Armoured Hero

by Smug Coffee Man

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Armoured Hero

ARMOURED HEROES

A figure in strange armour ducks a blow and returns the hit, knocking the wind out of his foe. A woman brings her blade down on a monster, her weapon blazing with holy light as it cuts down the creature. A man in bizarre plate throws himself in front of a child, shielding them with his body before the armour vanishes. These are Armoured Heroes.

Relics of Power

All Armoured Heroes use powerful Relics called Hero Drivers, devices containing immense magical and sometimes ancient power. These Relics allow Armoured Heroes the ability to equip themselves with full body armour and weapons styled after it with a vocal command. These Relics improve the wearer's speed, strength, and durability while hiding their identities from those around them... so long as they are not seen making use of their Relic to don this armour.

Heroes of Justice

Most Armoured Heroes live up to their name, as Relics usually only reach out to those with noble intentions and a strong will to protect the innocent and downtrodden. These Armoured Heroes fight for others and for the ideals of truth and justice. They ask for little or nothing in return, in part due to the need for them to hide their identity to protect their family and friends from retaliation from their enemies.

Darkness From Light

However, not all Relics are so noble. Some are artificial or were crafted by beings of great Evil. Some might even be cursed, driving their users to commit evil deeds. These Armoured Heroes fight for a twisted view of Justice and often for selfish ends. They are often easily identifiable by a purple or black color scheme, and wherever they go horrible things are sure to follow.

Behind the Mask

Despite the fame or fear they generate, Armoured Heroes all have one thing in common: their armour covers them completely, in some cases altering their shape to a more humanoid appearance. Unless an Armoured Hero dons their armour in front of someone, it is entirely likely that nobody will ever know their true identity. This is a good thing in most cases however; those whose evil deeds they stop if Good could look for revenge against the Hero's family or friends if they knew their identities. Likewise, those who commit atrocities could be hunted down if their identities were ever exposed. Armoured Heroes should only ever expose this identity to those they trust completely, else they suffer the consequences

The Armoured Hero
Level Proficiency Bonus Features Charge Points Transformation Die
1st +2 Fighting Style, Transformation 1d6
2nd +2 Relic Charges 4 1d6
3rd +2 Charge Strike, Relic Creed 6 1d6
4th +2 Ability Score Improvement 8 1d6
5th +3 Multiattack, Power Attack 10 1d8
6th +3 Relic Creed Feature, Relic Machine 12 1d8
7th +3 Enhanced Reflexes, Relic's Courage 14 1d8
8th +3 Ability Score Improvement 16 1d8
9th +4 Relic Resistance 18 1d8
10th +4 Ability Score Increase 20 1d8
11th +4 Relic Creed Feature 22 1d10
12th +4 Ability Score Improvement 24 1d10
13th +5 Battle Momentum 26 1d10
14th +5 Enhanced Relic Resistance 28 1d10
15th +5 Relic Courage Improvement 30 1d10
16th +5 Ability Score Improvement 32 1d10
17th +6 Relic Creed Feature 34 1d12
18th +6 Relic Burst 36 1d12
19th +6 Ability Score Improvement 38 1d12
20th +6 Relic Mastery 40 1d12
Multiclassing

Ability Score Minimum: Strength 13, Charisma 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Weapons: Simple Weapons, Martial Weapons, Firearms (SCoC)*



*If your Dungeon Master allows Firearms, you gain proficiency with the ones found in Smug's Compendium of Changes (SCoC)*

The following abbreviations are used in this document. This is a key you can follow to understand them

SCoC = Smug's Compendium of Changes

XGE = Xanathar's Guide to Everything

FTD = Fizban's Treasury of Dragons

EGW = Explorer's Guide to Wildemount

Creating an Armoured Hero

As you create your armoured hero, keep in mind your character's Goal and how they intend to go about achieving that goal. Are they simply a traveling hero, doing good deeds wherever they go? Are they seeking out a villain who has wronged them or their family in some way for justice? Or are they Evil, and searching for ways to unlock the power of their Relic so they can push their will upon those weaker than them?

Think of how you will handle your Secret Identity and discuss this with the GM; does your Hero let his allies know of his secret, or does he put on a fearful facade when the fight begins, fleeing, only for the Armoured Hero persona he has taken up to appear conveniently and offer to aid the party? Again, discuss this with the GM.

