D&D 5E My Everyday Heroes Conversion & Builds



Picture taken from the Drive

Special Forces Twins
Archetype 6th Level Wise Hero; Class Bonded Twins
Background (Juvenile Delinquent, +1 Dexterity); Profession (Special Forces Career Path, +1 Dexterity)
Wealth Level 2
Speed 30 Feet

Hit Points 52 (6d10+12); Defense 17 (10 + 3 + Dexterity modifier); Focus 6

Strength 14 (+2) Dexterity 18 (+4) Constitution 14 (+2) Intelligence 10 (+0) Wisdom 10 (+0) Charisma 8 (-1)
Saving Throws Intelligence +3, Wisdom +3
Skills Acrobatics +7, Athletics +5, Endurance +5, Insight +3, Mechanics +3, Medicine +3, Perception +3, Stealth +7, Streetwise +3, Vehicles +7
Languages English, German
Equipment Proficiencies Basic, Advanced, Military
Passive Perception 13 (18 if not using Bulk rules)
Proficiency Bonus +3
Special Feature, Underworld Contacts: Advantage on Streetwise checks to buy or sell illegal goods and services.

Special Forces Career Path

Recruitment Type: Enlisted (+1 Dexterity, Wealth Level 2)
Basic Training: Navy Enlisted (Acrobatics, Athletics, Mechanics proficiency; Basic and Advanced Equipment, bonus iconic equipment)
Special Operations Training Feats: Combat Weapons Training (Military Equipment proficiency, clear firearms jam as a bonus action), Reconnaissance Training (Perception and Stealth proficiency, bonus iconic equipment)


Advanced Twin Combat: Both of your bodies can make an attack when you take the Attack action.

Bonded: You control two bodies who share the same stats, hit points, and actions but each have their own carrying capacity. Various movement-based actions can be taken by both bodies at the same time (Dash, Disengage, Dodge, Dive for Cover, breaking grapples and general escapes) and they move independently. Can make an off-hand attack with a weapon one of your bodies is holding, provided the weapon isn’t Heavy or Two-Handed. Damaging effects only deal damage once if both bodies are hit (any saving throw is made at disadvantage if physical). Non-damaging effects requiring a save require two rolls and can affect both if physical, but mental effects only roll once and both bodies use the same result.

Concentration: When you fail a Wisdom ability check, you can spend 1 Focus to reroll that check. This can be used only once per ability check.

Coordination: Can spend 1 Focus to either have both bodies make an attack or special attack such as grapple or shove, rolling once but with advantage and expending ammunition from both firearms if appropriate; gain advantage on an ability check if both bodies can participate; gain advantage on roll vs a mental effect that targets both bodies.

Discordant Separation: Disadvantage on all ability checks, attack rolls, and saving throws if bodies are more than 100 feet away from each other.

Focus: You have Focus points equal to the number shown on the Wise Hero table, which can be spent to use your Concentration talent as well as talents granted by your class. All your Focus recharges whenever you finish a short or long rest.

Improved Coordination: Spend 1 Focus for both of your bodies to make separate opportunity attacks if it would be provoked by the same source.

One Step Ahead: Can choose not to fall Prone when taking the Dive for Cover reaction.


Ability Score Training (2nd level, Minor): +1 Dexterity
Artful Dodger (2nd level, Minor): Can make an off-hand attack as a bonus action when you take the Dodge action.
Fast Hands (4th level, Minor): Move reload action type one step down (action to bonus, bonus to free), clear a jam as a bonus action, disassemble held gun as an action.
Pack Rat (4th level, Minor):* Can carry 5 more Bulk without penalty, can take items from carrying case as bonus action in combat.
Combat Dive Training (6th level, Major): Advantage on Athletics checks to swim or dive and Endurance checks to avoid suffocation. Gain proficiency in Medicine, Survival, and Vehicles.

*If not using Bulk, choose Scout (Minor) instead: +5 to passive Perception, advantage on ability checks to defeat traps.

