ZombieRoboNinja
First Post
In various other threads on this forum, people are concerned about fighters and other melee characters being left behind when it comes to non-combat "utility" and even combat itself beyond simple damage-dealing. It's my belief that the 5e fighter can stand up quite well when it comes to combat performance, but could probably use a boost when it comes to doing mythic-level badass things, especially at higher levels.
I've designed this subclass to see if I can make the fighter base class work this way without overbalancing it compared to other fighter subclasses. I decided on daily abilities ("Hero Points") as a way to balance the power of these heroic actions against the at-will damage boost of the Champion and the short-rest maneuvers of the battlemaster, and of course the spells of the Eldritch Knight. To keep the new system relatively simple and to model the mythic sense of a character whose supernatural power increases with level, I've made each of the powers you gain improve with fighter level. (I've also attached a minor passive benefit to each of them, just so the guy with Inhuman Strength can carry heavy stuff even when he's not spending Hero Points.)
I tried to use the EK spells as a general guideline here: for example, a mythic hero using the Inhuman Strength ability to toss a wagon across the room can deal 10d6 damage to a 15x15 area with it, while the Eldritch Knight can fireball a (much larger) 20ft radius for 8d6.
Tell me your thoughts, balance concerns, and most of all suggestions for new Virtues!
Mythic Hero
The Mythic Hero is a fighter whose prowess goes beyond the mundane. He may lack the honed skill of the champion and the battlefield training of the battlemaster, but he makes up for it with surges of raw power and speed that go beyond what any mere mortal can achieve. Some mythic heroes gain their power from divine or other powerful ancestry, like Hercules; others are normal mortals with a destiny that raises them above their peers.
Heroic Virtues
When you choose (or are chosen for) this archetype at 3rd level, you learn heroic Virtues that passively improve your character and also enable you to perform specific actions that are fueled by special points known as Hero Points. The power of these addition actions is improved as your fighter level increases.
Virtues.You learn Act of Valor and two other virtues of your choice, which are detailed under "Virtues" below. You learn an additional virtue at levels 7, 10, and 15.
Hero Points.You start with three hero points, which are expended when you use them. You regain all your expended hero points when you finish a long rest. You gain another hero point at levels 7, 10, 15 and 18.
Saving Throws.Some of your virtues allow you to perform actions that require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Once and Future Hero
Starting at level 15, your legend makes you immortal. Once per month, when you die, you return to life three days later at the site of your death.
Heroic Virtues
The heroic virtues are presented in alphabetical order.
Act of Valor. Before or after you roll a Strength (Athletics), Constitution, or Dexterity (Acrobatics) check, you may spend a Hero Point to add your fighter level to that check.
Bounding Strides. Your maximum jump distance and height is doubled. In addition, you may spend a Hero Point to leap 30 feet high and long as your movement. This distance increases to 60ft at level 7, 90ft at level 10, 120ft at level 15, and 200ft at level 18. You take no falling damage and draw no opportunity attacks when performing this jump.
Destructive Wrath. You ignore the damage resistance of inanimate objects when intentionally dealing damage to them. In addition, you may spend a Hero Point to double that damage for one minute. At level 7 the damage is tripled, at level 10 it is quadrupled, at level 15 it is quintupled, and at level 18 you deal 10 times normal damage to inanimate objects when using this ability.
Fleet-footed. Your base speed increases by 5ft. In addition, you may spend a Hero Point to increase your speed by another 10ft for one minute (or until you are incapacitated). The speed bonus increases to 20ft at level 7, 30ft at level 10, 40ft at level 15, and 60ft at level 18. Starting at level 10 you can walk over water and other liquids, and starting at level 15 you can walk on clouds or other mist (assuming there is a continuous area of vapor to walk across); however, you fall if you end your movement not on solid ground.
