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Armoured Hero

ARMOURED HEROES

A
figure in strange armour ducks a blow and
returns the hit, knocking the wind out of his foe.
A woman brings her blade down on a monster,
her weapon blazing with holy light as it cuts
down the creature. A man in bizarre plate
throws himself in front of a child, shielding
them with his body before the armour vanishes.
These are Armoured Heroes.
Relics of Power
All Armoured Heroes use powerful Relics called Hero
Drivers, devices containing immense magical and sometimes
ancient power. These Relics allow Armoured Heroes the
ability to equip themselves with full body armour and
weapons styled after it with a vocal command. These Relics
improve the wearer's speed, strength, and durability while
hiding their identities from those around them... so long as
they are not seen making use of their Relic to don this
armour.
Heroes of Justice
Most Armoured Heroes live up to their name, as Relics
usually only reach out to those with noble intentions and a
strong will to protect the innocent and downtrodden. These
Armoured Heroes fight for others and for the ideals of truth
and justice. They ask for little or nothing in return, in part
due to the need for them to hide their identity to protect their
family and friends from retaliation from their enemies.
Darkness From Light
However, not all Relics are so noble. Some are artificial or
were crafted by beings of great Evil. Some might even be
cursed, driving their users to commit evil deeds. These
Armoured Heroes fight for a twisted view of Justice and often
for selfish ends. They are often easily identifiable by a purple
or black color scheme, and wherever they go horrible things
are sure to follow.
Behind the Mask
Despite the fame or fear they generate, Armoured Heroes all
have one thing in common: their armour covers them
completely, in some cases altering their shape to a more
humanoid appearance. Unless an Armoured Hero dons their
armour in front of someone, it is entirely likely that nobody
will ever know their true identity. This is a good thing in most
cases however; those whose evil deeds they stop if Good
could look for revenge against the Hero's family or friends if
they knew their identities. Likewise, those who commit
atrocities could be hunted down if their identities were ever
exposed. Armoured Heroes should only ever expose this
identity to those they trust completely, else they suffer the
consequences

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The Armoured Hero
Level Proficiency Bonus Features Charge Points Transformation Die
1st +2 Fighting Style, Transformation — 1d4
2nd +2 Relic Charges 4 1d4
3rd +2 Relic Creed 6 1d4
4th +2 Ability Score Improvement 8 1d4
5th +3 Extra Attack 10 1d4
6th +3 Relic Creed Feature, Relic Machine 12 1d4
7th +3 Enhanced Reflexes, Relic's Courage 14 1d4
8th +3 Ability Score Improvement 16 1d4
9th +4 Relic Resistance 18 1d4
10th +4 Extra Attack (2) 20 1d6
11th +4 Relic Creed Feature 22 1d6
12th +4 Ability Score Improvement 24 1d6
13th +5 Battle Momentum 26 1d6
14th +5 Enhanced Relic Resistance 28 1d6
15th +5 Relic Courage Improvement 30 1d6
16th +5 Ability Score Improvement 32 1d8
17th +6 Relic Creed Feature 34 1d8
18th +6 Relic Burst 36 1d8
19th +6 Ability Score Improvement 38 1d8
20th +6 Relic Mastery 40 1d10

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Creating an Armoured Hero Class Features
As you create your armoured hero, keep in mind your Hit dice: 1d10 per Armoured Hero level.

character's Goal and how they intend to go about achieving Hit Points at 1st Level: 10 + your Constitution modifier

that goal. Are they simply a traveling hero, doing good deeds Hit Points at Higher Levels: 1d10 (or 6) + your
wherever they go? Are they seeking out a villain who has Constitution modifier per armoured hero level after 1st.
wronged them or their family in some way for justice? Or are
they Evil, and searching for ways to unlock the power of their Proficiencies
Relic so they can push their will upon those weaker than Armor: Light Armor

them? Weapons: Simple Weapons, Martial Weapons, Firearms*

Think of how you will handle your Secret Identity and Tools: One of your choice, Vehicles (land).

