Basic Class - Dedicated Hero in Stellaris | World Anvil
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Basic Class - Dedicated Hero

Original document by Dylan Richards (Reddit: u/Altavus, Tumblr: decision-paralysis, Blogger: DecisionParalysis)   Adapted from "d20 Modern" by Wizards of the Coast and based on the "d20 Modern 5e Conversion" by Edward Wilson.
Enter the Dedicated Hero; calm, empathetic, and full of purpose. They are often health care workers, clergy, activists, and investigators. They are often described as having a sixth sense to the world around, and their ability to cooperate in a team is unparalleled. They are vital on any team in a fight or not, and are devoted to their team's well being and care both during and after stressful moments. With a Dedicated Hero on your team, downtime between fights is at a minimum.   As the Dedicated Hero, you are the heart of the team. Your empathic and helpful nature will guide your team to success, and your ability to give excellent care during rests will further your rapport. Your intuition and awareness of your surroundings will find clues the rest of your team might otherwise miss, reducing the time spent waiting around while the team solves the mystery. You are unshakable in mind, loyalty, and your devotion to your team.   Table: Dedicated Hero
Level Proficiency Bonus Features
1st +2 Empathy, Helpful, Advanced Class
2nd +2 Danger Sense, Caregiver (d6)
3rd +2 Advanced Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack, Intuition
6th +3 Teamwork, Caregiver (d8)
7th +3 Advanced Feature
8th +3 Ability Score Improvement
9th +4 Expertise, Rapport
10th +4 Advanced Feature
11th +4 Awareness
12th +4 Ability Score Improvement
13th +5 Cool Under Pressure, Caregiver (d10)
14th +5 Unshakable
15th +5 Advanced Feature
16th +5 Ability Score Improvement
17th +6 Caregiver (d12), Teamwork Improvement
18th +6 Advanced Feature
19th +6 Ability Score Improvement
20th +6 Superior Intuition

Class Features

As a Dedicated Hero, you gain the following class features.  

Hit Points and Vitality Points

Hit Dice: 1d8 per Dedicated Hero level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: an additional 1d8 (or 5) + Constitution modifier per Dedicated Hero level after 1st
Vitality Points at 1st Level: Constitution score + 2
Vitality Points at Higher Levels: an additional 2 per Dedicated Hero level after 1st  

Proficiencies

Armor: Civilian armor
Weapons: Civilian weapons
Saving Throws: Wisdom and one other of your choice
Skills: Choose two from Animal Handling, Athletics, History, Insight, Intimidation, Investigation, Medicine, Perception, Religion, Society, Stealth, and Survival
Systems: None
Tools: None  

Empathy

You add half your proficiency bonus to any Wisdom or Charisma ability check you make that doesn't already use your proficiency bonus.  

Helpful

You can use the Help action as an action or bonus action. Additionally, when you use the help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.  

Advanced Class

You must choose an advance class when you take your first level in this basic class. Your advance class represents varied and nuanced expertise, augmented by your chosen basic class. Your choice of advance class grants you features at 1st level, and again at 3rd, 7th, 10th, 15th, and 18th level. At levels 3rd, 7th, 10th, 15th, and 18th you gain hit dice, hit points, and vitality points as dictated by your advance class, not your basic class.  

Caregiver

Starting at 2nd level, you can help revitalise your allies over the course of a short or long rest. If you or any friendly creatures within 60 feet of you spend hit dice to recover hit points during a short rest, each of those creatures recover an additional 1d6 hit points.   The extra hit points recovered increase when you reach certain levels in this class: to 1d8 at 6th level, 1d10 at 13th level, and 1d12 at 17th level.   Finally, if you or any friendly creatures within 60 feet of you take a long rest to recover vitality points, each of those creatures recovers 1 additional vitality points. The extra vitality points recovered increases when you reach certain levels in this class: to 2 at 6th level, 3 at 13th level, and 4 at 17th level. A use of a medical kit must still be spent on each creature recovering vitality points to be able to increase their vitality points recovered with this feature.  

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To use this feature, you may not be blinded, deafened, or incapacitated.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.  

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Intuition

Starting at 5th level, you have a special insight into dangerous situations. When you use this feature make a Wisdom check. On results of 20 or above, ask the DM three questions from the following list. On results of 10 or above, ask the DM two questions from the following list. On results below 10, ask the DM one question from the following list.  
  • What happened here recently? (within 24 hours)
  • What is about to happen? (within 10 minutes)
  • What here is useful or valuable to me?
  • Who's really in control here?
  • What here is not what it appears to be?
  • What is the most dangerous thing in this situation?
  • What's my best way in?
  • What's my best way out?
  • Are there any dangers I haven't noticed?
  • What's the biggest threat?
  With the DM's permission, you can ask a question that is not on the list, as long as it is along similar lines. The DM can qualify the answer in any way they like, but must provide as honest an answer as possible.   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.  

Teamwork

Teamwork makes the dream work. At 6th level, when you use the Help action you can instead choose one creature within 60 feet of you that is considered your ally. That creature may use its reaction to make one weapon attack, provided that it can see or hear you.   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.   At 16th level, this feature improves. You can use this feature to choose two allies instead of one. Both allies must be within 60 feet of of you, and each must be able to see or hear you.   Additionally at 16th level, you may use your action to select up to five allies who are each within 60 feet of you and can each see or hear you. These allies may use their reaction to take one action of their choice. If any of these allied creatures takes the Attack action, they may only make one attack, even if they can make multiple attacks when taking the Attack action. Once you use this part of the feature, you may not use this part again until you complete a long rest.  

Expertise

At 9th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the choose proficiencies.  

Rapport

Beginning at 9th level, your connection with others allows you to better aid them. When you use the Help action, the creature you aid also adds your Wisdom modifier to their next ability check or attack roll.  

Awareness

At 11th level, your perception of the world around you is almost supernatural. You have advantage on initiative rolls and cannot be surprised.  

Cool Under Pressure

Beginning at 13th level, nothing can shake your confidence in a task which you are skilled. Whenever you make an ability check that lets you add your proficiency bonus, you can use your reaction to treat a d20 roll of 9 or lower as a 10.  

Unshakeable

At 14th level, you have advantage on saving throws against being charmed or frightened.  

Superior Intuition

At 20th level, you have advantage on any Wisdom checks you make when using your Intuition feature. Additionally, your Danger Sense feature now applies even when you are blinded or deafened. You also gain blindsight to a range of 30 feet. If you already have blindsight, increase its range by 30 feet.  

Alternative Features

At the DM's discretion, these alternative features may be used in place of, or in addition too, the ones listed above.  

Feat At 1st Level

This feature is standard in all my games, but other DM's may not feel the same and may choose to not use it.
At 1st level, you gain a feat.

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