Quick Build

You can make an Armoured Hero quickly by following these suggestions. First, make Strength and Charisma your highest ability scores. Armoured Heroes battle with their Strength, so it pays to be able to deal damage, and their Charisma influences their AC. Make Constitution your next highest score so that you can endure the battles you will inevitably fight in. Then, select the Folk Hero or Haunted One (VRGR) background.

Class Features

  • Hit dice: 1d10 per Armoured Hero level.
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per armoured hero level after 1st.

Proficiencies

Armor: none.
Weapons: Simple Weapons, Martial Weapons, Firearms (SCoC)*
Tools: One of your choice, Vehicles (land).
Saving Throws: Strength, Charisma
Skills: Choose two from Acrobatics, Athletics, Arcana, Deception, Insight, Performance, Persuasion, Sleight of Hand, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Two Simple Weapons or (b) A Martial Weapon
  • (a) A Hand Crossbow and 20 Crossbow Bolts or (b) a Revolver (SCoC) and 20 rounds of ammunition.
  • (a) a Dungeoneer’s pack or (b) an Explorer's pack

Alternatively, you could begin with starting wealth of 5d4 x 10 gp and purchase starting items of your choice.

*If your Dungeon Master allows Firearms, you are proficient with the ones found in Smug's Compendium of Changes (SCoC)

Fighting Style

Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Transformation

Starting at 1st level, your Relic begins to awaken. You gain the ability to undergo a Transformation as a Bonus Action. Your Transformation grants you the following benefits:

  • While making use of your Transformation, your AC is calculated as 10 + Your Strength Modifier + Your Charisma Modifier. At 10th level, your AC with this feature increases by 1.
  • Any weapon you use that would normally use Dexterity for its Attack and Damage Rolls can use Strength instead.
  • When you score a Critical Hit with an Unarmed Strike or a Weapon with which you are proficient, you deal an extra 1d6 Damage of the type of damage the attack would normally deal. This increases to 1d8 at 5th level, 1d10 at 11th level and 1d12 at 17th level. You do not roll this die an additional time when you score a critical hit, rolling it only once.
  • You do not gain the benefits of any Subclass features unless using your Transformation feature. You also do not gain the benefits of any Class feature other than your Fighting Style, Extra Attack, and Enhanced Reflexes features while not using your Transformation.
  • While you are under the effects of your Transformation, a creature who has heard you speak within the last week may make a contested Wisdom (Insight) Check against a Charisma (Deception) Check from you. On a success, they realize who you are. Creatures who have heard you speak within the last 24 hours have advantage on this check.

Your Transformation ends when you choose to end it as a Bonus Action, you are reduced to 0 Hit Points, are rendered Unconscious, or you die. It is not dispelled by Antimagic Fields or similar effects, and if you try to sleep while using this feature you suffer the same penalties as if you were wearing armor.

Relic Charges

Starting at 2nd level, you learn to harness the power of your Relic in small bursts called Relic Charges. Your access to this energy is represented by a number of Charge Points. Your armoured hero level determines the number of points you have, as shown in the Charge Points column of the Armoured Hero table.

You can spend these points to fuel various Relic Charge features. You start knowing three such features: Finishing Strike, Heroic Parry, and Healing Charge. You learn more Relic Charge features as you gain levels in this class.

When you spend a Charge point, it is unavailable until you finish a short or long rest, at the end of which your Relic regains its lost power. You must spend at least 30 minutes of the rest without using your Transformation feature while wearing the Relic to benefit from this feature.

Some of your Relic Charge features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Charge save DC = 8 + your proficiency bonus + your Charisma modifier

Finishing Strike. When you take the Attack Action, you may spend 2 Charge Points to activate this feature. If you do and you deal damage with the attack, you may roll your Transformation Damage Die when calculating that damage even if the Attack was not a Critical Hit.

Heroic Parry. When you would be hit with an Attack or forced to make a Saving Throw, you can use your Reaction to expend 1 Charge Point to add +2 to your AC or +1 to your Saving Throw, potentially turning a hit into a miss or a failure into a success.

Healing Charge. You may expend 2 Charge Points to target one creature within touch distance of you. That creature recovers HP equal to your Transformation Die + Your Charisma Modifier.

Relic Creed

At 3rd level, your Relic awakens fully to the creed you follow in your life. You can choose an archetype from the ones on page 9 that alters your fighting prowess and enhances your body. The archetype you choose grants you features at 3rd level and again at 6th, 11th, and 17th level.

