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Supernatural Abilities
Supernatural Abilities
Supernatural Abilities
ome mortals can achieve great feats without the use of magic. A fighter can have a burst of adrenaline that
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pushes their limits. A rogue can have more influence on the mind through their cunning. A barbarian can
slam the ground hard enough to push others away. And a monk can grant restorative power to others through
meditation and focus. Some of these supernatural abilities may seem like magic but are in fact feats gained
through extensive training and martial prowess.
Adrenaline Rush
Prerequisite: Fighter class, 13th level
ou can use an action to grant yourself the effects of theHastespell without requiring any components,but the effect
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still requires concentration. Once you use this feature, you can’t use it again until you finish a short or long rest.
Attunement Adept
Prerequisite: 9th level
ou can attune to a magic item by spending 1 minute instead of spending 1 hour, you can attune to magic items
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regardless of their race or class requirements, and you can attune to up to four magic items. When you reach 17th
level, you can attune to up to five magic items.
Bolster
Prerequisite: A Charisma or Constitution score of 13 or higher
ou can use an action to grant temporary hit points to yourself and creatures of your choice within 30 feet of you that
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can hear you. The temporary hit points equal half your level in this class + your Charisma or Constitution modifier
(your choice when you choose this feature). Any creature who gains these temporary hit points also has advantage on
saving throws against being frightened or overcoming the frightened condition for 1 hour. Once you use this feature,
you can’t use it again until you finish a short or long rest.
Cleansing Spirit
Prerequisite: Monk class
ou can use an action to touch a creature to grant it the effects of theLesser Restorationspell. Youcan use this
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feature a number of times equal to your proficiency bonus and you regain all uses when you finish a long rest.
hen you reach 13th level, you can also use an action to touch a creature to grant it the effects of theGreater
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Restorationspell. Once you use this feature, youcan’t use it again until you finish a long rest.
Create Tether
s a bonus action, you can attempt to create a tether between you and a creature or object that is within 60 feet using
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rope, chains, vines, or any similar means to tether yourself to the target. Make a ranged attack roll with the tether
using Strength, and you have proficiency with the attack roll. You must have a tether that is at least the same length as
the distance between you and the target, otherwise the attack automatically misses. On a hit, the target is tethered to
you. A creature who is tethered can’t move further away from what it is attached to unless it is two or more sizes larger
than the other. If either you or the target move further away, the other is pulled along so that it remains within the same
distance (even if pulled into the air). A creature tethered by you can use its action to escape the tether as if escaping a
grapple. The escape DC = 8 + your proficiency bonus + your Strength modifier. You can also choose to end the tether
(no action required). You can climb along the tether when possible, such as when you are being held aloft in the air or
while you are in water. You can also use an action to secure your end of the tether to an object within reach, thus
replacing you as the one tethered to the target (the DM decides how the object affects the target based on its weight).
hile maintaining this tether, you can use a bonus action to attempt to pull the target closer to you. If the target is a
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creature, it must succeed on a Strength saving throw or be pulled up to 20 feet closer to you. If the target is an object,
you must make a Strength check and the DC is determined by the DM. As a rule of thumb, the DC is determined by
the weight of the object divided by 15. On a success, the object is pulled up to 20 feet closer to you.
ou can create a tether a number of times equal to your proficiency bonus and you regain all uses when you finish a
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long rest.
Crippling Attack
Prerequisite: Rogue class
hen you deal your Sneak Attack damage to a creature, the target has disadvantage on attack rolls and saving
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throws until the start of your next turn. Once a creature has been affected by this feature, it can’t be affected again for
1 hour.
Dominating Will
Prerequisite: A Strength or Charisma score of 15 or higher, 9th level
ou can use an action to target a creature within 60 feet and subject it to the effects of theDominatePersonor
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Dominate Beastspell as if you were the caster. However,you don’t share a telepathic link with the creature, you can
only issue orders to the creature verbally (the creature can understand you) and you can’t take precise control of the
creature. When you reach 17th level, you can instead subject it to the effects of theDominate Monsterspell with the
same restrictions. The DC = 8 + your proficiency bonus + your Strength or Charisma modifier (your choice).
Once you use this feature, you can’t use it again until you finish a long rest.
