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Superhero

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as a superhero, you gain the following class features.

Hit Points

Hit Dice

1d12 per superhero level

Hit Points at 1st Level

20 + your constitution modifier

Hit Points at Higher Levels

3 + your constitution Modifier per superhero level after 1st

Proficiencies

Armor

No Armor

Weapons

No Weapons

Tools

Thieves tools proficiency

Saving Throws

strength and constitution

Skills

Choose 3 from:

Acrobatics, insight, intimidation, perception, performance, persuasion, slight of hand, survival

Equipment

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

•a healing scroll

•A: a herbalism kit

OR

B: thieves tools

•5 throwing daggers

Level chart

Lvl/bonus/features & gimmicks

1/+2/superpower & sneak attack

2/+2/hero style

3/+2/brains or brawn

4/+2/high power

5/+2/proficiency bonus

6/+2/dormant strength

7/+2/brains or brawn

8/+2

9/+2

10/+2/proficiency bonus

11/+4/superpower (2)

12/+4/boost strike

13/+4

14/+4/proficiency bonus

15/+4/proficiency bonus

16/+4/superpower (3)

17/+4/kamikaze

18/+4/ proficiency bonus

19/+6/superpower (4)

20/+6/brains or brawn

superpower|1

you gain 2 1st level spells that you can cast 5 times each as cantrips & no material components, you regain usage of the spells after a long rest

hero style|2

you gain a subclass option and it’s powers

mystical power (sorcerer subclass)

you can cast your superpowers with metamagic

biohazard

you gain a +5 to a stat of your choice

dark knight

you gain a +2 to stealth and you gain proficiency in simple and martial weapons

brains or brawn|3

you gain a split choice for abilities

brawn

you gain +1 to a physical stat, and 1D6 extra bare hand damage

brains

you gain +1 to a mental stat, and you don’t need somatics to cast superpowers, and you can make bare handed attacks without a free hand

high power|4

you cannot be grappled for more than 1 round, and the stat you buffed at level 3’s saving throws are made with advantage

dormant strength|6

when you are above half HP and not poisoned, diseased, asleep, or charmed, you gain +2 to all stats

brains or brawn|7

brawn

you gain an extra attack and an extra 2D10 to bare-handed attack

brains

you can fly for up to 12 seconds (2 rounds) in any direction unless charmed or frightened

superpower|11 (2)

you gain 2 2nd level spells that you can cast 4 times each as cantrips & no material components, you regain usage of the spells after a long rest

boost strike|12

you can move 15 extra feet as a bonus action but only if you use your action to attack afterwards, additionally, you can choose 1 ive ability from a CR 3 or less creature and use it as your own

superpower|16 (3)

you gain 2 3rd level spells that you can cast 1 time each as cantrips & no material components, you regain strength usage of the spells after a long rest

kamikaze|17

you can deal 6D10 necrotic damage to yourself, and if you do, everyone within a 100ft sphere around you takes 1D12 bludgeoning damage and 10D12 burning damage, if you are lowered below zero HP by the necrotic damage, you automatically have 2 death save fails

superpower|19 (4)

you gain 2 4th level spells that you can cast 1 time each as cantrips & no material components, you regain usage of the spells after a long rest

brains or brawn|20

brawn

you gain 50ft of movement that round every time you make an unarmed attack

brains

you cannot be frightened, charmed, or mind controlled, and you take half damage from psychic attacks

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