Strong Hero
Strong Hero
Strong Hero
Proficiency
Level Bonus Features
1 +2 Melee smash
2 +2 Action Surge (one use)
3 +2 Advanced Class
4 +2 Ability Score Improvement
5 +3 Strong back
6 +3 Ability Score Improvement
7 +3 Advanced Class feature
8 +3 Ability Score Improvement
9 +4 Remarkable Athlete
10 +4 Advanced Class feature
11 +4 Demolition
12 +4 Ability Score Improvement
13 +5 Brutal critical
14 +5 Ability Score Improvement
15 +5 Advanced Class feature
16 +5 Ability Score Improvement
17 +6 Action Surge (two uses)
18 +6 Advanced Class feature
19 +6 Ability Score Improvement
20 +6 Improved melee smash
Class Features
Hit Points
Hit Dice: 1d8 per strong hero level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per strong hero level after
1st
Proficiencies
Armor: All armor
Weapons: Simple weapons, personal firearms
Saving Throws: Strength and one other of your choice
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation,
Perception, and Survival
Melee Smash
You add half your proficiency bonus to all melee weapon damage rolls.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your
turn, you can take one additional action on top of your regular action and a possible bonus
action.
Once you use this feature, you must finish a short or long rest before you can use it
again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Advanced Class
At 3rd level, choose an Advanced Class. The Advanced Class you choose grants you features
at 3rd level and again at 7th, 10th, 15th, and 18th level.
Strong Back
Beginning at 5th level, your carrying capacity (including maximum load and maximum lift) is
doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Remarkable Athlete
Starting at 9th level, you can add half your proficiency bonus (round up) to any Strength,
Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases
by a number of feet equal to your Strength modifier.
Demolition
Beginning at 11th level, your melee attacks deal double damage to objects. In addition, you
double your proficiency bonus on Strength (Athletics) checks made to break something.
Brutal Critical
Beginning at 13th level, you can roll one additional weapon damage die when determining the
extra damage for a critical hit with a melee attack.