Gestalt Class: The Hero

by DragoonKnight

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What is a Gestalt Class


A Gestalt Class is a class that is only meant for gestalt campaigns. These, to clarify are campaigns where every Player Character has two classes, rather than one. Overlapping abilities, such as HP increases, default to the most powerful one. This allows for the Players to have more powerful characters.

A Gestalt Class is a single, powerful class that counts as two classes, rather than one. The DM decides whether or not they will allow this class in their games. Gestalt Classes are intended for players who want to have a cohesive class, rather than having to find two classes that sort of go together.

Since this class has the potential of two classes, it is not at all intended for normal games. Each Gestalt Class is loosely based off of two classes, and the subclasses add a third. For instance, the Hero class is based off of the Fighter and Monk classes, with the Precision Hero having elements of Rogue, the Invincible Hero having elements of Barbarian, and Magical Hero having elements of Warlock.

The Hero


Finding an opening, the halfling jumps onto the giant's back and makes four quick strikes, felling her foe. As the body begins to fall, she leaps onto the next giant, and takes a defensive stance, readying herself for incoming attacks.

With a rallying cry, the half-orc rushes through the mob of undead, cutting down a couple dozen of them with his strikes. He finishes off the last of the undead with a couple punches, dislodging its rotting head.

With determination in his eyes, a human places a hand on his chest, and causes his body to be covered by frosty armor with spikes. He draws his long sword and shield, ready to begin the battle.

Unconquerable Paragons

Heroes earn their name. An incredible example of martial prowess, heroes dominate the battle field with their skill and strength. No matter their role within the party, they will usually be the last one standing when the smoke clears.

Heroes tend to find a fighting style that fits them, and then emulate it to the best of their ability. Whether they use their speed to get powerful strikes in on their enemies' weak points, or if they use powerful magic to qugment their already impressive skills, they are a cut above the average fighter. Heroes are equally comfortable fighting a hoard of minions as they are going one on one with a dragon. They often become well known and easily recognized, for better or for worse.

A Cut Above

Heroes are not born; they are made. Maybe a prophecy has chosen your to be a hero, or you gained your power through years of training and practice. Perhaps a magical experiment unlocked your newfound potential. Whatever the reason, Heroes are rare for a reason.

Some Heroes venture out in order to fight the evil they were always meant to fight. Others run from this responsibility, trying to hide their potential and live a normal life, or as close to it as they can get. For others, the journey is their purpose, and they seek out endless adventure and training. Whether accepting of their responsibility, or running away from it, a Hero always has epic potential within them.

Image from https://i.pinimg.com/originals/44/09/f6/4409f6409645a1e45b1e3273534fc31e.jpg
The Hero
Level Proficiency Bonus Features Movement SPeed Ki Points
1st +2 Defensive Boost, Fighting Style
2nd +2 Power Surge, Ki, Boosted Movement +10 ft. 2
3rd +2 Heroic Resonance, Deflect Missiles +10 ft. 3
4th +2 Ability Score Increase, Slow Fall +10 ft. 4
5th +3 Extra Attack +10 ft. 5
6th +3 Ability Score Increase, Magic Strikes +10 ft. 6
7th +3 Heroic Resonance Feature, Evasion +10 ft. 7
8th +3 Ability Score Increase, Indomitable Mind and Body +15 ft. 8
9th +4 Boosted Movement Improvement +15 ft. 9
10th +4 Greater Constitution +15 ft. 10
11th +4 Heroic Resonance Feature, Extra Attack (2) +15 ft. 11
12th +4 Ability Score Increase +15 ft. 12
13th +5 Indomitable Mind and Body (2) +20 ft. 13
14th +5 Ability Score Increase +20 ft. 14
15th +5 Power Surge (2), Overcome +20 ft. 15
16th +5 Ability Score Increase +20 ft. 16
17th +6 Heroic Resonance Feature, Indomitable Mind and Body (3) +20 ft. 17
18th +6 One With All +25 ft. 18
19th +6 Ability Score Increase +25 ft. 19
20th +6 Extra Attack (3), Ki Surge +25 ft. 20

Creating a Hero

You appear to be a normal person, and likely lived most of your life believing this to be the case, until you became aware of your potential. How do you react to this realization? Do you long for what you've lost, or does your charater love the new life of adventure and duty they now have? Finally, how does this change how you treat other people?

