Henshin Hero Full Class-Combined

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Henshin Hero

Creating a Henshin Hero


Henshin heroes are beings who appear as commoners until they transform into a more
powerful form. Some are aided by spirits only they can see, others are bonded with
artifacts or costumes of great power, and fewer still are bound to powerful forces of
good and evil who work as symbiotes.

Level Proficiency Features Transform Cantrips Spells Spell Slots Per


Bonus ations Known Known Level -sorted by
level-

1st +2 Word of 2 3 3 2
Transformation, Power
Source, Spellcasting

2nd +2 Danger Sense 2 3 4 3

3rd +2 Transformation Flair 3 3 5 4, 2

4th +2 Ability Score 3 3 6 4, 3

Improvement

5th +3 - 3 4 8 5, 3, 2

6th +3 Power Source Feature 4 4 9 5, 3, 2

7th +3 - 4 4 10 5, 3, 3, 1

8th +3 Ability Score 4 4 11 5, 3, 3, 1

Improvement

9th +4 - 4 4 12 5, 3, 3, 2

10th +4 Power Source Feature 4 4 14 5, 3, 3, 2, 1

11th +4 Magical Secret 4 5 15 5, 3, 3, 3, 2, 1

Revitalization
12th +4 Ability Score 5 5 16 5, 3, 3, 3, 2, 1

Improvement

13th +5 - 5 5 17 5, 3, 3, 3, 2, 2, 1

14th +5 Power Source Feature 5 6 18 5, 3, 3, 3, 2, 2, 1

15th +5 - 5 6 19 5, 4, 3, 3, 2, 2, 1, 1

16th +5 Ability Score 5 6 19 5, 4, 3, 3, 2, 2, 1, 1

Improvement

17th +6 Emergency 6 6 20 5, 4, 3, 3, 2, 2, 1, 1,
1
Transformation

Reaction

18th +6 - 6 6 20 5, 4, 3, 3, 2, 2, 1, 1,
1

19th +6 Ability Score 6 6 20 5, 4, 3, 3, 2, 2, 1, 1,


1
Improvement

20th +6 Limit Break Unlimited 6 20 5, 4, 3, 3, 2, 2, 1, 1,


1

Class Features 
As a Henshin Hero, you gain the following class features. 

Hit Points 
Hit Dice: 1d6 per barbarian level 

Hit Points at 1st Level: 6 + your Constitution modifier 

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per henshin hero 
level after 1st 
Proficiencies 
Armor: Light armor, shields 

Weapons: Simple weapons, one martial weapon of your choice 

Tools: None 

Saving Throws: Dexterity, Wisdom 

Skills: Choose two from Animal Handling, Arcana, Athletics, Insight, Perception, and 
Religion  

Equipment 
You start with the following equipment, in addition to the equipment granted by your 
background: 

● (a) a staff, (b) a wand, or © a shield and a dagger 


● (a) a costume or (b) a spell focus 
● (a) a dungeoneer’s pack or (b) an explorer’s pack 

Magical Transformation 
When faced with danger or other trials, you can transform into an empowered being. On 

your turn, you can enter a transformation sequence as an action. This transformation 

lasts until the start of your next turn, as you float in a stasis while you reform. During 

this time, you have resistance to all damage and advantage on saving throws against 

magical effects. 

While transformed, you gain the following benefits if you aren’t wearing heavy armor: 

● You have advantage Charisma and Wisdom saving throws. 


● You gain access to your spell slots, and your cantrips do damage equal to your 

proficiency modifier. 

Your transformation lasts for 1 hour, but ends early if you are knocked unconscious. 

You can also end your transformation on your turn as a bonus action. 

Once you have transformed the number of times shown for your henshin hero level in 

the transformations column of the Henshin hero table, you must finish a long rest 

before you can transform again. 

Power Source 
Choose a power source, which describes the artifact or other source of your magical 

power. Your choice grants you features when you choose it at 1st level and again at 6th, 

14th, and 18th level. 

Spellcasting 
You hold an artifact, or are bonded with a spirit of great power. This power source, 

whatever its motive, fuels your spells and allows your transformation. See Spells Rules 

for the general rules of spellcasting. Your spell list is the same as a Sorcerer’s spell list. 

