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My Everyday Heroes Conversion & Builds
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<blockquote data-quote="Libertad" data-source="post: 9217813" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/qCGXsoO.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Jack of All Trades</strong></p><p><strong>Origin</strong> Human</p><p><strong>Archetype</strong> 1st Level Smart Hero; <strong>Class</strong> Everyday Hero</p><p><strong>Background</strong> Technophile (+1 Intelligence); <strong>Profession</strong> Aid Worker (+1 Constitution, +1 Wisdom)</p><p><strong>Wealth Level</strong> 1</p><p><strong>Speed</strong> 30 Feet</p><p></p><p><strong>Hit Points</strong> 7 (1d6+1); <strong>Defense</strong> 13 (10 + Intelligence modifier); <strong>Genius</strong> 2 (Plan DC is 13)</p><p></p><p>Strength 10 (+0) Dexterity 10 (+0) Constitution 12 (+1) Intelligence 16 (+3) Wisdom 13 (+1) Charisma 14 (+2)</p><p><strong>Saving Throws</strong> Constitution +2, Dexterity +3</p><p><strong>Skills</strong> Arts & Crafts +3, Computers +5, Endurance +3, Mechanics +5, Medicine +5, Natural Sciences +5, Perception +5 (expertise), Persuasion +4, Security +5, Social Sciences +5, Stealth +3, Streetwise +3</p><p><strong>Languages</strong> English, Spanish</p><p><strong>Equipment Proficiencies</strong> Basic, Advanced</p><p><strong>Passive Perception</strong> 15</p><p><strong>Proficiency Bonus</strong> +2</p><p><strong>Special Feature There’s an App for That: </strong>You always have the latest and greatest cell phone before the general public. Your phone can substitute as any plausible tool in the equipment list. The GM has final say on what is plausible for your phone to do.</p><p><strong>Special Feature A Good Reputation:</strong> You have advantage on Charisma ability checks made to ask for aid for yourself, your allies, or others. You also have advantage on Charisma saving throws made to resist attempts to slander you. You lose these advantages with any person who has witnessed you committing an act of violence.</p><p></p><p><strong>Talents</strong></p><p></p><p><em>Versatile:</em> You can take Multiclass Feats one level earlier than their prerequisites normally allow.</p><p></p><p><strong>Feats</strong></p><p></p><p><em>Global Contacts (1st Level, Minor):</em> Can call upon a local friend for various favors, gain advantage on Wisdom (Streetwise) checks when getting tips from friends, can borrow up to 3 items with a Price Level of 3 or less for a month from your friend.</p><p></p><p><em>Skill Training (1st Level, Minor):</em> Gain proficiency in Arts & Crafts and Mechanics skills.</p><p></p><p><strong>Plans</strong></p><p></p><p><em>Coordinated Maneuvers:</em> Spend bonus action so that you and each ally that can see or hear you can immediately move up to their movement speed. Opportunity attacks have disadvantage vs moving allies. Allies advantage on Strength (Athletics) checks until the start of your next turn on a foot chase.</p><p></p><p><em>Expect the Unexpected:</em> Spend action to increase Defense bonus to +3 for the next hour.</p><p></p><p><em>Watch Your Step:</em> As an action, cause a 10-foot square surface within 60 feet to become difficult terrain for 1 minute. Each combatant standing in the area or who enters the area or ends their turn there must succeed on a Dexterity saving throw or fall Prone.</p><p></p><p>Choose up to two opponents on foot or one land vehicle’s driver during a chase. You earn 1 chase point for each target that fails a Dexterity saving throw against the plan DC, or 2 points if the target was a driver.</p><p></p><p><strong>Equipment:</strong> A not-yet-released smartphone, first-aid kit, nutrition bars, aid worker ID</p><p></p><p><strong>Attacks</strong></p><p></p><p><em>Unarmed Strike +2:</em> 1d4 bludgeoning; PV 1; Properties Finesse, Light, Special; Bulk -</p><p></p><p><strong>Level Up Choices</strong></p><p></p><p>2nd: Plans: Know the Layout; Feats: Ability Score Training (Wisdom, Minor), Weapons Expertise (Minor)</p><p>3rd: Feats: Charming Hero Training (Deception & Intimidation proficiency, Persuasion expertise)</p><p>4th: Plans: Dirty Little Secrets; Feats: Duelist Training (Tricks: Riposte, Tripping Strike, Major)</p><p>5th: Advanced Combat Training</p><p>6th: Plans: When A Plan Comes Together, I Brought a Friend (Feat); Feats: Strategist Training (Military Equipment proficiency, Major)</p><p>7th: Feats: Wise Hero Training (Insight proficiency, Major)</p><p>8th: Plans: The Right Tool, Actionable Intelligence & That Was a Mistake (Feat); Feats: Advanced Strategist Training (Improvised Equipment proficiency, Major)</p><p>9th: Capstone (Strategist)</p><p>10th: Plans: Calculated Trajectory; Feats: Sleuth