User:Quincy/Super Hero (5e Class)

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<!-Introduction Leader->[edit]

Creating a[edit]


Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d20 per level
Hit Points at 1st Level: 20 + Constitution modifier
Hit Points at Higher Levels: 1d20 (or 11) + Constitution modifier per level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools:
Saving Throws:
Skills: Choose any six skills. You may exchange up to four skill proficiencies for tool proficiencies instead.

Equipment

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

Table: The

Level Proficiency
Bonus
Hand-to-Hand Enhanced Movement Features
1st +2 d10 +30 feet Power Source, Unarmored Defense
2nd +2 d10 +30 feet
3rd +2 d10 +30 feet Power Source Feature
4th +2 d10 +30 feet Ability Score Improvement, Superhuman (+2)
5th +3 2d6 +30 feet Extra Attack, Flight
6th +3 2d6 +40 feet
7th +3 2d6 +40 feet Evasion
8th +3 2d6 +40 feet Ability Score Improvement, Superhuman (+4)
9th +4 2d6 +40 feet
10th +4 2d6 +50 feet
11th +4 2d8 +50 feet Extra Attack (2)
12th +4 2d8 +50 feet Ability Score Improvement, Superhuman (+6)
13th +5 2d8 +50 feet
14th +5 2d8 +60 feet
15th +5 2d8 +60 feet
16th +5 2d8 +60 feet Ability Score Improvement, Superhuman (+8)
17th +6 2d10 +60 feet Extra Attack (3)
18th +6 2d10 +70 feet
19th +6 2d10 +70 feet Ability Score Improvement, Superhuman (+10)
20th +6 2d10 +90 feet

Power Source[edit]

Choose a power source, which describes the source of your superhuman abilities. Your choice gives you features at 1st level and again at

Unarmored Defense[edit]

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Ability Score Increase[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.

Superhuman[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, your Strength, Dexterity, and Constitution scores each increase by 2. Your maximum for those scores also increases by 2.

Flight[edit]

Beginning at 5th level, you gain a flying speed equal to your walking speed.

Aerokinesis (Air Powers)[edit]

Chronokinesis (Time Powers)[edit]

Cryokinesis (Cold/Ice Powers)[edit]

Electrokinesis (Lightning Powers)[edit]

Geokinesis (Earth Powers)[edit]

Rock Armor

You can use your action to armor yourself with stone, gaining DR 5 against bludgeoning, piercing, and slashing damage. You can dismiss your armor as an action.

Stone Bolt

You can shoot bolts of stone as a ranged weapon attack with the range (150/600) property, dealing bludgeoning damage equal to the damage dice of your Hand-to-Hand feature on a hit. You are proficient with this attack.


Hydrokinesis (Water Powers)[edit]

Water Resistance

You have resistance to water damage. As a side effect, you are also able to breathe water as if it were air.

Water Bolt

You can shoot bolts of water as a ranged weapon attack with the range (150/600) property, dealing water damage equal to the damage dice of your Hand-to-Hand feature on a hit. You are proficient with this attack.

Photokinesis (Light Powers)[edit]

Pyrokinesis (Fire Powers)[edit]

Control Flames

You know the control flames cantrip, and you can cast it as a bonus action.

Fire Bolt

You can shoot bolts of fire as a ranged weapon attack with the range (150/600) property, dealing fire damage equal to the damage dice of your Hand-to-Hand feature on a hit. You are proficient with this attack.

Fire Resistance

You have resistance to fire damage. You are also immune to the effects of extreme mundane heat.

Flamethrower

Starting at 3rd level, you can use your action to shoot a blast of fire from your hands or your mouth. You can affect a 30-foot cone, or a 5-foot wide line that is 60 feet long. Each creature in the area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or take 3d8 fire damage. The damage of this feature increases by 1d8 at 5th level (4d8), 7th level (5d8), 9th level (6d8), 11th level (7d8), 13th level (8d8), 15th level (9d8), and 17th level (10d8). Once you have used this feature a number of times equal to your proficiency bonus, you can't use it again until you finish a short or long rest.

Inferno

At 20th level, you gain the ability to unleash a massive explosion of fire and flame as an action. When you do so, all creatures within 120 feet of you must make a Dexterity saving throw, taking 20d10 bludgeoning damage and 20d10 fire damage on a failed save, or half as much damage on a successful one. Once you have used this feature, you can't use it again until you finish a long rest.

Umbrakinesis (Darkness Powers)[edit]

Darkness Resistance

You have resistance to necrotic damage. As a side effect of this feature, you can see in dim light or darkness, even supernatural darkness, as if it were bright light. You can't discern color in darkness.

Shadow Bolt

You can shoot bolts of semi-solid darkness as a ranged weapon attack with the range (150/600) property, dealing necrotic damage equal to the damage dice of your Hand-to-Hand feature on a hit. You are proficient with this attack.

Darkness

Starting at 3rd level, you can use your action to cast darkness, without expending a spell slot or any components.


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