Charge Strike

Starting at 3rd level, if you spend 1 charge point or more as part of your action on your turn, you can make one attack with an unarmed strike or a weapon that lacks the Heavy or Two-Handed quality as a bonus action before the end of the turn.

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.

If your DM allows the use of feats, you may instead take a feat.

Multiattack

Starting at 5th level, when you take the Attack action, you can make attacks equal to your Proficiency Bonus.

Power Attack

Beginning at 5th level, once per Turn when you make an attack, you can take a penalty equal to your proficiency bonus to that attack. If you do and the attack hits, you gain a bonus to your damage with that attack equal to 2 x your proficiency bonus.

You cannot use Power Attack and Finishing Strike on the same attack.

Heroic Presence

Also at 5th level, When you make a Persuasion (Charisma) or Deception (Charisma) Skill Check, you can spend 2 charge points and roll your Transformation Die and add the Transformation Die to the Skill Check.

Relic Machine

At 6th level, you gain a powerful vehicle of artifice and magic called a Relic Machine. You may call upon it as a Bonus Action from anywhere, and it will appear 5 feet away from you in empty space so long as there is solid ground. It is a Land Vehicle that has a speed of 50 feet, lacks flying, swimming and climbing speeds, has an AC equal to 13 + your Charisma Modifier, has HP equal to 2 + Your Charisma Modifier + (3 x Your Armoured Hero Level), and has two wheels and seating for up to two people. If the Mending spell is cast on it, it recovers 2d4 hit points. If it is destroyed, you must spend an hour during a Long Rest focusing on your Relic to create a new Relic Machine. You can only have one Relic Machine at a time and if you try to create a second, the first is destroyed instantly.

Enhanced Reflexes

At 7th level, your Transformation feature can be used at will, without using an action or bonus action.

Additionally, When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Relic Courage

At 7th level, you become immune to the Frightened Effect. At 15th level, this becomes a 15-foot radius aura that grants any allied creatures within that radius immunity to the Frightened effect.

Relic Resistance

At 9th level, your Relic empowers you. You may add half of your Proficiency Bonus (rounded down) to any Saving Throws with which you are not proficient.

Battle Momentum

At 13th level, you know how to take advantage of the battle when it turns in your favor. If an enemy misses with an Attack Roll, you may spend 1 Charge Point as a Reaction to gain advantage on your next Attack against that creature.

Enhanced Relic Resistance

At 14th level, your Relic protects you further. When you gain this feature, choose one damage type other than Psychic or Force. You gain Resistance to that damage type while using your Transformation feature.

At the end of a Long Rest, you may change this damage type to another type other than Psychic or Force.

Relic Burst

At 18th level, you learn to fire a burst of energy from your Relic, harming foes and protecting your allies.

You can spend 2 Charge Points to force all hostile creatures within a 15-foot radius of you to make a Constitution saving throw, taking (3 x Your Transformation Die) in Force damage and knocking them prone on a failed save or half as much and not knocking them prone on a successful one.

Alternatively, you can instead grant all allied creatures within a 15-foot radius of you Temporary Hit Points equal to Your Transformation Die + Your Charisma Modifier. These Temporary Hit Points replace any the creatures already have.

Relic Mastery

At 20th level, you master your Relic. Your Relic cannot be destroyed by any means other than a Wish spell or direct intervention from a god or similar deity, and if it is removed from your person for longer than 24 hours it magically returns to you.

Additionally, your Strength and Charisma Scores increase by +2, and their maximums are both 22.

Creed of Magic

Those who follow the Creed of Magic are skilled in magical combat. They believe that the best way to save those who need it is through application of magical spells in tandem with physical prowess. Their relics grant them magical power innate to the user.

Spellcasting

At 3rd level, your Relic grants you the power to use magic.

Cantrips. You learn two cantrips of your choice from the Sorcerer spell list. You learn an additional Sorcerer cantrip of your choice at 10th level.

Spells Known. The Relic of Magic Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level sorcerer spells of your choice, two of which you must choose from the Evocation and Transmutation spells on the Sorcerer spell list. The Spells Known column of the Relic of Magic Spellcasting table shows when you learn more Sorcerer spells of 1st level or higher. Each of these spells must be an Evocation or Transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the Sorcerer spells you know with another spell of your choice from the Sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Charisma is your spellcasting ability for your spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Focal Weapon

At 3rd level, you can spend one hour infusing a weapon that lacks the Heavy and Two-Handed properties with your magic. This weapon can be used as a focus for your spells.

