Modern D&D Class Overview
Modern D&D Class Overview
ADVANCED CLASSES
scores (which are shared with D&D). As you might imagine,
these classes don't give any abilities which couldn't feasibly
be gained through natural aptitude with a particular ability.
Advanced classes function identically to subclasses in
To give players the option for more specific learning,
standard D&D 5th Edition, with the exception being that all
advanced classes are introduced, which provide the more
subclasses are available to all of the basic classes. For
niche skills characters may acquire.
example, both Strong and Smart heroes can take the Soldier
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THE STRONG HERO
THE STRONG HERO PROFICIENCY
The Strong Hero uses their Strength score to best LEVEL BONUS FEATURES
advantage. Taking a level in this class demonstrates physical 1st +2 Smash, Bully
training for overall strength and power. Strong Heroes excel
2nd +2 Action Surge (One Use), Body Slam
at hand-to-hand and melee combat, as well as at other
activities that best utilize physical power. 3rd +2 Advanced Class
A Strong Hero might be a bodybuilder or an athlete who 4th +2 Ability Score Improvement
concentrates on the power aspect of sports. They may be 5th +3 Extra Attack, Reckless Attack
quietly intimidating or robustly boisterous. They might be as
gentle as they are large or a lout and a bully 6th +3 Strong Back, Extreme Effort
7th +3 Advanced Class Feature
EXAMPLES OF STRONG 8th +3 Ability Score Improvement
HEROES 9th +4
Remarkable Athlete, Brutal Critical (1
die)
Boxers, martial artists, some types of soldiers, athletes who
10th +4 Advanced Class Feature
depend on raw physical power, blue-collar workers, and
others who rely on pure brawn all fall within the scope of the 11th +4 Demolition
Strong Hero. 12th +4 Ability Score Improvement
13th +5 Supreme Grip, Brutal Critical (2 dice)
CLASS FEATURES 14th +5 Legendary Effort
As a strong hero, you gain the following class features.
15th +5 Advanced Class Feature
HIT POINTS 16th +5 Ability Score Improvement
Hit Dice: 1d10 per strong hero level 17th +6 Action Surge (Two Uses), Brutal
Hit Points at 1st Level: 10 + your Constitution modifier Critical (3 dice)
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution 18th +6 Advanced Class Feature
modifier per strong hero level after 1st
19th +6 Ability Score Improvement
PROFICIENCIES 20th +6 Supreme Smash
Armour: Light armour, medium armour, shields
Weapons: Simple weapons
Saving Throws: Strength and one of Wisdom, Dexterity or
Constitution.
Skills: Choose two from Acrobatics, Animal Handling,
Athletics, History, Insight, Intimidation, Perception, and
Survival
SMASH
You add half your proficiency bonus (round down) to all
melee and thrown weapon damage rolls.
BULLY
When you successfully make a melee attack against a
creature, you can immediately make a Shove action against
that creature as a bonus action.
ACTION SURGE
Starting at 2nd level, you can push yourself beyond your
normal limits for a moment. On your turn, you can take one
additional action on top of your regular 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. Starting at 17th level, you
can use it twice before a rest, but only once on the same
turn.
BODY SLAM
Starting at 2nd level, whenever you make a successful Shove
against a creature, they take damage equal to 1 + your
Strength modifier.
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In addition, when you succeed on shoving a creature you
can choose between pushing them up to 10 feet away from BRUTAL CRITICAL
you, or pushing them up to 5 feet away from you and Beginning at 9th level, you can roll one additional weapon
knocking them prone. damage die when determining the extra damage for a
critical hit.
ADVANCED CLASS This increases to two additional dice at 13th level and three
additional dice at 17th level.
At 3rd level, choose an Advanced Class. The Advanced Class
you choose grants you features at 3rd level and again at 7th,
10th, 15th, and 18th level. DEMOLITION
On these levels, rather than gaining a health increase Beginning at 11th level, your melee attacks deal double
dictated by this class, your health increase is based on the damage to objects. In addition, you double your proficiency
advanced class you choose. bonus on Strength (Athletics) checks made to break
something.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at, 8th, 12th, 16th, and SUPREME GRIP
19th level, you can increase one ability score of your choice by Starting at 13th level, you have incredible technique and
2, or you can increase two ability scores of your choice by 1. hand strength allowing you to maintain a powerful grasp on
As normal, you can’t increase an ability score above 20 using objects others would struggle with. When you are wielding a
this feature. Alternatively, you can select a feat instead of weapon with the versatile property, you always treat them as
increasing your ability scores. if you were wielding them in two hands, and you ignore the
disadvantage imposed by the heavy property of weapons
EXTRA ATTACK with which you are proficient.