Equipment (each comes in pairs unless otherwise noted): Soldier’s kit (4 Bulk, frame backpack adds +5 Bulk), Scuba Gear (4 Bulk, not taken save on underwater missions), Ocean Grease (0 Bulk), Binoculars (1 Bulk), Camouflage Clothing (0 Bulk), Ghillie Suit (2 Bulk, not taken on underwater missions), Pocket Stuff (0 Bulk), Combat Knife (1 Bulk), Assault Carbine with Suppressor (3 Bulk), Hand Cannon Pistol with Suppressor (2 Bulk, not taken on underwater missions), Harpoon Gun (2 Bulk, not taken save on underwater missions)


Combat Knife +7: 1d4+4 piercing or slashing; PV 1; Properties Light, Finesse, Thrown (20/40); Bulk 1

Assault Carbine +7: 1d12+4 ballistic; Range 800/1,600; 30 Rounds; Reload Free; PV 3; Properties Burst 3, Full-Auto, Restricted, Two-Handed; Bulk 3

Hand Cannon Pistol +7: 1d12+4 ballistic; Range 100/200; 7 Rounds; Reload Free; PV 3; Properties Loud, Semi-Auto; Bulk 2

Harpoon Gun +7: 1d8+4 piercing; Range 30/60; 2 Rounds; Reload Bonus; PV 2; Properties Aquatic; Bulk 2

Level Up Choices

8th Level: Feats: Ability Score Training x2 (Dexterity, Minor)
10th Level: Feats: Healthy (Major)

Details: Taken originally from the Pacific Rim sourcebook, the Bonded Twins class has been slightly tweaked to not make references to mecha combat in its mechanics. But it still has enough stuff to make it a mechanically interesting build. For this idea, I went with building a pair of stealthy ranged combatants with feats meant to synergize with their class features. One of the Bonded Twins’ major offensive abilities is being able to use heavier weapons with an “off-hand” attack, and hand cannon pistols do quite a bit of damage even without an ability modifier tacked on to them. Thus, I chose Artful Dodger so that they can still deal an appreciable amount of damage in battle even when dodging, and took Fast Hands so as to not waste that valuable bonus action when reloading for most firearms. The other 4th level feat is variant depending on whether or not the Bulk rules are in play, but regardless both options work well for a pair of special operations agents: Pack Rat lets them carry more, and as each twin has their own carrying capacity this is effectively a doubled bonus. Scout helps give them a high passive Perception so as to better spot hidden threats and ambushes. Combat Dive Training is more or less the best thing to take for a Navy SEAL, so I chose that as the 6th level Major feat. For their initial Career Path feats, Combat Weapons Training was necessary to get Military Equipment proficiency, while Reconnaissance Training grants proficiency in two highly useful skills.

An interesting thing about the Bonded Twins is that there’s nothing in the class that requires them to have a high Wisdom. In being so focused on physical actions I could neglect mental ability scores in favor of focusing on their physical capabilities. Another thing to bring up is that some of the gear is a bit pricey for their Wealth Level, and they are a bit bulky to the point they’d be Encumbered if using the Bulk rules. But I presume that at 5th level the characters got access to some otherwise restricted gear in that time frame, and they can keep unneeded gear in storage.
Last edited:

log in or register to remove this ad



Image taken from npmartin.com

Psychic Detective
Archetype 3rd Level Smart Hero; Class Soothsayer
Background Near-Death Experience (+1 Wisdom); Profession Investigative Services (+1 Intelligence, +1 Wisdom)
Wealth Level 3
Speed 30 Feet

Hit Points 14 (3d6); Defense 13 (10 + Intelligence modifier); Genius 4 (Plan DC 13)

Strength 10 (+0) Dexterity 10 (+0) Constitution 10 (+0) Intelligence 16 (+3) Wisdom 16 (+3) Charisma 14 (+2)
Saving Throws Dexterity +2, Intelligence +5
Skills Insight +5, Investigation +7 (expertise), Intimidation +4, Perception +5, Persuasion +4, Security +5
Languages English, Italian
Equipment Proficiencies Basic, Advanced
Passive Perception 15
Proficiency Bonus +2
Special Feature, Unafraid: Advantage on saving throws against being Frightened.
Special Feature, Investigative Expertise: Expertise in Investigation.


As Foretold: Roll 2d20 and record each result whenever you finish a long rest or at adventure start. Can use a result to replace a d20 roll by anyone. Don’t need to be present or conscious. Results not expended are lost on a long rest and you can’t use the same result twice.

Blessing of Fortune: Choose one ally within 120 feet you’re aware of as an action to let them add 1d4 to the result of the next attack roll or saving throw before your next turn.

Mental Refresh: regain 1 Genius Point when you finish a short rest. Can only be done once until the next long rest.


