Uberhero (5e Class)
Uberhero[edit]
A flamboyant, masked fighter descends upon the temple of a lost civilization, surrounded by an army of tiny one-eyed beings, who in less than a few minutes manage to colonize the place. In the evening, they begin to sing, dance and revel, in honor of the Almighty.
The monks of a temple effortlessly fend off a horde of bloodthirsty orcs, while a melody of drums unleashes the air. The rhythm of the notes is so sustained that they get revved up, and their heart rate increases, as if they were in the throes of a sudden fever. Onomatopoeias form around them and crash into the raiders, setting them on fire, freezing them or catapulting them off the cliff.
A tree unlike any other sparkles in the dark while from a small illuminated gap at its base, rises a creature with four drums of different shapes, sizes and colors strapped to its waist. Around it many floating white coins are attracted towards the mysterious being. He takes a few steps towards a nearby tree and drumming for a few minutes on its bark, he slowly alters his shape and two eyes appear on the tree trunk.
Just in time, before a tribe of Bedouins can exhale their last breath, in a desert that has just changed and been deformed by a sandstorm, an ancestral figure appears on a dune. After a gracefully repeated gong-like sound, the sky clouds over and it begins to rain. The guardians of the desert move in unison and try to collect water with everything they have. Only one of them falls to his knees, thanking the cloaked entity that saved them, but there is no longer a trace of it.
Uberhero[edit]
Two souls in one body, two souls without a shred of memory of how they came into contact. Each of the two is aware of its past, of its origin and provenance, but a dishonorable stain, an infamy, a demonstrated shame have erased part of their most recent history. This happens when a creature of Feanor tries such a shame as to come into a mystical contact with a Heroic Entity also stained by an irreparable dishonor, belonging to an ancient and unknown civilization shrouded in shadow, the civilization of the patapon, which of the music of devotion they have made their strongest weapon. Unconsciously these two souls have made a pact of unity to restore their stained pride and lost memories, punishing each other with the commitment to wear a mask, which conceals the dark past of both, thus becoming an Uberhero, capable of awakening the power of 'Almighty and the four Mystical Drums.
Creating a Uberhero[edit]
Are you an hero who lost his way? Does some disgrace haunt your past, hardly enough you forced yourself to forget?
- Quick Build
You can make a Uberhero quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strenght or Dexterity. Second, choose the Haunted One or the Hero background. Third, choose a mask design helping yourself with imagination
Class Features
As a Uberhero you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Uberhero level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Uberhero level after 1st
- Proficiencies
Armor: All Armors and Shields
Weapons: Choose two simple and one martial weapon
Tools: Drums, another musical instrument and two Artisan's Tools of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Animal Handling, Arcana, History, Performance, Religion, Sleight of Hand
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff and Painter's Supplies or (b) any melee weapon
- (a) a shortbow and 20 arrows or (b) any ranged weapon and 10 ammunitions
- (a) a component pouch or (b) an Herbalism Kit
- a set of four Drums, different in size resembling the Mystical Drums and a colorful mask, whom you cannot get off
- a set of Armor worth no more than 100 gp
- If you are using starting wealth, you have 1gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Ka-ching, Mystical Drums, Hero Mask |
2nd | +2 | Mater the Tree of Life |
3rd | +2 | Rhythm Archetype Feature |
4th | +2 | Ability Score Improvement |
5th | +3 | Mater Tree Upgraded |
6th | +3 | Rhythm Archetype Feature |
7th | +3 | Drums Tremorsense |
8th | +3 | Ability Score Improvement |
9th | +4 | Otherworldly Adaptation |
10th | +4 | Rhythm Archetype Feature |
11th | +4 | A Memory, 2000 years ago |
12th | +4 | Ability Score Improvement |
13th | +5 | Mater Tree Upgraded |
14th | +5 | Rhythm Archetype Feature |
15th | +5 | Debilitating Sounds |
16th | +5 | Ability Score Improvement |
17th | +6 | Rhythm Archetype Feature |
18th | +6 | Mater Tree Upgraded |
19th | +6 | Ability Score Improvement |
20th | +6 | Within 2000 years we will reach "IT" and find Happiness |
Ka-ching[edit]
Starting at 1st level, as an Uberhero, you have the ability to see the spiritual legacy of all creatures that have ever lived on this continent, in the form of evanescent white coins suspended in mid-air. They last for up to fifteen minutes after the creature is deceased and disappear into thin air if not claimed by an Uberhero. You simply walk by it to absorb the Ka-ching, the number of which is always 20 multiplied by the dead creature's CR (or level), rounded up. A creature that was born or created within ten days of its departure does not drop any Ka-ching regardless of its CR. You can accumulate an infinite number of Ka-ching and if you die they are all lost.
Mystical Drums[edit]
Some Uberhero carry the Mystic Drums of the Almighty with them, others have them encased within their body, others can summon their presence. In any case, the four Mystical Drums imbued with the power of the Almighty are inextricably linked to them and are the origin of their mysterious powers: Pata (Courage), red with a double funnel shape. Pon (Power), blue in the shape of a wineskin. Chaka (Wisdom), green with a circular shape. Don (Miracle), yellow with a tall and narrow shape.