Domineering Command
Prerequisite: A Strength or Charisma score of 13 or higher
ou can use an action to target a creature within 60 feet and subject it to the effects of theCommandspell as if you
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were the caster. The DC = 8 + your proficiency bonus + your Strength or Charisma modifier (your choice).
ou can use this feature up to three times and you regain all uses when you finish a long rest. At certain levels, you
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can choose up to a certain number of different targets for the effect that must each be within 30 feet of each other: two
targets at 9th level, three targets at 13th level, and four targets at 17th level.
Empowered Attacks
ou gain a +1 bonus attack and damage rolls made with weapons that you are proficient with. This bonus increases to
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+2 when you reach 13th level.
dditionally, your attacks with weapons that you are proficient with count as magical for thepurposesof overcoming
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resistance and immunity to nonmagical attacks and damage.
Enhanced Mobility
our movement speed increases by 5 feet while you aren’t wearing heavy armor. This bonus increases at certain
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levels: +10 feet at 9th level, +15 feet at 13th level, and +20 feet at 17th level.
ou can choose to spend 10 feet of movement to stand up from being prone instead of spending half your movement
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to do so.
our maximum long jump distance is increased by 10 feet and your maximum high jump distance is increased by 3
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feet.
Earth Shock
Prerequisite: Barbarian class, 9th level
s an action, you can smash the ground at your feet to cause a shockwave of seismic energy. Each creature within 15
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feet of you must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier). A
creature who is not on a solid surface has advantage on this saving throw. On a failed save, a creature takes 4d8
bludgeoning damage and is either pushed 15 feet away from you or knocked prone (your choice). On a successful
save, a creature instead takes half the damage and isn’t pushed or knocked prone. The damage you deal with this
feature counts as attacking for the purposes of maintaining your rage. You can use this feature a number of times
equal to your proficiency bonus and you regain all expended uses when you finish a long rest.
he bludgeoning damage dealt by your earth shock increases when you reach certain levels in this class: 5d8 at 13th
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level and 6d8 at 17th level.
Eyes of Revealing
Prerequisite: Monk class, 13th level
ou can use an action to grant yourself the effects of theTrue SeeingorScryingspell without requiringmaterial
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components. Whenever you use this feature more than once before finishing a long rest, you gain one level of
exhaustion.
Faster Recovery
Prerequisite: Fighter class, 9th level
henever you use your Second Wind feature, you roll a number of d10s equal to your proficiency bonus and you
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regain additional hit points equal to the result.
Forceful
Prerequisite: Fighter or Barbarian class
hen you hit a creature with a melee weapon attack, you can attempt to shove the creature as part of the attack. You
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can only use this feature a number of times equal to your proficiency bonus and you regain all uses when you finish a
long rest.
Greater Endurance
Prerequisite: Barbarian class
hen you finish a long rest, you can choose two of the following damage types: fire, cold, acid, poison, thunder,
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lightning, radiant, necrotic, force, or psychic. While raging, you have resistance to the chosen damage types. If you
choose new damage types using this feature, the new ones you choose replace the old ones. The number of damage
types you can choose for this feature increases when you reach certain levels in this class: three at 9th level, four at
13th level, and five at 17th level.
dditionally, you can use your reaction when you would take damage and are resistant to one of the damage types.
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When you do so, you gain immunity against the triggering damage type from that source (if there are multiple
triggering types, you choose which one). Once you use this feature, you can’t use it again until you finish a short or
long rest.
Insightful Mind
Prerequisite: An Intelligence or Wisdom score of 13 or higher
You can spend 10 minutes in thought or study, gaining one of the following effects at the end of the 10 minutes:
● ou gain the effects of theComprehend Languagesspell
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● You gain the effects of theDetect Magicspell
● You gain knowledge about an object or creature that you’ve been touching as if casting theIdentifyspellon it.
● You gain advantage on the next ability check that uses Intelligence or Wisdom within the next 10 minutes.
● You gain the effects of theAuguryspell
Impervious Mind
Prerequisite: An Intelligence or Wisdom score of 15 or higher, 17th level
ou can use an action to give yourself the effects of theMind Blankspell. You can also use an actionto end the effect
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on yourself.
