Yellow Sun Kryptonian (5e Class)

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Yellow Sun Kryptonian

The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck as a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.

Elsewhere a world kneels before the glowing red eyes of its conqueror.

Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki.

Creating a Yellow Sun Kryptonian

When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?

Class Features

As a Yellow Sun Kryptonian you gain the following class features.

Hit Points

Hit Dice: 1d12 per Yellow Sun Kryptonian level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Yellow Sun Kryptonian level after 1st

Proficiencies

Armor: None
Weapons: None
Tools: None
Saving Throws: Strength, Constitution.
Skills: You are proficient in Athletics, Survival and one more skill of your choice.

Equipment

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

  • (a) Dungeoneer's pack or (b) Explorer's pack
  • (a) Scholar's pack or (b) Priest's pack
  • Holy Symbol of a House or Guild of Krypton

Table: The Yellow Sun Kryptonian

Level Proficiency
Bonus
Features Solar Charges Super Punch
1st +2 Man of Steel 2 2d8
2nd +2 Solar Battery 4 2d8
3rd +2 Kryptonian Archetype 6 2d8
4th +2 Ability Score Improvement 8 2d8
5th +3 Leap Tall Buildings, Extra Attack 10 2d8
6th +3 Super Hearing 12 2d10
7th +3 Archetype Feature 14 2d10
8th +3 Ability Score Improvement 16 2d10
9th +4 X-Ray Vision 18 2d10
10th +4 Dark Vision 20 2d10
11th +4 Heat Vision 22 2d12
12th +4 Ability Score Improvement 24 2d12
13th +5 Archetype Feature, Frost Breath 26 2d12
14th +5 Kriptonian Flight 28 2d12
15th +5 More Powerful than a Locomotive 30 2d12
16th +5 Ability Score Improvement 32 2d14
17th +6 Archetype Feature 34 2d14
18th +6 Accelerated Healing 36 2d14
19th +6 Ability Score Improvement, Supernova 38 2d14
20th +6 Invulnerability 40 2d16

Man of Steel

Beginning at 1st level, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defense and offense. You gain the following benefits:

  • While not wearing armor, your AC equals 10 + Strength Modifier + Constitution Modifier.
  • You roll a d6 + your Strength Modifier, rather than the normal damage for your unarmed strikes (You may also add your proficiency bonus to the damage if both hands are free). This damage increases as you gain levels in this class, as shown on the Super Punch column. Your unarmed strikes cause double damage to objects and structures.
  • Any damage you take is reduced by 1. This damage reduction increases by 1 whenever your proficiency bonus also increases by 1. Lightning, psychic and magical damage ignore this damage reduction.

Solar Battery

A Kryptonian draws his power from the Yellow Sun, allowing them to charge their cells with solar energy. Starting at 2nd level, this power is represented by an amount of solar charges you have. You expends these charges in order to use many of his abilities. Charges are restored after finishing a short or long rest.

Some of your Solar features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Solar Healing

You are already aware of the great power you can draw from the sun. You can use a bonus action to expend 1 solar charge to regain 1d6 hit points.

Glow

You are able to make your eyes glow a bright red or blue. As a bonus action, you can spend 1 solar charge to give yourself advantage on an Charisma (Intimidation) check you make.

Faster than a Speeding Bullet

You channel Solar Energy to increase your speed to superhuman levels. You spend 1 solar charge to take the Dash action using a bonus action. When you do so, your movement speed is tripled, rather than doubled.

Iron Hands

You channel your Solar Energy straight into the raw power of your hands. Whenever you make an unarmed attack or an attack with simple or martial melee weapons you may spend up to half your maximum solar charges and add a d6 to your damage for every charge spent.

Kryptonian Archetype

At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th level.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1.

Extra Attack

Beginning at 5th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.

Able to Leap Tall Buildings

At 5th level and beyond you gain the ability to leap huge distances. Your jump height and distances are doubled.

In addition, you can spend 1 solar charge at the start of your turn, without taking an action, to gain a flying speed equal to your movement speed, until the end of your turn. You must end your turn on the ground when using this feature, or else you fall.

