Class Feats Page 3
Class Name: Divine Hero
Core Fantasy: A summoned outsider who channels the will of Kavrix’s gods to protect, guide, and steady allies in a world full of unstable magic and rival powers.
Level 1 Features
Summoned Soul (Level 1)
You are a foreign soul bound to a divine purpose in Kavrix.
Rules:
You gain proficiency in Religion and one of the following skills of your choice: Insight, Persuasion, or Medicine. If you are already proficient in a chosen skill, you instead gain proficiency in any other skill of your choice.
You learn Celestial and one additional language of your choice.
When you make an Intelligence (Religion) check related to deities, summoning rituals, or planar effects, you can add double your proficiency bonus to the check instead of your normal proficiency bonus.
Blessing of the First Hero (Level 1)
You share a small part of the same favor once shown to the first great summoned champion of Kavrix.
Rules:
When you finish a long rest, choose a number of creatures you can see (including yourself) equal to your proficiency bonus. Each chosen creature gains one hero blessing die, a d4.
Once before the creature finishes a long rest, when it makes an attack roll, ability check, or saving throw, it can roll its hero blessing die and add the result to the roll. It can do so after seeing the roll but before the GM says whether the roll succeeds or fails.
A creature can have only one hero blessing die from this feature at a time. Any unused hero blessing dice are lost when you finish your next long rest.
Level 3 Feature
Shared Miracle (Level 3)
Your divine power can spread a single minor blessing to more than one ally at once.
Rules:
When you cast a bonus action cantrip that targets only one creature and does not have an area of effect, you can choose one additional creature within 10 feet of the original target to also benefit from that cantrip.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
A cantrip can benefit from this feature only once when it is cast.
Level 7 Feature
Steadfast Light (Level 7)
Your connection to the Cosmic Host steels your mind and body against terror and decay.
Rules:
You have advantage on saving throws against being charmed or frightened.
You gain resistance to necrotic damage.
In addition, when you succeed on a saving throw against being charmed or frightened, you can choose one ally within 30 feet of you. Until the end of that ally’s next turn, they also have advantage on saving throws against being charmed or frightened.
Level 11 Feature
Greater Hero’s Blessing (Level 11)
Your everyday blessings grow stronger and easier to renew.
Rules:
Your hero blessing die from Blessing of the First Hero becomes a d6.
When you finish a short rest, you can choose a number of creatures you can see (including yourself) up to your proficiency bonus. Each chosen creature that currently has no hero blessing die from you gains one hero blessing die, as described in Blessing of the First Hero.
Creatures can still benefit from only one hero blessing die from you at a time.
Level 15 Feature
Walking Sanctuary (Level 15)
In battle, your presence turns the ground around you into a mobile refuge for allies.
Rules:
As a bonus action, you can activate a sanctuary aura that lasts for 1 minute or until you are incapacitated. Once you activate this aura, you cannot do so again until you finish a long rest.
While the aura is active, it extends 20 feet from you in all directions (but not through total cover) and has the following effects:
When an ally starts its turn in the aura, it can immediately move up to 10 feet without provoking opportunity attacks.
When an ally starts its turn in the aura, it can end one effect on itself that causes it to be frightened, if that effect allows a saving throw.
Hostile creatures treat the aura’s area as difficult terrain.
You must be conscious for the aura to have any effect.
Level 20 Feature
Paragon of Kavrix (Level 20)
You stand as a true S+ rank hero, a living anchor of divine order in a chaotic world.
Rules:
When you finish a short rest, you regain one expended spell slot of 5th level or lower.
Your hero blessing die from Blessing of the First Hero and Greater Hero’s Blessing becomes a d8.
Once per long rest, when you roll initiative, you can choose any number of creatures you can see within 30 feet of you (including yourself) up to your Wisdom modifier (minimum of one). Each chosen creature gains one hero blessing die immediately, even if it already had one from you; that creature can hold up to two hero blessing dice from you at once during this combat. A creature can still add only one hero blessing die to any single roll.
These features focus on positioning, resilience, and reliability, reinforcing the Divine Hero’s role as a summoned protector and support caster without duplicating spell effects.
Class Name: Dark Hero
Core Fantasy: A Dark Hero is a wild-summoned infiltrator who mixes blades, subtle magic, and criminal instincts to survive in the chaos of Kavrix. They slip through Guild halls and villain domains alike, using fear, shadow, and precise strikes instead of open heroics.
Level 1 Features
Darkstrike (Level 1)
You strike hardest when the enemy lowers their guard.
Rules: Once per turn, when you hit a creature with a finesse or ranged weapon attack, you can deal an extra 1d6 damage to that target if you had advantage on the attack roll, or if another enemy of the target is within 5 feet of it and not incapacitated and you don’t have disadvantage on the roll. The damage type matches the weapon’s type. The extra damage increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 13th level, and 5d6 at 17th level.
Underworld Education (Level 1)
Your life on Earth and in Kavrix’s underbelly has trained you for dirty work.
Rules: You gain proficiency in Stealth, Deception, and thieves’ tools. For each of these you already have, choose one of the following skills instead: Insight, Investigation, Perception, Persuasion, or Sleight of Hand. In addition, choose two skills you are proficient with from this list: Deception, Insight, Investigation, Perception, Persuasion, Stealth. Your proficiency bonus is doubled for any ability check you make with the chosen skills while you are in a settlement or dealing with lawkeepers, the Adventurer’s Guild, or criminal factions.
Level 3 Feature
Shadow Network (Level 3)
You know how to read a city and tap into its quiet channels.
Rules: Whenever you are in a town or city, the time needed to gather information about local people, factions, crimes, or current threats is halved. When you make an Intelligence (Investigation), Wisdom (Insight), or Charisma (Deception or Persuasion) check to locate black markets, hidden meeting places, or secret Guild or villain activity, you make the roll with advantage. The DM may also let you recognize symbols, slang, or habits tied to major factions in Kavrix without a check when they appear.
Level 7 Feature
Umbral Evasion (Level 7)
You slip through blasts and traps like a shadow.
Rules: While you are not wearing heavy armor, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. In addition, you have advantage on Dexterity saving throws against traps.
Level 11 Feature
Umbral Advance (Level 11)
Darkness is cover for others but home for you.
Rules: You can see normally in darkness, both magical and nonmagical, to a range of 60 feet. While you are in dim light or darkness and not incapacitated, opportunity attacks against you are made with disadvantage.
Level 15 Feature
Relentless Psyche (Level 15)
Your mind has hardened against magic, gods, and monsters alike.
Rules: When you roll an Intelligence, Wisdom, or Charisma saving throw, you can choose to roll with advantage. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. In addition, you have advantage on saving throws against effects that would read your thoughts, sense your emotions, or determine if you are telling the truth. Such effects can sense only that your mind is clouded and guarded unless you choose to allow more.
Level 20 Feature
Shadow of Legend (Level 20)
You embrace the role of a mythic, S+ Rank terror of the underworld.
Rules: As a bonus action, you can enter a shadow-empowered state that lasts for 1 minute. While in this state:
You have resistance to bludgeoning, piercing, and slashing damage.
When you use Darkstrike on your turn, you can apply it even if you don’t have advantage on the attack roll and no ally is near the target. You can still apply Darkstrike only once per turn.
Once on each of your turns when you hit a creature with a weapon attack, you can impose disadvantage on the next attack roll that creature makes before the start of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.