Frightful Countenance. You have advantage on Charisma (Intimidate) and Charisma (Persuade) checks made against anyone who has seen you in battle. In addition, you can use a bonus action and spend a Hero Point to terrify all enemies within 5 feet of you, forcing them to make a Wisdom saving throw or be frightened until the end of their next turn. This range is extended to 10 feet at level 7, 20 feet at level 10, 30 feet at level 15, and 60 feet at level 18. Starting at level 15, the creature must make a Wisdom saving throw at the end of its next turn to end the fear effect. Starting at level 18, any creature that fails its saving throw by 5 or more faints, instantly falling unconscious as per the Sleep spell.
Inhuman Strength. Your lifting and carrying capacity is doubled. In addition, you may spend a Hero Point to lift and carry any creature of object of Medium size or smaller, regardless of weight; you must successfully grapple an unwilling creature to pick it up. As a bonus action that turn you may throw it up to 30 feet, dealing 2d6 damage to the object itself and anything it lands on (Dexterity save for half damage). This damage increases to 4d6 at level 7, 6d6 at level 10, 8d6 at level 15, 10d6 at level 15, and 12d6 at level 18. Starting at level 7 the creature or object may be of Large size, and starting at level 15 it may be of Huge size.
Jagged Soul. You have advantage on saving throws against fear effects. In addition, when you succeed on a Wisdom, Intelligence or Charisma saving throw incurred by a creature, you may use your reaction to spend a Hero Point to force that creature to make a Wisdom saving throw or else be frightened of you until the end of your next turn. At level 7, the creature must make a Wisdom saving throw at the end of each of your turns, and the fear effect does not end until it succeeds. At level 10, the creature that fails its save by 5 or more is stunned instead of afraid. At level 15, it dies if it fails three saving throws. At level 18, you may also spend a Hero Point to add your proficiency bonus to any intelligence, wisdom, or charisma saving throw you are not proficient in.
Steely Gaze. You gain advantage on Perception checks to see objects in the distance. In addition, you may spend a Hero Point to spot hidden or obscured creatures and objects around you. At level 7 you can use this ability to see through mundane disguises, at level 10 you can see through illusion, at level 15 you can see the true form of transmuted and other shape-shifted objects and creatures, and at level 18 you can discern the origin, history, and general abilities of a creature or object with a single glance.
I've designed this subclass to see if I can make the fighter base class work this way without overbalancing it compared to other fighter subclasses. I decided on daily abilities ("Hero Points") as a way to balance the power of these heroic actions against the at-will damage boost of the Champion and the short-rest maneuvers of the battlemaster, and of course the spells of the Eldritch Knight. To keep the new system relatively simple and to model the mythic sense of a character whose supernatural power increases with level, I've made each of the powers you gain improve with fighter level. (I've also attached a minor passive benefit to each of them, just so the guy with Inhuman Strength can carry heavy stuff even when he's not spending Hero Points.)
I tried to use the EK spells as a general guideline here: for example, a mythic hero using the Inhuman Strength ability to toss a wagon across the room can deal 10d6 damage to a 15x15 area with it, while the Eldritch Knight can fireball a (much larger) 20ft radius for 8d6.
Tell me your thoughts, balance concerns, and most of all suggestions for new Virtues!
Mythic Hero
The Mythic Hero is a fighter whose prowess goes beyond the mundane. He may lack the honed skill of the champion and the battlefield training of the battlemaster, but he makes up for it with surges of raw power and speed that go beyond what any mere mortal can achieve. Some mythic heroes gain their power from divine or other powerful ancestry, like Hercules; others are normal mortals with a destiny that raises them above their peers.
Heroic Virtues
When you choose (or are chosen for) this archetype at 3rd level, you learn heroic Virtues that passively improve your character and also enable you to perform specific actions that are fueled by special points known as Hero Points. The power of these addition actions is improved as your fighter level increases.
Virtues.You learn Act of Valor and two other virtues of your choice, which are detailed under "Virtues" below. You learn an additional virtue at levels 7, 10, and 15.
