Stuff of Legend: Expanded Hero Points A monk leaps over the balustrade and off the balcony, somersaulting through the air to make a flying kick at the orc brute in the courtyard below. A knight lets out a thunderous battlecry to distract the dragon about to devour a helpless maiden. In a blistering display of spark and flame, a wizard unleashes a fireball in the midst of a battalion of soldiers while simultaneously calling lightning down on their heads. These are the actions of heroes. Some adventurers are born into greatness, while others find it over the course of their travels by undertaking quests and difficult training to advance their powers. For those heroes who are indeed more than their everyday adventuring counterparts, hero points allow players and dungeon masters to create characters and NPCs that are larger than life. What are Hero Points? Hero points are a supplemental rule system originally presented on page 264 of the Fifth Edition Dungeon Master's Guide. In their original form, hero points allowed characters to gain a bonus on certain d20 rolls and recover from failed death saving throws. Put simply, each character began play with a limited pool of points they could use in a pinch. Inspired by elements of the Pathfinder system's Mythic Adventures handbook, this guide expands on the Fifth Edition hero point mechanics to present additional options for creating epic characters in the world's greatest roleplaying game. Hero Point Basics For games using the hero point system, these basic rules apply. Heroic Pool At first level, a heroic character begins play with 5 points, which comprise his or her heroic pool. Each time the character gains a new level, he or she loses any unspent hero points and gains a new total equal to 5 + half his or her current level. For instance, a level 8 character with a full heroic pool would have 9 hero points. Heroic Deeds Hero points are used to fuel heroic deeds, those feats of strength and cunning that separate heroic characters from lesser adventurers. A heroic deed is a special maneuver that requires the expenditure of one hero point to execute. In most cases, heroic deeds also require the use of an action, bonus action, or reaction, and unless stated otherwise, using a heroic deed is an immediate effect. Furthermore, a character may never use more than one heroic deed per round. First level heroes begin their adventures with knowledge of the Heroic Surge deed and one additional heroic deed of the player's choice. As they explore the world and grow in both knowledge and power, they continue to learn new heroic deeds. Starting at level 4 and every third level thereafter (7, 10, 13, 16, and 19), a player may select one additional heroic deed to add to his or her character's list of deeds known. Heroic Surge All heroic characters begin play with knowledge of this deed at first level. A player can spend a hero point whenever he or she makes an attack roll, an ability check, or a saving throw. The player can spend the hero point after the roll is made but before any of its results are applied. Spending the hero point allows the player to roll a d6 and add it to the d20, possibly turning a failure into a success. Heroic Deed Descriptions The following deeds are available to heroic characters at fourth level and beyond. Abundant Casting When casting a spell that targets a finite number of creatures, a player may spend one hero point as a bonus action to affect an additional two creatures with that spell. These additional creatures must still be within the spell's normal range to be affected by this deed. Alacritous Cogitation As a bonus action, a player may spend one hero point to sacrifice a prepared spell slot to cast another spell of equal or lower level not prepared that day. Amazing Initiative Before the start of a combat encounter, a player may spend one hero point to gain advantage on his or her initiative roll. Nothing New Under the Sun But wait! Amazing Initiative is covered by the Revised Ranger class feature in WOTC's Unearthed Arcana. I know. This heroic deed is in no way intended to replace that class feature. Amazing Initiative (and a few other heroic deeds) emulate in part the functionality of existing class features or feats to bring added and strictly limited utility to characters who wouldn't otherwise have access to those abilities. Arcane Surge As a bonus action, a player may spend one hero point to cast an additional spell on his or her turn.

Optional Rules: Regaining Hero Points Under normal circumstances, spent hero points are not restored until a character gains a new level. (Power Attack is an exception to this rule.) Some Dungeon Masters may elect to allow their players' characters to regain hero points through one or both of the following methods. By Resting: By taking a long rest, characters who spent hero points over the course of the previous adventuring day may restore one point to their heroic pool. As Rewards: In addition to inspiration, DMs may choose to reward good roleplaying or strategy by allowing players to return one spent hero point to their pools at the end of a gaming session. Bolster As an action, a player may spend one hero point to inspire another friendly character to new heights of greatness. The target of this deed gains the benefits of the Enhance Ability spell for one minute. Burst of Speed Once per encounter, a player may use a bonus action to spend one hero point to increase his or her character’s base movement speed by 15 feet for one minute. Combat Reflexes Spend one hero point to immediately gain an additional reaction this turn. Epic Dodge As a reaction, a player may spend one hero point to gain a defensive bonus. As a part of this heroic deed, roll 1d6 and add the result to the character's armor class. In order to use this heroic deed, a character must be subject to an incoming hostile attack roll, and the AC bonus gained applies to all subsequent attack rolls made against the character until the beginning of his or her next turn. Far Shot When making a ranged attack roll, a player may spend one hero point to negate disadvantage caused by attacking at long range. Using this heroic deed does not allow a character to increase the maximum range of any ranged weapon or spell. Free Run As a bonus action, a player may spend one hero point to to climb a vertical or slanted surface at his or her character's base movement speed for one round. At the DM's discretion, Strength (Athletics) checks to climb surfaces that are slippery or have few handholds still apply. The character must end his or her movement on a level surface or with sufficient handholds to avoid falling back down. Great Fortitude As a reaction, a player may spend one hero point to gain advantage on any one saving throw. Great Leap As a bonus action, a player may spend one hero point to increase his or her character's long jump distance by 10 feet. Alternatively, a player may spend one hero point to increase his or her character's high jump distance by 3 feet. Great Reach When making a melee attack roll, a player may spend one hero point to extend the reach of his or her character’s weapon by 5 feet. Heroic Expertise As a bonus action, a player may spend one hero point to gain expertise (as the bard class feature) in one skill with which his or her character is proficient. This benefit lasts for one minute. Heroic Inspiration As a bonus action, spend one hero point to grant a d6 inspiration die to another character within 60 feet that can hear you. Heroic Proficiency As an action, a player may spend one hero point to gain proficiency in any one skill for one hour. Alternatively, a player may spend one hero point to gain proficienty with one weapon or tool for one hour. Heroic Skill As a bonus action, a player may spend one hero point to gain advantage on his or her next skill check. Hero’s Command As a bonus action, a player may spend one hero point to direct another friendly character within 60 feet to take a single attack action (one melee, ranged, or spell attack). The affected character acts out of iniative order, immediately executing to the best of his or her ability the command given by the initiating character. A character may not command other characters to take bonus actions or move actions. Hero’s Dash A player may spend one hero point to take an additional move action this turn. Hero's Rebuke As a reaction, a player may spend one hero point to roll a d6 and subtract it from an attack roll made by a hostile creature within 60 feet.