DND 5E Hoard of Heroes 1.0
DND 5E Hoard of Heroes 1.0
Contents
Class Options 3
Primal Path: Path of the Mountain ...........................................4
Bard College: College of Mirrors ...............................................5
Divine Domain: Revelry Domain ...............................................6
Druid Circle: Circle of Sand .......................................................7
Martial Archetype: Monster Hunter .........................................8
Monastic Tradition: Way of Waves ............................................9
Sacred Oath: Oath of Resolve ..................................................10
Ranger Conclave: Stone Singer ..............................................11
Roguish Archetype: Slider .......................................................12
Sorcerous Origin: Planar Magic .............................................13
Otherworldly Patron: The Ancient Dragon ..........................14
Otherworldly Patron: The Beholder ......................................15
Eldritch Invocations ................................................................. 16
Arcane Tradition: Hedge Mage ............................................... 17
Class Options
Subclasses
Class Subclass Level Available Description
Barbarian Path of the Mountain 3rd Titan of the peaks, implacable in the midst of battle
Bard College of Mirrors 3rd A mirror shield wielding warrior trained to defeat magics
Cleric Revelry Domain 1st Dismays foes with the madness and mirth of celebration
Druid Circle of Sand 2nd Desert bound nomads, journeying with a sand spirit
Fighter Monster Hunter 3rd Trained hunter, using supernatural prowess to slay wicked foes
Monk Way of Waves 3rd Uses their ki to wield the power of the tides
Paladin Oath of Resolve 3rd Maintains an endless crusade for justice in all aspects of life
Ranger Stone Singer 3rd Able to manipulate stone and earth to fight and protect
Rogue Slider 3rd Masters of friction, gliding and twisting across the battlefield
Sorcerer Planar Magic 1st Touched by the magic between - and of - the many planes
Warlock The Ancient Dragon 1st Serves an elder dragon of great age and power
Warlock The Beholder 1st Makes a deal with a paranoid but incredibly intelligent eye tyrant
Wizard Hedge Mage 2nd A wandering dabbler of all schools of magic
3
Primal Paths
At 3rd level, a barbarian gains the Primal Path feature. The
following Path of the Mountain option is available for the
barbarian, in addition to those offered in the Player's
Handbook.
Path of the Mountain
While many barbarians are an army unto themselves, no path
exemplifies these traits more than the Path of the Mountain. A Become the Mountain
titan to behold, you stagger entire swathes of those who would Starting when you choose this path at 3rd level, your form and
seek to harm you. Your allies can only watch in awe as your equipment dramatically expand and becomes craggy and
massive form wades through the screaming hosts of your foes. rocky in appearance when you enter your rage. While you're
Most barbarians of this path have a deep connection to the raging, your size becomes Large, unless you were larger, your
peaks and ranges of the world, and many make a pilgrimage to reach increases by 5 feet, and you cannot be moved against
a particular mountain as part of their destiny, or as the your will or knocked prone. While Large, your size doubles in
beginning of their journey to the mastery of their path. You all dimensions, and your weight is multiplied by eight.
can roll from the table below, or your DM can help you decide Additionally, while raging, you gain a number of temporary
a mountain most appropriate for you. hit points at the start of your turns. The number equals your
Mountain Pilgrimage Constitution modifier.
d6 Mountain Steep Ascent
1 Nan Yegra Beginning at 6th level, the ground within 10 feet of you is
2 Broken Axe Peak
considered difficult terrain while you are raging. Creatures
that are prone while within this area must use twice as much
3 Summa Ferrum movement to stand up.
4 Z'ez
Dizzying Heights
5 Mount Tharadun Beginning at 10th level, you can use your action to generate a
6 Whistletop wave of vertigo inducing vibrations. When you do so, all
creatures standing within 10 feet of you must succeed on a
Constitution saving throw (DC equal to 8 + your proficiency
Path of the Mountain Features bonus + your Constitution modifier) or fall prone. Once you
Barbarian Level Feature use this feature, you must finish a short or long rest before
3rd Highest Habitat, Become the Mountain you can use it again.
6th Steep Ascent Tallest Peak
10th Dizzying Heights Starting at 14th level, when you enter your rage you can
choose to have your size become Huge, unless you were
14th Tallest Peak larger. While you are transformed in this way, your reach
increases by 10 feet, you gain resistance to all damage, and
Highest Habitat you are immune to poison and disease. While Huge, your
At 3rd level, when you adopt this path, you become acclimated sizes doubles in all dimensions an additional time, and your
to high altitude, including elevations above 20,000 feet. You weight is multiplied once again by eight.
also become adapted to cold climates, as described in chapter If you are poisoned or diseased when you enter your rage,
5 of the Dungeon Master's Guide. the effect is suspended for the duration of the rage. Once you
have used this feature, you must complete a long rest before
you can do so again.