How did you discover that you were a Hero? Are you the subject of a prophecy? Or did you strive to unlock this potential yourself?

Quick Start

To quickly make a Hero, Strength or Dexterity should be your highest score, followed by Constitution. If you are a Magical Hero, consider making Charisma your highest score.

Choose Folk Hero for your background.

Class Features

As a Hero, you gain the following class features.

Hit Points

  • Hit Dice: 1d10 per Attuned level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Hero level after 1st
Proficiencies

  • Armor: All Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: One type of artisan's tools or one musical instrument
  • Saving Throws: Strength, Dexterity, Constitution
  • Skills: Choose four from: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Religion, Stealth, and Survival
Equipment

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

  • (a) chain mail or (b) leather armor, a longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 daggers

Defensive Boost

Beginning at 1st level, while you are wearing medium or lighter armor, you can add 2 to your AC. You can wear a shield and still benefit from this bonus.

Fighting Style

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

Archery

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

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see invisible creatures within that range, unless the creature successfully hides from you.

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 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.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master Fighter archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

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.

Power Surge

Starting 2nd level, you can push yourself, shrugging off exhaustion and pushing yourself beyond your normal limits for a moment. On your turn, you can use your bonus action to take an additional action on top of your regular action, and regain a number of hit points equal to 1d10 + half your Hero level (rounded down).

Once you use this feature, you must complete a short or long rest before you can use it again. Starting 15th level, you can use this feature twice before a rest, but only once on the same turn.

Ki

Starting 2nd level, you can now harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your Hero levels determine the number of points you have, as shown in the Ki Points column of the Hero table.

You can spend these points to fuel various ki features. You start out knowing three features: Rapid Strike, Defensive Stance, and Step of the Wind. You learn more feature that use ki points as you progress in this class.

Ki points that you spend are unavailable until you finish a short or long rest, at the end of which you regain all expended points.

If a ki feature requires your target to make a saving throw to resist the feature's effects, the saving throw DC is 8 + your proficiency bonus + your Strength or Dexterity Modifier (your choice).

Rapid Strike

Immediately after you take the Attack action on your turn, you can spend 2 ki points to make two weapon attacks or unarmed strikes as a bonus action.

Defensive Stance

You can spend one ki point to take the Dodge action as a bonus action on your turn, provided that you do not move and have not yet moved on this turn.

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Boosted Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing heavy armor. This bonus increases when you reach certain levels, as shown on the Hero table.

At 9th level, you gain the ability to along vertical surfaces without falling during the move, and your jump distance is doubled.

Heroic Resonance

When you reach 3rd level in this class, you gain the benefits of a Heroic Resonance; a style of Heroism which you emulate. These Resonances are, Precision Hero, Invincible Hero, and Magical Hero. Your Resonance grants you features at 3rd level, and again at 7th, 11th, and 17th level.

Deflect Missiles

Starting at 3rd level, you can use your reaction to block or reflect the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Strength or Dexterity Modifier (your choice) + your Hero level.

If you reduce the damage to 0, you can spend 1 ki point to reflect the missile as part of the same reaction, provided that the missile is small enough for you to throw. When you reflect the attack, you make a ranged attack against the original attacker. You make this attack with proficiency, regardless of your weapon proficiency.

Ability Score Increase

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five time your Hero level.

Extra Attack

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

The number of attacks you can make increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Magic Strikes

Starting at 6th level, your Weapon Attacks and unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Furthermore, when you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt to stun the target. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath, or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only helf damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Indomitable Mind and Body

Starting 8th level, you gain proficiency in Wisdom saving throws.

You can use your action to end one effect on you, such as a fear or charm effect, or a poison or paralysis effect. After you have done this, you cannot do so again until you finish a long rest, and you lose your proficiency in Wisdom saving throws until you complete a long rest.

You can use this feature twice between long rests starting at 13th level, and three times between long rests starting at 17th level. You only lose your proficiency in Wisdom saving throws if you have used up all your uses of this feature.