Training (Investigation & Sleight of Hand proficiency, Major)</p><p></p><p><strong>Details:</strong> This build makes use of the Everyday Hero class exclusive to the Vault. It can be applied to any of the six Hero archetypes and was created as a sort of “classless” alternative that requires special GM permission to take. Instead of gaining explicit class features, it is akin to the 3rd Edition Fighter in giving a character a bunch of feats, and they can take Multiclass feats one level earlier than they would otherwise, while their 9th level Capstone lets them take such a feature from any class in which they have taken Multiclass feats (Smart Heroes use Plans at full enhancement level) or a Major feat if they have not done so.</p><p></p><p>This tempted me to try and make a sort of all-in-one character concept for Everyday Heroes. I admit that the character starts out as not very combat-worthy, but is very strong in having a huge amount of skill proficiencies right off the bat. The Global Contacts feat and initial Plans are designed to help aid the party in a variety of open-ended ways.</p><p></p><p>At further levels their capabilities branch out more. Weapons Expertise is designed to give them a decent to-hit and damage bonus with weapons, Know the Layout helps identify notable features for areas the party may infiltrate or explore, Charming Hero Training gives them social skills and Dirty Little Secrets helps even further with that, and Duelist grants them some melee options. At 5th level, Everyday Hero has the option of either Advanced Combat Training (extra attack, basically) or taking another Major Advanced feat, so I took Advanced Combat Training to help up their offensive potential. By 6th level I chose Strategist, a rather martial Smart hero archetype that grants a useful bonus equipment choice for its normal and advanced feats. The class’ specific Plans are broad enough to be useful in a variety of situations, such as gaining NPC allies (I Brought a Friend), the ability to preemptively detect various hazards and threats (Actionable Intelligence), and ways to inconvenience foes in combat (That Was a Mistake). I chose Strategist to be the Capstone rather than Duelist, as the Plans all work very well with this boost. By the later levels I chose Wise Hero and Sleuth Training to get more skill proficiencies.</p><p></p><p>While I’d haven’t tested it in play, this build more or less works at being a master-of-none with a bunch of different options to cover a variety of roles. By 10th level they have all 5 Equipment proficiencies, 15 out of 22 skills, and expertise in Perception and Persuasion. They aren’t going to be as great as specialists in certain areas, as is to be expected, and due to being a Smart Hero are pretty fragile.</p></blockquote><p></p>
[QUOTE="Libertad, post: 9217813, member: 6750502"] [CENTER][IMG]https://i.imgur.com/qCGXsoO.png[/IMG][/CENTER] [B]Jack of All Trades Origin[/B] Human [B]Archetype[/B] 1st Level Smart Hero; [B]Class[/B] Everyday Hero [B]Background[/B] Technophile (+1 Intelligence); [B]Profession[/B] Aid Worker (+1 Constitution, +1 Wisdom) [B]Wealth Level[/B] 1 [B]Speed[/B] 30 Feet [B]Hit Points[/B] 7 (1d6+1); [B]Defense[/B] 13 (10 + Intelligence modifier); [B]Genius[/B] 2 (Plan DC is 13) Strength 10 (+0) Dexterity 10 (+0) Constitution 12 (+1) Intelligence 16 (+3) Wisdom 13 (+1) Charisma 14 (+2) [B]Saving Throws[/B] Constitution +2, Dexterity +3 [B]Skills[/B] Arts & Crafts +3, Computers +5, Endurance +3, Mechanics +5, Medicine +5, Natural Sciences +5, Perception +5 (expertise), Persuasion +4, Security +5, Social Sciences +5, Stealth +3, Streetwise +3 [B]Languages[/B] English, Spanish [B]Equipment Proficiencies[/B] Basic, Advanced [B]Passive Perception[/B] 15 [B]Proficiency Bonus[/B] +2 [B]Special Feature There’s an App for That: [/B]You always have the latest and greatest cell phone before the general public. Your phone can substitute as any plausible tool in the equipment list. The GM has final say on what is plausible for your phone to do. [B]Special Feature A Good Reputation:[/B] You have advantage on Charisma ability checks made to ask for aid for yourself, your allies, or others. You also have advantage on Charisma saving throws made to resist attempts to slander you. You lose these advantages with any person who has witnessed you committing an act of violence. [B]Talents[/B] [I]Versatile:[/I] You can take Multiclass Feats one level earlier than their prerequisites normally allow. [B]Feats[/B] [I]Global Contacts (1st Level, Minor):[/I] Can call upon a local friend for various favors, gain advantage on Wisdom (Streetwise) checks when getting tips from friends, can borrow up to 3 items with a Price Level of 3 or less for a month from your