At 1st level, while you have at least one free hand, you can use your action to make a short rhythmic Composition using the drums with a maximum number of sounds on the drums equal to your Charisma modifier + your Dexterity/Strength modifier, to gain following cumulative effects depending on the sounds used:
Pata: +1 Temporary Hit Points to all non-incapacitated allies who can hear you for the next 10 minutes.
Pon: +1 to Hit Rolls of all non-incapacitated allies who can hear you for their next attack, within 10 minutes.
Chaka: +1 AC to all non-incapacitated allies who can hear you up to Initative 0 of this round, or for 1 minute if no initiative was rolled at the time.
Don: Get the benefits of the other three drum sounds for yourself.
A Composition costs 10 Ka-ching if two identical sounds are repeated in a row. You can use this feature a number of times equal to your proficiency bonus. You recover all uses when you finish a short or long rest.
Hero Mask[edit]
While only ornamental, this colorful accessory that covers the top half of your face is tied to your nature as an Uberhero. Without wearing it you would not be able to draw on the power of the Mystic Drums or invoke the help of the Almighty, plus your connection with the Hero who is guilty of the original patapon sin would be severed.
For this reason, if you can avoid it, it is your priority never to take off your mask, because it is also true that showing your face to other people is a cause of deep shame for you. This way however your eyes have no way of seeing what is in front of you.
Fortunately, the patapon Hero you bonded with still manages to project onto your eyes what they would see, without the mask, but only what is in your field of vision up to a maximum of 50ft from you, also the colors are mixed and inaccurate due to the differences between Earthend and Faerûn that your spirit companion cannot distinguish, so much so that you seem to be living in a kind of fervent suggestive and frantic dream. The first time you drop below half your hit points after finishing a long rest, you must make a DC15 Intelligence saving throw, and if you fail, you begin to have visual hallucinations, caused by your partner's doubt of your abilities. At the GM's discretion, you may convince yourself that one of your companions has turned into a horrific aberration, that the ground around you is littered with ice-blue lava, or that you are plunged into complete darkness.
When you gain hit points from any source, however, you can re-roll the Intelligence saving throw and end the effects on a success (you can also forgo the use of a Composition, by playing your drums, to gain advantage on that roll). The effects wear off naturally after 1d4 hours.
Mater the Tree of Life[edit]
At 2nd level, you have effectively established contact with Fineterra. To get the benefits of this feature, you have to drag yourself in front of a secular tree, a shrine at least one hundred years old, an obelisk or any other human construction made in ancient times with possible inscriptions of forgotten peoples. Then, by spending 200 Ka-ching, you can dig a hole near the ruin. There you will find the Seed of the Mother Tree, the heart of the Patapon Civilization. It is a legendary magical artifact immune to the effects and attacks of spells of level 8 or lower. It has 30 AC and is immune to all bludgeoning, piercing, and slashing damage, magical and nonmagical, and has 1 hit point.
By planting the seed on the ground, on any ground that can be dug with the equipment you have, within 10 minutes a majestic sprout will grow, 60ft tall large enough to contain a medium-sized creature and its equipment, accessible via a small phosphorescent door open between the roots. While a creature is inside it, it has total cover, cannot lose hit points, and if it is rolling against death rolls, it automatically becomes stable, and is deaf to any sound from outside. While in this form, the Seed has 15 AC and 24 hit points and is immune to damage from 1-level or lower spells. If it drops to 0 hit points, it withers, immediately dealing 2d10 necrotic damage to all creatures within 30ft of it except those within it. As an action while you are outside the tree within 5ft of it, you can cause the sprout to revert to the shape of a seed, also restoring all of its hit points.
It is possible to interact with the Mother Tree (in plant form) by spending the Ka-ching you possess to obtain various bonuses, items or other archetype features, unlockable as you gain levels with the Uberhero class, visible in the section: Ka-ching Interactions.
Ancestral Rhythm[edit]
At 3rd level, you are able to choose an Ancestral Rhythm. Choose between Rhythm of the Overwhelming Fever, Rhythm of the Lost Civilization or Rhythm of the Almighty's Miracles all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 17th levels. At this time Lost Civilization and Almighty's Miracles are still work in progress.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 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.
Mater Tree Upgraded[edit]
At 5th level, if a person is inside it, the sacred blossom can disguise itself so that it does not arouse suspicion and is no different from any other tree if it is in a forest or in any object that makes sense to be in the place where it was planted. Better than that, creatures that are neutral or hostile towards you will naturally forget why they are near the Mater Tree and backtrack. Obviously a creature that knows the Mater Tree is immune to these effects and will see the plant for what it really is, however if it is hostile and comes within 5ft of it, it will need to make a Wisdom saving throw (the DC for this effect is 10 + your Uberhero class level) or be Charmed for 1d4 hours. While Charmed in this way, he forgets the existence of the Mater Tree and cannot see it even if his eyes fall on him, and becomes neutral towards you and your allies. The enchantment breaks if that creature takes damage. When the spell ends, the creature will understand that it has been fascinated by the tree, but will not become immune to its effects.
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Rhythm of the Overwhelming Fever[edit]
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Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
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- 2nd Level
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- 3rd Level
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- 4th Level
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- 5th Level
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Ka-ching Interactions[edit]
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Uberhero class, you must meet these prerequisites: 13 Charisma
Proficiencies. When you multiclass into the Uberhero class, you gain the following proficiencies: Drums and Painter's Supplies
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