Additionally, you can wield a weapon with the Two-
Starting at 5th level, you can attack twice, instead of once,
Handed property in a single hand, but doing so imposes
whenever you take the Attack action on your turn.
disadvantage on any attack rolls you make with it, and a -2
penalty to damage rolls you make with it.
RECKLESS ATTACK Furthermore, you have advantage on ability checks and
Starting at 5th level, you can throw aside all concern for saving throws made to avoid dropping a held object or
defence to attack with fierce desperation. being disarmed.
When you make your first attack on your turn, you can
decide to attack recklessly. Doing so gives you advantage on LEGENDARY EXERTION
weapon attack rolls during this turn, but attack rolls against
At 14th level, your ability to strain your body past it’s limits
you have advantage until your next turn.
improves further. When the you make a Strength-based
ability check or saving throw, you can use a bonus action or
STRONG BACK reaction to automatically succeed on the roll. You can do this
Beginning at 6th level, your carrying capacity (including after the roll is made but before any of the roll's effects occur.
maximum load and maximum lift) is doubled, and you have Once you use this feature, you must finish a short or long
advantage on Strength checks made to push, pull, lift, or rest before you can use it again.
break objects.
SUPREME SMASH
EXTREME EXERTION At 20th level, you may now add your full proficiency bonus to
Starting at 6th level, you gain the uncanny ability to strain all melee weapon damage rolls.
your muscles past their normal strength.
When the you make a Strength-based ability check or
saving throw, you can use a bonus action or reaction to gain
advantage on the roll. You can do this after the roll is made
but before any of the roll's effects occur.
REMARKABLE ATHLETE
Starting 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.
In addition, when you make a running long jump, the
distance you can cover increases by a number of feet equal
to your Strength modifier.
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THE FAST HERO THE FAST HERO
PROFICIENCY
The Fast Hero uses their Dexterity score to best advantage. LEVEL BONUS FEATURES
Taking a level in this class demonstrates training in hand-eye Fast Movement (5 ft.), Evasive
coordination, agility, and reflexes. Better defences, a good 1st +2 Footwork
attack progression, and a natural aptitude in athletics that 2nd +2 Cunning Action, Redirect Attack
require speed and grace combine to define the Fast Hero.
A Fast Hero might be literally quick on their feet, or they 3rd +2 Advanced Class
might simply move with a catlike grace. They might possess 4th +2 Ability Score Improvement
uncanny coordination and amazing reflexes. They use their 5th +3 Extra Attack, Uncanny Dodge
natural inclination toward Dexterity-based endeavours to
6th +3 Dodge Roll, Fast Movement (10 ft.)
make their way in the world.
7th +3 Advanced Class Feature
EXAMPLES OF FAST HEROES 8th +3 Ability Score Improvement
Athletes who employ speed and grace instead of raw power, 9th +4 Instinctive Reaction, Elegant
stunt people, pilots, professional drivers, law enforcement or Manoeuvre
military professionals who concentrate on using ranged 10th +4 Advanced Class Feature
weapons, and agents on either side of the law who employ 11th +4 Evasion
stealth and sleight of hand all fall within the scope of the
Fast Hero. 12th +4 Ability Score Improvement
13th +5 Rapid Strike, Fast Movement (15 ft.)
CLASS FEATURES 14th +5 Opportunist
As a fast hero, you gain the following class features. 15th +5 Advanced Class Feature
16th +5 Ability Score Improvement
HIT POINTS 17th +6 Elusive, Improved Redirect Attack
Hit Dice: 1d8 per fast hero level
Hit Points at 1st Level: 8 + your Constitution modifier 18th +6 Advanced Class Feature
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution 19th +6 Ability Score Improvement
modifier per fast hero level after 1st 20th +6 Incredible Reflexes
PROFICIENCIES ADVANCED CLASS
Armour: Light armour, medium armour, shields
Weapons: Simple weapons At 3rd level, choose an Advanced Class. The Advanced Class
Saving Throws: Dexterity and one of Charisma, Intelligence, you choose grants you features at 3rd level and again at 7th,
or Strength. 10th, 15th, and 18th level. On these levels, rather than gaining
Skills: Choose three from Acrobatics, Animal Handling, a health increase dictated by this class, your health increase
Athletics, History, Perception, Sleight of Hand, Stealth, and is based on the advanced class you choose.
