Empowered 1.4 Release Version - The Homebrewery

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 13

Human Torch vs Namor

Artist: Michael Komarck


Version 1.4
Empowered

T
he masked man takes one arrow to the chest.
Then another. Despite the beating he is taking,
he simply won't go down. Suddenly, he leaps
towards his attacker and takes flight, leaving a
crater in the ground where he stood. Once he
grabs ahold of his opponent, he lifts them and
throws them into a nearby wall. He picks up
the bandit's bow and snaps it in half before turning to greet
his adoring fans.
Just when the goblins are about to leave, they see someone
walking directly out of the burning village: an elf whose skin
is wreathed in crimson flames. The last thing the goblins see
is the inferno blooming from her hand.
Within the blink of an eye, the tiefling speeds past the
guards, into the tower, and makes their way through the
dungeon. The prisoner barely has time to realize he's being
saved before he's outside of the castle walls. The tiefling
stops to catch their breath for just a moment before speeding
right back in, faster than the eye can see.
No matter where they may go, an empowered will always
be trying to change the world. Sometimes it's for the better,
other times... not so much.
With Great Power...
Unlike sorcerers, empowered beings have not been gifted
mastery over magic. Instead, they have been given
supernatural strength. They can punch with the weight of the
world behind them, crush boulders, and are often capable of
natural flight.
There are times when an empowered's abilities might
seem akin to magic, but this would be a misunderstanding.
What arcane abilities they do have are built directly into their
physiology. If an empowered can summon lightning from
their fingertips, an autopsy would likely find significant
mutations in the empowered's hands.
...Comes Great Responsibility
These powers grow and develop in ways that the empowered may
not fully understand. Since no two empowered beings are exactly
alike in their abilities, no one is well suited to guide them. Being
innately different from the rest of their kin gives an empowered the
opportunity to be a hero, but it can also lead to a life of villainy.
Creating an Empowered
The key to creating an empowered is figuring out their origin story. Where did
you get your powers? Did an alien crystal fuse with you after crash landing on
your planet? Has an extra-planar entity chosen you as their champion?
The next important step is to determine how your empowered has
responded to their abilities. An empowered can have almost any backstory or
alignment depending on how they came to be who they are now. Have they
had powers since birth? Did they discover them last week? Are they hiding
their abilities, or reveling in them? Justice League - Superman Watercolor Stain 35
Artist: theDURRRRIAN Artist: flamableconcrete
Quick Build
You can make an empowered quickly by following these suggestions. First, put your highest ability score in Strength, and your next
highest into Constitution. Second, choose the folk hero background.

2
A Homebrew Class for DND 5e by u/Tandra_Boy

Class Features

As an empowered, you gain the following class features.


Hit Points The Empowered
Hit Dice: 1d12 per empowered level Proficiency Pure Powers
Hit Points at 1st Level: 12 + your Constitution modifier Level Bonus Features Strength Known
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution
modifier per empowered level after 1st 1st +2 Pure Strength 1d4 —

Proficiencies 2nd +2 Strength Surge, 1d4 1


Astounding Powers
Armor: Light Armor, Medium Armor
Weapons: Simple Weapons 3rd +2 Power Manifestation 1d4 1
Saving Throws: Strength, Constitution 4th +2 Ability Score Improvement 1d4 1
Skills: Choose two from Acrobatics, Insight, Intimidation,
Investigation, Perception, Stealth, and Survival 5th +3 Extra Attack,