Clairvoyance: Enact plan after 1 minute of concentration. Can transport your hearing or seeing sense to a point within 120 feet and can use the chosen sense from that point for the next minute. Location must be familiar to you or an obvious location unfamiliar to you. Can switch between your own senses and the chosen as a bonus action, seeing or hearing senses as an action, and can ignore the Blinded and Deafened conditions when your sense is being projected.

Not Today: Enact plan as a reaction whenever you or an ally you’re aware of regardless of range takes damage dropping them to 0 hit points. They drop to 1 hit point instead.

Sight Beyond Sight: Ask the GM up to two of the following questions about someone which they must answer truthfully:

What do they cherish?
What do they hate?
What do they respect?
What do they seek?
What kind of being are they?
What is their strength?
What is their weakness?

Witness Your End: Enact plan as an action against a target you’re aware of within 120 feet. They take 3d8 psychic damage on a failed Wisdom save and gain the Frightened condition until the end of their next turn and drop whatever they’re holding. On a success they only take half damage.


Ability Score Training (2nd level, Minor): +1 Charisma
Weapons Expertise (2nd level, Minor): Add proficiency bonus to weapon attack and damage rolls instead of STR/DEX modifier.

Equipment: Pendant that was broken in the accident, inconspicuous clothing, bag stuff (1 bulk), pocket stuff, first aid kit (2 bulk), laptop computer (1 bulk), 9mm Semi-Auto Pistol (1 bulk), SLR camera, trap camera, utility knife/multitool, security license


Pistol, 9mm Semi-Auto +4: 1d10+2 ballistic; Range 100/200; 21 Rounds; Reload Bonus; PV 2; Properties Loud, Semi-Auto; Bulk 1

Unarmed +4: 1d4+2 bludgeoning; PV 1; Properties Finesse, Light, Special; Bulk -

Level Up Progression

4th: Plans: Dirty Little Secrets; Wise Hero Training (Streetwise proficiency, Major)
6th: Plans: Bend Fate; Sleuth Training (Natural Sciences & Stealth proficiency, Major)
8th: Plans: Your Time Has Come; Advanced Sleuth Training (Insight expertise, Major)
10th: Plans: Expect the Unexpected (feat), When A Plan Comes Together; Feats: Ability Score Training x2 (Intelligence, Minor)

Details: I’ve been mostly detailing low-middle to high level builds in this thread, but for a change I wanted to try making something low-level that still had a distinct specialty with various interesting options. The Soothsayer class gave me an idea of a detective who makes use of divinatory powers to solve cases, so I set about making a character with problem-solving skills both magical and mundane. The Near-Death Experience background combined well thematically with some of the Soothsayer Plans, and gives the impression of someone who stared into the abyss and thus has the ability to know when death is lurking just around the corner. The Investigative Services profession was a no-brainer, and thankfully had quite a bit of skills as the Soothsayer itself doesn’t get a lot.

The class’ basic talents are quite good for skill-users and support roles, inspired by the Divination Wizard’s most beloved features. For feats I sought to increase Charisma to give the detective some good social skills, and Weapons Expertise to let them deal decent damage without needing to rely on their psychic powers all the time. For Plans I chose Clairvoyance and Sight Beyond Sight to enhance the detective/divination part of the build, while Not Today and Witness Your End are more useful in directly hazardous scenarios. The build’s major weakness is their physical mediocrity and fragility. While the Not Today plan can save them from an untimely end, they will need the aid of party members for when they’re staring down the barrel of a gun.



Cyborg (Extreme Enhancements, 22 Point Buy, 14 is purchasable maximum)
Archetype 6th Level Charming Hero; Class Duelist
Background On the Run (+1 Dexterity); Profession Irradiated Laborer (+1 Constitution, +1 Dexterity, +1 Wisdom)
Wealth Level 1
Speed 40 Feet, 60 Feet when not on difficult terrain or wearing footwear

Hit Points 45 (6d8+12); Defense 15 (16 with finesse weapon, 10 + 2 + Dexterity modifier); Influence Dice 5 (d8, Trick DC 13)

Strength 10 (+0) Dexterity 16 (+3) Constitution 14 (+2) Intelligence 8 (-1) Wisdom 10 (+0) Charisma 14 (+2)
Saving Throws Dexterity +6, Charisma +5
Skills Acrobatics +6, Arts & Crafts +3, Athletics +3, Mechanics +2, Perception +3, Stealth +6, Survival +3
Languages English, Farsi
Equipment Proficiencies Basic, Advanced, Historical
Passive Perception 13
Proficiency Bonus +3
Special Feature, On Edge: Can reroll initiative once whenever you’d roll for it.
Special Feature, Radiation Exposure: Gain minor beneficial mutation of choice (long arms).