discuss this with the GM; does your Hero let his allies know Saving Throws: Strength, Charisma

of his secret, or does he put on a fearful facade when the fight Skills: Choose two from Acrobatics, Athletics, Arcana,
begins, fleeing, only for the Armoured Hero persona he has Deception, Insight, Performance, Persuasion, Sleight of
taken up to appear conveniently and offer to aid the party? Hand, and Survival.
Again, discuss this with the GM.
Equipment
Quick Build You start with the following equipment, in addition to the
You can make an Armoured Hero quickly by following these equipment granted by your background:
suggestions. First, make Strength and Charisma your highest
ability scores. Armoured Heroes battle with their Strength, so (a) Two Simple Weapons or (b) A Martial Weapon
it pays to be able to deal damage, and their Charisma Leather Armor
influences their AC. Make Constitution your next highest (a) A Hand Crossbow and 20 Crossbow Bolts or (b) a
score so that you can endure the battles you will inevitably Pistol and 20 rounds of ammunition.
fight in. Then, select the Folk Hero or Haunted One (VRGR) (a) a Dungeoneer’s pack or (b) an Explorer's pack
background.

Alternatively, you could begin with starting wealth of 3d4 x 10


gp and purchase starting items of your choice.

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Fighting Style Transformation
Beginning at 1st level, you adopt a particular style of fighting Starting at 1st level, your Relic begins to awaken. You gain
as your specialty. Choose one of the following options. You the ability to undergo a Transformation as a Bonus Action.
can't take the same Fighting Style option more than once, Your Transformation grants you the following benefits:
even if you get to choose again.
While making use of your Transformation, your AC is
Archery calculated as 10 + Your Strength Modifier + Your
You gain a +2 bonus to attack rolls you make with ranged Charisma Modifier.
weapons. Any weapon you use that would normally use Dexterity for
its Attack and Damage Rolls can use Strength instead.
Dueling When you deal a Critical Hit with an Unarmed Strike or a
When you are wielding a melee weapon in one hand and no Weapon with which you are proficient, you deal an extra
other weapons, you gain a +2 bonus to damage rolls with that 1d4 Damage of the type of damage the attack would
weapon normally deal. This increases to 1d6 at 10th level, 1d8 at
16th level, and 1d10 at 20th level.
Great Weapon Fighting You do not gain the benefits of any Subclass features
When you roll a 1 or 2 on a damage die for an attack you unless using your Transformation feature. You also do not
make with a melee weapon that you are wielding with two gain the benefits of any Class feature other than your
hands, you can reroll the die and must use the new roll, even Fighting Style, Extra Attack, and Enhanced Reflexes
if the new roll is a 1 or a 2. The weapon must have the two- features while not using your Transformation.
handed or versatile property for you to gain this benefit. While you are under the effects of your Transformation, a
creature who has heard you speak within the last week
Interception may make a contested Wisdom (Insight) Check against a
When a creature you can see hits a target, other than you, Charisma (Deception) Check from you. On a success, they
within 5 feet of you with an attack, you can use your reaction realize who you are. Creatures who have heard you speak
to reduce the damage the target takes by 1d10 + your within the last 24 hours have advantage on this check.
proficiency bonus (to a minimum of 0 damage). You must be Your Transformation ends when you choose to end it as a
wielding a shield or a simple or martial weapon to use this Bonus Action, you are reduced to 0 Hit Points, are rendered
reaction. Unconscious, or you die. It is not dispelled by Antimagic
Fields or similar effects, and if you try to sleep while using
Two-Weapon Fighting this feature you suffer the same penalties as if you were
When you engage in two-weapon fighting, you can add your wearing armor.
ability modifier to the damage of the second attack.
Relic Charges
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to Starting at 2nd level, you learn to harness the power of your
1d6 + your Strength modifier on a hit. If you aren't wielding Relic in small bursts called Relic Charges. Your access to this
any weapons or a shield when you make the attack roll, the energy is represented by a number of Charge Points. Your
d6 becomes a d8. At the start of each of your turns, you can armoured hero level determines the number of points you
deal 1d4 bludgeoning damage to one creature grappled by have, as shown in the Charge Points column of the Armoured
you. Hero table.