True Potential
1d6 2

Equipment 6th +3 Inner Strength 1d6 2


You start with the following equipment, in addition to the
equipment granted by your background: 7th +3 Manifestation Feature 1d6 3
8th +3 Ability Score Improvement 1d6 3
(a) a spear or (b) a quarterstaff
(a) leather armor or (b) scale mail 9th +4 — 1d6 4
(a) a dungeoneer’s pack or (b) an explorer's pack 10th +4 Nimble Grip 1d6 4
a mask and cape with a design of your choosing
11th +4 Unfettered Strength 1d8 4
Multiclassing 12th +4 Ability Score Improvement 1d8 5
Requirements: 13 Strength and 13 Constitution
Proficiencies Gained: Simple Weapons 13th +5 Manifestation Feature 1d8 5
14th +5 Never Say Die 1d8 5
Pure Strength 15th +5 — 1d8 6
The first sign that you were empowered was your enhanced 16th +5 Ability Score Improvement 1d8 6
strength. While you aren’t wearing heavy armor or wielding a
shield, you gain the following benefits: 17th +6 Manifestation Feature 1d10 6
18th +6 — 1d10 7
You can attempt to grapple or shove creatures as a bonus
action on your turn. 19th +6 Ability Score Improvement 1d10 7
When using the Attack action to make an unarmed strike 20th +6 Invincible 1d10 7
using Strength, you can roll a d8 in place of the strike's                                              
normal damage.
When using the Attack action to make an unarmed strike
using Strength, the strike deals an extra 1d4 damage if
you are grappling the target or the target is prone. This die Astounding Powers
increases as you gain empowered levels, as shown in the As you begin learning to control your strength, you will gain
Pure Strength column of the empowered table. abilities and techniques known as Astounding Powers.
Additionally, You gain proficiency in Athletics if you didn't At 2nd level, you gain one power of your choice. Your power
have it already, and your proficiency bonus is doubled for options are detailed at the end of the class description. When
Strength (Athletics) ability checks. you gain certain empowered levels, you gain additional
powers of your choice, as shown in the Powers Known
Strength Surge column of the Empowered table.
Additionally, when you gain a level in this class, you can
At 2nd level, you can release a burst of strength as an action choose one of the powers you know and replace it with
to crush, bend, or break inanimate objects made of non- another power that you could learn at that level.
magical metal, stone, or wood with your hands. You must If an astounding power has prerequisites, you must meet
choose an object that is not being worn or carried. them to learn it. You can learn the power at the same time
For larger objects, the area of the object that is bent, that you meet its prerequisites. A level prerequisite refers to
broken, or crushed is no larger than a 3-foot cube. your level in this class.
As you gain empowered levels, you might gain new abilities Some of these powers might require your target to make a
that will use a Strength Surge due to the intense amount of saving throw to resist the feature’s effects. The saving throw
willpower or effort they require. DC is calculated as follows:
You can use this feature a number of times equal to your
Constitution modifier (a minimum of once). You regain any Power save DC = 8 + your proficiency bonus + your
expended uses when you finish a long rest. Constitution modifier

3
A Homebrew Class for DND 5e by u/Tandra_Boy
Power Manifestation
Once you reach 3rd level, your unique powers begin to truly
manifest. Choose the Conduit, Idol, Speed Demon, Titan, or
Vigilante manifestation, all detailed at the end of the class
description. The manifestation you choose grants you
features at 3rd level and again at 7th, 13th, and 17th level.
Ability Score Improvement
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
True Potential
Also at 5th level, you're beginning to understand what you're
truly capable of. You regain all expended uses of Strength
Surge when you finish a short or long rest. You are
considered to be at least large in size when determining your
carrying capacity and the weight you can push, drag, or lift.
Inner Strength
At 6th level, your unarmed strikes count as magical for the
purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
Nimble Grip
By 10th level, you've gotten used to keeping your grip on your
enemies. Your movement speed is no longer halved when
grappling targets of your size or smaller.
Unfettered Strength
At 11th level, you can draw on your powers more consistently.
When making an unarmed strike using Pure Strength, you
can roll a d10 in place of the strike's normal damage.
Additionally, when making an unarmed strike using Pure
Strength, you can choose to take a -5 penalty to the attack
roll. If the attack hits, you add +10 to the strike's damage.
If you reduce a creature's hit points to zero using this
attack, you regain a single use of Strength Surge.
Never Say Die
At 14th level, you cling to life, even when most would give up.
When making death saving throws, you regain 1 hit point and
a single use of Strength Surge on a roll of 19 or 20.
Invincible
At 20th level, you've realized the full extent of your powers.
You can use this feature at any time on your turn to regain all
expended uses of Strength Surge and become immune to all
damage until the end of your next turn. Once you use this
feature, you must complete a long rest to do so again.

