Basic Class - Strong Hero in Stellaris | World Anvil
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Basic Class - Strong 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 Strong Hero; powerful, large, and often intimidating. They are often athelets, martial artists, soldiers, and blue-collar workers. They must be careful of their own strength, lest they unintentionally harm someone with it. Smashing, often acting reckless in battle, and sometimes being seen as a bully, Strong Heroes push their bodies to their limits. Gentle or lout, quiet or boisterous, there are few obsticles a Strong Hero can't just smash through and be done with it.   As the Strong Hero, you are the muscle of the team, no question. You will break both skulls and doors to help the team succeed on their missions. Pushing your body to its limit, and beyond, your body will surge with power. Some may think you simple or dumb, same may call you a bully or brute, but no one will deny your might. Throwing caution to the wind, you'll strike with all the power you can summon, and when you land a critical blow, it will be devastating. You will be called remarkable, even legendary, so be sure to eat your meat and vegetables, and drink your milk. Your muscles will thank you, and so will the team.   Table: Strong Hero
Level Proficiency Bonus Features
1st +2 Smash, Bully, Advanced Class
2nd +2 Action Surge (1/rest), Body Slam
3rd +2 Advanced Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack, Reckless Attack
6th +3 Strong Back, Extreme Exertion
7th +3 Advanced Feature
8th +3 Ability Score Improvement
9th +4 Remarkable Athlete, Brutal Critical (1 dice)
10th +4 Advanced Feature
11th +4 Demolition
12th +4 Ability Score Improvement
13th +5 Supreme Grip, Brutal Critical (2 dice)
14th +5 Legendary Exertion
15th +5 Advanced Feature
16th +5 Ability Score Improvement
17th +6 Action Surge (2/rest), Brutal Critical (3 dice)
18th +6 Advanced Feature
19th +6 Ability Score Improvement
20th +6 Smash Improvement

Class Features

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

Hit Points and Vitality Points

Hit Dice: 1d10 per Strong Hero level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: an additional 1d10 (or 6) + Constitution modifier per Strong Hero level after 1st
Vitality Points at 1st Level: Constitution score + 3
Vitality Points at Higher Levels: an additional 3 per Strong Hero level after 1st  

Proficiencies

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

Smash

You add half your proficiency bonus (rounded down) to all melee and thrown weapon damage rolls.   At 20th level, you add your full proficiency bonus to all melee and thrown weapon damage rolls.  

Bully

When you successfully make a melee attack against a creature, you can immeiately make a Shove attack or Grapple attack against that creature as a bonus action.  

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.  

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take on additional action on top of your reactular action and a possible bonus action.   Once you use this feature, you must finish a short or long rest before you can use it again. Startng at 17th level, yo can use it twice before a rest, but only once on the same turn.  

Body Slam

At 2nd level, whenever you make a successful Shove attack or Grapple attack against a creature, they take damage equal to 1 + your Strength modifier.   Additionally, when you succeed on shoving a creature you can choose between pushing them up to 10 feet away from you, or pushing them up to 5 feet away from you and knocking them prone.  

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.  

Reckless Attack

Starting at 5th level, you can throw aside all concern for defence with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on weapon attack rolls until the end of your turn, but attack rolls against you have advantage until the start of your next turn.  

Strong Back

Beginning at 6th level, your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.  

Extreme Exertion

Starting at 6th level, you gain the uncanny ability to strain your muscles past their normal strength. When you make an ability check or saving throw using Strength, you can use your reaction to gain advantage on the roll. You can use this freature after the roll is made, but before the result of the roll is determined.  

Remarkable Athlete

At 9th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.   Additionally, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.  

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit. This increases to two additional dice at 13th level, and three additional dice at 17th level.  

Demolition

Starting at 11th level, your melee attacks deal double damage to objects. In addition, you double your proficiency bonus on Strength ability checks to break something.  

Supreme Grip

At 13th level, you have incredible technique and hand strength allowing you to maintain a powerful grasp on objects others would struggle with. When you are wielding a weapon with the Versatile property, you always treat them as if you were wielding them in two hands, and you ignore the disadvantage posed by the Heavy property of weapons with which you are proficient.   Additionally, you can wield a weapon with the Two-Handed property in a single hand, but doing so imposes disadvantage on any attack rolls you make with it, and a -2 penalty to damage rolls you make with it.   Finally, you have advantage on ability checks and saving throws made to avoid dropping a held object or being disarmed.  

Legendary Exertion

At 14th level, your ability to strain your body past it's limits improves further. When you make a Strength ability check or saving throw, you can use your reaction to automatically succeed the check or saving throw. You can do this after the roll is made, but before the result is determined. Once you use this feature, you must finish a short or long rest before you can use it again.  

Supreme Smash

At 20th level, you may now add your full proficiency bonus to all melee weapon damage rolls.  

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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