You can spend these points to fuel various Relic Charge


features. You start knowing three such features: Finishing
Strike, Heroic Parry, and Healing Charge. You learn more
Relic Charge features as you gain levels in this class.

When you spend a Charge point, it is unavailable until you


finish a short or long rest, at the end of which your Relic
regains its lost power. You must spend at least 30 minutes of
the rest without using your Transformation feature while
wearing the Relic to benefit from this feature.

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Some of your Relic Charge features require your target to Enhanced Reflexes
make a saving throw to resist the feature's effects. The saving
throw DC is calculated as follows:
At 7th level, your Transformation feature can be used at will.

Charge save DC = 8 + your proficiency bonus + your Additionally, When you are subjected to an effect that allows
Charisma modifier you to make a Dexterity saving throw to take only half
Finishing Strike. When you take the Attack Action, you damage, you instead take no damage if you succeed on the
may spend 2 Charge Points to activate this feature. If you do saving throw, and only half damage if you fail.
and you deal damage with the attack, you may roll your
Transformation Damage Die when calculating that damage Relic Courage
even if the Attack was not a Critical Hit.

At 7th level, you become immune to the Frightened Effect. At



15th level, this becomes a 15-foot radius aura that grants any
Heroic Parry. When you would be hit with an Attack or allied creatures within that radius immunity to the
forced to make a Saving Throw, you can use your Reaction to Frightened effect.
expend 1 Charge Point to add +2 to your AC or +1 to your
Saving Throw, potentially turning a hit into a miss or a failure Relic Resistance
into a success.


At 9th level, your Relic empowers you. You may add half of
Healing Charge. You may expend 2 Charge Points to target your Proficiency Bonus (rounded down) to any Saving
one creature within touch distance of you. That creature Throws with which you are not proficient.
recovers HP equal to your Transformation Die + Your
Charisma Modifier. Battle Momentum
Relic Creed At 13th level, you know how to take advantage of the battle
when it turns in your favor. If an enemy misses with an Attack
At 3rd level, your Relic awakens fully to the creed you follow Roll, you may spend 1 Charge Point as a Reaction to gain
in your life. You can choose an archetype from the ones on advantage on your next Attack against that creature.
page 9 that alters your fighting prowess and enhances your
body. The archetype you choose grants you features at 3rd Enhanced Relic Resistance
level and again at 6th, 11th, and 17th level.
At 14th level, your Relic protects you further. When you gain
Ability Score Improvement this feature, choose one damage type other than Psychic or
Force. You gain Resistance to that damage type while using
When you reach 4th level, and again at 8th, 12th, 16th, and your Transformation feature.

19th level, you can increase one ability score of your choice

by 2, or you can increase two ability scores of your choice by At the end of a Long Rest, you may change this damage type
1. As normal, you can't increase an ability score above 20 to another type other than Psychic or Force.
using this feature.


Relic Burst
If your DM allows the use of feats, you may instead take a
feat. At 18th level, you learn to fire a burst of energy from your
Relic, harming foes and protecting your allies.

Extra Attack

You can spend 2 Charge Points to force all hostile creatures


Beginning at 5th level, you can attack twice, instead of once, within a 15-foot radius of you to make a Constitution saving
whenever you take the Attack action on your turn. throw, taking (3 x Your Transformation Die) in Force damage
The number of attacks increases to three when you reach and knocking them prone on a failed save or half as much
10th level in this class. and not knocking them prone on a successful one.