Additionally, when you deal damage with your Focal Weapon, you can spend 2 Charge Points to infuse it with magical power, dealing your Transformation Die in one of the following damage types: Fire, Cold, Lightning, Thunder. You decide which damage type is dealt when you spend the Charge Points to use this feature.

Magical Adaptation

At 6th level, when you cast a spell that deals damage, you can spend 2 Charge Points to change that damage type to one of the following: Fire, Cold, Lightning, Thunder. You must spend the points when you cast the spell.

Magical barrier

At 11th level, you gain the power to summon a powerful barrier. You learn the Shield and Absorb Elements (XGE) spells if you do not already, and they do not count against your known Spells.

Additionally, you can spend 3 Charge Points as a Reaction when a creature within 15 feet of you is the target of a Weapon Attack or the Magic Missile Spell. If you do, you can cast Shield on that creature as if you had cast the spell on yourself, granting them all the benefits of the Shield Spell.

Relic Font

At 17th level, any Material Component with a Gold Cost has that cost halved for you (Rounded down, minimum 1 GP).

Additionally, choose a single Evocation spell of 1st Level that deals Fire, Cold, Thunder, or Lightning damage. You no longer have to expend a Spell Slot to cast this Spell.

Creed of Magic Spellcasting Table
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
1st
2nd
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 12 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Creed of Protection

Those who follow the Creed of Protection seek to do everything in their power to defend the weak and innocent from harm. Some take this a step further, wanting to protect everyone and seeing those doing evil as bringing harm to themselves. A Hero following the Creed of Protection will reach out to help anyone they can, no matter the personal cost.

Protector's Speech

At 3rd level, you have learned how to dissuade others from doing harm. You gain proficiency in the Persuasion Skill if you do not already have it. If you do, you instead double your proficiency bonus with Persuasion (Charisma) Skill Checks you make.

Protector's Guard

At 3rd level, when a Creature within 5 feet of you takes damage from an Attack, you can spend 1 Charge Point as a Reaction. If you do, that creature reduces the damage it takes by your Transformation Die + your proficiency Bonus.

At 11th level, you may spend an additional Charge Point to increase the range of this feature to 15 feet.

Protector's Interference

At 6th level, you can interfere with enemy spells. As an Action, you can spend 2 Charge Points to target a creature within 30 feet of you that is currently holding concentration on a spell. You may immediately force them to make a constitution saving throw against your Charge Save DC. If they fail, they lose concentration on the spell they're focusing on. If a creature succeeds on this saving throw, they are immune to this feature for 24 hours.

You must finish a Short or Long Rest to use this feature again.

The range of this feature increases to 60 feet at 17th level.

Protector's Touch

At 11th level, you can mend the wounds of others more efficiently. When you use your Healing Charge feature, you roll two of your Transformation Dice instead of one.

Ultimate Protection

At 17th level, you can protect someone from harm completely. You can use an Action to spend 5 Charge Points to grant a creature of your choice other than yourself the benefits of the Invulnerability Spell until the start of your next turn. Only one creature may be under this effect at a time, and if you use it on a different creature the first loses the benefits of this ability.

Creed of Skill

Those who follow the Creed of Skill believe that their technical prowess and skill make them best suited to heroism. They are often somewhat arrogant, but back up their talk with action and have very versatile powers.

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Heroic Ranger

At 3rd level, you ignore the Loading, Reload, and Ammunition properties of any weapon with which you are proficient.

Additionally, you may spend 1 Charge Point when you make an Attack with a Ranged Weapon to ignore the penalty for attacking at long range.

Crack Shot

At 6th level, your aim with ranged weapons becomes impeccable. You can spend 2 Charge Points when you make an attack with a Ranged Weapon that has the Ammunition property to roll your Transformation Die and add the result to your Attack roll.

Additionally, you can spend 3 Charge Points to use this ability after the outcome of the Attack Roll has been determined to roll a Transformation Die and add half of the amount rolled (rounded down, minimum 1) to the Attack roll, potentially turning a miss into a hit. You cannot use this part of this feature if you have already spent 2 Charge Points to use the first half of this ability in the same turn.