Survival
ABILITY SCORE IMPROVEMENT
FAST MOVEMENT When you reach 4th level, and again at, 8th, 12th, 16th, and
Your base movement speed increases by 5 feet. At 6th level, 19th level, you can increase one ability score of your choice by
this speed bonus increases to 10 feet. At 13th level, this speed 2, or you can increase two ability scores of your choice by 1.
bonus increases to 15 feet. As normal, you can’t increase an ability score above 20 using
this feature. Alternatively, you can select a feat instead of
EVASIVE FOOTWORK increasing your ability scores.
Opportunity attacks against you are made with
disadvantage. EXTRA ATTACK
Starting at 5th level, you can attack twice, instead of once,
CUNNING ACTION whenever you take the attack action on your turn.
Starting at 2nd level, your quick thinking and agility allow
you to move and act quickly. You can take a bonus action on UNCANNY DODGE
each of your turns in combat. This action can be used only to Starting at 5th level, when an attacker that you can see hits
take the Dash, Disengage, Hide, or Ready action. you with an attack, you can use your reaction to halve the
attack’s damage against you.
REDIRECT ATTACK
At 2nd level, when a creature misses you with an attack, you DODGE ROLL
can use your reaction to force that creature to repeat the Beginning at 6th level, when a creature attempts an attack
same attack against another creature (other than itself) of against you which misses, or you succeed on a Dexterity
your choice within 5 feet of you with disadvantage. saving throw, you can move up to half your speed as a
reaction. This movement doesn’t provoke opportunity
attacks.
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INSTINCTIVE REACTION OPPORTUNIST
Beginning at 9th level, your reflexes are honed to a fine Starting at 14th level, when an ally is within 5 feet of an
opponent, and the ally hits the target with an attack, you
point. You have advantage on initiative rolls. In addition, if
can make an attack against that opponent as a reaction.
you are surprised at the beginning of combat and aren’t
incapacitated, you can act normally on your first turn.
Additionally, you can use your bonus action to focus on ELUSIVE
reacting to changes on the battlefield, allowing you to take Beginning at 17th level, you are so evasive that attackers
two reactions this round instead of one. When you do so, you rarely gain the upper hand against you. No attack roll has
may immediately take the Ready action as part of the same advantage against you while you aren’t incapacitated.
bonus action.
IMPROVED REDIRECT ATTACK
ELEGANT MANEUVER Beginning at 17th level, when you use your Redirect Attack
You complete difficult manoeuvres with practiced ease. feature, the attack no longer has disadvantage.
Starting at 9th level, you can use a bonus action to gain
advantage on the next Dexterity (Acrobatics) or Strength INCREDIBLE REFLEXES
(Athletics) check you make on your turn.
When you reach 20th level, you have become adept at
EVASION laying ambushes and quickly escaping danger. You can take
two turns during the first round of any combat. You take
Beginning at 11th level, when you are subjected to an effect your first turn at your normal initiative and your second turn
that allows you to make a Dexterity saving throw to take only at your initiative minus 10. You can’t use this feature when
half damage, you instead take no damage if you succeed on you are surprised.
the saving throw, and only half damage if you fail.
RAPID STRIKE
Starting at 13th level, you learn to trade accuracy for swift
strikes. If you have advantage on a weapon attack against a
target on your turn, you can forgo that advantage to
immediately make an additional weapon attack against the
same target as a bonus action.
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RESILIENCE THE
THE TOUGH HERO Starting at 2nd level, when you are reduced to 0 hit points
The Tough Hero uses their Constitution score to best but not killed outright, you can drop to 1 hit point instead. LEVEL
advantage. Taking a level in this class provides improved You can’t use this feature again until you finish a long rest. 1st
health and physical stamina. Better hit points, good
2nd
fortitude, and the ability to shrug off some amount of
damage combine to define the Tough Hero. A Tough hero 3rd
might be built like a truck or possess a great amount of 4th
endurance. They can take a lot of physical punishment, 5th
rarely get sick, and are often is hard to move.