Relic Machine Alternatively, you can instead grant all allied creatures within
At 6th level, you gain a powerful vehicle of artifice and magic a 15-foot radius of you Temporary Hit Points equal to Your
called a Relic Machine. You may call upon it as a Bonus Transformation Die + Your Charisma Modifier. These
Action from anywhere, and it will appear 5 feet away from Temporary Hit Points replace any the creatures already have.
you in empty space so long as there is solid ground. It is a Relic Mastery
Land Vehicle that has a speed of 50 feet, lacks flying,
swimming and climbing speeds, has an AC equal to 13 + your At 20th level, you master your Relic. Your Relic cannot be
Charisma Modifier, has HP equal to 2 + Your Charisma destroyed by normal means, and if it is removed from your
Modifier + (3 x Your Armoured Hero Level), and has two person for longer than 24 hours it magically returns to you.

wheels and seating for up to two people. If the Mending spell

is cast on it, it recovers 2d4 hit points. If it is destroyed, you Additionally, your Strength and Charisma Scores increase by
must spend an hour during a Long Rest focusing on your +2, and their maximums are both 22.
Relic to create a new Relic Machine. You can only have one
Relic Machine at a time and if you try to create a second, the
first is destroyed instantly.
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Creed of Protection
Those who follow the Creed of Protection seek to do
everything in their power to defend the weak and innocent
from harm. Some take this a step further, wanting to protect
everyone and seeing those doing evil as bringing harm to
themselves. A Hero following the Creed of Protection will
reach out to help anyone they can, no matter the personal
cost.
Protector's Speech
At 3rd level, you have learned how to dissuade others from
doing harm. You gain proficiency in the Persuasion Skill if
you do not already have it. If you do, you instead double your
proficiency bonus with Persuasion (Charisma) Skill Checks
you make.
Protector's Guard
At 3rd level, when a Creature within 5 feet of you takes
damage from an Attack, you can spend 1 Charge Point as a
Reaction. If you do, that creature reduces the damage it takes
by your Transformation Die + your proficiency Bonus.

At 11th level, you may spend an additional Charge Point to


increase the range of this feature to 15 feet.
Protector's Interference
At 6th level, you can interfere with enemy spells. As an
Action, you can spend 2 Charge Points to target a creature
within 30 feet of you that is currently holding concentration
on a spell. You may immediately force them to make a
constitution saving throw against your Charge Save DC. If
they fail, they lose concentration on the spell they're focusing
on. If a creature succeeds on this saving throw, they are
immune to this feature for 24 hours.

You must finish a Short or Long Rest to use this feature


again.

The range of this feature increases to 60 feet at 17th level.


Protector's Touch
At 11th level, you can mend the wounds of others more
efficiently. When you use your Healing Charge feature, you
roll two of your Transformation Dice instead of one.
Ultimate Protection
At 17th level, you can protect someone from harm completely.
You can use an Action to spend 5 Charge Points to grant a
creature of your choice other than yourself the benefits of the
Invulnerability Spell until the start of your next turn. Only one
creature may be under this effect at a time, and if you use it
on a different creature the first loses the benefits of this
ability.

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Creed of Strength
Those who follow the Creed of Strength exemplify physical
might over all else. They use this power to strike down evil
before it can strike down the innocent, attacking those who
would do wrongs with all their might. They also believe in
mental strength, and the will to resist evil wherever it would
try to take root.
Strength of Body
At 3rd level, your physical might increases. The amount of
weight you can carry is doubled, as is the amount you can
push, pull, and lift. You also ignore the Heavy quality on
weapons that have it so long as they lack the Special Quality.

Additionally, your weapon attacks with weapons that have the


Heavy quality and your Unarmed Strikes score a critical hit
on a roll of 19 or 20
Strength of Mind
At 6th level, you may add half of your Strength Modifier
(rounded down, minimum 1) to any Intelligence Ability
Checks or Saving Throws you make.

Additionally, any attacks that would benefit from your


Strength of Body feature’s enhanced critical range count as
magical for the purpose of piercing resistance or immunity.
Strength of Spirit
At 11th level, you gain immunity to the Charmed condition.