Cantrips 
At 1st level, you know three cantrips of your choice from any spell list. You learn 

additional cantrips of your choice at higher levels. As a rule of thumb, your cantrips 

should thematically relate to your power source. For example, a spirit of love would give 

its host ​Guidance​. 

Spell Slots 
The henshin hero table shows how many spell slots you have to cast your henshin hero 

spells of 1st level and higher. To cast one of these spells, you must be transformed. In 

addition, you must expend a slot of the spell’s level or higher. You regain all expended 

spell slots when you finish a long rest. 

Spells Known of 1st Level and Higher 


You know two 1st-level spells of your choice from the sorcerer spell list. 

The Spells Known column of the henshin hero table shows when you learn more 

sorcerer spells of your choice. Each of these spells must be of a level for which you 

have spell slots. For instance, when you reach 3rd level in this class, you can learn one 

new spell of 1st or 2nd level. 

Additionally, when you gain a level in this class, you can choose one of the spells you 

know and replace it with another spell from the sorcerer spell list, which also must be of 

a level for which you have spell slots. 

Spellcasting Ability 
Wisdom is your spellcasting ability for your spells, since the power of your magic relies 

on your will power and passion. You use your Charisma whenever a spell refers to your 
spellcasting ability. In addition, you use your Wisdom modifier when setting the saving 

throw DC for a spell you cast and when making an attack roll with one. 

Spell save DC ​= 8 + your proficiency bonus + your Wisdom modifier 

Spell attack modifier =


​ your proficiency bonus + your Wisdom modifier 

Spellcasting Focus 
Whatever your power source is, be it a staff or costume, serves as your spell focus. You 

still require one free hand to cast spells. 

Danger Sense 
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, 

giving you an edge when you dodge away from danger. 

You have advantage on Dexterity saving throws against effects that you can see, such 

as traps and spells. To gain this benefit, you can’t be blinded, deafened, or 

incapacitated. 

Transformation Flair 
At 3rd level, you gain an additional ability in your magical form. You gain one of the 

following transformation flair options of your choice. You gain another one at 10th and 

17th level. 

Ultimate Magical Shield Style 


While you are wearing armor or a costume, you gain a +1 bonus to AC. 

Spirit Guided Magic Blast 


You gain a +1 bonus to spell attack rolls. 

Hyperspeed Overdrive Style 


You gain a +10 to movement speed. 

Friendship Guardian Force 


Each ally within 5 feet of you has advantage on saving throws against fears and 

charms. 

Gift of Vital Energy 


Once per transformation, you can expend a spell slot to cast Cure Wounds. 

Omega Sonic Shield Bash 


When a creature you can see attacks a target other than you that is within 5 feet of you, 

you can use your reaction to impose disadvantage on the attack roll. You must be 

wielding a shield. 

Magical Fate Shift 


When you roll damage for a spell of first level or higher, you can reroll one of the 

damage dice. You must use the new roll. 

Magical Secret Revitalization 


Starting at 11th level, your transformation grants you the ability to overcome death’s 

door. If you drop to 0 hit points while you’re transformed and don’t die outright, you can 

make a DC 10 Wisdom saving throw. If you succeed, you drop to 1 hit point instead. 
Each time you use this feature after the first, the DC increases by 5. When you finish a 

short or long rest, the DC resets to 10. 

Emergency Transformation Reaction, Magic Vitality Stance 


At 17th level, your transformation gains a defensive angle. As a reaction after taking 

damage, you can transform without expending an action. 

Also at 17th level, your transformations last an additional hour. 

Limit Break 
Starting at 20th level, as a part of your transformation, you can choose to surpass your 

limits for volatile results. While you remain in that transformation, all your attacks have 

advantage, but all attacks against you are made with advantage as well. In addition, all 

weapon and spell attacks you make deals an additional 1d6 force damage. 

Power Sources 
Every henshin hero has something that fuels their transformation. Some are aided by
spirits only they can see, others are bonded with artifacts or costumes of great power,
and fewer still are bound to powerful forces of good and evil who work as symbiotes.
Chose one of the options below.

Ancestral Talisman of Transformation 


Be it an ancient heirloom, an artifact uncovered in ancient ruins, or a gift from the hands 

of a mysterious figure, this talisman fuels your transformations. This can take the form 

of an amulet, a wand, a trinket, or other hand held item. When activating your 
transformation, you must palm this object and recite a rather lengthy description of 

what you’re transforming in to. 