friend. [I]Skill Training (1st Level, Minor):[/I] Gain proficiency in Arts & Crafts and Mechanics skills. [B]Plans[/B] [I]Coordinated Maneuvers:[/I] Spend bonus action so that you and each ally that can see or hear you can immediately move up to their movement speed. Opportunity attacks have disadvantage vs moving allies. Allies advantage on Strength (Athletics) checks until the start of your next turn on a foot chase. [I]Expect the Unexpected:[/I] Spend action to increase Defense bonus to +3 for the next hour. [I]Watch Your Step:[/I] As an action, cause a 10-foot square surface within 60 feet to become difficult terrain for 1 minute. Each combatant standing in the area or who enters the area or ends their turn there must succeed on a Dexterity saving throw or fall Prone. Choose up to two opponents on foot or one land vehicle’s driver during a chase. You earn 1 chase point for each target that fails a Dexterity saving throw against the plan DC, or 2 points if the target was a driver. [B]Equipment:[/B] A not-yet-released smartphone, first-aid kit, nutrition bars, aid worker ID [B]Attacks[/B] [I]Unarmed Strike +2:[/I] 1d4 bludgeoning; PV 1; Properties Finesse, Light, Special; Bulk - [B]Level Up Choices[/B] 2nd: Plans: Know the Layout; Feats: Ability Score Training (Wisdom, Minor), Weapons Expertise (Minor) 3rd: Feats: Charming Hero Training (Deception & Intimidation proficiency, Persuasion expertise) 4th: Plans: Dirty Little Secrets; Feats: Duelist Training (Tricks: Riposte, Tripping Strike, Major) 5th: Advanced Combat Training 6th: Plans: When A Plan Comes Together, I Brought a Friend (Feat); Feats: Strategist Training (Military Equipment proficiency, Major) 7th: Feats: Wise Hero Training (Insight proficiency, Major) 8th: Plans: The Right Tool, Actionable Intelligence & That Was a Mistake (Feat); Feats: Advanced Strategist Training (Improvised Equipment proficiency, Major) 9th: Capstone (Strategist) 10th: Plans: Calculated Trajectory; Feats: Sleuth Training (Investigation & Sleight of Hand proficiency, Major) [B]Details:[/B] This build makes use of the Everyday Hero class exclusive to the Vault. It can be applied to any of the six Hero archetypes and was created as a sort of “classless” alternative that requires special GM permission to take. Instead of gaining explicit class features, it is akin to the 3rd Edition Fighter in giving a character a bunch of feats, and they can take Multiclass feats one level earlier than they would otherwise, while their 9th level Capstone lets them take such a feature from any class in which they have taken Multiclass feats (Smart Heroes use Plans at full enhancement level) or a Major feat if they have not done so. This tempted me to try and make a sort of all-in-one character concept for Everyday Heroes. I admit that the character starts out as not very combat-worthy, but is very strong in having a huge amount of skill proficiencies right off the bat. The Global Contacts feat and initial Plans are designed to help aid the party in a variety of open-ended ways. At further levels their capabilities branch out more. Weapons Expertise is designed to give them a decent to-hit and damage bonus with weapons, Know the Layout helps identify notable features for areas the party may infiltrate or explore, Charming Hero Training gives them social skills and Dirty Little Secrets helps even further with that, and Duelist grants them some melee options. At 5th level, Everyday Hero has the option of either Advanced Combat Training (extra attack, basically) or taking another Major Advanced feat, so I took Advanced Combat Training to help up their offensive potential. By 6th level I chose Strategist, a rather martial Smart hero archetype that grants a useful bonus equipment choice for its normal and advanced feats. The class’ specific Plans are broad enough to be useful in a variety of situations, such as gaining NPC allies (I Brought a Friend), the ability to preemptively detect various hazards and threats (Actionable Intelligence), and ways to inconvenience foes in combat (That Was a Mistake). I chose Strategist to be the Capstone rather than Duelist, as the Plans all work very well with this boost. By the later levels I chose Wise Hero and Sleuth Training to get more skill proficiencies. While I’d haven’t tested it in play, this build more or less works at being a master-of-none with a bunch of different options to cover a variety of roles. By 10th level they have all 5 Equipment proficiencies, 15 out of 22 skills, and expertise in Perception and Persuasion. They aren’t going to be as great as specialists in certain areas, as is to be expected, and due to being a Smart Hero are pretty fragile. [/QUOTE]
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