Plumber (5e Class)

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Super Plumber[edit]

A human is surrounded on all sides by goblins. They laugh and cackle, thinking that they have the advantage. And they do, but not for long as the human grins, flips high into the air (yelling YA-HOO!) and slams downward, feet-first. The goblins are blasted away as a wave of force knocks them off their feet.

A dwarf conjures a red flower using his handy-dandy wrench. He concentrates, and suddenly, the flower disappears. The dwarf’s body flares with a wave of heat, and he swings his wrench towards his foes, sending a ball of fire at them.

An elf approaches a large lake. She conjures a blue flower, and while holding it, she skates across the water as if it were ice.

Creating a Plumber[edit]

Super Plumbers are adventurers who can jump extraordinarily high and summon special items that grant them varying powers. Their ways of fighting are quite unorthodox, as you’ll see them jumping around the battlefield, mostly on top of their foes. Novice Super Plumbers follow the ways of the first Super Plumbers, called the Original Plumbers. These plumbers were masters of their craft, able to leap across buildings and lakes with ease. The powerful legacy they left behind takes the form of modern Super Plumbers, who get their powers from the originals. Their powers are somewhat magical, and they use their tinker’s tools to perform the more magical techniques they know.

Quick Build[edit]

You can make a Super Plumber quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution or Dexterity. Second, choose the Folk Hero background.


Class Features

As a super plumber you gain the following class features.

Hit Points

Hit Dice: 1d10 per Super Plumber level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per class level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, warhammers, mauls.
Tools: Tinker's tools
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Perception, and Performance

Equipment

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

  • (a) studded leather armor and a light hammer or (b) breastplate armor and a warhammer
  • (a) a light crossbow and 20 bolts or (b) 5 javelins
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Tinker's tools

Table: The Super Plumber


Proficiency —Power-Ups Charges per Power Up Level—
Level Bonus Features Power-Ups Known 1st 2nd 3rd 4th 5th
1st +2 Plumber Type, Extraordinary Jumps
2nd +2 Power-Ups, Plumber's Experience 2 2
3rd +2 Ground Pound 3 3
4th +2 Ability Score Increase 3 3
5th +3 Extra Attack, Jumpy 4 4 2
6th +3 Ability Score Increase, Unrelenting Worker 4 4 2
7th +3 Plumber Type Feature 4 4 3
8th +3 Ability Score Increase 4 4 3
9th +4 5 4 3 2
10th +4 Improved Jumps, Stunning Landing 5 4 3 2
11th +4 Plumber Type Feature 5 4 3 3
12th +4 Ability Score Increase 5 4 4 3
13th +5 6 4 3 3 1
14th +5 Ability Score Increase 6 4 3 3 1
15th +5 Plumber Type Feature 7 4 3 3 2
16th +5 Ability Score Increase 7 4 3 3 2
17th +6 8 4 3 3 3 1
18th +6 Signature Power-Up 8 4 3 3 3 1
19th +6 Ability Score Increase 9 4 3 3 3 2
20th +6 Master Plumber 10 4 3 3 3 2

Extraordinary Jumps[edit]

Your legs are inhumanly strong, which allow you to jump to great heights. You don’t require a running start to jump to your maximum. Whenever you jump, the distance you go increases by 10 feet. As normal, each foot traveled by the jump costs a foot of movement. Additionally, any falling damage you take is ignored unless you fall more than an amount of feet equal to your high jump distance, after which all falling damage is halved.

You can use your amazing jumping abilities to stomp on your opponents. In place of one of your attacks when you take the Attack action you can make a Stomp attack. Make a melee attack roll against a creature within half of your jumping distance. On a miss, you land prone within 5 feet of the target, and deal 1d6 + your Strength modifier bludgeoning damage to both you and your target. On a hit, you deal 2d6 + your Strength modifier bludgeoning damage, and land in a spot of your choosing within 10ft. of the target. If your attack roll exceeds the target's AC by 5, you can make a DC 17 Acrobatics check to backflip, and stomp the same creature again. This can be done once per turn. You can only use your Stomp attack once on your turn, and it cannot be used to make opportunity attacks.

Plumber Type[edit]

When you choose this class, you also choose a Plumber Type [Subclass]. The type you choose gives you features at this level and again at 7th level, 11th level, and 15th level. The plumber types are:

- Red Plumber: The all-arounder.

- Green Plumber: The supporter and healer.

- Yellow Plumber: The heavy hitter.

- Purple Plumber: The debuffer.

- Paper Plumber: The glass cannon.

- Cosmic Plumber: The utility user.

Power-Ups[edit]

When you reach 2nd level in this class, you've learned one of the staples of being a Super Plumber: creating and using Power-Ups. Power-Ups are magical items that grant you special abilities.

Power-Up Charges

The Super Plumber table shows how many Power-Up charges you have to use your Power-Ups. To use a Power-Up, you must expend a charge of the Power-Up's level or higher. You regain all expended charges when you finish a long rest.

For example, if you know the 1st-level Power-Up Green Shell and have a 1st-level and a 2nd-level charge available, you can use Green Shell using either charge.

Power-Ups Known of 1st Level and Higher

You can prepare two 1st-level Power-Ups of your choice from the Power-Up list (which is located at the bottom of the class page).

The Power-Ups Known column of the Super Plumber table shows when you learn more Power-Ups of your choice. Each of these Power-Ups must be of a level for which you have Power-Up charges. For instance, when you reach 5th level in this class, you can learn one new Power-Up of 1st or 2nd level.

You can prepare a new list of known Power-Ups over the course of a long rest.

Power-Up Ability

Strength is your Power-Up ability for your Power-Ups. You use your Strength whenever a Power-Up refers to your Power-Up ability. In addition, you use your Strength modifier when setting the saving throw DC for a Power-Up you use and when making an attack roll with one.

Power-Up DC = 8 + your proficiency bonus + your Strength modifier

Power-Up Attack Modifier = your proficiency bonus + your Strength modifier.

Power-Up Focus

You can use a set of tinker's tools as a focus for your Power-Ups. Most plumbers will use a wrench, screwdriver, or other tool as their focus.

Plumber's Experience[edit]

Your skills in plumbing have their benefits. At 2nd level, you gain darkvision out to a range of 60 feet. If you already had darkvision, this feature adds 60 feet to the distance of your darkvision. Additionally, difficult terrain created by mud, water, or similar substances don’t impede your movement.

Ground Pound[edit]

At 3rd level, you learn a special jumping technique called the Ground Pound. As an action, you can jump directly up into the air and slam downward, feet-first. This jump is considered a high jump. When you land, all creatures within 15 feet of you must succeed on a Dexterity saving throw against your Power-Up DC or take force damage equal to the height of your jump (in feet) and become prone as a wave of force knocks them off their feet. A creature that succeeds on this save takes half damage and doesn’t fall prone. If you are already falling, you can use this move while you’re falling. Any creature in the way of your fall is brought to the ground with you unless they succeed on a Dexterity saving throw against your Power-Up DC upon coming into contact with you.

This attack deals double damage to objects and constructs.