A Tough Hero can be stubborn or single-minded, may feel 6th
protective of others, and usually succeeds because they stay 7th
in the contest long after the competition has crumbled. 8th
They are often steadfast and confident to a fault.
9th
EXAMPLES OF TOUGH HEROES 10th
Stunt persons, bodyguards, enforcers, wrestlers, and athletes 11th
who demand extreme staying power or who must
withstand a lot of physical punishment all fall within the 12th
purview of the Tough hero. 13th
14th
CLASS FEATURES 15th
As a tough hero, you gain the following class features. 16th
17th
HIT POINTS
Hit Dice: 1d12 per tough hero level 18th
Hit Points at 1st Level: 12 + your Constitution modifier 19th
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution 20th
modifier per tough hero level after 1st
PROFICIENCIES
Armour: Light armour, medium armour, shields
Weapons: Simple weapons
Saving Throws: Constitution and one of Charisma,
Intelligence, or Strength.
Skills: Choose two from Acrobatics, Animal Handling,
Athletics, History, Insight, Intimidation, Perception, and
Survival
SECOND WIND
You have a limited well of stamina that you can draw on to
protect yourself from harm. On your turn, you can use a
bonus action to regain hit points equal to 1d10 + your tough
hero level. Once you use this feature, you must finish a short
or long rest before you can use it again.
At 9th level you can use this feature twice between rests,
and at 17th level you can use it three times between rests.
IRON SKIN
When you are not wearing any armour, your Armour Class
equals 10 + your Dexterity modifier + your Constitution
modifier. Additionally, when you are wearing armour, you
can use your Constitution modifier in place of your Dexterity
modifier for calculating your Armour Class when you are
wearing armor.
If you have a negative Dexterity modifier, the penalty is
applied even if you use your Constitution modifier to
calculate your Armour Class.
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UNTIRING DAMAGE REDUCTION
You are especially hardy and can keep working for hours. Beginning at 6th level, bludgeoning, piercing and slashing
damage that you take from non-magical sources is reduced
Beginning at 2nd level, you have advantage on saves to
by an amount equal to your Constitution modifier.
avoid exhaustion.
PAYBACK
Starting at 13th level, when you take damage from a
creature, you can use your reaction to gain advantage on
attacks against that creature until the end of your next turn.
REMAIN CONSCIOUS
Beginning at 14th level, when you are reduced to 0 hit
points, you may continue to act until you fail a death saving
throw. While at 0 hit points, your speed is halved, and you
cannot use bonus actions or reactions.
BULWARK
Your hardiness reaches incredible levels. Beginning at 17th
level, your Damage Reduction feature now applies to all
damage you take. Additionally, you can spend an action or
bonus action bracing for damage. Until the start of your next
turn, your Damage Reduction feature reduces incoming
damage by 2 times your Constitution modifier. If you move,
this effect ends.
SURVIVOR
At 20th level, you attain the pinnacle of resilience in battle. At
the start of each of your turns, you regain hit points equal to
5 + your Constitution modifier if you have no more than half
your hit points left. You don’t gain this benefit if you have 0
hit points.
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Ad
THE SMART HERO place
THE SMART HERO LEVEL
PROFICIENCY
BONUS FEATURES
Class
The Smart Hero uses their Intelligence score to best
1st +2 Expertise, Plan
advantage. Taking a level in this class demonstrates
educational training in an academic or technical subject. 2nd +2 Trick, Deliberate Defence
Learning and reasoning powers combine to define the 3rd +2 Advanced Class
Smart Hero.
4th +2 Ability Score Improvement
A Smart Hero might be brainy or bookish. They may
possess uncanny reasoning skills or the ability to puzzle their 5th +3 Extra Attack, Subject Analysis
way out of any situation. They’re bright, quick-witted, and 6th +3 Exploit Weakness, Polymath
possessed of a great deal of knowledge - or at least the 7th +3 Advanced Class Feature
ability to gather that knowledge if they so choose.
8th +3 Ability Score Improvement
EXAMPLES OF SMART HEROES 9th +4 Expertise, Plan (Two Uses)
Scientists and researchers of all descriptions, academics, law 10th +4 Advanced Class Feature
enforcement or military professionals who specialize in 11th +4 Improved Trick
using tactics, deduction, or reason, and many kinds of white- 12th +4 Ability Score Improvement
collar professionals fall within the scope of the Smart Hero.