Additionally, you can spend 2 Charge Points as a Reaction to


apply your Enhanced Reflexes feature to any saving throw
you make, not just Dexterity Saving Throws.
Unstoppable Strength
At 17th level, you gain +1 AC while using your
Transformation feature.

Additionally, if you miss with an Unarmed Strike or Weapon


Attack using a weapon with the Heavy property, you can
spend 2 Charge Points as a Reaction to hit with that attack
instead. If you do so, the damage you deal with that attack is
halved (rounded down).

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Creed of Magic Focal Weapon
At 3rd level, you can spend one hour infusing a weapon that
Those who follow the Creed of Magic are skilled in magical lacks the Heavy and Two-Handed properties with your magic.
combat. They believe that the best way to save those who This weapon can be used as a focus for your spells.

need it is through application of magical spells in tandem

with physical prowess. Their relics grant them magical power Additionally, when you deal damage with your Focal Weapon,
innate to the user. you can spend 2 Charge Points to infuse it with magical
Spellcasting power, dealing your Transformation Die in one of the
At 3rd level, your Relic grants you the power to use magic.

following damage types: Fire, Cold, Lightning, Thunder. You

decide which damage type is dealt when you spend the


Cantrips. You learn two cantrips of your choice from the Charge Points to use this feature.
Sorcerer spell list. You learn an additional Sorcerer cantrip of Magical Adaptation
your choice at 10th level.

At 6th level, when you cast a spell that deals damage, you can

spend 2 Charge Points to change that damage type to one of


Spells Known. The Relic of Magic Spellcasting table shows the following: Fire, Cold, Lightning, Thunder. You must spend
how many spell slots you have to cast your spells of 1st level the points when you cast the spell.
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 Magical barrier
slots when you finish a long rest.

At 11th level, you gain the power to summon a powerful

barrier. You learn the Shield and Absorb Elements (XGE)


For example, if you know the 1st-level spell Burning Hands spells if you do not already, and they do not count against
and have a 1st-level and a 2nd-level spell slot available, you your known Spells.

can cast Burning Hands using either slot.

Additionally, you can spend 3 Charge Points as a Reaction


Spells Known of 1st-Level and Higher. You know three 1st- when a creature within 15 feet of you is the target of a
level sorcerer spells of your choice, two of which you must Weapon Attack or the Magic Missile Spell. If you do, you can
choose from the Evocation and Transmutation spells on the cast Shield on that creature as if you had cast the spell on
Sorcerer spell list.
The Spells Known column of the Relic of yourself, granting them all the benefits of the Shield Spell.
Magic Spellcasting table shows when you learn more
Sorcerer spells of 1st level or higher. Each of these spells Relic Font
must be an Evocation or Transmutation spell of your choice, At 17th level, any Material Component with a Gold Cost has
and must be of a level for which you have spell slots. For that cost halved for you (Rounded down, minimum 1 GP).

instance, when you reach 7th level in this class, you can learn

one new spell of 1st or 2nd level. The spells you learn at 8th, Additionally, choose a single Evocation spell of 1st Level that
14th, and 20th level can come from any school of magic.

deals Fire, Cold, Thunder, or Lightning damage. You no

longer have to expend a Spell Slot to cast this Spell.


Whenever you gain a level in this class, you can replace one
of the Sorcerer spells you know with another spell of your
choice from the Sorcerer spell list. The new spell must be of
a level for which you have spell slots, and it must be an
abjuration or evocation spell, unless you're replacing the spell
you gained at 3rd, 8th, 14th, or 20th level from any school of
magic.