You can use this feature twice before needing to take a long rest to use it again.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Alternatively, you can choose a feat if your DM allows them.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Jumpy[edit]

Your jumping skills have improved your reflexes. Starting at 5th level when you roll initiative, you can add your Strength modifier to the roll. Additionally, you cannot be surprised while you aren’t incapacitated.

Unrelenting Worker[edit]

At 6th level, any damage dealt by your Stomp, Ground Pound, and Unarmed Strikes are now considered magical for the purposes of overcoming resistances and immunities.

Improved Jumps[edit]

At 10th level, you’ve practiced jumping so much that they have increased in their distance. Whenever you jump, the distance you clear increases by another 10 feet. Additionally, every foot of distance moved by jumping only costs ½ a foot of movement speed.

If you miss your Stomp attack, you can choose to make a Dexterity saving throw against your Power-Up DC. On a successful save, you don't fall prone and you don't deal damage to yourself.

Stunning Landing[edit]

At 10th level, your Ground Pounds generate enough force to stun others. When you use your Ground Pound, you can force every creature within range to make a Constitution saving throw against your Power-Up DC, instead of a Dexterity saving throw. The damage stays the same, but instead of falling prone on a failed save, a creature becomes stunned. This effect lasts until the end of your next turn.

You can now use your Ground Pound feature three times before needing to take a long rest to use it again.

Signature Power-Up[edit]

At 18th level, you have achieved such mastery over a certain Power-Up that using it requires no effort at all. Choose a 1st-level Power-Up that you know. You can use that Power-Up at its lowest level without expending a charge. If you want to use the Power-Up at a higher level, you must expend a charge as normal. The Power-Up you choose cannot regain hit points.

You can exchange the Power-Up you chose for a different Power-Up at the end of a long rest.

Master Plumber[edit]

When you reach 20th level in this class, your jumping skills have reached their peak. The distance you can jump increases by another 10 feet. Additionally, your Stomp attack deals an extra die of damage, and you no longer fall prone if you miss the attack.

You can now use your Ground Pound feature four times before needing to take a long rest to use it again.

Plumber Types[edit]

Red[edit]

Red Plumbers are fast, leaping across the battlefield with speed. They bounce from foe to foe, and they're hard to hit. They’re known for wearing red clothing, in honor of the first Red Plumber.

Red’s Speed

By following the legacy of the first Red Plumber, you’re faster than other plumbers. Your walking speed increases by 10 feet. Additionally, you can use your bonus action to boost your speediness until the start of your next turn. While boosted, your AC increases by 2, and your walking speed increases by 5 feet.

Chain Stomp

You’re able to stomp two creatures at a time. At 7th level, when you hit a creature with your Stomp attack, you can use your bonus action to target another creature to stomp on within 10 feet of the first. You repeat the attack against the second target, which takes damage equal to half the damage dealt to the first target.

Quick Strikes

At 11th level, your connection with the ways of a Red Plumber deepens. You can now make three attacks whenever you take the Attack action on your turn.

Triple Stomp

You can stomp on even more enemies. At 15th level, if you hit a creature with your Chain Stomp feature, you can immediately use one use of your Ground Pounds, landing in an unoccupied space within 10 feet of the creature.

Green[edit]

Green Plumbers are supportive, hopping around the battlefield to help their party members using their Power-Ups and other abilities. Green Plumbers wear green in honor of the first Green Plumber.

Green’s Support

By following the legacy of the first Green Plumber, your words and gestures support your allies. As a bonus action, you can support a non-hostile creature within 60 feet of you. The creature you choose gains one of the following benefits:

  • A bonus to their next attack roll (equal to the level of the charge expended)
  • A bonus to their next ability check (equal to the level of the charge expended)
  • A bonus to their next saving throw (equal to the level of the charge expended)

The benefit lasts until it is used by the creature. The bonus becomes 2 times the level of the charge expended when you reach 7th level.

After using this feature twice, you finish a long rest to use it again. Alternatively, you can use it again by expending a 1st-level Power-Up charge.

Vampiric Stomp

Using magic, you're able to siphon energy from a creature when you Stomp on it. At 7th level, when you deal damage to a creature with your Stomp attack, you can choose to regain hit points equal to the damage dealt.

You can use this feature an amount of times equal to your proficiency bonus before needing to finish a long rest to use it again.

Shielding Energy

At 11th level, your connection with the ways of a Green Plumber deepens. As a bonus action, you can create a bond between yourself and another willing creature within 60 feet of you. While this bond is created, the following effects take place for the next minute (or until you lose concentration):

  • Any damage dealt to the bonded creature is halved. In turn, you take half the damage that was dealt to them
  • The creature gains a +2 bonus to its AC
  • If you use your Green’s Support feature on the bonded creature, it also gains advantage on the ability check, saving throw, or attack roll that has the bonus

After creating this bond twice, you must finish a long rest to create it again. Alternatively, you can use it again by expending a 3rd-level Power-Up charge.

Healing Descent

Your allies benefit from your landings. At 15th level, whenever you would use your Stomp or Ground Pound features, you can choose all non-hostile creatures that you can see within 30 feet of you to regain hit points. The creatures you choose regain 4d10 hit points and gain 2d10 temporary hit points. The effects of Healing Descent come after the effects of Stomp/Ground Pound.

Once you’ve used this feature three times, you must finish a long rest to use it again.

Yellow[edit]

Yellow are the brawniest of all the plumber types. They're able to get hit a lot and hit their opponents harder. They don't move much, preferring to stand their ground. They also wear yellow, in honor of the first Yellow Plumber.

Powerful Blows

By following the legacy of the first Yellow Plumber, your unarmed strikes hit hard. At 1st level, your unarmed strikes deal 1d6 bludgeoning+ your Strength modifier on a hit.

At 7th level, the d6 is replaced with a d8. At 11th level, the d8 is replaced with a d10.

Hardy

The legacy of the first Yellow Plumber also grants you with unnatural fortitude. At 1st level, your hit point maximum increases by 1, and increases by 1 again whenever you level up in this class.

Heavy Stomp

Due to your bulk, your stomps are more devastating. At 7th level, your Stomps deal an extra die of damage. If you deal 15 or more damage with your Stomp to a creature, the target falls prone.

Reservoir of Stamina

At 11th level your connection to the ways of a Yellow Plumber deepen. As a bonus action, you can gain a number of temporary hit points equal to your Super Plumber level. While you have these temporary hit points, you have advantage on Constitution saving throws and can add your Constitution modifier to the damage of your unarmed strikes, Stomps, and Ground Pounds.

After using this feature three times, you must finish a long rest to use it again.

Thunderous Descent

Every landing you make creates a shockwave. At 15th level, whenever you would use your Stomp or Ground Pound features, you can choose to force all creatures within 30 feet of you to make a Constitution saving throw, in addition to the effects of your Stomp/Ground Pound. On a failed save, a creature takes 4d10 force damage and is knocked back 15 feet. On a successful save, a creature takes half damage and isn’t knocked back. The effects of Thunderous Descent come after the effects of Stomp/Ground Pound.

Once you use this feature three times, you must finish a long rest to use it again.

