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Reluctant Hero

Reluctant heroes are wont to accept who they truly are, torn between the desire to be better and the need to realistically assess their own courage-or more accurately, the lack thereof. When you wake up each morning you either have a sense of paranoia and impending dread, or you are bold and intrepid.

Your duplicates are all either a touch sallow and gaunt, or vivid and flush with life.

Mighty or Meek

At 1st level, each time you finish a long rest roll 1d20. On an odd result you have advantage on saving throws against fear. On an even result you have advantage on saving throws against the charmed condition.

Gemini Aura

At 5th level, friendly creatures within 15 feet of you benefit from your Mighty or Meek feature (using your current benefit) while you are conscious.

At 15th level, the range of this aura increases to 30 feet.

Additional Fighting Style

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

Precarious Balance

At 15th level, your Mighty or Meek and Gemini Aura features grant immunity to the charmed or frightened condition instead of advantage.

Zealous Courage

Also at 15th level, your Mighty or Meek feature improves.

After rolling an odd result, when creatures attempt to charm you their spell or effect appears to function normally (making it seem as though you have been successfully charmed).

After rolling an even result, when you are frightened of a creature you do not have disadvantage on attack rolls against it, and when you hit a creature you are frightened of with a weapon attack you deal 1d12 extra damage.

Jittery

At 20th level, you can take up to two reactions each round.

Section 15: Copyright Notice

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