Spellcasting Ability. Charisma is your spellcasting ability for


your spells. 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

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Creed of Magic Spellcasting Table
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
1st — — — — — —
2nd — — — — — —
3rd 2 3 2 — — —
4th 2 4 3 — — —
5th 2 4 3 — — —
6th 2 4 3 — — —
7th 2 5 4 2 — —
8th 2 6 4 2 — —
9th 2 6 4 2 — —
10th 3 7 4 3 — —
11th 3 8 4 3 — —
12th 3 8 4 3 — —
13th 3 9 4 3 2 —
14th 3 10 4 3 2 —
15th 3 10 4 3 2 —
16th 3 11 4 3 3 —
17th 3 11 4 3 3 —
18th 3 12 4 3 3 —
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

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Creed of Skill
Those who follow the Creed of Skill believe that their
technical prowess and skill make them best suited to
heroism. They are often somewhat arrogant, but back up
their talk with action and have very versatile powers.
Expertise
At 3rd level, choose two of your skill proficiencies. Your
proficiency bonus is doubled for any ability check you make
that uses either of the chosen proficiencies.
Heroic Ranger
At 3rd level, you ignore the Loading, Reload, and Ammunition
properties of any weapon with which you are proficient.

Additionally, you may spend 1 Charge Point when you make


an Attack with a Ranged Weapon to ignore the penalty for
attacking at long range.
Crack Shot
At 6th level, your aim with ranged weapons becomes
impeccable. You can spend 2 Charge Points when you make
an attack with a Ranged Weapon that has the Ammunition
property to roll your Transformation Die and add the result to
your Attack roll.

Additionally, you can spend 3 Charge Points to use this ability


after the outcome of the Attack Roll has been determined to
roll a Transformation Die and add half of the amount rolled
(rounded down, minimum 1) to the Attack roll, potentially
turning a miss into a hit. You cannot use this part of this
feature if you have already spent 2 Charge Points to use the
first half of this ability in the same turn.
Perfect Skill
At 11th level, when you make an Ability Check with a Skill
you lack proficiency in, you can spend 1 Charge Point to add
half of your proficiency Bonus (rounded up) to that Skill
Check.
Shooting Finish
At 17th level, you can spend 5 Charge Points to make a
Shooting Finish. This is a special Weapon Attack, and
requires you to use a weapon with the Ammunition property.
The target must make a Dexterity Saving Throw against your
Charge DC or take 8d8 Force damage on a failed save or half
as much on a successful one.

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Creed of Speed
Those who follow the Creed of Speed are naturally faster
than other Armoured Heroes, and use that speed to save the
helpless. They tend to talk fast and rush into things without
thinking, but they rely on their speed to make up for any
mistakes they might make.
Clock Up
At 3rd level, you can add your Charisma modifier to your
Initiative rolls.

Additionally, you gain 10 feet of movement. You gain another


5 feet at 6th, 11th, and 17th level.
Speed Striker
At 3rd level, if you move at least 20 feet in a straight line
before making a Melee Weapon Attack or Unarmed Strike
and hit with that attack, you can roll your Transformation Die
and add it to the damage
Typhoon
At 6th level, you gain the ability to blow away those behind
you. You can spend 1 Charge Point to take the Dash action as
a Bonus Action, and if you do you any creature that makes an
Opportunity Attack against you while using the Dash Action
in this way must make a Strength saving throw against your
Charge DC or be pushed backwards 5 feet.
Hyper Speed
At 11th level, you can move fast enough to avoid being hit.
Movement from you no longer provokes opportunity attacks,
and if a creature would provoke an opportunity attack from
you, you have advantage if you make that Opportunity Attack
with an Unarmed Strike or Melee Weapon.
Lord of Speed
At 17th level, you can spend 5 Charge Points to cast the Time
Stop spell. You must finish a Long Rest to do so again.

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Creed of Darkness
Those who follow the Creed of Darkness have taken the
name of an Armoured Hero and twisted it to suit their selfish
ends. Most of these are villains who have corrupted their
relics - or relics who have corrupted their users. Those who
go against their creed and duty to protect others can become
Dark Heroes as well, similar to a Paladin Falling. When
hatred and anger enter your heart, darkness isn’t far behind.
Playing the Creed of Darkness
Playing a Dark Hero is no laughing matter, and is usually
reserved for those who fail to uphold the ideals of justice and
protection. Similar to the Oathbreaker Paladin in the
Dungeon Master's Guide, the Dark Hero option is not meant
to be generally available to player characters as an option at
Character Creation. Consult your Dungeon Master if you
wish to play an Armoured Hero with this Creed.
Thunder
At 3rd level, you can choose to deal Thunder damage with
Weapons you are proficient with and Unarmed Strikes
instead of the damage they would normally deal.