Super Hearing

Beginning at 6th level you gain the ability of super hearing. You have advantage on all your Wisdom (Perception) checks made related to hearing.

In addition, you can hear at up to 1 mile away with no difficulty, able to discern subtleties and detail in sounds as though hearing something at no more than 100 feet away from you.

X-Ray Vision

From 9th level you unlock the ability of X-ray Vision. As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you gain darkvision if you don't have it already. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

Once you use this invocation, you can’t use it again until you finish a short or long rest, unless you spend 2 solar charges to do so again.

Super Vision

Beginning at 10th level, you have a super human sight. You can also see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. In addition, you can gain the following benefits for 1 minute, by spending 1 solar charge on your turn, without using an action:

  • You can spend have darkvision of 120 feet radius.
  • You can give yourself advantage on all Wisdom (Perception) and Intelligence (Investigation) checks reliant on sight.
  • You can detect invisible creatures as if they were visible within 30 feet.

Heat Vision

You gain the ability to shoot red or blue rays of heat from your eyes at 11th level. You can forgo any of your attacks made on your turn to force a creature to make a Dexterity saving throw, taking 2d12 fire damage on a failed save, or half as much on a success. Whenever a creature fails the save against your heat vision, you can spend up to four solar charges, causing additional fire damage equal to 2d12 per charge spent.

In addition, you can use your Action to form a powerful line of heat, that forces all creatures in a line 100 feet long and 5-foot wide to make a Dexterity saving throw, or take 2d12 fire damage on a failed save, or half as much on a success. You can spend up to three solar charges, increasing the damage in 2d12 per solar charge spent.

Frost Breath

Beginning at 13th level, you gain the ability of frost breath. You are able to blow a huge gust of icy wind at multiple enemy targets. As an action, you can force all creatures in a 15-foot cone to make a Constitution saving throw, or take 2d12 cold damage on a failed save (no damage on a success). Any creature who fails the save is also chilled until the end of your next turn.

You can spend solar charges to increase the damage in 2d12 per solar charge spent. When you spend solar charges on this feature, the target also takes half the cold damage on a failed save.

Whenever you spend solar charges to use this feature, you can also double the amount of solar charges spent to double the area of the cone to 30 feet.

Kryptonian Flight

At 14th level, you gain the ability of flight. You gain a flight speed equal to your movement speed.

More Powerful than a Locomotive

Beginning at 15th level, you learn to channel your power into your muscles. Your Strength increases by 2 to a maximum of 20, and you gain a +2 bonus to your AC while unarmored. And your base movement speed increases by 10 feet.

Accelerated healing

From 18th level, you gain the ability to rapidly heal yourself. Whenever you start your turn with less than half your maximum hit points, you regain a number of hit points equal to half your current number of solar charges (rounded up).

Supernova

At 19th level, you gain the ability to release all your solar energy at once, in a powerful blast of sunlight. Using an action, you can spend all your solar charges, and force all creatures in a 60-foot radius to make a Constitution saving throw. On a failed save, the creatures in the area take 2d14 radiant damage per solar charge spent, or half as much on a success. In addition, on a failed save, a target is also is blinded for 1 round for each solar charge spent.

Once you use this feature, you can't do it again until you finish a long rest.

Invulnerability

You have reached the peak of your Kryptonian abilities, you become more powerful in almost every way. You gain the following benefits:

  • Your Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma increase by 2 and your maximum for these scores is now 28.
  • You gain an additional +2 bonus to your AC while not wearing armor.
  • Your movement speed increases by 10 feet.

Kryptonian Archetype- Science Council

The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.

Keen Mind

At 3rd level, your intellect is unmatched. Choose two Intelligence related skills. When you make an Intelligence check using these skills, you can treat a d20 roll of 9 or lower as a 10.

You can replace one of the choose skills for another Intelligence related sill whenever you gain a new level in this class.