Quick Mind, Intuitive
13th +5 Communication
CLASS FEATURES 14th +5 Improved Plan
As a smart hero, you gain the following class features. 15th +5 Advanced Class Feature
HIT POINTS 16th +5 Ability Score Improvement
Hit Dice: 1d8 per smart hero level 17th +6 Improved Exploit Weakness, Plan
Hit Points at 1st Level: 8 + your Constitution modifier (Three Uses)
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution 18th +6 Advanced Class Feature
modifier per smart hero level after 1st 19th +6 Ability Score Improvement
PROFICIENCIES 20th +6 Master Plan
Armour: Light armour, medium armour, shields
Weapons: Simple weapons PLAN
Tools: One set of tools of your choice At 1st level, you can take an action to formulate a plan. You
Saving Throws: Intelligence and one of Wisdom, Dexterity can choose up to six creatures (including yourself) to include
or Constitution. in the plan. For each creature, choose one of the following;
Skills: Choose three from Animal Handling, History, Insight, attack rolls, saving throws, or ability checks. In the next
Investigation, Medicine, Nature, Perception, and Religion minute, each creature can activate their benefit once to gain
a bonus equal to your Intelligence modifier to the chosen
EXPERTISE rolls until the start of their next turn.
At 1st level, choose two of your skill proficiencies, or one of You must complete a short or long rest before you can use
your skill proficiencies and one of your tool proficiencies. this ability again. At 11th level you can use this feature twice
Your proficiency bonus is doubled for any ability check you between rests, and at 17th level you can use it three times
make that uses either of the chosen proficiencies. between rests.
At 9th level, you can choose two more of your skill
proficiencies (or one skill and one tool) to gain this benefit. 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 stunned until the end of its next turn.
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.
DELIBERATE DEFENCE
Starting at 2nd level, your careful manoeuvring can help you
avoid attacks. When you are not wearing any armour, your
Armour Class equals 10 + your Dexterity modifier + your
Intelligence modifier.
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If you have a negative Dexterity modifier, the penalty is
applied even if you use your Intelligence modifier to POLYMATH
calculate your Armour Class. Starting at 6th level, you can study in preparation for
Additionally, when you make a saving throw against an completing a task. If you spend half an hour or more
effect you can see, you can use your reaction to add your researching a given skill, you can add your proficiency bonus
Intelligence modifier to your roll. You can use this feature a to the next skill check you make using that skill. To conduct
number of times equal to your Intelligence modifier (a this research, you must have access to suitable research
minimum of once). You regain any expended uses when you materials, either in the form of written material or internet
finish a long rest. access.
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THE DEDICATED HERO AD
THE DEDICATED HERO LEVEL
PROFICIENCY
BONUS FEATURES
At 3rd
you c
The Dedicated Hero uses their Wisdom score to best 10th,
1st +2 Empathy, Helpful
advantage. Taking a level in this class demonstrates a focus a hea
on willpower, common sense, perception, and intuition. 2nd +2 Danger Sense, Caregiver (d6) is bas
Sense of self and devotion of purpose, as well as keen senses 3rd +2 Advanced Class
and a greater ability to analyse information combine to
4th +2 Ability Score Improvement
define the Dedicated Hero.
A Dedicated Hero might be insightful or understanding, or 5th +3 Extra Attack, Intuition
they might be perceptive or possessed of wisdom beyond 6th +3 Teamwork, Caregiver (d8)
her years. They may be alluring or fascinating. They might be 7th +3 Advanced Class Feature
devoted to a cause, an ideal, or a faith that’s bigger than
themself while still possessing an unshakable confidence in 8th +3 Ability Score Improvement
their own abilities 9th +4 Expertise, Rapport
10th +4 Advanced Class Feature
EXAMPLES OF DEDICATED 11th +4 Awareness
HEROES 12th +4 Ability Score Improvement
Health care of workers, clergy, activists, investigators, and Cool Under Pressure, Caregiver
13th +5 (d10)
those dedicated to a cause or idea all fall within the range of
the Dedicated Hero. 14th +5 Unshakeable
15th +5 Advanced Class Feature
CLASS FEATURES 16th +5 Ability Score Improvement
As a dedicated hero, you gain the following class features.