A Knight flying over the city. Watercolor Stain 14


Artist: Kenkai Kotaki Artist: flamableconcrete
4
A Homebrew Class for DND 5e by u/Tandra_Boy
Power Manifestations
Conduit
Your powers were formed after an encounter with a
supernatural elemental event. As a result, you are now a
powerhouse of elemental energy. These powers are difficult
to control, so be careful not to hurt those closest to you.
Elemental Infusion
When you choose this manifestation at 3rd level, you have
narrowly survived an elemental event. You choose which
damage type you've been infused with: cold, fire, or lightning.
Your chosen damage is referred to as your 'infusion
damage.' You gain resistance to your infusion damage. Before
you make an unarmed strike, you can decide whether the
strike will deal infusion damage or bludgeoning damage.
Energy Beam
Also at 3rd level, you can project a beam of energy from your
palms. As an action, you can fire the beam at a creature you
can see within 60 feet of you. The creature must make a
Dexterity saving throw against your power save DC. On a
failed save, the creature takes infusion damage equal to your
empowered level. The creature takes half as much damage on
a successful save.
You can use your bonus action to gain a charge for this
beam that will cause it to deal an additional 1d12 damage.
You can hold a maximum number of charges equal to your
proficiency bonus. All charges are lost after 1 minute or after
firing the beam. When you take damage of the same type as
your infusion damage, you gain a charge for your beam.
Energy Sculpting
At 7th level, your Energy Beam can now be sculpted into
different shapes. When you use your Energy Beam, you can
give the beam one of the following areas of effect:
Energy Blast: A 15 foot cone in front of you.
Energy Missile: A 10 foot radius sphere located up to 60
feet away from you.
Energy Ray: A line that is 60 feet long and 5 feet wide,
projected out from you in any direction.
Once you sculpt your beam, you must complete a short or
long rest before doing so again.
Hazard Zone
By 13th level, getting close to you is dangerous. While you are
holding charges for your Energy Beam, creatures take 1d10
infusion damage when they move within 5ft of you for the
first time on a turn or start their turn there.
Overcharge
At 17th level, once per long rest, you can use this ability at
any time on your turn to begin charging your Energy Beam
rapidly. You gain the following effects for 1 minute:
When you take infusion damage or use a bonus action to
charge your Energy Beam, you gain 2 charges instead of 1.
You gain 2 charges for it at the start of each of your turns.
Your Hazard Zone range increases to 10 feet.
You emit bright light within 10 feet of you, and dim light
for another 10 feet.
Watercolor Stain 16 Solarspire
Artist: flamableconcrete Artist: Richard Sashigane
5
A Homebrew Class for DND 5e by u/Tandra_Boy
Idol Speed Demon
The Idol is a symbol that the people look to for hope and You're fast. Very fast. Your powers allow you to move at a
direction. Their abilities usually have been bestowed by a breakneck pace. You might be infused with the power of light,
higher power so that they may serve the greater good. But an or favored by a god of speed. Either way, you leave everyone
Idol can be evil depending on who they care about and what else in the dust.
they stand for. Their powers are simple and effective.
Accelerate
Everyman When you choose this manifestation at 3rd level, your powers
When you choose this manifestation at 3rd level, you're a allow you to continuously pick up speed.
humble adventurer, of simple beginnings. You can add half When you take the Dash action on your turn, you can
your proficiency bonus, rounded down, to any ability check expend a use of Strength Surge to start accelerating. While
you make that doesn’t already include your proficiency bonus. accelerating, your walking speed is increased by 10 feet. Add
this bonus before calculating how much movement the Dash
Exemplar provides. This bonus increases by 10 each time you Dash on
Also at 3rd level, you lead by example. Once per round, if you subsequent turns, up to a maximum total bonus of 30.
land an unarmed strike during your turn, you can expend a You stop accelerating once you end a turn without taking
use of Strength Surge to embolden an ally of your choice the Dash action, or if you are grappled, restrained, or
within 20 feet of you that can see or hear you. otherwise have your speed reduced to 0.
While a creature is emboldened, they can roll your Pure Once you reach 30 bonus walking speed with this ability,
Strength die and add the number rolled to an attack or your unarmed strikes push creatures back 5 feet if they are
damage roll it just made. Alternatively, when an attack roll is your size or smaller.
made against the creature, it can use its reaction to roll your
Pure Strength die and add the number rolled to its AC Athleticism
against that attack, after seeing the roll but before knowing Also at 3rd level, even without accelerating, you are still very
whether it hits or misses. quick. While benefiting from Pure Strength, your walking
The creature ceases to be emboldened after rolling your speed increases by 10 feet. This bonus increases to 20 feet at
Pure Strength die. You cannot use this ability on a creature 10th level in this class, and 30 feet at 18th level in this class.
that is currently emboldened. Additionally, you can use your bonus action to take the
Dash or Disengage actions on your turn.
Experimental Training
At 7th level, you've put in the time and effort to learn more Rapid Disarm
about your abilities. You learn an additional Astounding At 7th level, when you hit a creature with an unarmed strike,
Power whose requirements you meet. This power does not you can expend a use of Strength Surge to attempt to disarm
count against your number of Powers Known. the target. The target must make a Dexterity saving throw
against your power save DC in order to keep their grip on
Fearless Leader their weapon.
At 13th level, so long as you keep fighting, your allies have On a failed save, you take the creature's weapon from their
your back. When you use the Exemplar ability to embolden a hand. If you are holding an item in your other hand when you
creature, that creature ceases to be charmed or frightened. succeed with this ability, you can swap that item into the
Additionally, the maximum number of times you can use creature's hand as part of the same bonus action.
Strength Surge is increased by 1. You must have at least one free hand to use this ability.
Glorious Purpose Untouchable
At 17th level, you don't back away from destiny. You can cast At 13th level, once you reach top speed, it's incredibly hard to
Foresight on yourself without using material components. pin you down. Once you reach +30 speed with your
Once you use this feature, you must complete a long rest to Accelerate ability, you do not provoke opportunity attacks,
do so again. and attack rolls against you are made with disadvantage

while you continue to maintain top speed.

