Hero

You were not born a hero, but you became one. Sometimes heroes are born with some blood of the gods, but sometimes they are made entirely of the Earth, either way, you have forged a path of greatness. Not only do you have unfathomable talent, but you are gifted by the gods themselves for your deeds. Whichever god/s have gifted you, determines what sort of powers you have, and what weapons were bestowed upon you.

As a Hero, you gain the following class features.

Hero Powers
Your patron god/s have given you unique powers. Powers are the Hero equivalent of spells. See Spells Rules for the general rules of spellcasting and the Powers List under the Gods you choose for the Hero spell lists.

Minor Powers
You know two minor powers of your choice from your god's minor powers list. You learn additional minor powers of your choice at higher levels, as shown in the Minor Powers column of the Hero table. Minor Powers are the Hero equivalent of cantrips.

Major Powers
The Hero table shows how many Powers you have. The table under your chosen gods will include which Powers you get at what level. To cast one of your Powers you must expend an available power for the day. You regain all expended spell slots when you finish a short or long rest.

Additionally, when you gain a level in this class, you can choose one of the Hero powers you know and replace it with another power from your other chosen god's power list, which also must be from your level or lower.

Alternatively, when you gain a level, you may commune with a god, asking it for a blessing, either taking on your second patron god, or in place of one of your patron gods, if the god deems you worthy, you may switch over to that patron, and have access to their Abilities and Powers lists. You lose all of your powers and level features from the god you remove, and may choose class features from the two patron gods that you have hence forth.

Spellcasting Ability

Your Spellcasting ability is determined by one of the gods you follow, so you use that Ability score whenever a Power refers to your spellcasting ability. In addition, you use that same modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Refer to your God's section for which Ability modifier you will use. If you chose two gods, you pick the Ability score that is higher between the two.

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

Spell attack modifier = your proficiency bonus + your modifier

Hit Points
Hit Dice: 1d12 per Hero level

Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Hero level after 1st

Hero Table

Olympian Patron
At 1st level you are able to choose one or two gods from which you were bestowed gifts.

If you choose more than one god, you may mix and match proficiencies, powers, and equipment, but they cannot exceed the gifts given by one god. I.e. You may only have one set of proficiencies in armor, two minor artefacts of myth, etc.

Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Proficiencies
Armor: Light and Medium Armor

Weapons: Simple weapons, Martial Weapons

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose two skills from Athletics, Acrobatics, Arcana, Religion, Insight, Deception, and Persuasion

Equipment

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

(a) a minor artefacts of Zeus & (b) a minor artefact of Zeus

(a) a holy symbol of Zeus

(a) a dungeoneer’s pack

Leather armor,

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Agonizing Blast Prerequisite: eldritch blast cantrip

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Armor of Shadows You can cast mage armor on yourself at will, without expending a spell slot or material components.

Ascendant Step Prerequisite: 9th level

You can cast levitate on yourself at will, without expending a spell slot or material components.

Beast Speech You can cast speak with animals at will, without expending a spell slot.

Beguiling Influence You gain proficiency in the Deception and Persuasion skills.

Bewitching Whispers Prerequisite: 7th level

You can cast compulsion once using a warlock spell slot. You can’t do so again until you finish a long rest.

Book of Ancient Secrets Prerequisite: Pact of the Tome feature

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Chains of Carceri Prerequisite: 15th level, Pact of the Chain feature

You can cast hold monster at will — targeting a celestial, fiend, or elemental — without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Devil’s Sight You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.