17th +6 Improved Teamwork, Caregiver
(d12)
HIT POINTS 18th +6 Advanced Class Feature
Hit Dice: 1d8 per dedicated hero level
Hit Points at 1st Level: 8 + your Constitution modifier 19th +6 Ability Score Improvement
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution 20th +6 Superior Intuition
modifier per dedicated hero level after 1st
PROFICIENCIES HELPFUL
Armour: Light armour, medium armour, shields You can use the Help action as a reaction or as a bonus
Weapons: Simple weapons action. Additionally, when you use the Help action to aid an
Saving Throws: Wisdom and one of Charisma, Intelligence, ally in attacking a creature, the target of that attack can be
or Strength. within 30 feet of you, rather than 5 feet of you, if the target
Skills: Choose two from Animal Handling, Athletics, History, can see or hear you.
Insight, Intimidation, Investigation, Medicine, Perception,
Religion, Stealth, and Survival CAREGIVER
EMPATHY Starting at 2nd level, you can help revitalise your allies over
the course of a short rest. If you or any friendly creatures
You add half your proficiency bonus to any Wisdom or spend hit dice over the course of the short rest by spending
Charisma ability check you make that doesn’t already use one or more Hit Dice, each of those creatures regains an
your proficiency bonus. extra 1d6 hit points.
The extra hit points increase when you reach certain levels
in this class: to 1d8 at 6th level, 1d10 at 13th level, and 1d12 at
17th level.
DANGER SENSE
At 2nd level, you gain an uncanny sense of when things
nearby aren’t as they should be, giving you an edge when
you dodge away from danger. You have advantage on
Dexterity saving throws against effects that you can see,
such as traps and spells. To gain this benefit, you can’t be
blinded, deafened, or incapacitated.
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ABILITY SCORE IMPROVEMENT AWARENESS
At 11th level, your perception of the world around you is
When you reach 4th level, and again at, 8th, 12th, 16th, and
almost supernatural. You have advantage on initiative rolls
19th level, you can increase one ability score of your choice by
and cannot be surprised
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 COOL UNDER PRESSURE
increasing your ability scores. Beginning at 13th level, nothing can shake your confidence
in a task in which you are skilled. Whenever you make an
EXTRA ATTACK ability check that lets you add your proficiency bonus, you
can use an action, bonus action, or reaction to treat a d20 roll
Starting at 5th level, you can attack twice, instead of once,
of 9 or lower as a 10.
whenever you take the Attack action on your turn.
INTUITION UNSHAKEABLE
At 14th level, you have advantage on saving throws against
Starting at 5th level, you have a special insight into
being charmed or frightened.
dangerous situations. When you use this ability make a
Wisdom check. On results of 20 or above, ask the Game
Master three questions from the following list. On results of IMPROVED TEAMWORK
10 or above, ask the Game Master two questions from the You excel at getting people to work together as a unit.
following list. On results below 10, ask the Game Master one Beginning at 16th level, when you use you Teamwork
question from the following list. feature, you can choose two allies within 60 feet of you
rather than one.
What happened here recently?
Additionally, as a bonus action, select up to five allies
What is about to happen?
within 60 feet of you who can see or hear you. They can use
What here is useful or valuable to me?
their reactions to immediately take actions. Once you use
Who’s really in control here?
this ability, you cannot use it again until you complete a long
What here is not what it appears to be?
rest.
What is the most dangerous thing in this situation?
What’s my best way in?
What’s my best way out? SUPERIOR INTUITION
Are there any dangers I haven’t noticed? At 20th level, you have advantage on any Wisdom checks
What’s the biggest threat? when using your Intuition feature.
With the Game Master’s permission, you can ask a Additionally, your Danger Sense feature applies even
question that is not on the list, as long as it is along similar when you are blinded or deafened, and you gain blindsight
lines. The Game Master can qualify their answer in any way to a range of 30 feet. If you already have blindsight, increase
they like, but must provide as honest an answer as possible. its range by 30 feet.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain any
expended uses when you finish a long rest.
TEAMWORK
Your skills can really make your allies shine. At 6th level,
when you use the Help action, you can choose one ally
within 60 feet of you that is allied with you. That creature
may make one weapon attack with its reaction, provided
that it can see or hear you.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain any
expended uses when you finish a long rest.
EXPERTISE
At 9th 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.
RAPPORT
Beginning at 9th level, your connection with others allows
you to better aid them. When you use the help action, the
creature you aid also adds your Wisdom modifier to their
next ability check or attack roll.