Analytical Combat

Also at 3rd level, you use your superior intellect to outsmart your foes in combat. You can use your bonus action to make an Intelligence (Investigation) check, contested by the target's AC. On a success, you discover gaps in its defense, revealing one of the following data about it: damage vulnerabilities, damage resistances, damage immunities, and condition immunities.

In addition, for 1 minute, you can use your bonus action to give yourself advantage on the next attack roll against it, or to impose disadvantage on the next attack made by this creature against you. You can use this feature only once per combat.

Craftsman

At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom check made to understand the workings of technology or magic.

Master Craftsman

At 13th level, with access to appropriate materials you are able to improve the efficiency of almost any item. You can craft magic items without the need of knowing how to cast spells or having spell slots. If the item produces the effects of a spell, you can spend solar charges equal to the spell level each day, instead of spending spell slots.

Mind Over Body

At 17th level you may use your Dark Vision or X- ray vision without expending Solar Charges. Your hearing is also improved to such an extent that any creature has disadvantage on Dexterity (Stealth) checks contested by your Wisdom (Perception).

Kryptonian Archetype- Military

The best trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.

Death Dealers

At 3rd level, you are a specialist in armed combat. You gain the following benefits:

  • You gain proficiency with simple and martial weapons. You also gain proficiency with light, medium, heavy armor and shields.
  • You can add either your Dexterity or Constitution to your unarmored AC and unarmed strikes.
  • You can add your Constitution, rather than your Dexterity, to your AC while wearing light or medium armor.
Honed Body

At 7th level, your physical training has granted you are superior physique. When you make an Strength (Athletics) or Dexterity (Acrobatics) check, you add both your Strength and Dexterity modifiers (minimum of +1 bonus from each).

In addition, you gain proficiency in Dexterity saving throws.

Superhuman Defense

At 13th level, you gain a bonus of +1 to your AC. In addition, whenever you are hit by an attack, you can spend 1 solar charge to add your Constitution modifier to your AC until the start of your next turn (including against the triggering attack).

Cold Death

At 17th level, your Frost Breath ability becomes empowered. The base damage of the cold death becomes 4d10 (without spending solar charges).

In addition, you can also choose to target a larger area, of 60-foot radius, causing 2d14 cold damage to creatures who fail the save. You can also spend additional solar charges to cause this ability to cause half damage on a successful save. Otherwise, this works identically to Frost Breath.

Kryptonian Archetype- Governing Council

The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.

Silver Tongue

At 3rd level, your intellect is unmatched. Choose two Charisma related skills. When you make an Intelligence check using these skills, you can treat a d20 roll of 9 or lower as a 10.

You can replace one of the choose skills for another Charisma related sill whenever you gain a new level in this class.

True inspiration

Your presence inspires your allies to fight, you gain an inspiration dice pool of d6 equal to your proficiency bonus, these dice increase to d8 at 5th level, d10 at 11th and d12 at 17th level, as a bonus action you can grant one of your dice to a creature within 30 feet of you (range is increased to 60 feet at level 10). Whenever an inspired creature makes an attack roll, damage roll, saving throw, or skill check, it can consume the die and add it to the roll. You regain all uses on a long rest and half on a short rest.

Diplomacy

At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.

In addition, you add your Charisma modifier to your Wisdom checks with skills you are proficient with.

Master Manipulator

At 13th level, you can use your Bonus Action to gain advantage on one Dexterity (Stealth) or (Sleight of Hand) check you make on this turn.

You can also spend 2 Solar Charges to become invisible for up to one hour or until you lose concentration (as if concentrating on a spell).

Expert Diplomat

At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. As an action, you can force any creature you haven't attacked on the last 24 hours to make a Wisdom saving throw. On a failed save, that creature is charmed as long as is able to see you, and for 1 minute thereafter. This effect ends earlier if you attack the creature, one of its allies or if you force them to make another saving throw.

A creature who succeeds the save against this effect is immune to it for the next 24 hours.

Multiclassing

Prerequisites. To qualify for multiclassing into the Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15

Proficiencies. When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.

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