Leadership
Prerequisite: A Charisma or Wisdom score of 13 or higher
ou can use an action to utter special commands or warnings for 1 minute. For the duration, whenever a nonhostile
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creature you can see within 30 feet makes an attack roll or saving throw, that creature can add a d4 to its roll provided
it can hear you and understand at least one language you speak. A creature can benefit from only one leadership die
at a time. This feature ends early if you become incapacitated. Once you use this feature, you can’t use it again until
you finish a short or long rest. When you reach 13th level, the leadership die increases to a d6.
Martial Advantage
nce per turn, when you hit a creature with a weapon attack, you can deal an extra 1d6 damage to it if that creature is
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within 5 feet of an ally that isn’t incapacitated. The extra damage you deal increases when you reach certain levels in
this class: 2d6 at 9th level, 3d6 at 13th level, and 4d6 at 17th level.
Master Manipulator
Prerequisite: Rogue class
DC = 8 + your proficiency bonus + your Charisma or Intelligence modifier (your choice when you gain this feature).
ou can use this feature a number of times equal to your proficiency bonus and you regain all uses when you finish a
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long rest.
Master of Ability
Prerequisite: 17th level
dditionally, when you make an ability check or saving throw that uses that ability and you roll a 9 or less on the d20,
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you can instead treat the roll as a 10.
Mental Fortitude
hen you make an Intelligence, Wisdom, or Charisma saving throw, you can choose to add your proficiency bonus to
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the roll. You can use this feature up to three times and you regain all uses when you finish a long rest.
One with the Wind
Prerequisite: Monk class, 9th level
hen you use your Step of the Wind feature, you gain a flying speed equal to your walking speed until the end of your
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turn. If you end your turn in mid air, you fall unless something else holds you aloft or slows your descent.
Poison Expert
Prerequisite: Rogue class
You gain proficiency with the Poisoner’s Kit if you don’t already have proficiency with it.
You can administer poisons to weapons and ammunition as a bonus action instead of an action.
hen you finish a long rest, you can craft doses of a special poison provided you have enough vials for each dose
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and have access to common herbs or chemicals. The number of doses crafted is equal to your proficiency bonus and
each dose is contained within a vial. As an action or bonus action, you can use a dose of the poison to coat one
slashing or piercing weapon or up to three pieces of ammunition.A creature hit by the poisoned weaponor
ammunition must make a Constitution saving throw. The DC = 8 + your proficiency bonus + your Intelligence or
Wisdom modifier (your choice when you gain this feature). On a failed save, the creature takes 2d6 poison damage, or
half as much damage on a successful one. Once applied, the poison retains potency for 1 minute before losing its
effect. All doses also lose their effect after 24 hours.
he poison damage dealt by each poison dose you make with this feature increases when you reach certain levels in
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this class: 3d6 at 9th level, 4d6 at 13th level, and 5d6 at 17th level. Additionally, when you reach 13th level in this
class, creatures that are normally immune to poison damage are treated as resistant to poison damage instead when
taking damage from your crafted poisons.
Provoking Presence
Prerequisite: Barbarian class, 13th level
ou can use an action to incite creatures to attack you instead of your allies. Each creature that is hostile toward you,
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can hear you, and is within 60 feet of you must make a Wisdom saving throw. The DC = 8 + your proficiency bonus +
your Charisma modifier. On a failed save, a creature has disadvantage on attack rolls against creatures other than you
and can’t willingly move away from you for 1 minute unless the creature is frightened. For the same duration, a
creature who fails the saving throw can only choose you as the target for harmful spells and harmful magical effects (if
the creature can’t target you, the spell or effect is wasted). If the spell or magical effect targets an area, the creature
must include you in its area. A creature who succeeds on the saving throw is immune to being provoked by you for the
next 24 hours. Once you use this feature, you can’t use it again until you finish a short or long rest.
Psionics
Prerequisite: An Intelligence or Wisdom score of 15 or higher
ou gain the ability to cast spells through the use of magical psionic abilities. You can cast theMageHandspell at will
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and the hand is invisible. You also can cast the following spells:Misty Step,Levitate, andDetect Thoughts.You can
cast a spell using psionics without expending a spell slot a number of times equal to your proficiency bonus and you
regain all uses when you finish a long rest. When you reach 17th level, you can cast theTelekinesisspell once per
long rest without expending a spell slot. Your spellcasting ability for these spells is Intelligence or Wisdom (your choice
when you gain this feature). You can cast each of these spells without requiring any components.