Advanced Combat Training: Can attack two times instead of once when taking the Attack action.

Charm: roll influence die and add it to a rolled Charisma check before determining the result.

En Garde: Add Charisma modifier to initiative rolls.

Precision: Add additional damage die to melee attacks with finesse weapons, can’t be applied to bonus action attacks. +1 Defense when wielding finesse weapons.


Disarming Strike: add influence die to damage of a successful hit, target drops a held item if they fail a Strength save.

Flèche: Add influence die to melee weapon attack before determining the result. Target is Distracted by you until the end of their next turn regardless of whether you hit or miss.

Lunge: Can expend one Influence Die when making a melee attack. Add the Influence Die’s damage twice if you hit.

Tripping Strike: add influence die to damage of a successful hit, targets falls Prone if they fail a Strength save.


Tough Hero Training (2nd level, Major): Gain Damage Reduction 3 against all damage types. Once per turn gain +2 to hit against someone who hit you.
Scrapper Training (4th level, Major): Gain Advanced Equipment proficiency, enemies provoke opportunity attacks when leaving reach even when taking Disengage action, enemies provoke opportunity attacks within your reach when they attack one of your allies besides yourself.
Fast Hero Training (6th level, Major): Gain Stealth proficiency, can Dash or Disengage as a bonus action, gain advantage on Athletics checks to Gain Ground during a foot chase.


Long Arms: reach with melee weapons and special attacks is increased by 5 feet, can reach objects 5 feet farther away than normal.


Maximum Strain is 6.

Extension Arm (replaces arm, 2 Strain): Can take 3 forms as a bonus action. Normal has no special effect, Long increases melee reach by 5 feet, Very Long increases melee reach by 10 feet but cannot wield weapons or make effective attacks but can still grapple, shove, and trip opponents with that arm as well as grab/reach distant objects.

Power Legs (replace legs, 2 Strain): +10 movement speed, +2 maximum Bulk, advantage on Athletics checks in a foot chase, gain a Power Leg attack.

Wheeled Feet (replaces feet, 2 Strain): +20 movement speed when not on difficult terrain or wearing footwear, gain advantage on Athletics and Endurance checks in a foot chase when running over smooth terrain.

Equipment: Fake ID, loose-fitting hoodie, sunglasses, old shovel, mining helmet with headlamp, Light Ballistic Vest (2 AV), Pump-Action Shotgun (2 Bulk), Whip (1 Bulk)


Pump-Action Shotgun +6: 2d6+3 ballistic; Range 200/400; 9 Rounds; Reload Action; PV 3; Properties Loud, Shot, Two-Handed; Bulk 2

Unarmed Strike +6: 2d4+2 bludgeoning: PV 1; Properties Finesse, Light, Special; Bulk -

Whip +6: 2d4+3 slashing; PV 0; Properties Finesse, Reach 20 feet (25 with Extension Arm’s Long mode); Bulk 1

Level Up Choices

8th Level: Feats: Ability Score Training x2 (Dexterity, Minor)
9th Level: Tricks: Parry
10th Level: Feats: Ability Score Training x2 (Dexterity, Minor)

Details: This build was made to see how much I can min-max the reach of melee weapons, and ended up with an impressive 25 feet! The Whipmaster is a speedy melee-focused build for battlefield control: their cybernetics are designed to help them get around the battlefield with ease, further enhanced by their ability to Dash as a bonus action via Fast Hero Training. In non-difficult terrain they can easily clear 120 feet while still having a main Action to spare. I still gave them a shotgun as a backup weapon for when they can’t reach enemies at all.