Additionally, you learn the Booming Blade (TCE) Cantrip.


Charisma is your spellcasting modifier for this spell.
Speed
At 6th level, you can spend 2 Charge Points to take the Dodge
Action as a Bonus Action.

Additionally, you can spend 2 Charge Points to cast the Misty


Step spell.
Death
At 11th level, If damage reduces you to 0 hit points, you may
choose to make a Constitution saving throw with a DC of
5+the damage taken, unless the damage is Radiant or from a
Critical Hit in which case you cannot use this Feature. On a
success, you drop to 1 hit point instead.

You may use this feature a number of times equal to your


proficiency bonus per long rest, but may expend 5 Charge
Points to use it again after that.
Destruction
At 17th level, you treat any Attack against an object that isn't
being worn or carried and buildings as a Critical Hit.

Additionally, you may expend 5 Charge Points as an Action. If


you do, you may force a creature within 5 feet of you to make
a Constitution saving throw. If the creature you choose has
100 hit points or fewer, it dies. Otherwise, it takes 6d6
Thunder damage that ignores Resistance and Immunity.

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Multiclassing Information Credits
Multiclassing Requirements: 13 Strength, 13 Charisma


Art (In Order)
Multiclassing Proficiencies: Simple Weapons, Martial すらなき
Weapons, Light Armor, one skill from the class's Skill List. Catball1994
kaamin (mariarose753)
Optional Features yusuki (fukumen) (Dead Source)
The following features are optional, as per the Optional オトカムオトカム
Features found in Tasha’s Cauldron of Everything. Cheng C (Dead Source)
arashikun
Firearm Proficiency ishiyumi
If your Dungeon Master uses the rules on firearms in chapter miya ur
9 of the Dungeon Master's Guide and your armoured hero
has been exposed to the operation of such weapons, your Other
armoured hero is proficient with them. Toei Studios: Kamen Rider Brand, Characters, and Series.
Heroic Skill Me, SmugCoffeeMan: Class concept

2nd-Level Armoured Hero Optional Feature

You gain proficiency in a skill from the following list:


Athletics, Deception, Intimidation, Persuasion, Sleight of Fan Content Policy
Hand. This work is unofficial Fan Content permitted
under the Fan Content Policy. Not
Charge Strike approved/endorsed by Wizards. Portions of the
3rd-Level Armoured Hero Optional Feature

materials used are property of Wizards of the


If you spend 1 charge point or more as part of your action on Coast. ©Wizards of the Coast LLC.
your turn, you can make one attack with an unarmed strike or
a weapon that lacks the Heavy or Two-Handed quality as a
bonus action before the end of the turn. If you enjoy my content, feel free to buy me a coffee over on
Heroic Presence Ko-Fi! It ensures I can focus on putting out content instead of
4th-Level Armoured Hero Optional Feature

worrying about paying my bills.


When you make a Persuasion (Charisma) or Deception Feel free to follow me on social media!

(Charisma) Skill Check, you can spend 2 charge points and Youtube

roll your Transformation Die and add the Transformation Die Twitter

to the Skill Check. Twitch


Focused Aim
5th-Level Armoured Hero Optional Feature

When you miss with an attack roll, you can spend 1 to 3


charge points to increase your attack roll by 2 for each of
these charge points you spend, potentially turning the miss
into a hit.

13
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Changelog
1.01
Updated a bit of wording in some features.
Charge Points now scale with my Revised Monk's Ki (4 at
2nd up to 40 at 20th)
Reworked Protector's Disruption feature to end
concentration, but made it once per rest. Considered
making it scale on Prof bonus, but that would be very, very
powerful.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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