top of page

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, 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              Archetype Feature                                    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             Ability Score Increase
    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:

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

medic

Role: Support, Triage, Doctor
Fantasy: Support, Medic

Medics are battlefield surgeons, emergency responders and hardened caretakers.

 

Level 3 – Combat Healer

You keep people alive under fire..

  • Whenever you restore Hit Point 

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.

bottom of page