Basic Class - Smart Hero in Stellaris | World Anvil
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Basic Class - Smart 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 Smart Hero; bright, quick witted, and knowledgeable. They are often scientists, academics, law enforcement, white-collar professionals. They are a master of a particular set of skills, and their plans rarely fail. They are tricky and observant, able to find a weakness in any enemy and understand nearly any device. Rarely on the front line, they do their best work leading the team to victory from the back where they can keep an eye on all the moving pieces.   As the Smart Hero, you are the brains of the team. Your plans will serve as the basis to success for every mission. Your expertise in your chosen areas will allow you stand out by merit, and all those long nights cramming can be put to good use again during your missions. Given enough time, you can understand it, even if's just a general understanding.   Table: Smart Hero
Level Proficiency Bonus Features
1st +2 Expertise, Plan (1/rest), Advanced Class
2nd +2 Trick, Deliberate Defense
3rd +2 Advanced Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack, Subject Analysis
6th +3 Exploit Weakness, Polymath
7th +3 Advanced Feature
8th +3 Ability Score Improvement
9th +4 Expertise, Plan (2/rest)
10th +4 Advanced Feature
11th +4 Trick Improvement
12th +4 Ability Score Improvement
13th +5 Quick Mind, Intuitive Communication
14th +5 Plan Improvement
15th +5 Advanced Feature
16th +5 Ability Score Improvement
17th +6 Exploit Weakness Improvement, Plan (3/rest)
18th +6 Advanced Feature
19th +6 Ability Score Improvement
20th +6 Plan Improvement

Class Features

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

Hit Points and Vitality Points

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

Proficiencies

Armor: Civilian armor
Weapons: Civilian weapons
Saving Throws: Intelligence and one other of your choice
Skills: Choose any three skills
Systems: Choose any one systems
Tools: Choose any one set of tools  

Expertise

Choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool or systems proficiencies. Your proficiency bonus is double for any ability checks you make that uses either of the chosen proficiencies.   At 9th level, you can choose two more of your skill proficiencies, or one skill proficiency and one tool or systems proficiency. Your proficiency bonus is doubled for any ability checks you make that uses either of these chosen proficiencies as well.  

Plan

You are an expert in formulating successful plans. As an action you can choose a number of creatures up to your Intelligence modifier (minimum one) and may additionally choose yourself. Each creature chosen gains one of the following benefits of your choice; a bonus on attack rolls, a bonus on saving throws, or a bonus on ability checks.   As an action on your turn, you can start the plan. For the next minute each creature included in the plan can activate their benefit to gain a bonus equal to your Intelligence modifier to the chosen rolls until the start of their next turn. If you do not start the plan within 8 hours of formulating it, the use of this feature is lost.   You must complete a short or long rest before you can use this feature again. At 11th level, you can use this feature twice between rests, and at 17th level you can use it three times between rests.   At 14th level, when you make a plan, you may grant each creature in the plan two benefits instead of one. These additional benefits may be the same or different benefit, and are activated separately from each other.   At 20th level, each creature in the plan may be granted three benefits instead of two.  

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.  

Trick

Beginning at 2nd level, you can take an action to attempt to trick one creature. The creature must have an Intelligence of 6 or higher, and be able to see and hear you (but not necessarily understand you). The creature must make an Intelligence saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. If the saving throw fails, the creature is incapacitated until the end of its next turn. If a creature succeeds on its saving throw, it is immune to this feature for the next 24 hours.   You can use this feature a number of times equal to your Intelligence modifier (minimum once). You regain any expended uses when you finish a long rest.   At 11th level, you can target up to three creatures with one use of your Trick, tricking all three simultaneously. Additionally, you may use your Trick feature as a bonus action.  

Deliberate Defense

Starting at 2nd level, your careful maneuvering can help you avoid attacks. When you are not wearing any armor, your AC equal 10 + your Dexterity modifier + your Intelligence modifier.   Additionally, you may use your Intelligence modifier in place of your Dexterity modifier for calculating your AC when you are wearing armor. Your Intelligence modifier is still subjected to the same restrictions as your Dexterity; such that if you only add your Dexterity modifier up to a maximum value, you do the same with your Intelligence modifier, and if the armor doesn't add your Dexterity modifier, you do not add your Intelligence modifier.  

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.  

Subject Analysis

Beginning at 5th level, your analytical skills improve further. As an action, you can analyze one creature or object that you can see within 60 feet of you, and you learn whether the creature or object has any damage immunities, resistances, or vulnerabilities and what they are. The next successful attack you make against the target within 1 minute is an automatic critical hit.   You can use this feature a number of times equal to your Intelligence modifier (minimum once), but not more than once on the same target. You regain any expended uses when you finish a long rest.   You may use this feature without expending any uses when you spend ten minutes observing the target, or 1 minute when observing the target from within 5 feet.   Finally, you have advantage on any ability checks to determine the function of any device you have used this feature on within the past minute.  

Exploit Weakness

At 6th level, you can use a bonus action to asses a creature's weakness. The target must be within 60 feet of you, you must be able to see the target, and the target may not be behind cover. You can use your Intelligence modifier instead of your Strength or Dexterity modifier on attack and damage rolls against the target for 1 minute as you spot weaknesses in its physiology or fighting style.   You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.   At 17th level, you may use this feature on multiple creatures simultaneously with only one use of the feature. Choose a number of creatures equal to your Intelligence modifier who are all within 60 feet of you, who you can see, and who are not behind cover. Additionally, this feature now lasts for 10 minutes.  

Polymath

Starting at 6th level, you can study in preparation for completing a task. If you spend an hour or more researching a given skill, you can add your proficiency bonus to ability checks you make using that skill for the next 24 hours. To conduct this research, you must have access to suitable research materials; such as a library or hypernet access.  

Quick Mind

Beginning at 13th level, your sharp wit allows you to act quickly. You add your Intelligence modifier to your Initative bonus.  

Intuitive Communication

Beginning at 13th level, you are usually able to understand speech and writing even if you don't speak the language. When you read or hear a language you do not know, you can make an Intelligence (Investigation) check to try and understand the message. The DC for the check depends on the situation: DC 10 if the language is in the same lingual group as your known language, DC 15 if the language is unrelated to any of your known languages, and DC 20 if the language is unique or ancient. On a success, your understand the general meaning of the message, but this ability in no way simulates being able to converse or fluently read and write in a given language.  

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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