Hero Points.You start with three hero points, which are expended when you use them. You regain all your expended hero points when you finish a long rest. You gain another hero point at levels 7, 10, 15 and 18.
Saving Throws.Some of your virtues allow you to perform actions that require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Once and Future Hero
Starting at level 15, your legend makes you immortal. Once per month, when you die, you return to life three days later at the site of your death.
Heroic Virtues
The heroic virtues are presented in alphabetical order.
Act of Valor. Before or after you roll a Strength (Athletics), Constitution, or Dexterity (Acrobatics) check, you may spend a Hero Point to add your fighter level to that check.
Bounding Strides. Your maximum jump distance and height is doubled. In addition, you may spend a Hero Point to leap 30 feet high and long as your movement. This distance increases to 60ft at level 7, 90ft at level 10, 120ft at level 15, and 200ft at level 18. You take no falling damage and draw no opportunity attacks when performing this jump.
Destructive Wrath. You ignore the damage resistance of inanimate objects when intentionally dealing damage to them. In addition, you may spend a Hero Point to double that damage for one minute. At level 7 the damage is tripled, at level 10 it is quadrupled, at level 15 it is quintupled, and at level 18 you deal 10 times normal damage to inanimate objects when using this ability.
Fleet-footed. Your base speed increases by 5ft. In addition, you may spend a Hero Point to increase your speed by another 10ft for one minute (or until you are incapacitated). The speed bonus increases to 20ft at level 7, 30ft at level 10, 40ft at level 15, and 60ft at level 18. Starting at level 10 you can walk over water and other liquids, and starting at level 15 you can walk on clouds or other mist (assuming there is a continuous area of vapor to walk across); however, you fall if you end your movement not on solid ground.
Frightful Countenance. You have advantage on Charisma (Intimidate) and Charisma (Persuade) checks made against anyone who has seen you in battle. In addition, you can use a bonus action and spend a Hero Point to terrify all enemies within 5 feet of you, forcing them to make a Wisdom saving throw or be frightened until the end of their next turn. This range is extended to 10 feet at level 7, 20 feet at level 10, 30 feet at level 15, and 60 feet at level 18. Starting at level 15, the creature must make a Wisdom saving throw at the end of its next turn to end the fear effect. Starting at level 18, any creature that fails its saving throw by 5 or more faints, instantly falling unconscious as per the Sleep spell.
Inhuman Strength. Your lifting and carrying capacity is doubled. In addition, you may spend a Hero Point to lift and carry any creature of object of Medium size or smaller, regardless of weight; you must successfully grapple an unwilling creature to pick it up. As a bonus action that turn you may throw it up to 30 feet, dealing 2d6 damage to the object itself and anything it lands on (Dexterity save for half damage). This damage increases to 4d6 at level 7, 6d6 at level 10, 8d6 at level 15, 10d6 at level 15, and 12d6 at level 18. Starting at level 7 the creature or object may be of Large size, and starting at level 15 it may be of Huge size.
Jagged Soul. You have advantage on saving throws against fear effects. In addition, when you succeed on a Wisdom, Intelligence or Charisma saving throw incurred by a creature, you may use your reaction to spend a Hero Point to force that creature to make a Wisdom saving throw or else be frightened of you until the end of your next turn. At level 7, the creature must make a Wisdom saving throw at the end of each of your turns, and the fear effect does not end until it succeeds. At level 10, the creature that fails its save by 5 or more is stunned instead of afraid. At level 15, it dies if it fails three saving throws. At level 18, you may also spend a Hero Point to add your proficiency bonus to any intelligence, wisdom, or charisma saving throw you are not proficient in.
Steely Gaze. You gain advantage on Perception checks to see objects in the distance. In addition, you may spend a Hero Point to spot hidden or obscured creatures and objects around you. At level 7 you can use this ability to see through mundane disguises, at level 10 you can see through illusion, at level 15 you can see the true form of transmuted and other shape-shifted objects and creatures, and at level 18 you can discern the origin, history, and general abilities of a creature or object with a single glance.
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