Perfect Skill

At 11th level, when you make an Ability Check with a Skill you lack proficiency in, you can spend 1 Charge Point to add half of your proficiency Bonus (rounded up) to that Skill Check.

Shooting Finish

At 17th level, you can spend 5 Charge Points to make a Shooting Finish. This is a special Weapon Attack, and requires you to use a weapon with the Ammunition property. The target must make a Dexterity Saving Throw against your Charge DC or take 8d8 Force damage on a failed save or half as much on a successful one.

Creed of Speed

Those who follow the Creed of Speed are naturally faster than other Armoured Heroes, and use that speed to save the helpless. They tend to talk fast and rush into things without thinking, but they rely on their speed to make up for any mistakes they might make.

Clock Up

At 3rd level, you can add your Charisma modifier to your Initiative rolls.

Additionally, you gain 10 feet of movement. You gain another 5 feet at 6th, 11th, and 17th level.

Speed Striker

At 3rd level, if you move at least 20 feet in a straight line before making a Melee Weapon Attack or Unarmed Strike and hit with that attack, you can roll your Transformation Die and add it to the damage

Typhoon

At 6th level, you gain the ability to blow away those behind you. You can spend 1 Charge Point to take the Dash action as a Bonus Action, and if you do you any creature that makes an Opportunity Attack against you while using the Dash Action in this way must make a Strength saving throw against your Charge DC or be pushed backwards 5 feet.

Hyper Speed

At 11th level, you can move fast enough to avoid being hit. Movement from you no longer provokes opportunity attacks, and if a creature would provoke an opportunity attack from you, you have advantage if you make that Opportunity Attack with an Unarmed Strike or Melee Weapon.

Lord of Speed

At 17th level, you can spend 5 Charge Points to cast the Time Stop spell. You must finish a Long Rest to do so again.

Creed of Strength

Those who follow the Creed of Strength exemplify physical might over all else. They use this power to strike down evil before it can strike down the innocent, attacking those who would do wrongs with all their might. They also believe in mental strength, and the will to resist evil wherever it would try to take root.

Strength of Body

At 3rd level, your physical might increases. The amount of weight you can carry is doubled, as is the amount you can push, pull, and lift. You also ignore the Heavy quality on weapons that have it so long as they lack the Special Quality.

Additionally, your weapon attacks with weapons that have the Heavy or Two-Handed property and your Unarmed Strikes score a critical hit on a roll of 19 or 20

Strength of Mind

At 6th level, you may add half of your Strength Modifier (rounded down, minimum 1) to any Intelligence Ability Checks or Saving Throws you make.

Additionally, any attacks that would benefit from your Strength of Body feature’s enhanced critical range count as magical for the purpose of piercing resistance or immunity.

Strength of Spirit

At 11th level, you gain immunity to the Charmed condition.

Additionally, you can spend 2 Charge Points as a Reaction to apply your Enhanced Reflexes feature to any saving throw you make, not just Dexterity Saving Throws.

Unstoppable Strength

At 17th level, you gain +1 AC while using your Transformation feature.

Additionally, if you miss with an Unarmed Strike or Weapon Attack using a weapon with the Heavy property, you can spend 2 Charge Points as a Reaction to hit with that attack instead. If you do so, the damage you deal with that attack is halved (rounded down).

Creed of the Vail

Those who take the Creed of the Vail are more akin to warlocks making a pact than a hero taking an oath. Though they fight for justice, it is not without sacrifice; they put their very lives on the line to protect others, trading precious vitality for power to protect. In that way, it can be said they are the bravest and most selfless of the Armoured Heroes, willing to lay their life on the line for the greater good.

The unfortunate souls who use Vail Relics make a deal with a powerful, ancient force. It could be a mighty Demon hungry for power who grows as you do and will and becomes a greater threat as a result, an eldritch creature from beyond the stars whose very bond with you saps away your life force every time you transform, or even a benevolent creature whose creed comes with the unfortunate side effect of wiping clean the memories you have of those you love.