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THE CHARISMATIC HERO
THE CHARISMATIC LEVEL
PROFICIENCY
BONUS FEATURES
HERO 1st
2nd
+2
+2
Charm, Inspiration (d6)
Favour, Taunt
The Charismatic Hero uses their Charisma score to best 3rd +2 Advanced Class
advantage. Taking a level in this class demonstrates a facility
for connecting with others, developing proficiency at 4th +2 Ability Score Improvement
influencing their actions, and improving your ability to win 5th +3 Extra Attack, Font of Inspiration
their support through debate, compromise, or seduction. Bolstering Inspiration, Inspiration
Personal magnetism, applied interaction techniques, and a 6th +3 (d8)
touch of charm combine to define the Charismatic Hero.
7th +3 Advanced Class Feature
A Charismatic Hero might be charming or engaging; they
might be strikingly handsome or possessed of a great 8th +3 Ability Score Improvement
personal magnetism. They may be alluring or fascinating. 9th +4 Inspiration (d10), Favour (Two Uses)
Whether captivating or compelling, they are definitely 10th +4 Advanced Class Feature
appealing on a number of different levels.
11th +4 Captivate
EXAMPLES OF CHARISMATIC 12th +4 Ability Score Improvement
HEROES 13th +5 Dazzle, Inspiration (d12)
14th +5 Snap Out of It
Persuasive leaders, attractive celebrities and personalities,
inspiring politicians, adept negotiators, entertainers, 15th +5 Advanced Class Feature
seducers, flirts, fast-talkers, con artists and suave gamblers 16th +5 Ability Score Improvement
all fall within the domain of the Charismatic Hero. Improved Taunt, Favour (Three
17th +6
Uses)
CLASS FEATURES 18th +6 Advanced Class Feature
As a charismatic hero, you gain the following class features. 19th +6 Ability Score Improvement
20th +6 Superior Inspiration
HIT POINTS
Hit Dice: 1d8 per charismatic hero level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per charismatic hero level after 1st
PROFICIENCIES
Armour: Light armour, medium armour, shields
Weapons: Simple weapons
Saving Throws: Charisma and one of Wisdom, Dexterity or
Constitution.
Skills: Choose two from Animal Handling, Deception,
History, Insight, Intimidation, Performance, and
Persuasion
CHARM
You can use an action to try and charm a creature. The
creature must have an Intelligence score of at least 6, and be
able to see and hear you. The creature must make a Wisdom
saving throw with a DC of 8 + your proficiency bonus + your
Charisma modifier. It has advantage on the saving throw if
you or your companions are fighting it. On a failed save, the
target is charmed. You must concentrate to maintain, this
effect, as if concentrating on a spell.
The target repeats the saving throw after 1 minute to
attempt to end the effect. If the creature’s saving throw is
successful, it is immune to this ability for 24 hours. The effect
ends immediately if the target is attacked or threatened.
INSPIRATION
You can inspire others through stirring words. To do so, you
use a bonus action on your turn to choose one creature
other than yourself within 60 feet of you who can hear you.
That creature gains one Inspiration die, a d6.
12
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Once within the next 10 minutes, the creature can roll the
die and add the number rolled to one ability check, attack FONT OF INSPIRATION
roll, or saving throw it makes. The creature can wait until Beginning when you reach 5th level, you regain all of your
after it rolls the d20 before deciding to use the Inspiration expended uses of Inspiration when you finish a short or long
die, but must decide before the GM says whether the roll rest.
succeeds or fails. Once the Inspiration die is rolled, it is lost. A
creature can have only one Inspiration die at a time. BOLSTERING INSPIRATION
You can use this feature a number of times equal to your
Beginning at 6th level, your inspiring presence bolsters your
Charisma modifier (a minimum of once). You regain any
expended uses when you finish a long rest. allies. Whenever a creature rolls an Inspiration die granted by
you, they gain temporary hit points equal to the Inspiration
Your Inspiration die changes when you reach certain levels
die roll + your Charisma modifier.
in this class. The die becomes a d8 at 6th level, a d10 at 9th
level, and a d12 at 13th level.
