
Additionally, your Master has 3 command seals. If you drop to 0 hit points or your Master dies, you die instantly and can not be resurrected by any means, including the wish spell, until a time set by the DM. When you engage in two-weapon fighting, you may add your ability modifier to the damage of the second attack.Īt 1st level, you must choose a separate humanoid creature that is spell caster within your party to be your “Master”. 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. The weapon must have the two-handed or versatile property for you to gain this benefit.
When you role a 1 or 2 on a damage die for an attack 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. When wielding a melee weapon in one hand and no other weapon, you gain a +2 bonus to damage rolls with that weapon. While you are wearing armor, you gain a +1 bonus to AC. You gain a +2 bonus to attack and damage rolls you make with ranged weapons. When you reach 1st level you can choose which way you fight and thus gain a bonus to that way of fighting. Spell and class feature save DC = 8 + your proficiency bonus + your Intelligence or Charisma modifier Spell attack modifier = your proficiency bonus + Intelligence or Charisma modifier Fighting Style Your choice is your spell casting ability modifier. Once a cantrip has been chosen, it can not be changed later.
#Dnd 5e homebrew classes mystic how to
( a) diplomat's pack or ( b) dungeoneer's pack or ( c) explorer's packĬantrips, Fighting Style, Magical FamiliarĪt 1st level, you know how to cast a number of cantrips from any spell list as indicated in the cantrips known column of the heroic spirit table. ( a) longbow with 30 arrows or ( b) shortbow with 30 arrows or ( c) 2 hand crossbows with 60 bolts. ( a) one martial melee weapon or ( b) two simple melee weapons. You start with the following equipment, in addition to the equipment granted by your background: Hit Dice: 1d10 per Heroic Spirit level Hit Points at 1st Level: 10 + Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Heroic Spirit level after 1stĪrmor: Light armor Weapons: simple and martial weapons Tools: none Saving Throws: Strength and Dexterity Skills: choose 4 skills Second, choose the Folk Hero background.Īs a Heroic Spirit you gain the following class features. First, Strength, Dexterity, Constitution, or Intelligence should be your highest ability score depending on which Path you want to choose, followed by any of the others. You can make a Heroic Spirit quickly by following these suggestions. What did you do to make you a hero? What did you do in your past life to become a figure of legend that had a impact on history, What is your major flaw that can be exploited to destroy you? Their existence is quite different, as they do not originate from their history, but of the legend they garnered. We ask you to please add the template if there is a violation to this disclaimer within this page.īrought back through ancient magical artifacts of immense power, the heroes of old bring their legend back to life. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. D&D Wiki neither claims nor implies any rights to Fate copyrights, trademarks, or logos, nor any owned by Type-Moon. This page may resemble content endorsed by, sponsored by, and/or affiliated with the Fate franchise, and/or include content directly affiliated with and/or owned by Type-Moon. If you do not understand how to review this page please leave comments on this page's talk page before making any edits. When this page has been reviewed so that this template is no longer applicable please remove this template. You can help D&D Wiki by reviewing this page.
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