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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