Greater Constitution

Beginning at 10th level, you become immune to all disease and poison.

Overcome

The mastery of ki and your physical prowess give you the ultimate resistance. You gain proficiency in all saving throws. While you still have a use of Indomitable Mind and Body left, you also have advantage in Wisdom saves.

One with All

Starting 18th level, you can use your action to spend 4 ki points and become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast Foresight on yourself, with a duration of 10 minutes.

Ki Surge

At 20th level, when you roll initiative and have less than 4 ki points remaining, you gain ki points until you have a total of 4.

Furthermore, whenever you use a Power Surge, you also gain 4 ki points, even if this would put you over your limit (if you are over your ki point limit when you complete a short or long rest, you are reset to your limit).

Heroic Resonances

Heroes all resonate with a particular battle style. These Heroic Resonances might be tied to how the hero discovered their powers, or they may be a style that appealed to the Hero when they first began their journey. While many Heroes pick and choose their Resonance early on, the effects of their choice do not become clear until they have begun to grow and thrive as a Hero.

Precision Hero

Heroes who aim to ensure that every strike can take down the enemy are Precision Heroes. They sacrifice quantity of attacks for quality, and are rightfully feared for it. These Heroes are more than a match for powerful foes, and can take down a lesser villain in a single shot.

Strike at the Weakness

Your strikes aim at chinks in your foe's defenses, even if it can take time to find those chinks. When you choose this Resonance at level 3, you can deal extra damage to a foe you strike with a weapon attack or unarmed strike once per turn. When you use this feature, you deal extra damage equal to 1d6. This damage increases by 1d6 every 3 levels, up to 6d6 at level 18.

You need to have advantage on the attack roll in order to deal this additional damage. If another enemy of the target must be within 5 feet of it, and you do not have disadvantage against the target, you can deal this extra damage to the target, even if you do not have advantage.

Furthermore, when you gain the Extra attack feature, you can choose to skip making additional attacks to increase this damage. For every additional attack you give up, the damage die increases by one stage, meaning that the maximum damage is 6d12 at level 20. You must make the decision to sacrifice your additional attacks before you make your initial attack roll, and attacks gained from your Rapid Attacks feature are not compatible with this feature in any way.

Improved Critical

Also starting 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Opportunistic Strikes

Beginning 7th level, when you use ki points to use the Rapid Strike feature, the Weapon attacks you make gain a +4 bonus to the attack roll. Even when you must strike quickly, you know how to hone in on your enemy's weak points.

Uncanny Dodge

At 11th level, your understanding of how to strike at the openings and weak points of others has led you to understand how to protect your own weak points. When an attack that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Know your Enemy

Also at 11th level, if you spend at least 1 minute observing or interacting with another creature outside of combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength Score
  • Dexterity Score
  • Constitution Score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
Death Blow

At 17th level, you can exploit a target's weakness to such a degree that it will likely be the end of them. When you strike a creature that has not yet taken a turn in combat, you can spend 3 ki points to force them to make a Constitution save. On a failed save, the attack deals an additional 10d10 necrotic damage to them, and they must make and additional Constitution save. If they fail this second save, double the damage of your attack against the creature.

Invincible Hero

Invincible Heroes are the bulwarks in battle; the impenetrable wall that can even stop dragons in their tracks. These heroes shrug off damage like it's nothing, and protect their allies while doing so.

Hardened Body

When you choose this Heroic Resonance at level 3, you gain the ability to harden your body against all physical ailments. As a bonus action, you can harden your body and gain resistance to all damage other than poison, radiant, and psychic damage. This resistance lasts for 1 minute.

You can use this feature twice per long rest. Beginning 11th level, you can enter this state 3 times per long rest.

Protecting Aura

Also starting at 3rd level, you gain a defensive aura, which lashes out at enemies, and protects you and your allies. Once per short rest, you can summon this aura for 10 minutes, during which time you can make an unarmed strike with it, replacing one of your regular attacks. This aura has a reach of 10 feet, and deals 1d8 + your Strength modifier force damage on a hit. You are considered to be proficient with this attack. You can also use your reaction when you or an ally within 10 feet of you is hit by an attack to increase their AC against the triggering attack by 1d8.

