Strong Hero

Heavily based on the conversion by Dylan Richards

The strong hero class is a conversion of the class with the same name from d20 Modern. As with all base classes, you may pick any Advanced Class you like at 3rd level. You should pick this class if...

  • ... you want to play a strength-based character, with a heavy focus on melee combat.
  • ... you aim for a more traditional Paladin or Fighter-type character with your advanced class

5E Modern

Strong Hero

Theatrically, the "Strongest Man of Mortavia" inhales and exhales deeply before bending his knees and lifting a weight with groans and groans. His face reddens, and thick veins stand out above his toned muscles.

The young woman moves purposefully toward a man who could, in good conscience, be called a gentleman. She exchanges a few words with him before - as if out of the blue - and with absolute ease; she pushes him onto the table and presses a blade to his throat.

The Strong Hero relies almost entirely on his physical strength and well-trained muscles. Be it in sports or hand-to-hand combat, as an athlete or as a bodyguard for those who can afford it.

Creating a Strong Hero

When creating a Strong Hero, think about when your character's strength showed. Did he excel in sports? Does he find it easy to handle weapons, or does he even have an aggression problem? What advantages and disadvantages arise from his talent, and how do they affect his approach? Another question you should answer for yourself is what your character is looking for on his adventures. How did he get into the campaign, and what task does he fulfill within the group?

Quick Build

You can easily create a Strong Hero by following these suggestions. First, put your highest ability score in Strength, followed by Constitution and Dexterity. Second, choose the Athlete or Military occupation.

hit dice: 1d10 per strong hero level
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per strong hero level after 1st
armor proficiencies: All armor, shields
weapon proficiencies: Simple weapons, martial weapons, simple firearms, martial firearms
tools: None
saving throws: Strength, Constitution
skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
starting equipment:
spellcasting:
class features:

Starting Feat

When you pick the strong hero class at 1st level, you may select one feat from the following list, representing your special talent:

  • Brawler
  • Cleave
  • Heroic Surge
  • Two-Weapon Fighting
  • Weapon Focus

Melee Smash

Beginning at 1st level, when you deal damage from a melee- or unarmed Attack, you add half your proficiency modifier (rounded down) to your damage rolls.

Martial Arts

Beginning at 2nd level, your unarmed attacks deal more damage. Whenever you make an unarmed attack, you deal 1d4 + your strength modifier.

The damage die increases to 1d6 at 9th level, to 1d8 at 13th level, and to 1d10 at 17th level.

Advanced Class

At 3rd level, you choose an advanced class that represents the way you want to develop your character. You can pick any advanced class if you meet the prerequisites detailed in the advanced class entry. The advanced class grants you features at 3rd level, and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two different ability scores by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.

Powerful Attacks

Beginning at 6th level, your unarmed and melee attacks score a critical hit at a 19 or 20.

Find Weakness

Beginning at 11th level, you are experienced enough in studying your enemies. Whenever you make a melee or unarmed Attack, you have advantage on your roll. If you would otherwise have disadvantage, this feature negates the disadvantage, and you may roll normally.

Reliable Strength

Beginning with 14th level, your strength becomes more reliable. You roll strength saving throws, strength-based skill checks, and strength ability checks with advantage.

Improved Melee Smash

When you reach 20th level, you may add your proficiency modifier to your melee and unarmed attack damage rolls. This bonus doesn't double on critical hits.

subclass options:
LevelProficiencyFeatures
1st+2Starting Feat, Melee Smash, Extreme Effort
2nd+2Martial Arts (1d4)
3rd+2Advanced Class
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Powerful Attacks
7th+3Advanced Class Feature
8th+3Ability Score Improvement
9th+4Martial Arts (1d6)
10th+4Advanced Class Feature
11th+4Find Weakness
12th+4Ability Score Improvement
13th+5Martial Arts (1d8)
14th+5Reliable Strength
15th+5Advanced Class Feature
16th+5Ability Score Improvement
17th+6Martial Arts (1d10)
18th+6Advanced Class Feature
19th+6Ability Score Improvement
20th+6Improved Melee Smash
OGL


Cover image: by Susanne Lamprecht Via Midjourney

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