Scrapper Training was taken to allow them to more or less ignore the Disengage ability and to smack down enemies who decide to fight someone other than them. The Punisher feat looked tempting as it’s the only non-multiclass feat that gives more ways to trigger opportunity attacks, but as they only do so for adjacent opponents it’s not ideal for reach weapon builds. The Duelist feature works nicely with this build, for it increases the whip’s meager damage to a more respectable 2d4, and most of the tricks are designed to be used on top of a melee attack without costing an action of their own. So not only can the Whipmaster deal a damaging opportunity attack, they may also disarm, distract, trip, or damage their opponent even further!
Last edited:

Greg K

Will you be doing builds for any of the following action movie heroes? I have organized them by actor
  • Arnold Schwarzeneggar
    • Adam Gibson (6th Day)
    • Ben Richards (Running Man)
    • Douglas Quaid (Total Recall): if the official supplement is not based on this version, but the remake.
    • Dutch (Predator)
    • Harry Tasker (True Lies)
    • Col. John Matrix (Commando)
    • Jack Slater (Last Action Hero)
    • John “The Eraser” Krueger (Eraser)
    • Detective John Kimble (Kindergarten Cop)
    • Julius Benedict (Twins)
  • Sylvester Stallone
    • Det. John Spartan (Demolition Man)
    • Marion Cobretti (Cobra)
    • Ray Tango (Tango & Cash)
  • Brandon Lee
    • Jake Lo (Rapid Fire)
    • Johnny Murata (Showdown in Little Tokyo)
  • Bruce Willis
    • Hudson Hawk (Hudsen Hawk)
    • Joe Hallenbeck (The Last Boy Scout)
    • John McClane (Die Hard, Die Hard 2, Die Hard With A Vengeance)
    • Korben Dallas (The Fifth Element)
  • Carl Weathers
    • Jericho “Action” Jackson (Action Jackson)
    • Dillon (Predator)
  • Danny Glover
    • Roger Murtaugh (Lethal Weapon, Lethal Weapon 2, Lethal Weapon 3, Lethal Weapon 4, Lethal Weapon 5)
  • Denzel Washington
    • John. W. Creasy (Man on Fire)
    • Robert McCall (Equalizer, Equalizer 2, Equalizer 3)
  • Dolph Lundgren
    • Sgt. Chris Kenner (Showdown in Little Tokyo)
  • Eddie Murphy
    • Axel Foley (Beverly Hills Cop, Beverly Hills Cop 2, Beverly Hills Cop 3)
    • Chandler Jarrell (The Golden Child)
  • (edit) Jason Stratham
    • Frank Martin (Transporter, Transporter 2, Transporter 3)
  • Jean Claude Van Damme
    • Alex Wagner/Chad Wagner (Double Impact)
    • Chance Boudreaux (Hard Target)
    • Christopher Dubois (The Quest)
    • Darren McCord (Sudden Death)
    • Frank Dux (Bloodport)
    • Kurt Sloane (Kickboxer)
    • Lyon Gaultier (Lionheart)
  • Jeff Speakman
    • Jeff Sanders (The Perfect Weapon)
  • Keanu Reeves
    • John Wick (John Wick, John Wick: Chapter 2, John Wick Chapter 3- Parrabellum, John Wick Chapter 4)
    • Johnny Utah (Point Break)
  • Kurt Russell
    • David Grant (Executive Decision)
    • Gabe Cash (Tango & Cash)
    • Jack Burton (Big Trouble in Little Child)
    • Todd 3465 (Soldier)
  • Liam Neeson
    • Bill Marks (Non-Stop)
    • Bryan Mills (Taken, Taken 2, Taken 3)
    • Michael MacCauley (The Commuter)
    • Nels Coxman (Cold Pursuit)
  • Matt Damon
    • Jason Bourne (Bourne Identity, Bourne Ultimatum, Bourne Supremacy)
  • Mel Gibson
    • Martin Riggs (Lethal Weapon, Lethal Weapon 2, Lethal Weapon 3, Lethal Weapon 4, Lethal Weapon 5)
  • Patrick Swayze
    • Dalton (Road House)
  • Steven Seagal
    • Casey Ryack (Under Siege, Under Siege 2)
    • Forest Taft (On Deadly Ground)
    • Gino Felino (Out For Justice)
    • John Hatcher (Marked For Death)
    • Mason Storm (Hard to Kill)
    • Nico Toscani (Above the Law)
  • Wesley Snipes
    • John Cutter (Passenger 57)
    • Detective Regis (Murder at 1600)
    • Shaw (The Art of War)
Last edited:


Will you be doing builds for any of the following action movie heroes? I have organized them by actor

The only one I might do sometime in the future is John McClane from Die Hard. I'll need to watch the movie first in order to get a good feel for his backstory and capabilities. Any others are unlikely tbh.