Time in a Bottle
Wait... That's Not Magic At 17th level, you can summon all of your energy to move
The strength of an empowered can seem like magic, even
faster than light. You can cast Time Stop as an action on your
turn. Once you use this feature, you cannot use it again until
though they have no arcane gifts.
you finish a long rest.
Since their powers are drawn from their physiology, When you cast Time Stop this way, you can attempt to
empowered abilities that grant spell castings do not use spell shove creatures and use your Rapid Disarm without
slots, and are not affected by spells that negate magic such as resuming time, and your attempts to do either succeed
Antimagic Field, Counterspell, Dispell Magic, Globe of automatically.
Creatures that you shove while time is stopped
Invulnerability, or Remove Curse. will only begin to move once time resumes. If a creature is
knocked prone or pushed into an obstacle once time
resumes, they take 3d10 bludgeoning damage.

6
A Homebrew Class for DND 5e by u/Tandra_Boy
Titan
When the power inside you simmers over, you transform
dramatically, unleashing your true strength for a short time.
Some become large, hulking monstrosities, while others find
that their hair changes color and they begin radiating energy.
True Form
When you choose this manifestation at 3rd level, you can use
a bonus action to assume your True Form for 1 minute,
provided that you aren’t wearing armor or wielding a shield.
You exit this form early if you are charmed or knocked
unconscious, or if you don armor or a shield. You gain the
following benefits while in your True Form:
You are considered one size larger, though you do not
physically grow in size.
When you are subjected to an effect that allows you to
make a Dexterity saving throw to take only half damage,
you can make a Strength saving throw instead.
You can use a reaction when taking damage to reduce the
damage dealt to you by a roll of your Pure Strength die
plus your Constitution modifier.
You can use this feature a number of times equal to your
proficiency bonus. You regain any expended uses when you
finish a long rest. You can exit your True Form early as a
bonus action.
Crushing Grip
Also at 3rd level, you can break bones with a firm handshake.
If you are grappling a creature, that creature takes
bludgeoning damage equal to a roll of your Pure Strength die
at the start of each of its turns.
Impact Damage
At 7th level, you tend to cause a lot of collateral damage.
When shoving a creature, the creature moves an additional 5
feet when pushed, and takes bludgeoning damage equal to
your Strength modifier if they impact an obstacle or are
knocked prone.
Living Weapon
At 13th level, while you are grappling a creature that is your
size or smaller, you can use them to make an unarmed strike
against another creature. On a successful hit, the grappled
and target creatures each take half of the strike's damage,
and the target creature is pushed back 5 feet.
Seismic Slam
At 17th level, other creatures feel small in your hands. If you
are grappling a creature that is your size or smaller, you can
use an action on your turn to repeatedly slam the creature
into the ground in a fit of rage. Once you use this ability, you
must complete a long rest before using it again.
When you use this ability, the grappled creature must make
a Strength or Dexterity saving throw against your power save
DC, the target chooses the ability to use for the throw. On a
failed save, the creature takes 8d10 bludgeoning damage, is
knocked prone, and is stunned until the end of your next turn.
On a successful save, the creature takes half as much damage
and is not stunned.
You stop grappling the creature after using this ability.
ONE PIECE - D vs D Watercolor Stain 16
Artist: InHyuk Lee Artist: flamableconcrete
7
A Homebrew Class for DND 5e by u/Tandra_Boy
Vigilante
In the dead of night, you give your enemies something to be
scared of. You don't fight fair, and you might not even fight for
what's right. All that matters to you is enacting your own
sense of justice. To that end, you work in the dark.
Prowler
When you choose this manifestation at 3rd level, you prefer to
stalk your foes. You can use your bonus action to take the
Hide action on your turn.
Once on each of your turns while you are hidden, you can
choose a creature you can see within 30 feet of you as an
action to plot your next move against them. Once you do so,
you have advantage on your next attempt to grapple or shove
the creature.
If you apply this effect to a new creature, the effect ends on
the previous target.
Ominous Presence
Also at 3rd level, you sow fear amongst your enemies. When a
creature that you can see within 20 feet of you makes an
attack roll, an ability check, or a damage roll, you can expend
a use of Strength Surge as a reaction to roll your Pure
Strength die and subtract the number rolled from the
creature’s roll.
You can choose to use this feature after the creature makes
its roll, but before the DM determines whether the attack roll
or ability check succeeds or fails, or before the creature deals
its damage. The creature is immune if it can’t see you or is
immune to being frightened.
No Escape
At 7th level, you've had enough of your enemies trying to run.
When a creature within 15 feet of you starts moving away
from you on their turn, you can use a reaction to try to catch
them. You can use half of your movement speed to go directly
to the creature and attempt to grapple them without
provoking opportunity attacks.
You can use any type of movement to get to the creature,
but you must be able to sense the creature's presence and
have a direct, unobstructed path to them to use this feature.
Disappearing Act
At 13th level, you can vanish without a trace. When you are in
an area of dim light or darkness, you can use your action to
become invisible until the start of your next turn.
While you are invisible this way, you can move across
difficult terrain without expending extra movement, and you
cannot be detected by Tremorsense or Blindsight.
Dreadful Stare
At 17th level, you can become your enemy's worst nightmare.
Once per long rest, you can use an action to terrify a creature
you are grappling, leaving them frozen in fear. If the target
has 150 hit points or fewer, it is stunned. Otherwise, the
creature is frightened by you until the end of your next turn.
The stunned creature must make a Wisdom saving throw
against your power save DC at the end of each of its turns.
On a successful save, this stunning effect ends.