Purple[edit]

Purple Plumbers are the charismatic ones. They use their wits to taunt their opponents, leading them into traps or into the hands of the plumber's allies. They focus on keeping their opponents discouraged. They also wear purple, in honor of the first Purple Plumber.

Taunt

By following the legacy of the first Purple Plumber, you're able to lace your words with magic to harm your foes. Starting at 1st level, you know the vicious mockery cantrip. You use your Charisma to determine the DC for the saving throw, and you can add your Charisma modifier to the damage rolls.

As a bonus action, you can prepare an even stronger insult for your taunt. Make a Charisma ability check against the DC for your vicious mockery cantrip. On a successful check, your next casting of vicious mockery gains a die of damage.

Lastly, you gain proficiency in Deception and Persuasion checks.

Leering Stomp

Your ability to insult others is infused into your Stomps. At 7th level, you can use your bonus action to infuse your next Stomp attack with magic. The next time you hit with your Stomp, the target (if it was a creature) takes an additional 1d4 psychic damage and has disadvantage on saving throws until the start of their next turn.

Charming Words

At 11th level, your connection with the ways of a Purple Plumber deepens. As an action, you can force every creature of your choice within 10 feet of you to make a Wisdom saving throw against the DC for your vicious mockery cantrip. On a failed save, a creature becomes charmed by you until you lose concentration or until it takes damage by you or your allies. On a successful save, a creature isn't charmed, but doesn't know that you attempted to charm it.

While charmed, the creature regards you as a friend. It will do anything for you (within reason), but if you order it to do something that would hurt it, the effect ends. When the effect ends, the creature is aware that you charmed it.

After using this feature twice, you must finish a long rest to use it again.

Stomp of Despair

Your Stomps and Ground Pounds release waves of discouraging feelings to those nearby. At 15th level, whenever you use your Stomp or Ground Pound attacks, you can choose to force every creature of your choice within 30 feet of you that you can see to make a Wisdom saving throw against the DC for your vicious mockery cantrip. On a failed save, a creature takes an additional 4d6 psychic damage and has disadvantage on all ability checks, attack rolls, and saving throws until the end your next turn. On a successful save, a creature takes half damage and no other effect is inflicted upon it.

After using this feature three times, you must finish a long rest to use it again.

Cosmic[edit]

Cosmic Plumbers are seen as the outcasts of this class, and they typically live outside of civilization as a result. They follow the legacy of the Forgotten Plumber, called the Cosmic Plumber. Legend says that the Cosmic Plumber traveled through outer space to stop a tyrant that had taken over his planet. Most other Plumbers call this legend a fantasy, but Cosmic Plumbers base their entire lifestyle on it. On an unrelated note, Cosmic Plumbers will wear red or green, because none of them know what color the first Cosmic Plumber wore.

Cosmic Spin

By following the legacy of the first Cosmic Plumber, your body is infused with the energy of the cosmos. As an action, you can perform a Cosmic Spin. When you do this, make a melee Power-Up attack against all creatures within 5 feet of you. On a hit, a creature takes 2d10 radiant or necrotic damage (your choice).

At 7th level, a creature that is hit by your Cosmic Spin becomes dizzy until the end of your next turn. While dizzy, the creature has disadvantage on attack rolls and ability checks.

After using this feature twice, you must finish a long rest to use it again. Alternatively, you can use it again by expending a 1st-level Power-Up charge. Additionally, you can add an extra die of damage to the attack by expending higher level charges, adding one die of damage for each level above 1st.

Accurate Stomp

You tap into your cosmic abilities to make your stomps more accurate. At 7th level, you can use your bonus action to grant yourself advantage on your next Stomp attack. You must use the advantage before the end of your next turn, otherwise it’s wasted.

You cannot use this feature two turns in a row.

Flying Comet

At 11th level, your connection with the ways of a Cosmic Plumber deepens. As a bonus action, you can conjure a red star, which grants you the ability to fly. For the next hour, you gain a flying speed of 60 feet. While you have this flying speed, you can use your Cosmic Spin at its lowest level without expending a Power-Up charge. This is a magical effect and can be dispelled as if it were a 3rd-level spell. After using this feature, you must finish a long rest to use it again. Alternatively, you can use it again by expending a 3rd-level Power-Up charge.

Universal Spin

Your Cosmic Spin reaches its full potential. At 15th level, your Cosmic Spin attack deals an additional die of damage. Additionally, you can use an action to perform a Universal Spin. You spin in a circle, sending out your cosmic powers to inflict damage upon any amount of creatures of your choice that you can see within 30 feet of you. All of the chosen creatures must make a Constitution saving throw against your Power-Up DC. On a failed save, a creature takes 8d10 radiant or necrotic damage (your choice) and is stunned until the end of your next turn. On a successful save, a creature takes half damage and isn’t stunned.

Once you’ve used this feature, you must finish a long rest to use it again.

Paper[edit]

Paper Plumbers come from an unorthodox origin. Their ways come from the first Paper Plumber, who was said to have come from a parallel dimension to the Material Plane. The dimension this plumber came from was, supposedly, entirely made out of crafting supplies, including the creatures in it! The original Paper Plumber wasn’t rejected by the others (unlike the original Cosmic Plumber), but it was clear that their ways were quite different from one another. Despite these differences, Paper Plumbers are able to use normal Power-Ups. Paper Plumbers are weaker than the other plumbers in health, but they make up for that by creating paper copies of themselves.

Tools of the Legacy

When you choose this Plumber Type at 1st level, you gain proficiency in calligrapher's supplies, and can use them as your Power-Up focus (when that becomes applicable).

Flimsy Body

By following the legacy of the Paper Plumber, you accept the benefits and weaknesses that come with it. At 1st level, your body becomes super thin and light, similar paper or parchment. Your weight is reduced by a factor of 4, and any equipment you wield must be made specially to fit your body. All special equipment costs 2x the amount of gold it normally would cost. Since you are so lightweight, your jumping distances increase by 5 feet, but you have disadvantage on saving throws to resist being moved against your will. You can fit through cracks that are 1 inch wide and tall enough to fit your height without squeezing, and you can fit in another creature’s space, provided that the creature is your size or larger. If you fall prone, you are incapacitated until you get up. If you would ever be submerged in water, your movement speeds are halved for 1 minute upon leaving the water source. Your movement speeds are brought back to normal if you take fire damage, or if you spend an action to wring yourself out. If you ever take bludgeoning damage that exceeds a threshold of 5 x your Constitution modifier, you are crushed until you regain hit points or until a lesser restoration spell is cast on you. While crushed, you are prone and incapacitated. Due to your flimsiness, your hit point maximum decreases by 2, and decreases by 2 again whenever you would level up in this class. The minimum amount of hit points you can gain from leveling up is 1.

Crafty Copies

The legacy of the original Paper Plumber grants you the ability to create identical paper copies of yourself that move in conjunction with you. At 7th level, you can create three identical copies of yourself (made of magical paper) that appear in your space as an action. The copies move with you and mimic your actions. Whenever you would take damage, you can choose to have your paper copies absorb the damage for you. Each copy is capable of taking an amount of damage equal to 2 times your Constitution modifier before being destroyed, and the copies cannot regain hit points or gain temporary hit points.

