Helker
About this class
The Helker is a powerful and intelligent warrior, focused on tactics and strategy rather than simple rushed combat. By binding with a teammate, the Helker focuses on using that connection to assist the whole team in combat.
Art is paid for and used with permission, by artist Christy Mosgaard. https://www.artstation.com/mosgaard
Included subclasses
Domains
Valor
Starting stats
Hope feature
Class features
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Binding Thoughts
Once per long rest you may bind yourself to one ally, this ally becomes your bounden. You can speak to your bounden at any distance. Place a number of tokens equal to your knowledge score on your character sheet. You can remove a token to use the following features as if you occupied your bounden's space.
- Mark an armor slot to reduce the severity of an attack dealt to an ally within melee range of your bounden.
- Mark a stress to give your bounden +2 evasion.
- Mark a stress to make a strength reaction against all targets in melee range of your bounden, on a success they are pushed away from your bounden to a very close range.
- Mark a stress to see from the perspective of your bounden, this lasts until you choose to end it or you take damage.You regain half your spent tokens on a short rest. Once you take a long rest, your binding ends and you can bind to a new ally.
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Calm Mind
Once per long rest you can take a pause and roll a number of d6 equal to your knowledge trait. For each roll above a 3 clear a stress. If you roll at least one 6 you can clear an armor slot as well.
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Thought Muscle
Add half your knowledge score to your strength score. This feature cannot make your strength score exceed your knowledge score.
Class items
- A medical ear trumpet or a small mirror that reflects only the sky.
Character questions
Background prompts
- Who did you first bind with?
- How many bound minds have been lost to you?
- What was your subject of study as a child?
Connection prompts
- I told you through our binding once to run, what were we running from?
- I once apologized to you for seeing something traumatizing in your mind, what did I see?
- When we first bound, what test did you perform to make sure it was real?
Subclass cards
Printable via header menu
Cohort
Foundation
SPELLCAST TRAIT: Knowledge
Cohort
Specialization
Cohort
Mastery
Conduit
Foundation
SPELLCAST TRAIT: Knowledge
Conduit
Specialization
Conduit
Mastery
Helker
The Helker is a powerful and intelligent warrior, focused on tactics and strategy rather than simple rushed combat. By binding with a teammate, the Helker focuses on using that connection to assist the whole team in combat.
Art is paid for and used with permission, by artist Christy Mosgaard. https://www.artstation.com/mosgaard
Domains
Valor + Pulse
Starting Evasion
9
Starting Hit Points
7
Class Items
- • A medical ear trumpet or a small mirror that reflects only the sky.
Helker’s Hope Feature
Bound Success : Spend 3 hope to study an enemy. Next time you or your bounden roll duality dice to attack that enemy, roll 2 fear dice, and 2 hope dice. Choose one hope and one fear dice to use for that attack.
Class Features
Binding Thoughts
Once per long rest you may bind yourself to one ally, this ally becomes your bounden. You can speak to your bounden at any distance. Place a number of tokens equal to your knowledge score on your character sheet. You can remove a token to use the following features as if you occupied your bounden's space. - Mark an armor slot to reduce the severity of an attack dealt to an ally within melee range of your bounden. - Mark a stress to give your bounden +2 evasion. - Mark a stress to make a strength reaction against all targets in melee range of your bounden, on a success they are pushed away from your bounden to a very close range. - Mark a stress to see from the perspective of your bounden, this lasts until you choose to end it or you take damage. You regain half your spent tokens on a short rest. Once you take a long rest, your binding ends and you can bind to a new ally.
Calm Mind
Once per long rest you can take a pause and roll a number of d6 equal to your knowledge trait. For each roll above a 3 clear a stress. If you roll at least one 6 you can clear an armor slot as well.
Thought Muscle
Add half your knowledge score to your strength score. This feature cannot make your strength score exceed your knowledge score.
Helker Subclasses
Choose either the Cohort or Conduit subclass.
Cohort
Play the Cohort if you want to empower and be empowered by an ally.
Spellcast Trait
Knowledge
Foundation Features
- Bound Strike: While your bounden is within close range, you can spend a hope to make a standard attack targeting one enemy within range of you and one enemy within range (using your weapon range) of your bounden.
- Nudge: Mark a stress to give you or your bounden a +2 bonus to the next attack roll.
Specialization Feature
- Bound Hope: While bound to an ally, each of you may spend a hope to give the other a hope.
- Bountiful: Once per long rest when a beneficial spell is cast on your bounden within close range, you can spend a hope to gain the benefits of that spell as well.
Mastery Feature
- Unbounded: Your bound strike feature now hits all enemies within melee range of your bounden.
- As One: When you or your bounden use a tag team move together, you both gain advantage on attack rolls until; one of you misses an attack roll or your next rest.
Conduit
Play the Conduit if you want to be a central tactician weaving the party together.
Spellcast Trait
Knowledge
Foundation Features
- Limit Break: When you bind with an ally on your long rest, you may bind with a number of allies equal to your knowledge trait. Choose only one ally you can speak to at any distance.
- Bound Tight: You gain double the tokens placed on your character sheet when using your bind feature.
Specialization Feature
- Helpful: You can help your bounden without spending a hope. You must complete a long rest before you can help that bounden in this way again.
- Helping Hands: When you roll advantage to help an ally you cannot roll lower than your knowledge trait
Mastery Feature
- Speak Free: All your bounden may speak to you or each other at any distance
- Bound Team Attack: Once per session in place of your tag team attack, you can spend 3 hope to initiate a bound team attack. Each bounden makes a seperate attack roll, before resolving the outcome choose one of the rolls to apply to all your results. Each attack can hit a separate target or the same. If you hit the same target, roll damage together.
Background Questions
Answer any of the following, or create your own.
- • Who did you first bind with?
- • How many bound minds have been lost to you?
- • What was your subject of study as a child?
Connections
Ask one of the following, or improvise.
- • I told you through our binding once to run, what were we running from?
- • I once apologized to you for seeing something traumatizing in your mind, what did I see?
- • When we first bound, what test did you perform to make sure it was real?
Discussion
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