Class Feats Page 4
Class Name: Magic Hero
Core Fantasy: A Magic Hero is a summoned caster from another world whose sharp mind and rapid learning let them bend Kavrix’s wild magic to their will, guided by the Adventurer’s Guild and the Academy of Heroes.
Level 1 Features
Summoned Scholar (Level 1)
You bring knowledge from another world and adapt quickly to Kavrix.
Rules: You gain proficiency in two of the following skills: Arcana, History, Investigation, Nature, or Insight. You also learn one additional language of your choice. When you make an Intelligence check related to magic, planar travel, or the major powers of Kavrix (such as its kingdoms, villain factions, or the Adventurer’s Guild), you can treat a d20 roll of 7 or lower as an 8.
Heroic Focus (Level 1)
You learned to push your spells harder at key moments.
Rules: You have a pool of Heroic Focus points equal to your proficiency bonus. You regain all expended Heroic Focus points when you finish a long rest. When you cast a spell of 1st level or higher, you can spend 1 Heroic Focus point to apply one of the following effects to that spell:
Sharpened Aim. You have advantage on one spell attack roll you make as part of the spell.
Forced Opening. Choose one creature targeted by the spell or in its area. That creature subtracts 1d4 from the first saving throw it makes against that spell.
Extended Reach. If the spell has a range of at least 10 feet and does not have a range of self, increase its range by 30 feet.
You can apply only one Heroic Focus option to a spell.
Level 3 Feature
Guild-Taught Survivor (Level 3)
Training and field work teach you how to endure hostile magic.
Rules: You gain proficiency in Constitution saving throws. In addition, when you roll a saving throw against a spell or other magical effect, you can add a d4 to the roll. You can use this feature a number of times equal to your proficiency bonus, and you regain the ability to do so when you finish a short or long rest.
Level 7 Feature
Stable Concentration (Level 7)
Your mind anchors spells even in the chaos of battle.
Rules: You have advantage on Constitution saving throws you make to maintain concentration on a spell. In addition, when you cast a spell that requires concentration, you gain temporary hit points equal to 1d10 + Intelligence modifier (minimum 1). You can gain temporary hit points in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 11 Feature
Arcane Exploitation (Level 11)
You read how foes react to your spells and strike their weak points.
Rules: You have a number of uses of this feature equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you deal damage to a creature with a spell, you can spend 1 use of this feature to mark that creature until the start of your next turn. The next time before then that the marked creature makes a saving throw against one of your spells, it subtracts your Intelligence modifier (minimum 1) from that saving throw. A creature can be affected by this feature only once at a time.
Level 15 Feature
Hero’s Reserves (Level 15)
Your bond to Kavrix lets you draw back a portion of spent power.
Rules: When you finish a short rest, you can choose expended spell slots to recover. The combined level of these spell slots can be equal to or less than half your Magic Hero level (rounded up), and none of the slots can be 6th level or higher. Once you use this feature, you cannot use it again until you finish a long rest.
Level 20 Feature
S+ Arcane Ascendant (Level 20)
You stand as a mythic spellcaster whose power rivals the greatest heroes of Kavrix.
Rules: Your Intelligence score increases by 2, and your maximum for that score becomes 22.
When you roll initiative, you enter an arcane overdrive that lasts for 1 minute (10 rounds). While in this state:
When you cast a spell of 1st level or higher, you can either add your Intelligence modifier to one damage roll of that spell or increase the spell’s save DC by 1 (choose for each spell as you cast it).
Once on each of your turns, when you cast a spell that has a casting time of 1 action, you can also cast one cantrip you know as part of the same action. The cantrip must have a casting time of 1 action and must target only one creature or only yourself.
You must still follow the normal rules for casting spells on your turn (including limits on casting spells with a bonus action).
Class Name: Charismatic Hero
Core Fantasy: You are a summoned singer or storyteller from Earth whose voice shapes emotions, crowds, and even battlefields across Kavrix, trained by the Academy of Heroes and working with the Adventurer’s Guild to stand out among countless other “chosen ones.”
Level 1 Features
Summoned Spotlight (Level 1)
Your entrance draws eyes and steels hearts.
Rules:
You gain proficiency in Performance and Persuasion. If you are already proficient in either of these skills from your class or background, you can instead gain proficiency in another Charisma-based skill of your choice.
When you roll initiative, you can choose a number of creatures you can see within 30 feet of you equal to your Charisma modifier (minimum of one creature). Each chosen creature gains temporary hit points equal to your proficiency bonus + your Charisma modifier.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Heroic Projection (Level 1)
You move with practiced stage control when your magic flares.
Rules:
When you cast a Charismatic Hero cantrip as a bonus action on your turn, your walking speed increases by 10 feet until the end of that turn.
During that turn, choose one creature you targeted with that cantrip. That creature cannot make opportunity attacks against you until the end of your turn.
You can benefit from this feature only once per turn.
Level 3 Feature
Shared Spotlight (Level 3)
Your magic tugs at more than one mind at a time.
Rules:
When you cast an enchantment spell of 1st level or higher that targets only one creature and has a range other than self, you can choose a second creature within 5 feet of the original target to also be affected by the spell.
The second creature has advantage on its saving throw against the spell. On a successful save, it is unaffected. On a failed save, it is affected by the spell in the same way as the original target.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Level 7 Feature
Command the Room (Level 7)
Your presence shapes mood and resolve for everyone near you.
Rules:
While you are not incapacitated, you and friendly creatures within 10 feet of you who can hear you gain a bonus to Charisma ability checks and Wisdom saving throws equal to your proficiency bonus (minimum +1).
In addition, when you make a Charisma (Performance) or Charisma (Persuasion) check while at least three other creatures can see or hear you, you can treat a d20 roll of 7 or lower as an 8.
Level 11 Feature
Emotional Echo (Level 11)
Even resisted magic leaves shaky hearts in its wake.
Rules:
When a creature you can see within 60 feet of you succeeds on a saving throw against one of your enchantment spells or one of your Charismatic Hero cantrips, you can cause an emotional aftershock. No action is required.
Choose one creature you can see within 30 feet of the creature that succeeded on the saving throw (this can be the same creature). That chosen creature has disadvantage on the next saving throw it makes against one of your spells or class features before the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 15 Feature
Unbreakable Persona (Level 15)
Your sense of self pushes back against any attempt to bend it.
Rules:
You have advantage on saving throws against the charmed and frightened conditions.
In addition, when you succeed on a saving throw against being charmed or frightened, you can use your bonus action on your next turn to target the creature that attempted to impose that condition, provided it is within 60 feet of you and can see or hear you.
That creature must make a Wisdom saving throw against your spell save DC. On a failed save, it is either charmed by you or frightened of you (your choice) until the end of its next turn. On a successful save, it is unaffected by this part of the feature.
Level 20 Feature
Mythic Presence (Level 20)
You stand as a legendary hero of Kavrix, bending the flow of a scene by existing in it.
Rules:
You are immune to the charmed and frightened conditions.
Friendly creatures of your choice within 30 feet of you have advantage on saving throws against being charmed or frightened, as long as they can see or hear you.
At the start of each of your turns, you can choose a number of creatures you can see within 60 feet of you equal to your Charisma modifier (minimum of one creature).
Each chosen friendly creature gains a +1 bonus to attack rolls and saving throws until the start of your next turn.
Each chosen hostile creature must succeed on a Wisdom saving throw against your spell save DC or have disadvantage on attack rolls against targets other than you until the start of your next turn.
These features focus on positioning, auras, crowd control synergy, and social dominance, without granting free spell effects or duplicating specific spells.