Alter Inertia
At 3rd level, when you drop or land prone, you can
immediately move up to half your speed. You can use this
Roguish Archetypes feature only once per turn. Additionally, while prone, you can
slide at your full speed instead of crawling
At 3rd level, a rogue gains the Roguish Archetype feature. The
following option is available to a rogue, in addition to those Slider Style
offered in the Player's Handbook. Starting at 3rd level, friction seems to be a mere memory for
you. You no longer have disadvantage on melee attacks as a
Slider result of being prone, you have advantage on Dexterity checks
There are many names for this particular set of skills, but made to avoid or escape being grappled, and you can move
those in the know refer to its practitioners as Sliders. Graced through the spaces of creatures regardless of their size.
with supernatural power from their lineage or through a ritual Living Elastic
passed down between fellow Sliders, they are able to ignore
the friction generated by almost any surfaces and contort their Beginning at 9th level, you suffer none of the penalties of
body with inhuman flexibility, their elegance and speed allow squeezing into a smaller space. Also, you can jump as if you
them to perform twisted maneuvers across the battlefield, or were on foot even while prone.
access places they probably shouldn't. A marvel to behold, and Escape Velocity
a devil to catch. At their peak, they are a whirlwind of trouble
that leave their foes lying humiliated in their dust. At 13th level, while prone you can move along vertical
surfaces without falling during the move and you ignore
Slider Quirk nonmagical difficult terrain.
d6 Flavor
Mark of the Slider
1 Items constantly slip from your fingers At 17th level, you can impart a modicum of your friction
2 Falling prone isn't always intentional defying abilities to creatures you touch, albeit with none of the
control. When you touch a creature, or hit it with a melee
3 Physical contact with others is difficult attack, you can force it to make a Constitution saving throw
4 Moving downhill is asking for trouble (DC equal to 8 + your proficiency bonus + your Dexterity
modifier).
5 Wearing shoes is unbearable On a failure, the creature is knocked prone. Until the end of
6 Substances slide right off you its next turn, the creature cannot stand up, crawling costs 2
extra feet instead of 1, and it has disadvantage on all Strength
and Dexterity checks.
Nothing to Waste
Beginning when you select this school at 2nd level, you no
longer destroy a spell scroll when you successfully copy it into
your spellbook, and you have advantage on ability checks
made to use spell scrolls of a level higher than you can cast.
Student's Eye
At 2nd level, you have applied yourself to learning about magic Efficient Casting
in all its forms. You gain proficiency in the Arcana skill if you Beginning at 10th level, you learn to recuperate your wasted
don't already have it, and your proficiency bonus is doubled for magical energies. As a reaction, when you cast a spell that
any check you make with it. Additionally, when a creature you targets creatures hostile to you and all targets succeed on the
can see and hear within 60 feet of you begins to cast a spell, initial saving throw, you can regain one expended spell slot.
you can use your reaction to gain knowledge of one of the The slot you regain must be of a level lower than the spell you
following: cast and can't be higher than 5th level. Once you have used
Its spellcasting ability this feature, you can't use it again until complete a short or
Its spell save DC and spell attack bonus long rest.
The spell it is casting
Its spellcasting level (if any) Spell Mimic
At 14th level, when you use your Student's Eye to gain
Fast Reader knowledge of a spell a hostile creature is casting and that
Starting at 6th level, as a bonus action on your turn you can spell is on the wizard spell list, as part of that action you can
quickly read through one of the spells in your spellbook. Until immediately cast that spell, providing it is of a level you can
the end of your next turn, you can cast that spell even if you cast and has a casting time of one action or bonus action.
don't have it prepared. Once you have used this feature, you Casting a spell in this way expends a spell slot as normal, but
can't use it again until you finish a short or long rest. can only be cast at its lowest level.
HOARD OF HEROES | CLASS OPTIONS 17
Hoard
Of
Heroes
A collection of class options for Dungeons &
Dragons 5th Edition, from the rugged Path of the
Mountain to the wanderlust wizardry of the
Hedge Mage.
Testing
Art Credits
Page 1 "Tribal egg [green dragon]"
Page 2 "Claw Scratches"
Page 2 "Dragon's Lair"
Page 3 "The goblin ambush"
Page 4 "Fallen Titan"
Page 5 "Cerulean Mirror Knight"
Page 6 "THU Reborn"
Page 7 "Sand Elemental"
Page 8 "Solomon Kane - Wings in the night"
Page 9 "The Water wizard"
Page 10 "Stand Vigil Children of the Blood"
Page 11 "Queen's Guard Stone Armor"
Page 12 "Leap to Death"
Page 13 "Portals_7th heaven"
Page 14 "Tiamat"
Page 15 "Beauty is in the eye of the beholder..."
Page 16 "Demonomicon"
Page 17 "Spellcraft"
Page 18 "Green Dragon oil painting"
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