Class Feats Page 2
Class Name: Accidental Hero
Core Fantasy: A confused nobody from Earth is dumped into Kavrix as a wild-summoned “hero,” staying alive with improvised plans, bluffing, and raw luck instead of training.
Level 1 Features
Wildluck Dice (Level 1)
You gain a pool of Wildluck dice equal to your proficiency bonus, which are d6s.
You regain all expended Wildluck dice when you finish a long rest.
You can only spend 1 Wildluck dice per turn.
You can spend a Wildluck die in the following ways:
When you make an ability check on your turn, you can spend 1 Wildluck die before you roll and add the result to the check or attack roll you make on your turn.
As a bonus action on your turn, you can spend 1 Wildluck die and gain temporary hit points equal to the number rolled + your Charisma modifier (minimum of 1 temporary hit point). Temporary hit points gained this way don't stack.
As a bonus action on your turn, you can choose one creature other than you that is within 30 feet of you and can see or hear you. You give that creature 1 Wildluck die. Until the start of your next turn, the first time that creature makes an attack roll, it can roll that Wildluck die and add the result to the attack roll. The creature must decide to use the die before it rolls the attack. Any unused Wildluck die granted this way is lost at the start of your next turn.
Wildluck Die Size. At 5th level, your Wildluck dice become d8s. At 11th level, they become d10s. At 17th level, they become d12s.
Out-of-Place Nobody (Level 1)
You bring normal Earth habits and small skills into the Adventurer’s Guild.
Rules:
You gain proficiency in one of the following skills of your choice: Deception, Insight, Investigation, or Persuasion.
If you are already proficient in all of these, you gain proficiency in any one skill of your choice instead.
You also gain proficiency in one tool or one language of your choice.
Once per long rest, when you make an ability check and fail it, you can choose to treat the d20 roll as a 10 instead.
You decide to use this feature after you see the roll, but before the DM says whether the check succeeds or fails.
Level 3 Feature
Scrambling Momentum (Level 3)
Your hurried moves in battle tend to land you in safer spots.
Rules:
Whenever you spend a Wildluck die on your turn, you can immediately move up to 10 feet as part of the same action or bonus action.
This movement does not provoke opportunity attacks from creatures you can see.
This movement does not count against your normal movement for the turn.
Level 7 Feature
Against All Odds (Level 7)
Your worst attempts on your turn sometimes fix themselves.
Rules:
Once on each of your turns, when you roll a 1 on a d20 for an attack roll or ability check that you make on your turn, you can roll with advantage.
In addition, when you roll initiative and you have no Wildluck dice remaining, you regain 1 expended Wildluck die.
Level 11 Feature
Planned Coincidence (Level 11)
You learn how to chain your lucky breaks instead of waiting for them.
Rules:
You can now spend up to two Wildluck dice on your turn. You still cannot apply more than one Wildluck die to the same roll or effect.
You regain all expended Wildluck dice when you finish a short or long rest.
Level 15 Feature
Wrong Place, Right Time (Level 15)
Blows that should drop you somehow do not finish the job.
Rules:
When damage would reduce you to 0 hit points but not kill you outright, you can choose to drop to 1 hit point instead.
When you use this feature, you also regain 1 expended Wildluck die.
Once you use this feature, you can’t use it again until you finish a long rest.
Level 20 Feature
World’s Unlikely Champion (Level 20)
You now stand among the top heroes of Kavrix, even if you never planned to be here.
Rules:
Your Charisma score increases by 2, and your maximum for that score becomes 22.
At the start of each of your turns, if you have no Wildluck dice, you gain 1 Wildluck die.
In addition, once per long rest, you can use a bonus action on your turn to enter a state of Extreme Luck for 1 minute. While this state lasts:
Whenever you spend a Wildluck die (including one you gave to an ally on your turn), you roll the Wildluck die twice and add both to the roll.
Whenever you hit a creature with an attack on your turn, you gain temporary hit points equal to your Charisma modifier (minimum of 1). These temporary hit points last until the start of your next turn and do not stack with themselves; if you gain them again, you choose which amount to keep.