Manifest Weapon 
At 1st level, you have the ability to conjure a weapon out of thin air. Choose one weapon 

you are proficient with. As a bonus action, while you’re transformed, you can conjure 

this weapon in a free hand. 

Mystical Cantrip Energy Force 


At 6th level, while transformed, your cantrips gain a latent energy that makes them 

easier to cast. When you take the attack action, you can use your bonus action to cast 

one cantrip. 

Battle Champion Blazing Shield 


Starting at 10th level, when you transform, your aura becomes greatly empowered. You 

gain the effects of the fire shield spell for the first minute of every transformation. 

Overcharged Talisman Missile Fire 


Beginning at 14th level, while you’re transformed, you can fire latent magical bolts as a 

reaction. Once per round, after an enemies turn, you can release a single magic missile 

at an enemy within 30 feet of you. This missile deals 1d4+1 damage, and ignores all but 

full cover. 

Costume of the Mysterious Hero 


Under some unique circumstances, you managed to lay your hands on a set of clothing 

imbued deeply with ancient magic. Once you discovered the command phrase, lengthy 

as it is, you took to adventuring under it’s powerful guise. 

Secret Identity 
At 1st level, you become more difficult to recognize while transformed. Your costume 

functions as a hat of disguise while it’s manifested. 

Enigmatic Glare of Command 


At 6th level you gain proficiency with deception and persuasion. In addition, while you 

are transformed, you can use your reaction to weaken an enemies mind. The target you 

choose must be within 30 feet of you, and you must be able to see the target. Until the 

start of their next turn, they have disadvantage against being charmed or frightened. 

Psyche-Lock 
Starting at 10th level, you appear as an entirely different being when you transform. 

While transformed, no creature can read your thoughts by magical means and you have 

advantage against charms. In addition, any attempts to discern your alignment fail. 

Costumed Avatar of Love/Fear 


Beginning at 14th level, you can use your costume to dazzle or terrify creatures. As an 

action, while you are transformed, pick any number of creatures within 30 feet of you. 

They must succeed on a Charisma saving throw equal to your spell save, or be charmed 

or feared (you choose during the action) for the next minute. 
You can use this ability once per short or long rest. 

Familiar Guardian Spirit 


Wizards have their familiars, wealthy casters have their homunculi, but nothing 

compares to your ally. Your power comes from a magical ally from another plane, who 

communicates to you via a floating avatar. Perhaps this patron resides in the deep 

ethereal, astral, feywild, or another plane that is tied to ours by thin threads. This avatar 

takes an almost comedic form, often being a cartoonish cat-like or tanuki-like creature. 

Healing Presence Familiar Spirit 


At 1st level, your familiar can heal yourself or an ally while you are transformed. Once 

per long rest, as an action, you can direct the spirit to aid an ally within 30 feet that you 

can see (including yourself). For a number of rounds equal to your proficiency modifier, 

the target regains 1d4 + 1 hit points at the start of their turns. 

Bolstered Guardian Defense Stance 


At 6th level, in addition to your transformation, your familiar takes on a physical form to 

defend you. Choose one form between Animated Armor, Dire Wolf, Giant Eagle, or Imp. 

While within 5 feet of you, the familiar can use its reaction to take half of the damage 

dealt to you. While it is within 30 feet of you, you can cast spells using the familiar. 

Familiar Guardian Healing Energy Burst 


Starting at 10th level, your familiar can extend its healing energy in a burst. Once per 

long rest, while you’re transformed, you can use your action to issue a lengthy and 
overdramatic command word. The familiar will then cast Mass Cure Wounds, centered 

on it, healing allies you choose within range.

Vitality Aura of the Guarded Child 


Beginning at 14th level, your health is greatly bolstered. When you aren’t transformed, 

your maximum health increases by a number equal to your level x 2. In addition, while 

transformed, you regain 1d4 + 1 hit points at the start of your turns.
Level Proficiency Features Cantrips Spell Slots Per Level Summoned
Bonus Known Creature CR
Maximum