All Vail Armoured Heroes pay a price - what's yours? Work with your GM to decide, or roll on the table below.

d6 Creed Source
1 Devil. I made a deal with a devil for the power to protect, but in exchange they slowly drain my soul when I transform.
2 Demon. My Relic was used to seal way a Demon, and while it grants me power it drains my life. One day I will die.
3 Djinni. An oddly friendly dijinni granted my wish for power to protect those I care for. Unfortunately, the terms of our arrangement mean that I will someday forget what I fight for.
4 Celestial. My Relic is a blessing from a powerful good-aligned deity. In return for my power, I am bound to their service and when I die I will serve them eternally.
5 Elder Being. I found my Relic, and though it grants me power I know in the back of my mind that someday, my sanity will slip away.
6 Fey. My relic was a gift due to a service I performed for an archfey. I know not what the price will be, but that it is at the whim of the fey who dealt with me.

Vail Impact

Starting at 3rd level, once per turn, when you deal damage to a creature, you can spend 2 Charge Points to force it to make a Wisdom Saving Throw against your Charge Save DC. On a failed save, the creature is frightened for 1 minute.

Vail Requiem

Also at 3rd level, you gain the abilities of a Beast from your Relic. Choose one of the following options. This choice determines some features you receive at later levels. Any spells of 1st level you cast with this feature cost 2 Charge Points to cast, and are cast at their lowest level. Spells cast using any of your Subclass features do not require material components unless they have a gold cost or are consumed upon casting.

Additionally, your attacks with any melee weapon with which you are proficient or with Unarmed Strikes if you have the Unarmed fighting style deal an additional 1d8 damage of the type associated with your choice. This damage increases to 2d8 at 11th level.

With your DM's permission, you can change the specific animal to another, similar animal, but the mechanical effects remain unchanged; for example, selecting a Falcon instead of a Crow or a Jackal instead of a Wolf. Such a change must be deemed appropriate by you and the DM.

Bat. You learn the Sacred Flame Cantrip and the 1st-level spell Bless. You deal Radiant damage with your Vail Impact feature.

Bee. You learn the Sapping Sting (EGW) Cantrip and the 1st-level spell Command. You deal Lightning damage with your Vail Impact feature.

Cobra. You learn the Booming Blade (TCE) Cantrip and the 1st-level spell Catapult (XGE). You deal Thunder damage with your Vail Impact feature.

Crow. You learn the Toll the Dead (XGE) Cantrip and the 1st-level spell Inflict Wounds. You deal Necrotic damage with your Vail Impact feature.

Spider. You learn the Spider's Bite (SCoC) Cantrip and the 1st-level spell Entangle. You deal Poison damage with your Vail Impact feature.

Squid. You learn the Lightning Lure (TCE) Cantrip and the 1st-level spell Fog Cloud. You deal Psychic damage with your Vail Impact feature.

Tyrannosaurus Rex. You learn the Tyrant's Tail (SCoC) Cantrip and the 1st-level spell Earth Tremor. You deal Cold damage with your Vail Impact feature.

Wolf. You learn the Fire Bolt Cantrip and the 1st-level spell Burning Hands. You deal Fire damage with your Vail Impact feature.

Vail Mix

At 6th level, you gain an additional ability based on your choice at 3rd level from your Vail Requiem feature. Any features only apply while you are using your Transformation feature from the Armoured Hero class.

Additionally, your choice at that level now lets you change the slashing damage from your Vail Impact feature to a different damage type, and the damage from that feature now ignores resistance and immunity.

Bat. You gain a flying speed equal to your walking speed.

Bee. You are immune to the charmed condition.

Cobra. You have advantage on Strength Saving Throws and against being Grappled.

Crow. You can see in total darkness as if it were dim light, even if that darkness is magical.

Spider. You can walk on walls and ceilings without making a skill check, as if under the effects of the Spider Climb spell.

Squid. You can breathe underwater and gain a swimming speed equal to your walking speed (if you already have a swimming speed, it is increased by 10 feet instead).

Tyrannosaurus Rex. You ignore difficult terrain and are treated as one size larger for the amount of weight you can push, pull, lift, and carry.

Wolf. You gain resistance to fire damage.

Vail Rise

At 6th level, you gain more power from your choice at 3rd level. Any spells of 2nd level you cast with this feature cost 2 Charge Points to cast, and are cast at their lowest level.

Bat. You learn the 2nd-level spell Darkvision.

Bee. You learn the 2nd-level spell Enthrall.

Cobra. You learn the 2nd-leevl spell Cloud of Daggers.

Crow. You learn the 2nd-level spell Darkness.