While you have paper copies, your attacks become more potent. While you have copies, you can use your bonus action to give yourself advantage on your next attack. If you hit with the attack, it deals an additional 1d4 damage of its type for each copy you have.

The copies stay in your space until they are destroyed, or until you use your bonus action to make them disappear.

After using this feature twice, you must finish a long rest to use it again.

Copy Combat

At 11th level, your connection with the ways of a Paper Plumber deepens. Whenever you take the Attack action, you can choose to make a number of attacks equal to 2 times the number of copies you have. If you do so, the attacks are weaker than normal. The attacks each gain a penalty to their damage equal to the number of copies you have. Additionally, you can create up to four copies now, instead of three.

Multi-Pound

You can split up your copies to perform your Ground Pound in multiple spots at once. At 15th level, when you use your Ground Pound, you can have your copies teleport to unoccupied spaces within 120 feet of you. You and each of your copies then use your Ground Pound attack, affecting the area surrounding you and each of your copies. A creature can only take the damage from your Ground Pound twice in this way, and the damage from each of the Ground Pounds is reduced by an amount equal to the number of copies you have.

Additionally, you can create up to five copies now, instead of four.

Once you’ve used this feature, you must finish a long rest to use it again.

Power-Ups[edit]

Power-Ups are listed in alphabetical order. If you do not meet the prerequisite for a Power-Up, you cannot prepare it. All Power-Ups are considered magical effects for the purposes of dispelling.

All Power-Ups that are created but aren't used disappear after you finish a long rest.


1-Up Mushroom

3rd-level Power-Up | Green Plumber

You conjure a green mushroom with white spots that, when eaten, brings the recently deceased back to life.

As an action, you can conjure and feed this mushroom to a creature within 5 feet of you that has died within the last hour. The creature is brought back to life with an amount of hit points equal to half its hit point maximum.

This Power-Up does not work on undead or creatures that have died due to old age. It also doesn’t work if the creature’s soul is unwilling or unable to return to the host’s body.

After using this Power-Up, you cannot use it again until you finish a long rest, regardless of how many charges you have left.


1-Up Mushroom Sticker

3rd-level Power-Up | Paper Plumber

You conjure a sticker in the likeness of a green mushroom (as per the 1-Up Mushroom Power-Up).

As an action, you can conjure the sticker and paste it somewhere on your body or onto another creature's body within your reach. The next time that the target falls below 0 hit points, it immediately regains 1 hit point.

The sticker falls off and disappears after 1 hour. You can only have one of these stickers conjured at a time, and trying to conjure another makes the previous disappear.


3-Up Mushroom

4th-level Power-Up | Green Plumber

You conjure a green mushroom with white spots that releases a healing cloud of mist, bringing back multiple creatures from the dead.

As an action, you can conjure the mushroom, which poofs and releases a cloud of sparkling green mist. Every creature of your choice within 30 feet of you that has died within the last minute is brought back to life with an amount of hit points equal to half their hit point maximum.

This Power-Up does not work on undead or creatures that have died due to old age. It also doesn’t work if the creature’s soul is unwilling or unable to return to the host’s body.

After using this Power-Up, you cannot use it again until you finish a long rest, regardless of how many charges you have left.


Bee Mushroom

2nd-level Power-Up | Cosmic Plumber

You conjure a black and yellow striped mushroom that, when eaten, grants you limited flying abilities.

As a bonus action, you can conjure and eat the mushroom. For the next minute, you have a flying speed of 10 feet. Additionally, your Cosmic Spin attack now deals acid damage instead of radiant/necrotic.

At Higher Levels. When you use this Power-Up by expending a 2nd-level charge or higher, the flying speed increases by 10 feet for each charge above 1st-level.


Big Warp Pipe

4th-level Power-Up

Using the magic granted to you by the legacy of the first Plumbers, you can cause a pair of green pipes to rise from the ground, which act as teleportation devices.

As an action, you can create the two pipes. The pipes are big enough to allow Large or smaller creatures to fit through. This Power-Up’s effect is similar to that of the arcane gate spell, except both pipes must be on solid surfaces, or else the Power-Up fails. The range also increases to 1000 feet, and you cannot use a bonus action to rotate the pipes (because they’re stuck to the surface that they appear on).

The pipes stay for 10 minutes, or until you lose concentration.


Blue Shell (Flying)

5th-level Power-Up | Red, Green, Yellow, or Purple Plumber

You conjure a blue shell that has two wings on both of its sides. Right as it’s conjured, the shell flies off to the healthiest hostile enemy within range and explodes.

As an action, you can conjure the shell. When conjured, the shell flies straight towards the creature with the most remaining hit points within 300 feet of you. It finds the straightest path towards the target, and if there isn’t a path, it goes to the creature with the second-most remaining amount of hit points within range. This continues until the shell reaches its target. It explodes on impact, forcing every creature within 15 feet of the original to succeed on a Dexterity saving throw against your Power-Up DC or take 6d8 fire and 6d8 force damage and be stunned until the end of your next turn. On a successful save, a creature takes half damage and isn’t stunned. Any feature that would negate or lessen the damage is ignored, whether that be a damage immunity/resistance or a feature similar to a rogue’s “Evasion”.


Blue Shell (Normal)

2nd-level Power-Up | Red, Green, Yellow, or Purple Plumber

You conjure a blue shell that appears around your body, almost like a suit of armor.

As a bonus action, you can conjure the shell, which stays for a minute or until you lose concentration. While the shell is conjured, you gain the following benefits:

  • Your AC cannot be lower than 18
  • You gain resistance to non-magical bludgeoning, piercing, and slashing damage
  • If you use your action to Dash 20 feet straight towards a creature or object and end up within 5 feet of them, you can make a special melee attack as part of taking the Dash action. Make a melee Power-Up attack. On a hit, the target takes 4d8 bludgeoning damage and is knocked prone. This represents you curling into your shell as you run towards them, ramming into the target at full speed.


Boomerang Flower

1st-level Power-Up | Red, Green, Yellow, Purple, or Paper Plumber

You conjure a white flower with blue stripes, which grants you the ability to create and throw boomerangs.

As a bonus action, you can conjure the flower. The flower turns into a blue boomerang for the next minute, after which it disappears. When you take the Attack action, you can throw the boomerang in place of one of your attacks. All creatures in a 30-foot by 5-foot line originating from you must make a Dexterity saving throw against your Power-Up DC. On a failed save, a creature takes 3d6 bludgeoning damage. On a successful save, a creature takes half damage. Damage dealt by this Power-Up is magical.

At Higher Levels. When you use this Power-Up by expending a 2nd-level charge or higher, the damage increases by 1d6 for every charge above 1st-level.


Cloud Flower

2nd-level Power-Up | Cosmic Plumber

You conjure a weightless white flower that looks reminiscent of a cloud. When it’s conjured, it grants you the ability to create small platforms made of condensed clouds.