Class Name: Gearsmith Hero
Core Fantasy: A Gearsmith Hero is a summoned engineer from another world who fuses Earth-born ingenuity with Solaran magitech and Kavrix’s unstable arcane environment, turning tools, weapons, and armor into adaptable combat rigs. They fight and support their team through clever devices, precise planning, and on-the-fly modifications instead of raw spell power alone.
Level 1 Features
Magitech Armament (Level 1)
You bind foreign engineering principles to the tools and weapons of Kavrix.
Rules:
When you finish a short or long rest, you can integrate a number of weapons and shields equal to your proficiency bonus. Each item must be one you are proficient with and must be within your reach for the entire 10-minute integration process.
While you wield an integrated weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls with that weapon.
You lose the benefits of this feature for a given item if you integrate more items than your maximum; choose which older item loses integration.
Field Engineer (Level 1)
Your training and summoned insight make you a natural at building and maintaining gear.
Rules:
You gain proficiency with tinker's tools and one other type of artisan's tools of your choice.
When you make an ability check using artisan's tools or tinker's tools, you can add double your proficiency bonus to the roll.
When determining the time and gold cost to craft or repair nonmagical equipment (weapons, armor, tools, or common adventuring gear), you halve both the time and the cost.
Level 3 Feature
Tactical Deployment (Level 3)
You learn to move smoothly while working your devices in live combat trials at the Academy and the Guild.
Rules:
Once on each of your turns when you cast a Gearsmith Hero cantrip as a bonus action, you can immediately move up to 10 feet.
This movement does not provoke opportunity attacks.
This movement is in addition to your normal movement for the turn and does not require any action.
Level 7 Feature
Calibration Protocol (Level 7)
You pre-tune your gear so it performs reliably even in Kavrix’s chaotic conditions.
Rules:
When you finish a long rest, choose a number of weapons, tools, or vehicles equal to your Intelligence modifier (minimum 1) that you can touch. These items are considered calibrated until you finish your next long rest.
When a creature makes an ability check using a calibrated item, you can treat a d20 roll of 9 or lower as a 10 for that check.
Each calibrated item can benefit from this property a number of times equal to your proficiency bonus. You regain all expended uses on all items when you finish a long rest.
Level 11 Feature
Stability Engine (Level 11)
You reinforce your harness and rigs to keep you steady against blasts, shocks, and battlefield hazards.
Rules:
While you are wearing armor or wielding a shield integrated by your Magitech Armament feature, you gain a bonus to certain saving throws.
When you make a Strength, Dexterity, or Constitution saving throw against an effect that would move you, knock you prone, or deal damage to more than one creature at once, you can add your Intelligence modifier (minimum +1) to that saving throw.
You do not gain this bonus if you are incapacitated or if you are not wearing or wielding at least one integrated item.
Level 15 Feature
Emergency Overdrive (Level 15)
In critical moments, you push your gear past safe limits to correct missed strikes.
Rules:
When you make an attack roll with a weapon integrated by your Magitech Armament feature, or when you make a spell attack roll, you can choose to engage Overdrive. You can make the attack roll or spell attack roll with advantage.
You can use this feature a number of times equal to your Intelligence modifier (minimum 1). You regain all expended uses when you finish a long rest.
Level 20 Feature
World-Shaping Design (Level 20)
You stand among the S+ legends of Kavrix, running multiple inventions in parallel as if it were simple routine.
Rules:
Your Intelligence score increases by 2, and your maximum for that score becomes 22.
Once on each of your turns when you cast a Gearsmith Hero cantrip as a bonus action, you can apply the effects of a second Gearsmith Hero cantrip as part of the same bonus action.
The second cantrip must also normally have a casting time of a bonus action.
You cannot apply the same cantrip twice with this feature on the same turn.
You must still meet all normal targeting requirements for each cantrip.
You must follow all other general rules for casting spells on your turn; this feature does not allow you to cast additional leveled spells beyond what those rules permit.