Reactive
Prerequisite: 9th level
ou can take up to two reactions each round, but you can’t take more than one reaction per turn. When you reach
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17th level, you can take up to three reactions each round.
Shielding Stance
Prerequisite: Monk class
henever you use your Patient Defense feature, you gain a protective barrier shown as a blur of palm deflections
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surrounding you. The barrier has hit points which equal your Monk level plus your Wisdom modifier. When an attack
hits you, the barrier takes the damage instead. You can also use your reaction to extend the barrier to any creature
within 5 feet of you that is hit by an attack, having the barrier take the damage instead as well. If the barrier is reduced
to 0 hit points, any excess damage carries over to the attack’s intended target. The barrier lasts until the start of your
next turn or when it is reduced to 0 hit points.
henever you would make an unarmed strike using your Flurry of Blows feature, you can instead replace it with a
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ranged attack with a ranged monk weapon or a monk weapon that has the thrown property. While making this attack,
you don’t have disadvantage from standing within 5 feet of a hostile creature and you can draw the weapon as part of
the attack.
dditionally, when you hit a target with a thrown missile using your Deflect Missiles feature, roll two of your martial arts
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die and add the total to the missile’s damage.
Suave Defense
Prerequisite: Rogue class, 9th level
hile you are wearing light or no armor and wielding no shield, you can add your Charisma modifier to your AC
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(minimum of +1).
Speedy Surge
Prerequisite: Fighter class
hen you use your Action Surge feature, you can double your walking speed until the end of your next turn. You also
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don’t have to use your extra action immediately and can instead use it at any point later on the same turn. For
example, you can use Action Surge, move, and then use the extra action to take the Attack action.
Tenacity
ou and creatures within 10 feet of you have advantage on saving throws against being charmed or frightened and on
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saving throws for overcoming the charmed or frightened condition. This effect only applies while you are conscious.
When you reach 17th level in this class, this aura increases to 30 feet.
True Parry
ou can use your reaction to add your proficiency bonus to your AC against one melee attack that would normally hit
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you, possibly turning it into a miss. You must be wielding a melee weapon and must be able to see the attacker to gain
this benefit.
Unlock Potential
ou gain an inner resource of power that you can draw from to fuel certain abilities, called unlock points. You have 3
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unlock points and you regain all your unlock points when you finish a long rest.
efore you make an ability check, attack roll, or saving throw that uses Strength, Dexterity, or Constitution, you can
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spend 1 unlock point to give the roll advantage.
s a bonus action, you can spend any number of unlock points to enter a state of higher physical ability called a power
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surge. The power surge lasts for 10 minutes and it ends early if you fall unconscious or die or if you choose to end it
as a bonus action. For each unlock point you spend, you gain the following benefits which are cumulative:
● Once per turn, you can deal an additional 5 damage when you hit with a weapon attack.
● At the start of your turn, you regain 4 hit points if you have at least 1 hit point remaining.
hile your power surge is active, you can use a bonus action to spend additional unlock points, increasing the total
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benefits by each point spent. When your power surge ends, you gain levels of exhaustion equal to the total number of
unlock points spent during your power surge. At higher levels, the total number of unlock points you have increases: 4
points at 9th level, 5 points at 13th level, and 6 points at level 17. If you spend a total of 6 unlock points for the same
power surge, the power takes such a toll on your body that it crumbles to ash when your power surge ends; you
instantly die and only the means of aTrue Resurrectionspell can raise you from dead.
If you spend a total of 6 unlock points for the same power surge, the sixth benefit is tripled and you can use your
action to perform a finishing move while your power surge is active. When you perform this move, choose either a
150-foot line that is 5 feet wide, a 60-foot cone, or a 20-foot radius sphere originating from you. Each creature in that
area must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Constitution
modifier). On a failed save, a creature takes 12d10 thunder damage, is pushed 50 feet away, and knocked prone. On
a successful save, a creature instead takes half as much damage, is pushed 20 feet away, and isn’t knocked prone.
Your power surge ends immediately after you perform your finishing move.
Unstoppable Movement
Prerequisite: 9th level
ou can use an action to grant yourself the effects of theFreedomof Movementspell exceptthe duration only lasts for
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1 minute. This effect ends early if you become incapacitated. Once you use this feature, you can’t use it again until
you finish a short or long rest.