Class Feats Page 1

[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]


Class Name: Sword Hero

Core Fantasy: A Sword Hero is a front-line warrior pulled from Earth into Kavrix, using raw strength, sword skill, and short bursts of strange power to survive guild quests and kingdom wars. In a land full of summoned heroes, they fight as adaptable melee champions who can read the battlefield and endure brutal fights.

Level 1 Features

Summoned Resilience (Level 1)
Your body hardens quickly to the danger of Kavrix.
Rules: At the end of each short or long rest, you gain temporary hit points equal to your Sword Hero level + your Strength modifier (minimum 1). These temporary hit points last until you finish your next short or long rest, and they are lost if you gain temporary hit points from another source.

Battle Sense (Level 1)
You react to battle with sharp awareness and fast movement.
Rules: You gain proficiency in your choice of Insight or Perception. In addition, when you roll initiative, you can add your Strength modifier (minimum +0) to the roll. On your first turn of each combat, your walking speed increases by 10 feet.

Level 3 Feature

Heroic Form (Level 3)
You shape your combat style into a clear, reliable form.
Rules: You develop a Heroic Form that guides how you fight. Choose one of the following forms: Vanguard, Guardian, or Skirmisher. You can change your chosen form whenever you finish a long rest.

  • Vanguard Form. While you are not wearing heavy armor, your walking speed increases by 5 feet. Once on each of your turns when you hit a creature with a melee weapon attack, you can immediately move up to 5 feet. This movement does not provoke opportunity attacks from the creature you hit.

  • Guardian Form. While you are not incapacitated and wielding a melee weapon or a shield, you and friendly creatures of your choice within 5 feet of you gain a +1 bonus to AC. In addition, on your turn you can use a bonus action to choose one friendly creature you can see within 5 feet of you; that creature gains a d4 that it can roll and add to one saving throw it makes before the start of your next turn. You can grant this d4 bonus a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

  • Skirmisher Form. While you are not wearing heavy armor, opportunity attacks against you are made with disadvantage. In addition, once on each of your turns, if you move at least 10 feet before making a melee weapon attack, you gain a bonus to the damage roll of that attack equal to your proficiency bonus.

Level 7 Feature

Stance Mastery (Level 7)
You fight best when your sword techniques and special cantrips work together.
Rules: While you are under the effect of any of your Sword Hero cantrips, you gain the following benefits:

  • Your walking speed increases by 10 feet.

  • Once on each of your turns when you hit a creature with a melee weapon attack, you can either move up to 5 feet without provoking opportunity attacks or push the target up to 5 feet away from you. You must choose one of these options each time you hit; you cannot apply both to the same hit.

Level 11 Feature

Indomitable Spirit (Level 11)
Your will does not easily break under fear or control.
Rules: You have advantage on saving throws you make to avoid or end the charmed, frightened, or stunned condition on yourself. In addition, once per long rest, when you fail a saving throw against an effect that would charm, frighten, or stun you, you can choose to succeed on that saving throw instead.

Level 15 Feature

World-Cutting Strikes (Level 15)
Your blows land with overwhelming force that armor cannot easily resist.
Rules: Your melee weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, once on each of your turns when you hit a creature with a melee weapon attack, you can treat one damage die rolled for that attack as if it had rolled its maximum value.

Level 20 Feature

S+ Rank Legend (Level 20)
You stand at the peak of heroism, on par with the greatest S+ Rank champions known to the Adventurer’s Guild.
Rules: You gain the following benefits:

  • Your Strength score increases by 2, and your maximum for that score becomes 22.

  • At the start of each of your turns, if you have fewer than half your hit points and you have at least 1 hit point, you regain hit points equal to your Strength modifier (minimum 1).

  • Once per long rest, when damage would reduce you to 0 hit points, you are instead reduced to 1 hit point. When this happens, until the end of your next turn you have advantage on attack rolls and saving throws, and your walking speed increases by 20 feet


Class Name: Fake Hero

Core Fantasy: A summoned outsider who was never meant to be a savior, the Fake Hero uses charm, deceit, and ruthless self-preservation to survive Kavrix’s chaos while pretending to be a destined champion. In a world full of real heroes and villain factions, they twist reputation and opportunity to their own advantage.

Level 1 Features

Summoned Scoundrel (Level 1)
You lean on lies, charm, and the “hero” label to get what you want.

Rules:

  • You gain proficiency in Deception. If you are already proficient in Deception, you gain proficiency in Persuasion or Intimidation (your choice).

  • When you make a Deception or Persuasion check to convince someone that you are a legitimate or prophesied hero of Kavrix (such as a summoned champion or Guild-ranked adventurer), you treat any d20 roll of 7 or lower as an 8. The DM decides when this applies.

Self-Interested Survivor (Level 1)
You entered Kavrix with one clear goal: stay alive, no matter what.

Rules:

  • When you roll initiative and are not surprised, you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (minimum 1). These temporary hit points last until you finish a short or long rest.

  • You can move through the space of a willing Medium or larger creature without expending extra movement. You cannot end your movement in another creature’s space.

  • You have advantage on saving throws you make to avoid or end the frightened condition.

Level 3 Feature

Opportunistic Assault (Level 3)
You strike hardest when someone else has already opened the way.

Rules:

  • Once on each of your turns, when you hit a creature with a weapon attack, you can deal extra damage to the target if it is missing any of its hit points or is affected by any condition (such as frightened, charmed, prone, restrained, or stunned).

  • The extra damage equals 1d6.

  • This extra damage increases to 1d8 at 11th level and 1d10 at 17th level in this class.

  • You can only apply this extra damage once per turn.

Level 7 Feature

Twisted Fortune (Level 7)
You turn the failures of others into fuel for your own success.

Rules:

  • Whenever a creature you can see within 30 feet of you (ally or enemy) rolls a 1 on an attack roll, ability check, or saving throw, you gain one Fortune Die, a d6.

  • You can have a maximum number of Fortune Dice equal to your Charisma modifier (minimum 1). Extra dice gained beyond this maximum are lost.

  • When you make an attack roll or ability check, you can expend one Fortune Die to add it to the roll. You choose to expend the die before you roll.

  • You lose all unused Fortune Dice when you finish a short or long rest.

Level 11 Feature

Scene-Stealing Surge (Level 11)
You know exactly when to push yourself to grab the spotlight.

Rules:

  • Once on your turn, you can choose to use this feature at the start of that turn. When you do, you gain one additional action on that turn.

  • This additional action can only be used to take the Attack action (one weapon attack only), Dash, Disengage, or Use an Object action.

  • Once you use this feature, you cannot use it again until you finish a short or long rest.

Level 15 Feature

Cheating Death Clause (Level 15)
You cling to life with stubborn, almost unfair luck.

Rules:

  • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

  • When you use this feature, you can immediately move up to your speed. This movement does not provoke opportunity attacks. This movement does not require an action.

  • Once you use this feature, you cannot use it again until you finish a long rest.

  • In addition, when you make a death saving throw, rolling a 19 or 20 on the d20 counts as two successes instead of one.

Level 20 Feature

Living Legend, Living Lie (Level 20)
By now, the world treats you as an S+ rank mythic figure—whether you deserve it or not.

Rules:

  • Your Charisma score increases by 2, and your maximum for that score becomes 22.

  • While you are not incapacitated, you project a 10-foot aura of distorted heroism. You and friendly creatures in the aura gain a +1 bonus to saving throws.

  • In addition, once during each of your turns, when you make an attack roll, ability check, or saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

  • You can use this “minimum 10” benefit a number of times equal to your Charisma modifier (minimum 1). You regain all expended uses when you finish a long rest