As an action, you can conjure the flower. The flower stays conjured for a minute, after which it disappears. While the flower is conjured, your weight and the weight of all the equipment you were carrying when you conjured the flower is reduced by a factor of 16. Additionally, you can use a bonus action to use the following feature:

Create Cloud. You create a 5-foot long, 5-foot wide, and 1-foot tall platform in an unoccupied space within 5 feet of you. The cloud is able to support twice your weight, but anything heavier makes it disappear. The cloud also disappears if it takes any damage other than psychic or poison. If it isn’t destroyed early, the cloud stays for 1 minute and then disappears.


Double Cherry

5th-level Power-Up | Red, Green, Yellow, or Purple Plumber

You conjure a pair of cherries that, when eaten, creates a doppelganger of yourself.

As an action, you can conjure and eat the cherries. When you do, a perfect illusion of yourself appears within 5 feet of you. The illusion has the same stats as you and any equipment that you have is duplicated with the illusion, excluding magical items. Any limited resource that you have (spell slots, Power-Up charges, class features, etc.) is shared between you and the illusion. The illusion has an amount of hit points equal to 5 x your Super Plumber level. The illusion’s hit points cannot be regained, and the illusion disappears if it’s brought to 0 hit points before the Power-Up ends.

The illusion rolls its own initiative, following your mental commands (no action required). You can use your bonus action to switch places with the illusion, or to use its senses instead of your own. You can switch back to your own senses by using your bonus action to do so. The illusion cannot willingly move more than 60 feet away from you, and if it’s forced outside that boundary, it disappears and the Power-Up ends.

The Power-Up ends after 1 minute if it isn’t ended early. The illusion disappears if you lose concentration, or if one of the previously-said things occurs to make it disappear.


Fire Flower (Explosive)

4th-level Power-Up | Red or Yellow Plumber

You conjure a bright orange flower that, when conjured, immediately changes into a bright orange ball. When the ball is thrown, it explodes upon impact.

As an action, you can conjure the flower and then throw it at a point within 120 feet of you. It changes shape mid-trajectory, and explodes upon impact. Every creature within 30 feet of the point you chose must succeed on a Dexterity saving throw against your Power-Up DC or take 8d8 fire damage and be ignited, taking 1d8 fire damage instead of 1d6.

The explosion spreads around corners and ignites flammable unattended objects.


Fire Flower (Line)

2nd-level Power-Up

You conjure a dark red flower, which grants you the ability to fire beams of fire from your body.

As a bonus action, you can conjure the flower. While holding the flower when you take the Attack action, you can shoot a beam of fire in a 30-foot long, 5-foot wide line in a direction you choose. Every creature in that line is subjected to a Dexterity saving throw against your Power-Up DC. On a failed save, a creature takes 4d8 fire damage. On a successful save, a creature takes half damage.

The flower can only be conjured for 1 minute, after which it disappears.

At Higher Levels. When you use this Power-Up by expending a 3rd-level charge or higher, the damage increases by 1d8 for every charge above 2nd-level.


Fire Flower (Normal)

1st-level Power-Up

You conjure a red flower, which grants you the ability to throw balls of flame for a short while.

As a bonus action, you can conjure the flower. While holding the flower when you take the Attack action, you can throw a ball of flame in place of one of your attacks. You use your Power-Up Ability for the attack and damage rolls of this attack. The attack has a range of 60 feet, and on a hit, it deals 2d10 fire damage.

The flower can only be conjured for 1 minute, after which it disappears.

At Higher Levels. When you use this Power-Up by expending a 2nd-level charge or higher, the damage increases by 1d10 for every charge above 1st-level.


Flower Sticker

1st-level Power-Up | Paper Plumber

You conjure a sticker in the likeness of a red or blue flower (as per the Fire Flower and Ice Flower Power-Ups).

As an action, you can conjure the sticker and paste it somewhere on your body or onto another creature's body within your reach. While the sticker is stuck to a creature, their weapon attacks deal an extra 1d6 fire or cold damage. You choose the damage type when you conjure the sticker. A creature cannot gain this benefit more than once.

The sticker falls off and disappears after 1 hour. It falls off early if another sticker of the same kind is pasted onto the creature.

At Higher Levels. When you use this Power-Up by expending a 2nd-level charge or higher, the extra damage increases by 1d6 for every charge above 1st-level.


Golden Flower

3rd-level Power-Up | Red or Yellow Plumber

You conjure a golden flower, which grants you the ability to throw balls of radiance for a short while.

As a bonus action, you can conjure the flower. While holding the flower when you take the Attack action, you can throw a ball of radiance in place of one of your attacks. Choose a point within 120 feet of you. Every creature within 15 feet of that point must make a Constitution saving throw against your Power-Up DC. On a failed save, a creature takes 4d8 radiant damage and is blinded until the end of your next turn. On a successful save, a creature takes half damage and isn’t blinded. A creature that is brought to 0 hit points with this Power-Up dies instantly, transforming into a pile of gold pieces. The amount of gold pieces that they turn into is equal to your proficiency bonus x their Challenge Rating or total class levels.

The flower can only be conjured for 1 minute, after which it disappears.


Green Shell

1st-level Power-Up

You conjure a green turtle shell about the size of a watermelon, and then kick it at a creature within range.

As an action, you can conjure the shell and kick it at a creature that you can see within 30 feet of you. Make a ranged Power-Up attack roll. On a hit, the creature takes 2d6 + your Strength modifier bludgeoning damage, and the shell bounces back towards you, sliding across the ground. You can then either:

  • Catch the shell, which disappears, or
  • Attempt to kick it back at another target. You make the same attack, except with a -1 penalty to the attack roll. You can choose to kick it at the first target, or at a different target. Either way the target takes 1d6 bludgeoning damage on a hit. You don’t add your modifier to this attack. On a miss, you fail to kick the shell back, and you fall prone.

After the shell comes back the second time, it disappears.

At Higher Levels. When you use this Power-Up by expending a 2nd-level charge or higher, the amount of times you can kick the shell back increases by 1 for every charge above 1st-level.


Ice Flower (Freezing)

3rd-level Power-Up | Green or Purple Plumber

You conjure a bright blue flower that, when conjured, immediately changes into a bright blue ball. When the ball is thrown at a creature, the creature becomes encased in a layer of ice.

As an action, you can conjure the flower and then throw it at a creature within 60 feet of you. It changes shape mid-trajectory. Make a ranged Power-Up attack against the chosen creature. On a hit, the creature takes 4d8 cold damage and is petrified in ice for the next minute. While petrified in this way, the creature takes double damage from fire and bludgeoning damage, half damage from piercing and slashing damage, and no damage from poison and cold damage. If the creature takes fire damage, the petrification ends.

The creature can end the petrification by making a Strength saving throw against your Power-Up DC at the end of each of its turns. On a failed save, the creature takes another 2d8 cold damage. On a successful save, the creature breaks parts of the ice off, but not all of it. In order to free itself from the petrification, the creature must succeed against the saving throw three times. These successes don’t need to be consecutive.


Ice Flower (Normal)

1st-level Power-Up

You conjure a blue flower, which grants you the ability to throw balls of cold energy for a short while.

As a bonus action, you can conjure the flower. While holding the flower when you take the Attack action, you can throw a ball of ice in place of one of your attacks. You use your Power-Up Ability for the attack and damage rolls of this attack. The attack has a range of 90 feet, and on a hit, it deals 2d8 cold damage and reduces the target’s movement speed by 10 feet (if it was a creature).

