Henshin Hero Full Class-Combined
Henshin Hero Full Class-Combined
Henshin Hero Full Class-Combined
1st +2 Word of 2 3 3 2
Transformation, Power
Source, Spellcasting
Improvement
5th +3 - 3 4 8 5, 3, 2
7th +3 - 4 4 10 5, 3, 3, 1
Improvement
9th +4 - 4 4 12 5, 3, 3, 2
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
15th +5 - 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
Class Features
As a Henshin Hero, you gain the following class features.
Hit Points
Hit Dice: 1d6 per barbarian level
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per henshin hero
level after 1st
Proficiencies
Armor: Light armor, shields
Tools: None
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:
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:
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
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,
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
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
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
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
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.
Spellcasting Focus
Whatever your power source is, be it a staff or costume, serves as your spell focus. You
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be,
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.
charms.
you can use your reaction to impose disadvantage on the attack roll. You must be
wielding a shield.
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
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.
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
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
easier to cast. When you take the attack action, you can use your bonus action to cast
one cantrip.
gain the effects of the fire shield spell for the first minute of every transformation.
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.
imbued deeply with ancient magic. Once you discovered the command phrase, lengthy
Secret Identity
At 1st level, you become more difficult to recognize while transformed. Your costume
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.
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.
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.
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.
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.
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
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
6th +3 — 3 3 2 1 — — — 1
9th +4 — 3 4 2 2 1 — — 2
10th +4 Bolstered Calling 3 4 2 2 1 — — 2
13th +5 — 4 4 3 3 2 1 — 3
14th +5 Boggled Mind 4 4 3 3 2 2 1 4
17th +6 — 4 4 3 3 2 2 1 6
Hit Points
Hit Dice: 1d10 per ranger level
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per far caller level
after 1st
Proficiencies
Armor: Light armor, medium armor
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:
Aberrant Calling
Beginning at 1st level, your research and reverence of aberrations has evolved your
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
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,
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
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 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.
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus
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.
options below or one from another source. Your choice grants you features at 3rd 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.
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
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
Boggled Mind
Starting at 14th level, you are immune to being charmed and frightened, and your mind
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.
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
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
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
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.