Hero

Core Statistics
Class Type: Half Caster

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points Gained Each Level: 1d10 (or 6) + your Constitution modifier

Ability Score Proficiencies: Strength, Charisma

Armour Proficiencies: Light Armour, Medium Armour, Heavy Armour, Shields

Weapon Proficiencies: Simple Weapons, Martial Weapons

Other Proficiencies: None

Skill Proficiencies
As a Hero, you can choose 2 skills from the following list to become proficient with.
 * Arcana
 * Athletics
 * History
 * Insight
 * Intimidation
 * Medicine
 * Nature
 * Religion

Starting Equipment
As a Hero, you roll 5d4 and multiply the result by 10. You gain the total result as gold, and you can use this gold to purchase items of your choosing from the armour, weapons, and items lists.

Archetype Selection
At 1st level, you choose a path to follow. This choice grants you additional features at 1st, 3rd, 6th, 9th, 13th, and 18th level.
 * A Universal Archetype

Magical Power
At 1st level, you can heal, help, or harm those you come in contact with. This power is represented by a pool of d8's, and the number of dice in your pool is equal to 1 + half your Hero level (rounded up). You can spend the dice in your pool to use the abilities listed below. The maximum number of dice you can spend at once when you use an ability is equal to your proficiency bonus. You regain any expended magical power dice when you finish a long rest.

Magical Blessing
Using 1 action, you empower a creature within 30 feet of you that you can see (which can be yourself). You expend a number of magical power dice when you use this ability, but you do not roll them immediately. When the empowered creature makes an Attack roll, the creature also rolls the expended magical power dice and adds half the result to the Attack roll (a minimum result equal to your proficiency bonus).

Magical Restoration
Using 1 action, you can touch a creature (which can be yourself) and replenish it's vitality. You choose a number of your magical power dice to expend and roll them. The target of this ability regains lost hit points equal to the result of the rolled dice + your Charisma modifier. Alternatively, you can use this ability to cure a number of diseases or poisons effecting the target equal to the number of magical power dice expended, instead of restoring lost hit points.

Magical Smite
When you Strike a creature with a weapon Attack or an unarmed Attack, you can expend and roll a number of magical power dice and deal additional force damage to the target equal to the result.

Spellcasting
At 1st level, you gain the ability to cast spells from the Hero spell list. Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
 * Prepared Spells: You know all of the spells on the Hero spell list. When you finish a long rest, you can prepare a list of Hero spells equal to half your Hero level + your Charisma modifier (a minimum of 1).
 * Ritual Casting: As a Hero, you cannot cast a spell as a ritual.
 * Spell Slots: The Hero Feature Table shows you how many spell slots you have. You regain any expended spell slots when you finish a long rest.

Spell Attack Modifier = your proficiency bonus + your Charisma modifier

Weapon Skill
At 1st level, you learn how to better use a weapon of your choice. Choose one weapon that you are proficient with and increase your skill level by 1, granting you additional effects and bonuses when using that weapon. You can see a weapons skills by clicking on a weapon name on the weapons list. You can increase your skill level with a weapon by 1 when you reach certain levels in this Class: 1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level.

Magical Font
At 2nd level, you can use 1 action to expend a spell slot to regain expended magical power dice (see your Magical Power feature). You regain one magical power dice for a 1st-level spell slot, and one additional magical power dice for each slot level above 1st.

Martial Techniques
At 3rd level, your martial prowess allows you to perform special techniques. You gain access to the Martial Techniques list. A technique might require prerequisites to perform, and you may need to use more than one action to perform it. Each martial technique will detail any requirements needed to use it. If a technique forces a creature to make a saving throw, then the DC for that saving throw is equal to 8 + your proficiency bonus + your Strike modifier. If the technique you are using does not require you to take the Strike action, then the DC will use your Strength or Dexterity modifier (your choice) in place of your Strike modifier.
 * Martial Die: If a technique uses a martial die then this die is a d4. Your martial die increases in strength as you gain levels in this class (see the Hero Feature Table).
 * Stamina: You use stamina to perform your martial techniques. You start with 4 stamina, and you gain more stamina as you gain levels in this class (see the Hero Feature Table). You regain any expended stamina when you finish a short or long rest.
 * Techniques Known: You know 2 techniques. You learn more techniques as you gain levels in this class (see the Hero Feature Table).
 * Versatile Techniques: When you finish a long rest, you can choose one technique that you know and learn a different technique that you can learn.

Character Improvement
At 4th, 8th, 12th, 16th and 19th level you can improve your character using one of the following options. You cannot increase an ability score above 20, unless your maximum for that score is greater than 20.
 * Increase one ability score by 2.
 * Increase two different ability scores by 1 each.
 * Increase one ability score by 1, and learn a feat.
 * Increase your skill level with a weapon by 1, and learn a feat.
 * Increase one ability score by 1, and increase your skill level with a weapon by 1.
 * Choose one feature from a Universal Archetype. This feature cannot be for a level that is higher than half your character level (rounded down).

Superior Attack
At 5th level, you ignore the -4 penalty to your second Attack.

Magical Aura
At 7th level, you can expend 1 action to activate an aura from the list below. You can only have one aura active at a time, and you can expend 1 action to change your aura, or suppress it completely. If you are incapacitated or killed, the power of your aura fades away. Your aura effects you and all creatures that you consider to be an ally within 10 feet of you, unless the aura specifies otherwise. The range of your auras increase by 5 feet at 9th, 12th, and 18th level, to a maximum of 30 feet.
 * Aura of Concentration: A creature effected by this aura does not have to make a Constitution saving throw to maintain concentration on a spell unless the damage exceeds 8 + your Charisma modifier (a minimum of 1).
 * Aura of Devotion: A creature effected by this aura gains a bonus to saving throws equal to your Charisma modifier (a minimum bonus of +1).
 * Aura of Retribution: When a creature effected by this aura is hit by a melee Attack, the attacker takes force damage equal to your Charisma modifier (a minimum of 1).

Greater Magical Aura
At 10th level, when you expend 1 action to activate an aura (see your Magical Aura feature) you can choose to activate all of your auras at once. Your auras remain active for 1 minute, or until you are incapacitated, killed, or you expend 1 action to suppress them. You can use this feature once, and you regain the use of it when you finish a long rest.

Magical Might
At 11th level, you are suffused with such magical might that whenever you hit a creature with a weapon Attack, you deal an additional 1d8 force damage.

Great Magic Blessing
At 14th level, you can use this feature to cast a blessing of immense power on a creature that you can see within 30 feet of yourself (which can be yourself). This blessing lasts for 1 minute, and you cannot use it again until you finish a long rest. The power of this blessing is so great that the recipient of this magic quickly feels adverse effects once it wears off: on the first turn after this blessing stops, the target gains one level of exhaustion and is incapacitated until the start of its next turn. The targets speed, if it has any, is also reduced to 0 until the start of its next turn.
 * Blessing of Kings: All of the target's ability scores are increased to 20 if they are not already 20 or higher.

Endless Aura
At 15th level, your magical aura is so powerful that it only ends early if you die.

Superior Attack II
At 20th level, the penalty for your third Attack is reduced to -4, instead of -8.