You also summon this aura whenever you use your Hardened Body feature, without expending your use of this feature, and regardless of if you have already expended your use of this feature. When used in this way, your aura disappears when your Hardened Body ends.

Aspect of Invincibility

From 7th level onward, you gain the ability to infuse a creature with a protective ward. You touch a creature as an action (This creature can be you), and for the next 10 minutes, whenever that creature is hit by an attack roll, the attacker must reroll the d20 and use the new roll. This ward lasts for a number of times equal to your Strength modifier, after which it is used up. You regain the ability to ward a creature when you finish a long rest.

Strengthening Aura

Beginning 11th level, Whenever your Protecting Aura is active, you and each creature of your choice within 10 feet of you gain 4 temporary hit points at the start of your turn.

Additional Power Surge

Also at 11th level, you gain an additional Power Surge per rest.

Ultimate Aura

At 17th level, you learn how to infuse your Protective Aura with ki, transforming it into the ultimate defensive and offensive weapon. When you summon your Protective Aura, including through your Hardened Body, you can spend 5 ki points in order to gain the following benefits:

  • You gain a +2 bonus to AC
  • When you spend 2 ki points to use your Rapid Strike feature, you can make a third attack, provided all three attacks use come from your aura.
  • Your aura's damage die increases from a d8 to a d10.
Image from: https://www.deviantart.com/pinkhavok/art/Myrmidon-s-Aura-184353150

Magical Hero

Magical Heroes are masters of might and magic. Some of them are the results of magical experiments to create a Hero, others were practiced magic before finding out about their destiny. Whatever the origin, Magical Heroes are a terror in and out of the battle field. They possess a smaller capacity for spells, compared to most casters, but they make up for it with the intensity of those spells.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the wizard's spell list.

Cantrips. You learn three cantrips of your choice from the warlocks spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots. The Hero Spellcasting Table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Hero spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have one 2nd level spell slot. To cast the 1st level spell thunderwave, you must spend that slot, and you cast it as a 2nd level spell.

Spells Known of 1st-Level and Higher. You know two 1st-level warlock spells of your choice, one of which you must choose from the abjuration and evocation spells on the warlock spell list.

The Spells Known column of the Hero Spellcasting table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 5th 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 warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots, and it must be a abjuration or evocation spell, unless you're replacing the spell you gained at 8th or 14th level.

Spellcasting Ability Charisma is your spellcasting ability for your Hero spells, since your spells come from your force of self. 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 Hero 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


Hero Spellcasting
Hero Levels Cantrips
Known
Spells
known
Spell
Slots
Spell
level
3rd 3 2 1 1st
4th 3 3 1 1st
5th 3 3 1 2nd
6th 3 3 1 2nd
7th 3 4 2 2nd
8th 3 5 2 3rd
9th 3 5 2 3rd
10th 4 6 2 3rd
11th 4 7 2 4th
12th 4 7 2 4th
13th 4 8 2 4th
14th 4 9 2 5th
15th 4 9 2 5th
16th 4 10 2 5th
17th 4 10 3 5th
18th 4 10 3 5th
19th 4 11 3 5th
20th 4 12 3 5th
War Arcanist

Also starting 3rd level, you gain the ability to interweave your combatant and magical arts. You can perform somatic components of spells even when you have weapons or a shield in one or both hands, weapons you are proficient in count as a spellcasting focus for you, and you have advantage on Constitution saving throws made to maintain concentration on your spells.

Ki Casting

At 7th level, you learn the similarities between ki and the weave of magic, and are able to substitute ki for spell slots. You can cast any spell you know at its base level by expending a number of ki points equal the spell level + 1.

Disturbing Strikes

Starting 11th level, you learn how to use your strikes in order to undercut your opponent's defenses. Whenever you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Battle Magic

Also at 11th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Magical Boost

From 17th level onwards, once per long rest, you can cast a spell at 6th level, rather than 5th. You can also spend an action to regain a spell slot once per long rest.

 

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