Much like my reviews, I don't take requests and do what strikes my fancy at the moment. I'm much more of a gamer than a film buff, thus why the former kinds of characters have more builds at the moment.



John Wick
Archetype 14th Level Agile Hero; Class Sharpshooter
Background Orphan (+1 Constitution); Profession Crime (+1 Constitution, +1 Dexterity, +1 Strength)
Wealth Level 4
Speed 30 Feet

Hit Points 73 (10d8+20); Defense 17 (10 + 3 + Dexterity modifier); AV 2 (Ballistic Vest)

Strength 16 (+3) Dexterity 18 (+4) Constitution 14 (+2) Intelligence 12 (+1) Wisdom 14 (+2) Charisma 14 (+2)
Saving Throws Dexterity +8, Intelligence +5
Skills Acrobatics +8, Athletics +11 (expertise), Endurance +6, Intimidation +6, Perception +6, Stealth +8, Streetwise +6, Vehicles +8
Languages English, Russian, Hebrew, Italian, Japanese, Indonesian, Cantonese, American Sign Language, plus whatever else the plot demands
Equipment Proficiencies Basic, Advanced, Military, Historical, Improvised
Passive Perception 16
Proficiency Bonus +4
Special Feature Survivor: Can reroll one failed save per long rest.
Special Feature Criminal Record: Advantage on Charisma checks when interacting with criminal underworld, disadvantage on Charisma checks with law enforcement or private security who know of Wick’s reputation.


Advanced Combat Training: Can make two attacks whenever you take the Attack action.

Fast Reflexes: Advantage on initiative.

Headshot: Crit on 19 and 20 when making ranged attacks.

Improved Gunslinging: Can draw 2 one-handed light weapons as free action, can reload two guns as part of the same action without needing a free hand. Add Dexterity modifier to damage rolls with off-hand ranged attacks.

Improved Sharpshooting: +2 to attack rolls with two-handed ranged weapons if you don’t move during your turn, ignore slow-firing property of ranged weapons. Also with the same weapons you don’t have disadvantage on attack rolls due to long range and treat three-quarters and half cover as one cover step down, provided you don’t move during your town.

Quickness: Take Dash or Disengage as bonus action, advantage on Athletics checks to Gain Ground during chases.

Supreme Ranged Combat Training: When making the Attack action once during your turn, you can make 3 ranged attacks as part of that action.


Equipment Training (2nd level, Minor): Gain proficiency in Military Equipment.
Gunfighter (2nd level, Minor): Don’t suffer disadvantage when attacking with a firearm against an adjacent opponent, can use bonus action to apply Burst 3 property to any firearm without the slow-firing property.
Strong Hero Training (4th level, Major): Gain Acrobatics proficiency, can make reckless attacks to gain advantage on all melee attacks for a turn but attackers gain advantage on attacks against you.
MMA Fighter Training (6th level, Major): Can apply submission move as a special attack to grappled targets, automatically dealing unarmed strike damage to opponent. Unarmed strike damage improves one die step (1d6).
Power Slam (8th level, Major): Advantage on shove/trip attempts, deal unarmed strike damage including ability score modifier for attack when you successfully shove or trip opponent.
Advanced MMA Fighter Training (10th level, Major): Advantage on Athletics to initiate or escape grapple, can declare an unarmed strike to be a takedown once per turn that grants free unarmed special attack against opponent if it hits. Can declare an unarmed strike to be a jab once per turn that grants advantage on the next melee attack roll against that opponent if it hits.
Advanced Skill Training (11th level, Minor): Gain expertise in Athletics.
Grappler (11th level, Minor): Advantage on attack rolls against opponent you are grappling, can make a special attack against grappled target to pin them. Success is automatic, no roll needed, both you and opponent are Restrained until grapple is broken.
Language Expert (12th level, Minor): +2 languages known, can learn new languages in 6 weeks, advantage on Intelligence (Social Sciences) checks to decipher codes, can create ciphers and codes which can be cracked with DC 13 Intelligence check.
Martial Artist Training (13th level, Major): gain proficiency in Historical Equipment, unarmed strike damage improves one die step (1d8), can make unarmed attack as a bonus action, climbing and swimming are not considered difficult movement.
Brawler Training (14th level, Major): gain proficiency in Improvised Equipment, advantage on Strength checks to break objects, melee weapons have +1 PV, can move speed up to an opponent or a dangerous situation as a bonus action.

