Action Hero

Class Features

As an action hero, you gain the following class features.

Hit Points
Hit Dice: 1d10 per action hero level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per action hero level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons, firearms
Tools: Any one vehicle
Saving Throws: Strength, Dexterity
Skills: Choose 4 from Acrobatics, Athletics, Intimidation, Investigation, Perception, Persuasion, Stealth, Survival

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

  • leather jacket, knife
  • (a) autoloader and 40 bullets or (b) 12 gauge shotgun and 20 bullets,
  • (a) dungeoneer's pack or (b) explorer's pack
  • (a) explorer's outfit or (b) any costume
Action Hero
Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Action Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Action Archetype feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Action Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement
15th +5 Action Archetype feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Indomitable (three uses)
18th +6 Action Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Double-Tap. When you make an attack with a firearm, you may make a second attack as bonus action with the same firearm. This bonus attack deals only 1 dice of damage and does not add your ability modifier.

Hail of Bullets. When wielding a weapon with the burst fire feature, you may choose before attacking that those within the attacks effected area who succeed their saving through still take half damage. You may use this feature once per short or long rest.

Protection. 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.

Pugilist. Your unarmed strike deals 1d4 damage. If you have another feature which increases your unarmed strike damage, such as the Martial Arts feature or the Tavern Brawler feat, you can increase that damage by one die-size (1d4 becomes 1d6, 1d6 becomes 1d8, etc.) instead.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Defense. If you are unarmed, your Armor Class is increased by +1.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your action hero level. Once you use this feature, you must finish a short or long rest before you can use it again.

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.

Action Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion, Gunslinger, or Two-Fisted Fury. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.


Action Archetypes

Different action heroes choose different approaches to perfecting their fighting prowess. The action archetype you choose to emulate reflects your approach.

Champion


A champion focuses on the development of raw physical power honed to deadly perfection, combining rigorous training with physical excellence to deal devastating blows.

Improved Critical. Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete. Starting at 7th 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.

Additional Fighting Style. At 10th level, you can choose a second option from the Fighting Style class feature.

Superior Critical. Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Survivor. At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

Gun-Slinger


A gun-slinger is is aimed at blowing his enemies away, especially with his favorite gun.

Good With a Gun. Beginning when you choose this archetype at 3rd level, you can reroll a single firearm damage dice once per short or long rest. You can choose to accept the result o the new roll or retain the original roll.

You gain an additional use of this feature at 7th, 10th, 15th, and 18th levels.

Improved Firearm Critical. Starting at 7th level, your firearms score a critical hit on a natural roll of 19 or 20.

Additional Fighting Style. At 10th level, you can choose a second option from the Fighting Style class feature.

Quick-Shot. At 15th level, you can use the burstfire feature with any gun that holds at least 4 rounds of ammunition.

She's My Favorite Gun. At 18th level, choose your favorite gun. You can change your favorite gun by spending a long rest attuning with it. You always have advantage when using your favorite gun.

Two-Fisted Fury


The two-fisted fury is an expert at pounding her enemies to a pulp with her choice of unarmed combat styles.

Improved Unarmed Critical. Beginning when you choose this archetype at 3rd level, your unarmed strike scores a critical hit on a natural roll of 19 or 20.

Improved Unarmed Strike. Starting at 7th level, your unarmed strike deals 1d4 damage. At 10th level this increases to 1d6, then to 1d8 at 15th, 1d10 at 18th. You can choose to use your Dexterity modifier instead of Strength modifier for this attack.

If your offhand is empty, you can make one additional unarmed strike as a bonus action.

Remarkable Athlete. At 10th 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.

Grapple Expert. At 15th level, you can double your proficiency bonus when making Athletics check to grapple.

Superior Unarmed Critical. Starting at 18th level, your unarmed strikes score a critical hit on a roll of 18–20.

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