The flower can only be conjured for 1 minute, after which it disappears.

At Higher Levels. When you use this Power-Up by expending a 2nd-level charge or higher, the damage increases by 1d8 for every charge above 1st-level.


Ice Flower (Skating)

2nd-level Power-Up | Cosmic Plumber

You conjure a blue flower, which grants you the ability to skate across water for a short while.

As a bonus action, you conjure the flower. While holding the flower, you can walk across water as if you were under the effects of the water walk spell. Every foot you walk across water only costs ½ a foot of movement.

The flower can only be conjured for 1 minute, after which it disappears.


Invincibility Star

5th-level Power-Up

You conjure a bright yellow star that pulsates with energy. The star grants you invulnerability to all damage for a little while.

As an action, you can conjure the star. When conjured, it poofs in a cloud of sparkling mist, and your body begins to pulsate with all the colors of the rainbow for the next minute [requires Concentration to keep up], creating bright light within 10 feet of you and dim light for another 10 feet. This ends early if Concentration is broken or if you use a bonus action to willingly do so. While your body is glowing, you gain immunity to all damage, and any creature that touches you or hits you with a melee attack takes 2d6 radiant damage. This damage cannot be negated in any way. Additionally, while your body is glowing, you cannot use any other Power-Ups until you stop glowing. If you had another Power-Up active when you used this one, the previous one ends early.

After using this Power-Up, you must finish a long rest to use it again, regardless of how many 5th-level charges you have left.


Launch Star

4th-level Power-Up | Cosmic Plumber

You conjure a large orange star within range that can launch you to great distances.

As a bonus action, you can conjure the Launch Star. It appears in an unoccupied space within 5 feet of you. While the Launch Star is conjured, you or any other creature that is Medium or smaller can move into its space to be launched to another unoccupied space within 1000 feet of it. You must know the location of the unoccupied space, and there must be a clear path that you could get to in order to choose that spot as the landing point. The path to the space you land is determined when the Launch Star is conjured. If something would block the path to the unoccupied space, you and the obstacle in the way take 4d6 bludgeoning damage and you fall prone. If the obstacle was a creature, they also fall prone.

The Launch Star stays conjured for 1 minute, after which it disappears.


Magic Door

4th-level Power-Up

You conjure a floating door which, when walked through, teleports you to a nearby location.

As a bonus action, you can conjure the door. It appears in an unoccupied space within 5 feet of you. You can spend 5 feet of movement to walk through the door, which disappears and then immediately reappears in a location that you can see within 120 feet of you. If the door appears within 5 feet of a creature, you can immediately use your Stomp attack on that creature. If you do so, the attack deals an extra 2d6 force damage, as the door enhances your attack with magical energy. After stepping through the door, it disappears and your movement speeds become 0 until the end of your turn.

You can summon the door again using your bonus action on your turns. You retain the ability to summon this door for 1 minute.


Max-Up Mushroom

5th-level Power-Up | Green Plumber

You conjure a green mushroom with white spots that, when eaten, brings the dead back to life.

As an action, you can conjure and feed this mushroom to a creature within 5 feet of you that has died within the last 7 days. The creature is brought back to life with all of its hit points regained. This Power-Up does not work on undead or creatures that have died due to old age. It also doesn’t work if the creature’s soul is unwilling or unable to return to the host’s body.

After using this Power-Up, you cannot use it again until you finish a long rest, regardless of how many charges you have left.


Mega Mushroom

4th-level Power-Up | Red, Green, Yellow, or Purple Plumber

You conjure a large mushroom that, when eaten, makes you grow to an enormous size.

As an action, you can conjure and eat the mushroom. Your size becomes Huge for the next minute. While you are enlarged, you gain the following traits:

  • You gain 20 temporary hit points
  • You gain resistance to non-magical bludgeoning, piercing, and slashing damage
  • Your walking speed increases by 10 feet
  • Your reach increases by 5 feet
  • Your jumping heights are halved
  • Your Stomp, Ground Pound, unarmed, and weapon attacks gain an additional die of damage and deal double damage to objects and structures


Mini Mushroom

2nd-level Power-Up | Red, Green, Yellow, or Purple Plumber

You conjure a tiny blue mushroom with white spots that, when eaten, makes you shrink to the size of a pixie.

As an action, you can conjure and eat the mushroom. Your size becomes Tiny for the next minute. While you are shrunk, you gain the following traits:

  • Your weight is reduced by a factor dependent on the size you were before using this Power-Up: 4 for Small, 16 for Medium, and 64 for Large
  • Your AC increases by 2
  • Your speed decreases by 10 feet
  • Your reach decreases by 5 feet (to a minimum of 1 foot)
  • Your jumping heights double
  • Your Stomp and Ground Pound deal half their normal damage
  • Your weapon attacks deal damage equal to your Strength modifier

This Power-Up has no effect if you were already Tiny.


Mushroom

1st-level Power-Up

You conjure a red mushroom with white spots that, when eaten, restores a small amount of hit points.

As an action, you can conjure the mushroom. A creature that uses its action to eat the mushroom regains an amount of hit points equal to 1d10 + your Constitution modifier. You can eat the mushroom as part of the action of conjuring it.

At Higher Levels. When you use this Power-Up by expending a 2nd-level charge or higher, the amount of hit points regained increases by 2d10 for every charge above 1st-level.


Mushroom Sticker

1st-level Power-Up | Paper Plumber

You conjure a sticker with the likeness of a Mushroom (as per the Mushroom Power-Up).

As an action, you can conjure the sticker and paste it somewhere on your body or onto another creature's body within your reach. While the sticker is stuck to a creature, their hit point maximum increases by 10.

The sticker falls off and disappears after 1 hour. It falls off early if another sticker of the same kind is pasted onto the creature.

At Higher Levels. When you use this Power-Up by expending a charge of 2nd-level or higher, the target's hit point maximum increases by an additional 5 points for every charge above 1st-level.


Origami Die

2nd-level Power-Up | Paper Plumber

You conjure a 4-sided die made of magical parchment, which you throw at a creature that's about to do something.

As a reaction when another creature within 30 feet of you that you can see makes an attack roll, ability check, or saving throw, you can conjure and throw the die at that creature. The target gains a bonus to their roll equal to the number you roll on the die.

At Higher Levels. When you use this Power-Up by expending a charge of 3rd-level or higher, the die's size increases by one category for each charge after 2nd-level (Ex: d6 > d8).


Origami Golem

3rd-level Power-Up | Paper Plumber

You create an Origami Golem made of magical parchment to aid you in battle.

As an action, you can create the golem. It appears in an unoccupied space within 10 feet of you. When you use this Power-Up, choose a mode: Assault or Defense. The mode that is chosen determines which traits the golem has. The golem looks vaguely humanoid (two arms, two legs, a head, etc.), but other than that its appearance is entirely up to you.

The golem is an ally to you and your companions. It rolls for its own initiative, following your mental commands (no action required) as needed. If no commands are given, it does its best to protect you and itself.

The golem stays animate for up to 1 hour or until you lose concentration.

