks involving supernatural creatures, illusions, or hidden entities

  • You always know when an extraplanar, undead, or invisible creature is within 30 feet, though not its exact location.


Level 7 — Psychic Pressure

As an action, force one creature within 60 feet to make a Wisdom saving throw.

On a failure, choose one effect:

  • Frightened until end of your next turn

  • Cannot take reactions

  • Disadvantage on attacks against creatures other than you

Uses equal to proficiency bonus per long rest.


Level 10 — Slip Between Moments

Your instincts distort danger itself.

When you take damage, you may use your reaction to halve the damage and immediately move up to your speed without provoking opportunity attacks.

Once per short or long rest.


Level 14 — Eyes Beyond Reality

You permanently exist partially outside normal perception.

You gain:

  • Truesight out to 30 feet

  • Resistance to psychic damage

  • Immunity to charm effects

Additionally, creatures attempting to deceive or impersonate themselves automatically fail against you unless protected by powerful supernatural means.

 

field marshal

A battlefield commander who weaponizes coordination, morale, and precision.

Field Marshals are elite coordinators, veteran officers, resistance leaders, and hardened survival commanders.


Level 3 — Command Presence

When you use the Help action, the target gains additional benefits:

Choose one:

  • Gain temporary HP equal to your Wisdom modifier

  • Increase movement speed by 15 feet

  • Add your proficiency bonus to the assisted roll

Additionally, your Helpful feature range increases to 60 feet.


Level 7 — Coordinated Assault

When an ally within 30 feet hits a creature, you may use your reaction to allow another ally within 30 feet to make one weapon attack against the same target.

Uses equal to proficiency bonus per long rest.


Level 10 — Hold the Line

Your calm steadies allies under impossible pressure.

Allies within 15 feet gain:

  • Advantage on saves against fear

  • +1 AC while conscious

  • Cannot be forcibly moved unless willing


Level 14 — Supreme Commander

At the start of combat, choose up to three allies within 60 feet.

For 1 minute, those allies gain:

  • Advantage on initiative

  • +10 movement speed

  • Once per turn, may reroll one failed attack roll or saving throw

Once used, this feature cannot be used again until a long rest.

 

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