Watercolor Stain 14 Q (Practice)


Artist: flamableconcrete Artist: Zhihui Su

8
A Homebrew Class for DND 5e by u/Tandra_Boy

Astounding Powers
Aftershock Destiny
Prerequisite: 5th level
You can cast Augury once per long rest without using
You can cast Thunderwave by striking the ground at your material components.
feet, using Strength as your spellcasting ability, and without Detective Persona
using verbal components. The spell's level equals your Prerequisite: You have no other Persona powers

proficiency bonus. Once you use this ability, you must You gain proficiency in the Investigation and Perception
complete a long rest before using it again. skills.
Anatomical Armor Daredevil
While you are not wearing armor, your Armor Class equals You gain 20 feet of Tremorsense, and 10 feet of Blindsight.
10 + your Dexterity modifier + your Constitution modifier.
While wearing armor, you can use your Anatomical Armor to Dormant Energy
determine your AC if your armor leaves you with less AC. Prerequisite: 9th level, Conduit Manifestation

Instead of losing all charges for your Energy Beam after 1


Aquatic Nature minute without firing it, your charge count is reduced until
Prerequisite: 5th level
you have 1 or fewer charges remaining.
You gain 30 feet of swimming speed, and you can breathe
underwater. Additionally, you can cast Speak with Animals at Dramatic Persona
will, but only to speak with beasts with a swim speed. Prerequisite: You have no other Persona powers

You can cast the Thaumaturgy cantrip, and gain proficiency


Arcane Synesthesia in Performance.
Prerequisite: 3rd level, Conduit Manifestation

You can cast Detect Magic at will, without using components. Equipment Expert
Prerequisite: 3rd level, Vigilante Manifestation

Barehanded Block You gain proficiency with Thieves's Tools if you don't have it
When you are hit with a melee attack, you can expend a use already, and your proficiency bonus is doubled for any ability
of Strength Surge as a reaction to add a roll of your Pure check you make with them.
Strength die to your AC for that attack, potentially blocking it.
Fanclub
Boring Monologue Whenever you interact with a non-hostile NPC for the first
You can cast Charm Person as a 1st level spell, using time, the DM must roll a d20. On a roll of 20, the NPC
Charisma as your spellcasting ability. Once you use this recognizes you and is a fan of your exploits, and you have
ability, you must complete a short or long rest to use it again. advantage on all Charisma checks against them until they
Rather than viewing you as a friendly acquaintance on a have a reason to dislike you.
failed save, the target will admit that they are swayed by your
reasonable line of thinking. Fixation
Prerequisite: 9th level

Bullet-Time You can choose a creature within 30 feet of you as a bonus


You can expend a use of Strength Surge to take the Dodge action. For 1 minute, so long as you do not damage creatures
action as a bonus action on your turn. other than the target, you resist bludgeoning, slashing, and
piercing damage from the target. Once you use this ability,
Cling Grip you must complete a short or long rest before using it again.
Prerequisite: 5th level

While you are not wearing armor, you gain 30 feet of climbing Flight
speed. You also gain the ability to move up, down, and across Prerequisite: 9th level

vertical surfaces and upside down along ceilings, while While you are not wearing heavy armor, you gain 30 feet of
leaving your hands free. flying speed, and can hover.
You choose how this ability works when you gain this
Clothesline power: you can have wings, levitate naturally, shoot energy
Prerequisite: 15th level

out of your feet or palms, or any other innate way to fly.


If a creature within 5 feet of you misses you with a melee
attack, you can expend a use of Strength Surge as a reaction Gradual Recovery
to attempt to shove them. Prerequisite: 12th level

So long as you have 1 hit point, you regain hit points equal to
Courage a roll of your Pure Strength die at the end of every hour that
Prerequisite: 5th level
you spend outside of combat.
You regain a use of Strength Surge when you score a critical Additionally, if you lose a body part, it will grow back and
hit with an unarmed strike against a creature that is at least return to full functionality after 1d6 + 1 days if you have at
one size larger than you. least 1 hit point the whole time.

