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Empowered 1.4 Release Version - The Homebrewery
Empowered 1.4 Release Version - The Homebrewery
Empowered 1.4 Release Version - The Homebrewery
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.
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A Homebrew Class for DND 5e by u/Tandra_Boy
Class Features
True Potential
1d6 2
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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.
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.
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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
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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.
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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
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
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
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.
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A Homebrew Class for DND 5e by u/Tandra_Boy
Guiding Hand Major Mentalist
Prerequisite: 3rd level, Idol Manifestation
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
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
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.
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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
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
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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),
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),
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.
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A Homebrew Class for DND 5e by u/Tandra_Boy
Onyx Hammer
Weapon (Warhammer),
Spider-Silk Bracers
Wondrous Item,
This simple red cape grants you the Flight astounding power.
This does not count against your number of powers known.
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A Homebrew Class for DND 5e by u/Tandra_Boy