Spider. You learn the 2nd-level spell Web.

Squid. You learn the 2nd-level spell Crown of Madness.

Tyrannosaurus Rex. You learn the 2nd-level spell Enlarge/Reduce.

Wolf. You learn the 2nd-level spell Aganazzar's Scorcher.

Improved Vail Impact

At 11th level, your Vail Impact feature's damage is now 2d8.

Additionally, you may spend 3 Charge Points when you deal damage with your Vail Impact feature to change the damage type to Force.

Vail Remix

At 11th level, you gain more power from your choice at 3rd level. Any spells of 3rd level you cast with this feature cost 3 Charge Points to cast, and are cast at their lowest level.

Bat. You learn the 3rd-level spell Daylight.

Bee. You learn the 3rd-level spell Hypnotic Pattern.

Cobra. You learn the 3rd-level spell Haste.

Crow. You learn the 3rd-level spell Fly.

Spider. You learn the 3rd-level spell Poison Wave (SCoC).

Squid. You learn the 3rd-level spell Hunger of Hadar.

Tyrannosaurus Rex. You learn the 3rd-level spell Erupting Earth (XGE).

Wolf. You learn the 3rd-level spell Ashardalon's Stride (FTD).

Vail Nova

At 17th level, you can spend 5 Charge Points to unleash a powerful burst of energy when you strike a foe. Instead of dealing the damage associated with your Vail Impact feature, you can force the target to make a Constitution saving throw against your Charge Save DC. A creature takes 8d8 damage of the type you deal with your Vail Impact feature on a failed saving throw, or half as much on a successful save.

You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a Long Rest.

Vail Neo Burst

At 17th level, you gain even more power from your choice at 3rd level. Any spells of 4th level you cast with this feature cost 4 Charge Points to cast, and are cast at their lowest level.

Bat. You learn the 4th-level spell Aura of Life.

Bee. You learn the 4th-level spell Charm Monster (XGE).

Cobra. You learn the 4th-level spell Death Ward.

Crow. You learn the 4th-level spell Shadow of Moil (XGE).

Spider. You learn the 4th-level spell Staggering Smite. You may apply this spell to Unarmed Strikes if you have the Unarmed fighting style.

Squid. You learn the 4th-level spell Evard's Black Tentacles.

Tyrannosaurus Rex. You learn the 4th-level spell Gravity Sinkhole (EGW).

Wolf. You learn the 4th-level spell Fire Shield. When cast using this feature, it must be a warm shield.

Creed of the Valkyrie

Armoured heroes who take the Creed of the Valkyrie master a specific weapon and use it to protect others. This creed is exclusively taken by women, hence the title, and they fight with a mixture of graceful performance and unyielding ferocity.

When an Armoured Hero takes up the Creed of the Valkyrie, their identity is masked through magic inherent to their relic; unlike other Armoured Heroes, their armor doesn't cover their face.

Restriction: Female Characters Only

The Creed of the Valkyrie is taken by females exclusively, relics only awakening in this way for women.

Your DM can lift this restriction to better suit the campaign. It might not apply to your DM's setting.

Weapon of the Valkyrie

Starting at 3rd level, choose one type of weapon with which you are proficient. This type of weapon becomes your Valkyrie Weapon. When you wield this type of weapon, it counts as magical for piercing resistance and immunity, and you may use Charisma instead of Strength or Dexterity for attack and damage rolls with that type of weapon.

At 6th level, your Valkyrie Weapon gains +1 to Attack and Damage rolls. At 11th, this bonus increases to +2. At 17th, it becomes a +3. Your Valkyrie Weapon does not gain this benefit if the weapon already has a magical bonus to attack or damage rolls.

If you have the Unarmed Fighting Fighting Style, your Unarmed Strikes also benefit from this feature.

Song of the Valkyrie

Also at 3rd level, you gain proficiency in the Performance skill. If you are already proficient in this skill, you may double your proficiency bonus with it instead.

When you take the Attack Action, you can replace one attack with a short song. Creatures that can hear and understand you within 15 feet of you of your choice must make a Wisdom saving throw against 8 + your proficiency bonus + Your Charisma modifier or be Charmed or Frightened by you (your choice) for 1 minute. If you choose Charmed, the condition also ends if you attack the creature. You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a Long Rest.

At 17th level, the radius of this feature increases to 30 feet.