9
A Homebrew Class for DND 5e by u/Tandra_Boy
Guiding Hand Major Mentalist
Prerequisite: 3rd level, Idol Manifestation

Prerequisite: 15th level

You can cast Guidance and Resistance without using material You can cast either Telepathy or Telekinesis once per long
components, but only on targets other than yourself. rest without using material components.
Harrowing Vision Maximum Effort
You can see normally in darkness, both magical and non Once per short rest, you can add a roll of your Pure Strength
magical, to a distance of 120 feet. die to any Strength (Athletics) check or contest.
Heroic Persona Minor Mentalist
Prerequisite: You have no other Persona powers

You can cast the mage hand and message cantrips without
You gain proficiency in the Insight and Persuasion skills. using components. Your mage hand is invisible.
Immovable Object Momentus Tackle
Prerequisite: 9th level
When you use a bonus action to attempt to grapple or shove a
You can expend a use of Strength Surge to concentrate on creature, you have an additional 10 feet of movement that you
this power as an action (as if concentrating on a spell). While can use exclusively to get close enough to your desired target.
you maintain concentration and do not move, you cannot be
moved against your will by creatures no more than one size No Holding Back
larger than you. Prerequisite: 5th level, Idol Manifestation

Once per long rest, you can cast Bless as a 1st level spell
Instinctive Reflexes without using material components, but only to target
Other creatures don’t gain advantage on attack rolls against creatures other than yourself.
you as a result of being unseen by you. You can cast Find
Traps once per short or long rest. Orbital Toss
Prerequisite: 5th level

It's Up to You Now While grappling a creature that is your size or smaller, you
Prerequisite: 9th level, Idol Manifestation

can expend a use of Strength Surge as an action to throw the


You can cast Enhance Ability on other creatures without creature in any direction. The creature moves a number of
using material components once per short or long rest. feet equal to 10 times your proficiency bonus.
If the creature impacts an obstacle, they take 1d6
Juggernaut bludgeoning damage for every 10 feet thrown. If the obstacle
Prerequisite: 3rd level, Titan Manifestation

is another creature, this damage is shared between the two


You count as a mount while you are in your True Form, creatures equally.
allowing your allies to ride on your back. If the creature is in the air after being thrown, they begin to
fall normally.
Keen Vision
With clear visibility, you can make out details of extremely Perfect Landing
distant creatures and objects as small as 2 feet across. Prerequisite: 7th level

You can use your reaction when you fall to reduce any falling
Laser Eyes damage you take by an amount equal to five times your
Prerequisite: 5th level
empowered level.
Once per long rest, you can cast Scorching Ray from your You can expend a use of Strength Surge when you use this
eyes using Constitution as your spellcasting ability and power to cause creatures within 5 feet of where you land to
without using components. The spell's level is equal to your take bludgeoning damage equal to a roll of your Pure
proficiency bonus. The spell deals infusion damage if you Strength die.
chose the Conduit Manifestation.
Plot Armor
Launching Maneuver Once per short rest, when you roll a 1 on a d20 for an attack
Prerequisite: 7th level
roll, ability check, or saving throw, you can reroll the die and
You can expend a use of Strength Surge as a bonus action to must use the new roll.
propel yourself a number of feet equal to 10 times your
proficiency bonus in any direction, leaving a small crater Power Pitch
where you were standing. Prerequisite: 5th level

This movement ends early if you impact an obstruction. If Once per long rest, you can cast Catapult on an object within
the obstruction you impact is a creature, you can attempt to 5 feet of you using Strength as your spellcasting ability. The
grapple or shove them as part of the same bonus action. spell's level equals your proficiency bonus.
Lighter than Air Pure of Heart
Prerequisite: 7th level, Speed Demon Manifestation

Prerequisite: You do not have the Valiant Soul power

You gain the ability to move along vertical surfaces and You are immune to the charmed condition.
across liquids on your turn without falling during your move.

10
A Homebrew Class for DND 5e by u/Tandra_Boy
Quipping Expertise Unstoppable Force
You can cast Vicious Mockery, using Charisma as your Prerequisite: 12th level

spellcasting ability. When a creature fails the saving throw You can expend a use of Strength Surge to concentrate on
you impose with this spell, it has disadvantage on the next this power as an action (as if concentrating on a spell). While
saving throw it makes before the end of its next turn. you maintain concentration, your movement speed cannot be
reduced unless you are incapacitated or killed.
Rending Strength Concentrating on this power does not allow you to walk
Prerequisite: 5th level
through obvious obstructions, but it does allow you to push
When you successfully grapple a creature, you can expend a creatures no more than one size larger than you 5 feet away
use of Strength Surge to bend, crush, or break a piece of the just by walking into them. It also prevents you from being
armor that the creature is wearing. Once you do so, the grappled, restrained, or affected by difficult terrain. You can
creature has -1 AC. You cannot use this ability on the same only push the same creature once during each of your turns
creature again unless they don a new set of armor, or get with this power.
their armor repaired.
Valiant Soul
Secret Identity Prerequisite: You do not have the Pure of Heart power