1st +2 Aberrant Calling, 2 1st 2nd 3rd 4th 5th 6th


Spellcasting
1 — — — — — 1/8

2nd +2 Psionic Knowledge 2 2 — — — — — 1/8

3rd +2 Far Caller Vocation, Alien 2 2 1 — — — — 1/2


Brethren
4th +2 Ability Score Improvement 3 3 1 — — — — 1/2

5th +3 Imaginative Caller 3 3 1 1 — — — 1

6th +3 — 3 3 2 1 — — — 1

7th +3 Vocation Feature 3 3 2 1 — — — 1

8th +3 Ability Score Improvement, 3 3 2 2 1 — — 2


Convert Energy

9th +4 — 3 4 2 2 1 — — 2
10th +4 Bolstered Calling 3 4 2 2 1 — — 2

11th +4 Vocation Feature 4 4 2 2 1 1 — 3

12th +4 Ability Score Improvement 4 4 3 2 1 1 — 3

13th +5 — 4 4 3 3 2 1 — 3
14th +5 Boggled Mind 4 4 3 3 2 2 1 4

15th +5 Vocation Feature 4 4 3 3 2 2 1 4

16th +5 Ability Score Improvement 4 4 3 3 2 2 1 5

17th +6 — 4 4 3 3 2 2 1 6

18th +6 Bolstered Calling 4 4 3 3 2 2 1 6

19th +6 Ability Score Improvement 4 4 3 3 2 2 2 7


20th +6 Old Friends 4 4 3 3 2 2 2 7
Class Features 
As a far caller, you gain the following class features. 

Hit Points 
Hit Dice: ​1d10 per ranger level 

Hit Points at 1st Level: ​10 + your Constitution modifier 

Hit Points at Higher Levels:​ 1d10 (or 6) + your Constitution modifier per far caller level 

after 1st 

Proficiencies 
Armor: ​Light armor, medium armor 

Weapons: ​Simple weapons 

Tools: ​None 

Saving Throws: S
​ trength, Dexterity 

Skills: ​Choose three from Arcana, Deception, History, Investigation, Insight, Survival and 

Stealth 

Equipment 
You start with the following equipment, in addition to the equipment granted by your 

background: 

● Leather armor and two daggers 


● (a) two shortswords or (b) two simple melee weapons 

● (a) a scholar’s pack or (b) a dungeoneer’s pack 

● A light crossbow and 20 bolts 

Aberrant Calling 
Beginning at 1st level, your research and reverence of aberrations has evolved your 

mind, allowing you to summon alien creatures by imagining them. 

As an action, you can expend a 1st level spell slot to enter a trance for 10 minutes. 

During this time, your mind enters the far realm, and you lose the ability to see or hear. 

Once the trance ends, an aberration of your choice appears in an unoccupied space 

within 30 feet of you and is under your control. The power of these creatures is 

determined by your level, as described in the Far Caller table. 

The summoned aberrations are friendly to you and your companions. They obey any 

verbal commands that you issue to them (no action required by you). If you don't issue 

any commands to them, they defend themselves from hostile creatures, but otherwise 

take no actions. 

They persist until you use this ability again, cast a spell that requires concentration, 

dismiss them as a bonus action, they are reduced to 0 hit points. 

Alien Magic 
Your attunement with the far realm has granted you arcane power, and you have tapped 

into the same vein of arcana that warlocks are granted. See Spells Rules for the general 

rules of spellcasting and the Spells Listing for the warlock spell list. 

Cantrips 
You know two cantrips of your choice from the warlock spell list. You learn additional 

cantrips of your choice at higher levels, as shown in the Cantrips Known column of the . 

Spell Slots 
The Far Caller table shows how many spell slots you have to cast your spells of 1st level 

and higher. To cast one of these spells, you must expend a slot of the spell’s level or 

higher. You regain all expended spell slots when you finish a long rest. 

For example, if you know the 1st-level spell ​charm person​ and have a 1st-level and a 

2nd-level spell slot available, you can cast c


​ harm person​ using either slot. 

Spells Known of 1st Level and Higher 


At 1st level, you know two 1st-level spells of your choice from the warlock spell list. 

The Spells Known column of the Far Caller table shows when you learn more spells of 

your choice of 1st level and higher. A spell you choose must be of a level no higher than 

what’s shown in the table’s Slot Level column for your level. When you reach 5th level, 

for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. 

Additionally, when you gain a level in this class, you can choose one of the spells you 

know and replace it with another spell from the warlock spell list, which also must be of 

a level for which you have spell slots. 


Spellcasting Ability 
Charisma is your spellcasting ability for your spells, so you use your Charisma whenever 

a spell refers to your spellcasting ability. In addition, you use your Charisma modifier 

when setting the saving throw DC for a spell you cast and when making an attack roll 

with one. 