Speed of the Valkyrie

At 6th level, your movement speed increases by 10 feet.

Additionally, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Flight of the Valkyrie

At 11th level, you gain a flying speed equal to your walking speed while using your Transformation feature.

Shining Valkyrie

At 17th level, you can transform into a stronger form that radiates light. As a Bonus Action, you can use your Transformation feature while already benefiting from it to enter this form for 1 minute, and if you do gain the following benefits:

  • You are immune to Radiant and Necrotic damage.
  • All Attacks you make with your Valkyrie Weapon deal additional Radiant Damage equal to your Transformation Die. This does stack with any Transformation Dice you roll due to a Critical Hit or other Armoured Hero feature.
  • Undead and Fiends that enter a 15-foot radius centered on you take 4 x your Transformation Die in Radiant damage. This Radius moves with you.
  • When you enter this form, roll 2 x your Transformation Die. All allied creatures (including yourself) gain Temporary Hit Points equal to the amount rolled.

Once you use this feature, you can't use it again until you finish a long rest.

"Fallen" Hero Creed: Creed of Darkness

Playing the Creed of Darkness

Playing a Dark Hero is no laughing matter, and is usually reserved for those who fail to uphold the ideals of justice and protection. Similar to the Oathbreaker Paladin in the Dungeon Master's Guide, the Dark Hero option is not meant to be generally available to player characters as an option at Character Creation. Consult your Dungeon Master if you wish to play an Armoured Hero with this Creed.

Creed of Darkness

Those who follow the Creed of Darkness have taken the name of an Armoured Hero and twisted it to suit their selfish ends. Most of these are villains who have corrupted their relics - or relics who have corrupted their users. Those who go against their creed and duty to protect others can become Dark Heroes as well, similar to a Paladin Falling. When hatred and anger enter your heart, darkness isn’t far behind.

Thunder

At 3rd level, you can choose to deal Thunder damage with Weapons you are proficient with and Unarmed Strikes instead of the damage they would normally deal.

Additionally, you learn the Booming Blade (TCE) Cantrip. Charisma is your spellcasting modifier for this spell.

Speed

At 6th level, you can spend 2 Charge Points to take the Dodge Action as a Bonus Action.

Additionally, you can spend 2 Charge Points to cast the Misty Step spell.

Death

At 11th level, If damage reduces you to 0 hit points, you may choose to make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is Radiant or from a Critical Hit in which case you cannot use this Feature. On a success, you drop to 1 hit point instead.

You may use this feature a number of times equal to your proficiency bonus per long rest, but may expend 5 Charge Points to use it again after that.

Destruction

At 17th level, you treat any Attack against an object that isn't being worn or carried and buildings as a Critical Hit.

Additionally, you may expend 5 Charge Points as an Action. If you do, you may force a creature within 5 feet of you to make a Constitution saving throw. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, it takes 6d6 Thunder damage that ignores Resistance and Immunity.

Credits

Art (In Order)

Other

  • Toei Studios: Kamen Rider Brand, Characters, and Series.
  • Me, SmugCoffeeMan: Class concept

Fan Content Policy

This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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Changelog

1.01

  • Updated a bit of wording in some features.
  • Charge Points now scale with my Revised Monk's Ki (4 at 2nd up to 40 at 20th)
  • Reworked Protector's Disruption feature to end concentration, but made it once per rest. Considered making it scale on Prof bonus, but that would be very, very powerful.

1.02

  • Armoured Hero now gets Power Attack at 5th.

1.03

  • Extra Attack is now Multiattack, as per my Revised/New Martial classes that lack half-caster spell slots (Barbarian, Fighter, Gunner, Monk).
  • Creed of Strength now applies its critical hit range to any weapon with the Two-Handed property. Language has been corrected.
  • Transformation now grants a bonus +1 to AC at 10th level, as per Barbarian (Revised) and Monk (Revised).
  • Enhanced Reflexes is now more specific in what "at will" means.
  • Relic Mastery now specifies the only two things that can destroy a 20th-level Relic are Wish and divine intervention of some manner.
  • Added two new Subclasses from external documents: Creed of the Valkyrie and Creed of the Vail
  • Reorganized the subclasses to be in alphabetical order other than Darkness, which is intended to be a GM only/Oathbreaker style subclass and is denoted as such.
  • Baked the "optional" features into the class as I did with my revised core classes or removed them entirely.