At Higher Levels. When you use this Power-Up with a Power-Up charge of 4th level or higher, use the higher level wherever the Power-Up's level appears in the stat block. Additionally, the amount of time the golem stays increases to 8 hours with a 4th level charge, and 24 hours with a 5th level charge. If this Power-Up is used with a 5th level charge, it doesn't require concentration. However, you can only have one of this Power-Up active at a time.


Origami Hammer

1st-level Power-Up | Paper Plumber

You conjure a hammer made of magical parchment that becomes more powerful with each copy you have.

As an action, you can conjure and attack with the hammer at a creature within reach. Make a melee Power-Up attack. On a hit, the creature takes 3d6 bludgeoning damage. For each copy you have, this Power-Up deals an additional die of damage. You cannot use your Crafty Copies feature to add a bonus to this damage.

At Higher Levels. When you use this Power-Up by expending a 2nd-level charge or higher, the base damage increases by 1d6 for each charge above 1st-level.


Origami Ninja Star

2nd-level Power-Up | Paper Plumber

You conjure a ninja star made of magical parchment that can ricochet from target to target.

As an action, you can conjure and throw the ninja star at a creature within 60 feet of you that you can see. Make a ranged Power-Up attack. On a hit, the creature takes 3d8 piercing damage. The ninja star then bounces from that creature to another creature of your choice that you can see within 30 feet of the first. The second creature takes 2d8 piercing damage. The ninja star bounces off again and again, dealing less and less damage, until it runs out of targets or its damage is lowered to 1d8. A creature can only be targeted once by this attack.

At Higher Levels. When you use this Power-Up by expending a 2nd-level charge or higher, the damage increases by 1d8 for each charge above 2nd-level.


Origami Plane

2nd-level Power-Up | Paper Plumber

You fold yourself and your copies into a plane, granting you the ability to glide.

As an action, you can fold yourself. For the next hour, you gain the following effects:

  • Your walking speed decreases to 5 feet and you gain a flying speed of 50 feet. While flying, you descend 1 foot for every 5 feet you travel laterally.
  • You cannot take any actions except for the bonus action that's used to end this Power-Up early.
  • You automatically fail any saving throw against being shoved or pushed.

You can end these effects early by using your bonus action to do so.


Paperize

4th-level Power-Up | Paper Plumber

By smashing a creature with a hammer made of magical parchment, you attempt to shape its body like your own: flat and light.

As an action, you can make a melee Power-Up attack against a creature within reach. On a hit, the creature is flattened by the hammer, taking on a paper-y form. For the next minute, the creature has the following effects:

  • The creature's weight is reduced by a factor of 4.
  • The creature is incapacitated and prone.
  • The creature's movement speeds become 0 and they cannot gain any benefits to their movement speeds.
  • The creature gains vulnerability to fire, piercing, and slashing damage, as well as resistance to bludgeoning damage. These vulnerabilities/resistances replace any previous ones they had.

The creature can end these effects early by succeeding on a Constitution saving throw at the end of their turns.


Poison Mushroom

2nd-level Power-Up | Green or Purple Plumber

You conjure a purple mushroom with magenta spots that, when thrown, explodes into a large cloud of poisonous gas.

As an action, you can conjure the mushroom and throw it at a point within 90 feet of you that you can see. It explodes, creating a 20-foot radius sphere of purple, poisonous gas. The cloud spreads around corners, and its area is lightly obscured.

All creatures that are in the sphere when it appears must make a Constitution saving throw against the poison. On a failed save, a creature takes 4d6 poison damage and is poisoned for the next minute. On a successful save, a creature takes half damage and isn’t poisoned. Creatures that don’t need to breathe are affected by this spell regardless.

The cloud stays for 1 minute, or until a strong wind (at least 20 miles per hour) disperses it, which takes 1 round to do so. A moderate wind will disperse the cloud in 4 rounds.


POW Block

3rd-level Power-Up | Red or Yellow Plumber

You conjure a 2x2x2-foot blue block with the letters POW written across the sides of it. When the block is hit with strong enough force, a wave of force emanates from it, similar to that of an earthquake.

As an action, you can conjure the block and slam it at the ground. When you do, it explodes upon impact, and every creature on the ground other than you within 30 feet of where it landed must succeed on a Constitution saving throw or take 6d12 force damage and be stunned. On a successful save, a creature takes half damage and isn’t stunned.


Prismatic Bucket

3rd-level Power-Up | Paper Plumber

You conjure a bucket filled with magical multi-colored paint, which has varying effects when dumped onto terrain and creatures.

As an action, you can conjure the bucket. As part of the action used to conjure the bucket, you can hurl a blob of paint at a point that you can see within 60 feet of you. Roll a d8 and consult the following table for what color paint is thrown and what effect it has on the surrounding area:

d8 Effect
1 - Red The ground within 10 feet of the point is covered in flaming hot red paint. Any creatures in the area must succeed on a Dexterity saving throw or take 3d10 fire damage and be ignited. A creature that succeeds on this save takes half damage and isn't ignited. Any creature that touches the area or starts its turn in the area is subjected to the same saving throw. All unattended flammable objects in the area are also ignited. The paint disappears after 1 minute.
2 - Orange The ground within 10 feet of the point is covered in highly viscous acid. Any creatures in the area must succeed on a Dexterity saving throw or take 3d10 acid damage and have their movement speeds halved. A creature that succeeds on this save takes half damage and doesn't have their speed halved. Any creature that touches the area or starts its turn in the area is subjected to the same saving throw. The acid dissipates after 1 minute.
3 - Yellow A mini storm cloud appears 20 feet over the point, and lightning strikes three creatures of your choice within 15 feet of the point. Each of the creatures must succeed on a Dexterity saving throw or take 6d10 lightning damage. A failed save also prevents the creature from taking reactions until the start of their next turn. A successful save halves the damage and imposes no other penalty. Creatures wearing metal armor or wielding metal weapons have disadvantage on this saving throw.
4 - Green The paint vaporizes midair, becoming a cloud of highly toxic gas. The gas spreads out to cover a 15-foot cube centered on the point. All creatures in the gas must succeed on a Constitution saving throw or take 3d10 poison damage and be poisoned. A successful save halves the damage and imposes no other penalty. Any creature that enters the area for the first time or starts its turn in the area is subjected to the same saving throw. The gas stays for 1 minute, or until a strong wind disperses it.
5 - Blue The paint freezes midair, becoming a hail of icicles that rain down in a 20-foot tall, 10-foot radius cylinder. All creatures within the area must succeed on a Dexterity saving throw or take 6d10 cold damage and be restrained until the end of their next turn. A successful save halves the damage and imposes no other penalty.
6 - Indigo The paint sticks to nearby creatures, and quickly hardens. All creatures within 10 feet of the point must succeed on a Strength saving throw or become restrained. It must then make a Strength saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.
7 - Violet The paint bestows a curse on nearby creatures, blinding them and sending them to another plane of existence. All creatures within 10 feet of the point must make a Wisdom saving throw. On a failed save, the target is blinded. It must then make another Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8 - Black The paint opens a interdimensional hole in the ground around the point. The ground within 10 feet of the point is replaced with a dark hole. The hole is 20 feet deep, and its floor and walls are made of force. The walls are impossible to climb without spider climbing or similar ability. The hole stays for 1 minute, after which it disappears. Creatures still in the hole are spit out within 15 feet of the original point, taking 4d10 force damage upon exiting.