Equipment: Concealed Carry Pistol (Bulk 1): Assault Rifle (Bulk 2), Sniper Rifle (Bulk 3), Ballistic Vest (AV 2), Pocket Stuff, 1969 Ford Mustang Mach 1 (Muscle Car) w/ Car Stuff; John Wick rarely carries more than two firearms at a time in the movies, but he has ready access to most personal firearms in the Core Rules.


Unarmed Strike +8: 1d8+4 bludgeoning damage (1d8 as bonus action), PV 2: Properties Finesse, Light, Special; Bulk -
Concealed Carry Pistol +8: 1d8+4 ballistic; Range 100/200; Rounds 8; Reload Bonus; PV 2; Properties Light, Loud, Semi-Auto, Versatile (1d10); Bulk 1
Assault Rifle +8: 1d12+4 ballistic; Range 900/1,800; 30 Rounds; Reload Bonus; PV 3; Properties Burst 3, Full-Auto, Loud, Restricted, Two-Handed; Bulk 2
Sniper Rifle +8: 2d8+4 ballistic: Range 2k/6k; 10 Rounds; Reload Bonus; PV 4; Properties Heavy, Loud, Slow-Firing (ignore), Two-Handed; Bulk 3

The Vault Core Rules Errata

Sharpshooter Advanced Equipment Proficiency Duplicate: Athletics skill proficiency

Details: I binge-watched 3 of the John Wick movies this weekend and got a strong desire to stat up this iconic 2010s action hero. Like Dominic Terrato, I ignored point buy in favor of giving the character ability scores that felt appropriate for his media portrayal and also had to go beyond 10th level in order to give him enough feats representative of his capabilities. As John Wick makes heavy use of both guns and fists, I decided to make him a Sharpshooter first and foremost and dedicated most of the feats to making him a better unarmed fighter. MMA Fighter, Power Slam, and Grappler are all designed to give him various tactical options in melee combat, while Advanced Skill Training for Athletics grants him double proficiency on this skill. This, plus having advantage on grappling, tripping, and shoving attempts, means that few foes will be able to resist him.

As Martial Artist Training lets him make unarmed strikes as a bonus action and he can add his Dexterity modifier to ranged off-hand attacks, John Wick can liberally mix and match between making his gun or his unarmed attacks to be his “main” weapon without losing out on a reliable source of attacks and damage. In fact, he is capable of damaging targets up to five times per round: 3 times with a ranged attack via Supreme Ranged Combat Training, once with a bonus action unarmed strike that’s a takedown via Martial Artist and Advanced MMA Fighter Training feats, and unarmed strike damage should the takedown be a successful shove/trip via Power Slam. But if John wants to use his gun as an off-hand, he can attack unarmed twice via Advanced Combat Training, have one of those be a takedown and thus possible Power Slam bonus damage, and shoot once with his off-hand. And if he’s shooting the person he’s knocking around, Gunfighter lets him ignore disadvantage with that ranged attack.

Additionally, Wick can make a rather wicked combo: shove them as the first attack and deal additional damage via Power Slam, do an unarmed takedown attack with a free grapple special attack if it hits, then while they’re grappled use a bonus action off-hand attack to automatically pin them as a special attack via the Grappler feat. So not only can John Wick apply his unarmed strike damage twice in one round, he can apply not one, but three Conditions on an opponent this way. This is reminiscent of a scene in the first movie where he breaks into a bathhouse and manages to keep one of the gangsters pinned to the ground for a while while he shoots at other guys. The Everyday Heroes Core Rules specifies that special attacks can be made with off-hand attacks on page 225, so I believe that this is a legitimate interpretation of the rules.

As for Brawler Training, that is both to make his unarmed strikes more reliable against armored targets while also giving him Improvised Equipment Proficiency. In the 2nd movie he killed people with a pencil, and was quite obviously proficient with its use, and also used a heavy book and belt in the 3rd.

While the Crime profession begins with a Wealth level of 2, I bumped Wick’s up to 4. Judging by the house he lives in and the services he can call upon at the Continental, he is likely very well-off. Wick can also speak a great number of languages, and while the above listed are what he was shown speaking in the movie, judging by his backstory he also likely speaks Belarussian, Ruska Romani, and Spanish.

Remove ads