Spell save DC ​= 8 + your proficiency bonus + your Charisma modifier 

Spell attack modifier =


​ your proficiency bonus + your Charisma modifier 

Spellcasting Focus 
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus 

for your Far Caster spells. 

Psionic Knowledge 
At 2nd level, you spontaneously gain knowledge of otherwise unfamiliar topics. During a 

short or long rest, choose a skill. You gain proficiency in that skill for the next 8 hours. If 

you are proficient with it, you can instead double your proficiency for the duration. You 

can change this bonus to a different skill when you use this ability again. 

Far Caller Vocation 


At 3rd level, you choose a vocation that you feel the strongest connection with, from the 

options below or one from another source. Your choice grants you features at 3rd level 

and again at 7th, 11th, and 15th level. 

Alien Brethren 
Beginning at 3rd level, you share a subtle kinship with aberrations. You learn how to 

read, write and speak Deep Speech if you did not already know it. In addition, you double 

your Charisma bonus when making Charisma (Persuasion or Deception) checks against 

aberrations. 

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 you can increase two ability scores of your 

choice by 1. As normal, you can’t increase an ability score above 20 using this feature. 

Using the optional feats rule, you can forgo taking this feature to take a feat of your 

choice instead. 

Imaginative Caller 
Beginning at 5th level, your imagination becomes more diverse when summoning 

aberrations. You can instead choose to summon several creatures at a time, as long as 

their combined CR is less than or equal to your CR Maximum. Roll initiative for the 

summoned aberrations as a group, which has its own turns.  

Convert Energy 
Starting at 8th level, you can destroy the aberrations you summon and convert their 

energy into something else. As an action, you speak a command word and every 

aberration under your control is reduced to 0 hit points. You then gain a 1st level spell 

slot, and regain hit points equal to 1d8 + your Far Caller level. 
Bolstered Calling 
Starting at 10th level, your summoned aberrations are harder to kill. They gain additional 

hit points equal to your Far Caller level. 

Boggled Mind 
Starting at 14th level, you are immune to being charmed and frightened, and your mind 

cannot be read by magical means. 

Greater Calling 
At 18th level, your summoned aberrations can use your proficiency score instead of 

their own. This ability applies to skill checks, attack rolls and saving throws. 

Old Friends 
At 20th level, you become incredibly familiar with the creatures you call forward. You no 

longer need to expend a spell slot to summon them, and your trance lasts 1 minute 

instead of 10. 

Far Caller Vocations 


Each far caller has unique imaginations, and feels different vocations. These are 

detailed below. 

Swarm Keeper 
The Swarm Keeper vocation is for far callers who prefer commanding several creatures 

at once. Instead of powerful individuals, these far callers command small armies to do 

their bidding. 

Extra Friends 

Starting at 3rd level, when you enter a trance to call forth aberrations, you can instead 

choose to expend a 2nd level spell slot. When you do, you increase the CR Maximum 

that you can use by 1/2. 

Hidden Horror 

Beginning at 7th level, after one of your called aberrations damages a creature within 5 

feet of you, you can use your reaction to make one melee attack against the same 

creature. 

Overwhelming Swarm 

Starting at 11th level all your called aberrations gain the Pack Tactics ability. 

Swarm King 

Beginning at 15th level you can create a ​cranium rat swarm​ in place of your normal 

aberrant calling. 

 
Imaginary Friendship 

The Imaginary Friendship vocation is for far callers who summon single, enigmatic 

aberrations. These alien friends are more difficult to detect, and pack more powerful 

punches. 

Close Friend 

Starting at 3rd level, you have a stronger bond with your aberration. If you only have one 

aberration called, it instead takes its turn on your initiative. If you don't issue a 

command, the aberration takes the Hide action. 

Hidden Horror 

Beginning at 7th level, while you only have one aberration called, it gains power over 

shadows. While it is in dark or dim light, you can use a bonus action to make your 

aberration invisible. This ability ends if it attacks, interacts with an object, or enters 

bright light. 

Sudden Wrath 

Starting at 11th level, while you only have one aberration called, it can make one 

additional attack whenever it takes the attack action. 

Arcane Gift 
Beginning at 15th level, while you only have one aberration called, and it has the ability 

to cast spells, you can add those spells to your spell list. 

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