Quick Copy

2nd-level Power-Up | Paper Plumber

You quickly create a paper copy of yourself.

As a bonus action, you can create one paper copy of yourself. You cannot create more copies than you would be able to make with your “Crafty Copies” feature.

At Higher Levels. When you use this Power-Up by expending a 3rd-level charge or higher, the amount of copies created increases by 1 for every charge above 2nd-level.


Red Shell

1st-level Power-Up

You conjure a red turtle shell about the size of a coconut, and then kick it at a creature within range.

As an action, you can conjure the shell and kick it at a creature that you can see within 30 feet of you. Make a ranged Power-Up attack roll. On a hit, the creature takes 2d10 + your Strength modifier bludgeoning damage, and the shell shatters. All creatures within 5 feet of the target must succeed on a Dexterity saving throw against your Power-Up DC or take 1d10 piercing damage.

At Higher Levels. When you use this Power-Up by expending a 2nd-level charge or higher, the damage increases by 1d10 (for the initial hit and the shrapnel) for each charge above 1st.


Refreshing Mint

2nd-level Power-Up | Green Plumber

You conjure a small green mint, which can cure various ailments.

As an action, you can conjure the mint. A creature that eats the mint gains the benefits of the lesser restoration spell. You can eat the mint as part of the action of conjuring it.

At Higher Levels. When you use this Power-Up by expending a 5th-level charge, the mint instead grants the benefits of the greater restoration spell.


Regenerating Mushroom

2nd-level Power-Up

You conjure a white mushroom with red spots that, when eaten, causes you to regain hit points over time.

As an action, you can conjure and eat the mushroom, or you can hand it to someone else. A creature that eats the mushroom regains an amount of hit points equal to your Constitution modifier, and they regain that same amount of hit points at the start of each of their turns for the next minute. You can eat the mushroom as part of the action of conjuring it.

At Higher Levels. When you use this Power-Up by expending a 4th-level charge, you instead regain an amount of hit points equal to two times your Constitution modifier.


Rock Mushroom

3rd-level Power-Up | Cosmic Plumber

You conjure a rock in the shape of a mushroom that gives you the ability to turn into a boulder to mow down your enemies.

As a bonus action, you can conjure the rock. For the next minute (while holding the rock), whenever you take the Dash action, you can go through other creatures’ spaces if they are Large or smaller. If you do, the creature in the space you run through must succeed on a Dexterity save against your Power-Up DC or take 8d8 bludgeoning damage and be knocked prone. On a successful save, the creature takes no damage and instead moves 5 feet perpendicular to your path.

You cannot stop moving in another creature’s space. If you run out of movement while in another creature’s space, you are forced to the nearest unoccupied space within 5 feet of you.

At Higher Levels. When you use this Power-Up by expending a 4th-level charge, you are able to go through Huge or smaller creatures’ spaces, and you deal an additional 2d8 damage with this Power-Up.


Sling Star

2nd-level Power-Up | Cosmic Plumber

You conjure an orange star within range that can launch you small distances.

As a bonus action, you can conjure the Sling Star. It appears in an unoccupied space within 5 feet of you. While the Sling Star is conjured, you or any other creature that is Medium or smaller can move into its space to be launched to another unoccupied space within 100 feet of it. You must know the location of the unoccupied space, and there must be a clear path that you could get to in order to choose that spot as the landing point. The path to the space you land is determined when the Sling Star is conjured. If something would block the path to the unoccupied space, you and the obstacle in the way take 2d6 bludgeoning damage and you fall prone. If the obstacle was a creature, they also fall prone.

The Sling Star stays conjured for 1 minute, after which it disappears.


Small Warp Pipe

3rd-level Power-Up

Using the magic granted to you by the legacy of the first Plumbers, you can cause a pair of green pipes to rise from the ground, which act as teleportation devices.

As an action, you can create the two pipes. The pipes are big enough for a Medium or smaller creature to fit through. One of the pipes must appear within 5 feet of you, but the other can be placed on an unoccupied space (which must be a solid surface) that you can see within 100 feet of you. You can use 5 feet of movement to hop in one pipe, and then hop out of the other pipe. The pipes’ entrances/exits appear as a clear reflective liquid, which prevents you from seeing the other side.

The pipes stay for 10 minutes, or until you lose concentration.


Spring Mushroom

2nd-level Power-Up | Cosmic Plumber

You conjure a metallic mushroom that is reminiscent of a spring. The mushroom grants you the ability to jump extremely high, at the cost of horizontal movement.

As a bonus action, you can conjure the mushroom, which unravels to wrap around your body. For the next minute, your high jump height is doubled, but your movement speed is halved. Additionally, any foot of movement that is crossed by jumping with this Power-Up only costs half a foot of movement speed.

You cannot use any other Power-Ups for the duration of this Power-Up, and the only attacks you can make are your Stomp and Ground Pound attacks, as your arms are bound by the springs of the mushroom. If you had another Power-Up active when you used this one, the previous one ends early.

You can end this effect early by using your bonus action to do so.

At Higher Levels. When you use this Power-Up by expending a 4th-level charge, your high jump height is tripled and your movement speed is reduced by a factor of three.


Super Cape

3rd-level Power-Up | Red or Green

You conjure a bright yellow cape that bestows you with limited flying abilities.

As an action, you can conjure the cape, which dons itself to your back. While wearing the cape, you have a flying speed of 60 feet. If you don't move horizontally during your turn using the flying speed and are still in midair at the end of your turn, you descend 5 feet.

Additionally, you can whip the cape to defend yourself from an oncoming projectile, and possibly reflect the missile back at your attacker. As a reaction when you are hit by a ranged weapon attack, you can reduce the attack's damage by an amount equal to 2d10 + your Strength modifier. If this reduces the attack's damage to 0 or lower, the projectile is reflected, allowing you to make a ranged attack roll against the attacker. You use their attack and damage bonus for the attack and damage rolls of the reflected projectile.

The cape disappears after 1 hour.


Yoshi Egg

3rd-level Power-Up | Red, Green, Yellow, Purple, or Cosmic Plumber

You conjure a large white egg with red, blue, green, or yellow spots, out of which a yoshi of the respective color hops out.

As an action, you can conjure the egg. Immediately a yoshi pops out of it. There are four main colors of yoshis (Red, Blue, Green, Yellow) which determines its abilities, and you choose which color it is as part of conjuring the egg. The yoshi serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. When the yoshi drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, using this Power-Up again summons the same yoshi, restored to its hit point maximum. While the yoshi is within 1 mile of you, you can communicate with it telepathically. You can’t have more than one yoshi bonded by this Power-Up at a time. As an action, you can release the yoshi from its bond at any time, causing it to disappear.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Plumber class, you must meet these prerequisites: Strength 13

Proficiencies. When you multiclass into the Plumber class, you gain the following proficiencies: light armor, tinker's tools, and Acrobatics or Athletics

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