Supernatural Abilities

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‭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.‬

‭ upernatural Abilities (Optional Feature granted to Barbarians,‬


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‭Fighters, Monks, and Rogues)‬
‭ hen you reach 5th level in this class, you gain a special ability that is the result of honing particular skills. You gain‬
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‭one supernatural ability from the‬‭Supernatural Abilities‬‭list below. You gain one additional supernatural ability when‬
‭you reach 9th, 13th, and 17th level. When you reach a level in this class that grants this feature, you may replace one‬
‭of your supernatural abilities with a different one. A supernatural ability isn’t considered a magical effect unless stated‬
‭otherwise.‬

‭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

‭The distance you can shove a creature increases by 10 feet.‬

‭ 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

‭ ou can use an action to replicate the effects of the‬‭Charm Person‬‭,‬‭Calm Emotions,‬‭or‬‭Suggestion‬‭spell‬‭without‬


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‭requiring material components. The DC for each effect is determined as follows:‬

‭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

‭Increase one of your ability scores by 2 to a maximum of 22.‬

‭ 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.‬

‭Strikes of the Eagle‬


‭Prerequisite: Monk class‬

‭ 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:‬

‭●‬ ‭Your AC and attack bonuses both increase by 1.‬

‭●‬ ‭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.‬

‭●‬ ‭Your movement speed increases by 10 feet.‬

‭ 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.‬

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