You have an alter ego: a more mundane identity that you use You are immune to the frightened condition.
outside of your adventuring life. Your alter ego has a separate
name, home, occupation, and perhaps even a family or a Villainous Persona
place amongst high society. You can adopt this alternate Prerequisite: You have no other Persona powers

identity as a disguise, and other creatures believe you to be You gain proficiency in the Deception and Intimidation skills.
that person until given an obvious reason not to.
Inexplicably, you can don or doff your alter ego in the blink "Wham!"
of an eye, but only when no one is watching. Prerequisite: 12th level

When you score a critical hit with an unarmed strike using


Shockwave Pure Strength, and the target is not grappled or prone, you
Prerequisite: 5th level
can expend a use of Strength Surge to push the creature
You can expend a use of Strength Surge as an action to back 10 feet and knock them prone.
create a shockwave in front of you by punching the air.
Creatures in a 15 foot cone in front of you must make a Wolven-Claw
Dexterity saving throw against your power save DC to avoid Prerequisite: 5th level

being knocked prone. You must have at least one free hand to Once per short or long rest, you can grow claws from your
use this power. fingertips or between your knuckles as a bonus action. For 1
minute, you gain a bonus to damage rolls for your unarmed
Sidekick strikes equal to half of your proficiency bonus, rounded down,
Prerequisite: 7th level
and your unarmed strike deals slashing damage.
As an action, you can designate one friendly creature as your
sidekick. While you and your sidekick are within 10 feet of X-Ray Vision
one another, each of you can use a reaction to take half of an Prerequisite: 7th level

instance of damage dealt to the other. You can only have one As an action, you gain the ability to see through solid objects
sidekick, and can change your sidekick once per long rest. to a range of 30 feet. Within that range, you have darkvision if
you don’t already have it. This special sight lasts for 1 minute
Stopping Power or until your concentration ends (as if you were concentrating
Prerequisite: 9th level
on a spell). During that time, you perceive objects as ghostly,
You can expend a use of Strength Surge as a bonus action to transparent images. Once you use this power, you can’t use it
become able to grapple or shove creatures of any size for 1 again until you finish a short or long rest.
minute. You cannot move while grappling a creature two or
more sizes larger than you. Yield
Once per short or long rest, you can cast Command as a 1st
Tireless level spell, using Charisma as your spellcasting ability.
You cannot gain more than 3 levels of exhaustion.
Zephyr Ray
Unbreakable Prerequisite: 5th level, Conduit Manifestation

Prerequisite: 9th level


You gain 1 charge for your Energy Beam when you use it to
You gain resistance to one damage type of your choice. reduce a creature's hit points to 0. This increases to 2 charges

at 11th level in this class.

The Pushpoint Paradox


When an Empowered using Unstoppable Force pushes an
You Look Familiar...
Empowered using Immovable Object, both lose concentration Members of your Fan Club cannot recognize you while you are
and they both take 8d8 force damage. using your Secret Identity.

11
A Homebrew Class for DND 5e by u/Tandra_Boy
Character Options Astounding Artifacts
Suggested Characteristics Not all empowered beings rely on strength alone. Consider
adding items as treasures for an empowered to find.
Empowered beings can be very different depending on their
outlook on life. Some are altruistic, some are selfish, and Aegis
others are morally ambiguous. Armor (shield),
Uncommon (requires attunement by an Empowered)

d8 Personality Trait This simple round shield has a single star at its center. You
1 I make bad jokes during fights to manage my fear. can use your Pure Strength while wielding it.
2 I never use profanities, no matter how angry I get. This shield can be used as a simple melee weapon that
deals 1d8 bludgeoning damage, and doesn't need to be
3 I have no sympathy for criminals, whether they stole donned or doffed with an action like a normal shield. It has
someone's life or they stole a loaf of bread. the thrown property, with a normal range of 20 feet and a
4 I take immense pleasure in the fame, wealth, and glory long range of 60 feet. On a successful hit, the shield will
that comes with being a hero. bounce off of the target and return to your hand.
5 I spend my nights brooding on rooftops. If this shield's previous owner deems you worthy, then you
are proficient in the use of this shield.
6 I try to fix things, but I end up breaking them more.
7 I wish I'd never had my powers. They're a curse. Dario's Armor
8 I don't think anyone is beyond redemption.
Armor (plate),

