Folk Hero

Hit Points

 * Hit Dice: 1d10 per level
 * Hit Points at 1st Level: 10 + your Constitution modifier
 * Hit Points at Higher Levels: 1d10 + your Constitution modifier

Proficiency

 * Armor: Medium
 * Weapons: Simple weapons
 * Tools: None
 * Saving Throws: Charisma, Strength
 * Skills: Choose three Acrobatics, Athletics, Deception, Intimidation, Persuasion, Performance, or Insight

Equipment

 * (a) any medium armor
 * (a) shortsword or (b) any simple melee weapon
 * (a) short bow with 20 arrows or (b) light crossbow with 10 bolts
 * (a) explorer's pack or (b) dungeoneer's pack
 * common clothes

Heroic
At 1st level, you may have an advantage on the next attack roll against a creature who has dealt damage to a friendly creature less than 1 minute ago. If you do, that same creature has an advantage on saving throws against you. You may do this three times until a long rest is needed.

Intimidating Presence
At 1st level, you may have a hostile creature who is 30 feet away from you and can see and/or hear you make a DC 12 Charisma saving throw. If failed, they have a disadvantage on the next attack roll against you. You may do this three times until a long rest is needed and it cannot be used again if there are more than 1 hostile creature in a 60 foot radius of yourself.

Folklore
At 3rd level, choose one of the following Folklore:
 * Hero of Strength
 * Hero of Song

Ability Score Improvement
At 4th, and again at 8th, 12th, 16th, and 18th level, you may either increase an ability score by 2 or 2 ability scores by 1. As normal, you cannot increase an ability score more than 20.

Might of The People
At 7th level, your damage is dependent on how many friendly creatures are around you. If there are three or more friendly creatures who are at least 20 feet, all your melee attacks deal an additional 1d6 force damage. If there are five or more friendly creatures who are at least 10 feet from you, all your melee attacks deal an additional 2d6 force damage. If there are seven or more friendly creatures who are at least 10 feet from you, all your melee attacks deal an additional 3d6 force damage.

Charismatic Strength
At 11th level, whenever you make a successful Charisma saving throw, you have an advantage on your next attack roll. In addition, whenever you make a successful Strength saving throw, you have an advantage on your next Charisma based roll.

Bark or Bite
At 15th level, whenever you make a successful Charisma saving throw, you add your proficiency bonus to the next damage roll you should make. In addition, whenever you fail a Charisma saving throw, you subtract your proficiency bonus from your next damage roll.

Hero of Legend
At 20th level, whenever you make a successful Charisma or Strength saving throw, all hostile creatures must make a Wisdom saving throw. If failed, they have a disadvantage on their next attack roll against you and you deal additional damage to those creatures equal to 3d6 force damage on your next damage roll. If succeeded, they have a disadvantage on creatures who are friendly to you and you deal additional damage to those creatures equal to 1d6 force damage on your next damage roll.

Unmatched Strength
At 3rd level, you may add your proficiency bonus halved (rounded down) to any Strength saving throw that you would make. You may do this three times until a short rest is needed.

Legendary Strike
At 5th level, you may deal additional damage to your next damage roll that is equal to your Strength modifier + your proficiency bonus. You may do this three times until a short rest is needed.

Unbound
At 9th level, whenever you make a successful Strength saving throw, your walking speed is increased by 10 feet until your next turn.

Strength of Many
At 14th level, whenever there are at least two other friendly creatures who are 20 feet from you, all of you have an advantage on Strength saving throws and only you deal additional damage equal to 2d6 force damage.

Guardian of Strength
At 19th level, whenever there are at least two other friendly creatures who are 20 feet from you and you make a successful Strength saving throw, you may have all hostile creatures in a 60 foot radius who can see you must make a Wisdom saving throw. If failed, they become Charmed and cannot attack you or creatures who are friendly to you for 1 minute. You may do this once until a long rest is needed.

Instrumental Genius
At 3rd level, you gain a proficiency in an instrument of your choice and you may buy it from a shop for half its original price. In addition, whenever you use that instrument to persuade or deceive people, you have an advantage on that roll.

All Bark
At 5th level, you may use your instrument that you're proficient with to have all creatures in a 30 foot radius who can hear the instrument make a Wisdom saving throw. If failed, they become magically prone until their next turn. You may do this three times until a long rest is needed.

Masterpiece
At 9th level, you may use your instrument that you're proficient with to have all creatures in a 30 foot radius who can hear the instrument make a Wisdom saving throw. If failed, they become Charmed and cannot attack you or creatures who are friendly to you for 1 minute. You may do this three times until a long rest is needed.

Standing Ovation
At 14th level, you may use your instrument that you're proficient with to have all creatures in a 30 foot radius who can hear the instrument make a Wisdom saving throw. If failed, they cannot move, use items/magic, or attack until their next turn. You may do this three times until a long rest is needed.

Guardian of Song
At 19th level, you may use your instrument that you're proficient with to make a single creature who is at least 30 feet from you and can hear it make a Wisdom saving throw with disadvantage. If failed, they take 6d8 psychic damage, 1d4 force damage, become magically prone until their next turn, and cannot attack you or creatures who are friendly to you for 1 minute. You may do this once until a long rest is needed.