CAPTIVATE
FAVOR Starting at 11th level, when you use your Charm ability
successfully, you can choose the render the creature
Beginning at 2nd level, when talking to another character,
unaware of its surroundings while you continue to hold its
you may attempt to gain a favor from them. By spending 1
attention.
minute or more talking to a character, you can ask them for
a favor. To do so, make a Charisma (Persuasion) check, with a As long as the creature is charmed by you, you become
DC set by the GM, as appropriate for your relationship with the target’s sole focus. The target pays no attention to
that character. Generally, a the DC should be about 10 for a anyone else. This focusing of the target’s attention allows
other characters to take actions of which the captivated
friendly character, about 15 for a neutral character, and about
20 for an unfriendly character. target is unaware. The target has disadvantage on Wisdom
(Perception) checks made to perceive anything other than
If you are successful, that character will provide the favor,
you, and attacks against the target have advantage until the
provided it causes them no harm. Once you have used this
effect ends.
ability, you cannot use it again until you have finished a long
rest. Additionally, you may now use your Charm feature against
up to 3 creatures at once, though a separate Charm action is
At 9th level you can use this feature twice between rests,
required for each creature you wish to charm.
and at 17th level you can use it three times between rests.
You can use this feature a number of times equal to your
TAUNT Charisma modifier (a minimum of once). You regain any
expended uses when you finish a long rest.
Starting at 2nd level, you gain the ability to undermine a
target’s confidence. You may use your bonus action to taunt
a creature. The creature must have an Intelligence score of
at least 6, and be able to see and hear you. The creature
must make a Wisdom saving throw with a DC of 8 + your
proficiency bonus + your Charisma modifier. On a failed save,
the target has disadvantage on its next attack roll, ability
check, or saving throw.
ADVANCED CLASS
At 3rd level, choose an Advanced Class. The Advanced Class
you choose grants you features at 3rd level and again at 7th,
10th, 15th, and 18th level. On these levels, rather than gaining
a health increase dictated by this class, your health increase
is based on the advanced class you choose.
EXTRA ATTACK
Starting at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
13
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DAZZLE SUPERIOR INSPIRATION
At 13th level, you gain ability to dazzle and distract at a At 20th level, when you roll initiative and have no uses of
Inspiration left, you regain one use.
moment’s notice. When a creature makes an attack against
ALTERNATE ABILITIES
you, you can spend your reaction to add your Charisma
modifier to your AC for the attack.
To apply this bonus, the creature must have an
The following are alternate abilities meant to optionally
Intelligence score of at least 6, and be able to see and hear
replace certain class or advanced class abilities. These make
you.
use of the wealth and reputation systems, and are good for
SNAP OUT OF IT GMs that want the wealth and reputation systems to have a
wider impact on gameplay. Some of these abilities work
You are exceedingly good at helping others overcome significantly better than their original versions when using
mental effects. At 14th level, you may use your action to the wealth or reputation systems. For example the
speak to an ally within 60 feet that is Charmed or alternative "Royalties" features for the Personality advanced
Frightened, ending either of those conditions on the target. class work much better than the base version when using
At the GM's discretion, this ability may be used to end the Wealth system.
other conditions, as long as the source of the condition is a
psychological or magical effect. CHARISMATIC HERO
IMPROVED TAUNT FAVOR
Starting at 17th level, your ability to fluster your targets with Beginning at 2nd level, you gain special consideration when
insults improves. calling in favours. When you choose to leverage your
When a creature you can see fails on an attack roll, ability reputation, you can treat your reputation score as 10 points
check or saving throw, you can use your Taunt action as a higher when determining how much the favour decreases
reaction against that creature. your reputation. Once you have used this ability, you cannot
Additionally, when a creature fails it’s saving throw against use it again until you have finished a long rest.
your Taunt they suffer disadvantage on attack rolls, ability At 9th level you can use this feature twice between rests,
checks, and saving throws until the end of their turn. and at 17th level you can use it three times between rests.
14
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materials used are property of Wizards of the Coast ©Wizards of the Coast LLC
CREDITS
Document and contents by Dylan Richards (Reddit:
u/Altavus , Tumblr: decision-paralysis, Blogger: Decision
Paralysis)
ART
COVER
d20 Past Cover Art: Dave Johnson (Devilpig on DeviantArt)
BASIC CLASSES
d20 Future Cover Art: Dave Johnson (Devilpig on DeviantArt)
Icons: Game-icons.net
SOURCE MATERIAL
"d20 Modern" role-playing game by Wizards of the Coast.
Built heavily upon "d20 Modern 5e Conversion" by Edward
Wilson.
This 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
THIS DOCUMENT WAS LOVINGLY
CREATED USING GM BINDER.