Very Rare (requires attunement by an Empowered)

d6 Ideal
This armor was built by a legendary artificer who gave their
life to save the universe. The armor is red with golden trim,
1 Justice. I will hunt down every last criminal. (Lawful) and a shining diamond is embedded in the chestplate.
2 Freedom. I stand against oppression in all its forms. Dario built a sentient entity named Silas into this armor.
(Chaotic) Once Silas deems you worthy of the armor, you become
proficient with it, and can use your Pure Strength and the
3 Morality. I only kill as a last resort. (Good) Flight Astounding Power while wearing it.
4 Revenge. I can finally stand up to those who wronged Once you are attuned to this armor, you can don and doff it
me. I plan on getting even. (Evil) instantly, as every piece of it shall fly to you and attach itself
5 Peace. For all my strength, things only seem to get as needed so long as it is within 30 feet of you.
worse when I intervene. (Neutral) Additionally, while you are attuned to this armor, you can
6 Mastery. My powers are unique. It's important that I
cast Eldritch Blast from the armor's gauntlets using
unravel the mystery of how they work. (Any) Constitution as your spellcasting ability and without using
verbal components.
d6 Bond Sentience
1 My only friend is my faithful family butler. Silas is neutral good, with an Intelligence of 18, a Wisdom of
2 I'm hunting another empowered: an old rival who was 16, and a Charisma of 13. They have hearing and darkvision
once my childhood friend. out to a range of 60 feet.
Silas can speak telepathically with creatures within 30 feet
3 I've joined with several other empowered beings to
help each other gain control of our abilities.
of the armor, and can speak, read, and understand Common.
4 I've taken in a young empowered as my ward. I am Personality
doing my best to help them learn from my mistakes. Silas was built after Dario gave up on building weapons,
5 By day, I've been hired to hunt an infamous vigilante. opting to make creations that protect rather than kill. As
By night, I am that vigilante. such, Silas will happily advise and assist their wearer when
6 I accidentally hurt someone when I discovered my
needed, but only if your intentions are noble.
powers, and am now wanted for it.
Lucia's Thorn
d6 Flaw
Weapon (Whip),

Uncommon (requires attunement by an Empowered)

1 I have no control over my temper. This golden whip deals radiant damage equal to a roll of your
2 By keeping my powers a secret, I alienate those I love. Pure Strength die.
You can use this whip to cast Zone of Truth using
3 Sometimes I let my own power go to my head. Constitution as your spellcasting ability. Once used, this
4 I'm bad at making tough calls. Why can't I just save property can't be used again until the next dawn.
everyone? If the whip's previous owner deems you worthy, then you
5 I never forgive, and I never forget. are proficient with this whip.
6 I don't take my gifts seriously. It's not my job to save
anybody.

12
A Homebrew Class for DND 5e by u/Tandra_Boy
Onyx Hammer
Weapon (Warhammer),

Uncommon (requires attunement by an Empowered)

This Warhammer has the thrown property, with a normal


range of 20 feet and a long range of 60 feet. The hammer will
return to your hand after you make a thrown attack with it.
When you hurl this hammer and speak its command word,
it flies along a line 5 feet wide that extends out from you to a
target within 120 feet. Each creature in the line excluding you
and the target must make a DC 13 Dexterity saving throw,
taking 2d6 bludgeoning damage and 2d6 thunder damage on
a failed save, and half as much damage on a successful one.
When the hammer reaches the target, make a thrown
weapon attack against the target. On a hit, the target takes
damage from the hamer plus 3d6 thunder damage. After this
attack, the hammer returns to your hand.
Once used, the hammer's property can't be used again until
the next dawn. In the meantime, the hammer can still be
used as a magic weapon.
If the hammer's previous owner deems you worthy, then
you are proficient with this hammer.
Renegade's Toolbelt
Wondrous Item, Uncommon

As an action, you can produce an item from this toolbelt by


rolling a d6 on the table below. Once used, you cannot
produce another item from the belt until the next dawn.
d6 Items Produced
1 10 Caltrops
2 25 Feet of Silk Rope
3 A Smoke Grenade
4 A Vial of Basic Poison
5 5 Darts
6 A Dagger

Spider-Silk Bracers
Wondrous Item,

Rare (requires attunement by an Empowered)

These bracers hold 5 charges. While they might look silver,


they are actually made of pure spider-silk.
While wearing these bracers, you can use an action to
expend 1 charge to make a ranged attack roll against a target
within 30 feet of you. You are proficient with this attack. On a
hit, a line of spider-silk rope fires from your wrist. Once the
rope impacts a creature or surface, the rope becomes taut.
You can swing from the rope, or use it to pull whatever it is
attached to. You can release and retract the rope using a
bonus action.
Alternatively, you can expend 2 charges to cast Web, using
constitution as your spellcasting ability.
The bracers regain 1+1d4 expended charges daily at dawn.
The Red Cape
Wonderous Item,

Rare (requires attunement by an Empowered)

This simple red cape grants you the Flight astounding power.
This does not count against your number of powers known.

Watercolor Stain 14 Justice League - Wonder Woman


Artist: flamableconcrete Artist: theDurrrrian

13
A Homebrew Class for DND 5e by u/Tandra_Boy

You might also like