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Empowered v1.3 - The Homebrewery

This document provides an overview of an empowered character class for Dungeons & Dragons 5th edition. As an empowered, you have supernatural strength and abilities beyond normal humans. You deal increased damage with unarmed strikes that grows as you level up. Additional features include strength surges to boost ability checks, the ability to grapple and shove as a bonus action, and choosing from a list of astounding powers representing your unique abilities. Your powers further manifest through choosing a conduit, idol, speed demon, titan, or vigilante archetype at higher levels.

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mattia
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50% found this document useful (2 votes)
409 views12 pages

Empowered v1.3 - The Homebrewery

This document provides an overview of an empowered character class for Dungeons & Dragons 5th edition. As an empowered, you have supernatural strength and abilities beyond normal humans. You deal increased damage with unarmed strikes that grows as you level up. Additional features include strength surges to boost ability checks, the ability to grapple and shove as a bonus action, and choosing from a list of astounding powers representing your unique abilities. Your powers further manifest through choosing a conduit, idol, speed demon, titan, or vigilante archetype at higher levels.

Uploaded by

mattia
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Human Torch vs Namor

Artist: Michael Komarck


Version 1.3
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.

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A Homebrew Class for DND 5e by u/Tandra_Boy
 
Class Features
As an empowered, you gain the following class features. The Empowered
Proficiency Powers
Hit Points Level Bonus Features                                      Known
Hit Dice: 1d12 per empowered level 1st +2 Pure Strength, Strength Surge —
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution 2nd +2 Beatdown, Astounding Powers 2
modifier per empowered level after 1st 3rd +2 Power Manifestation 2
Proficiencies 4th +2 Ability Score Improvement 2
Armor: Light Armor, Medium Armor 5th +3 Extra Attack, True Potential 3
Weapons: Simple Weapons 6th +3 Inner Strength 3
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Insight, Intimidation, 7th +3 Power Manifestation Feature 4
Investigation, Perception, Persuasion, and Survival 8th +3 Ability Score Improvement 4
Equipment 9th +4 — 5
You start with the following equipment, in addition to the
equipment granted by your background: 10th +4 Nimble Grip 5
11th +4 Pure Strength (2) 5
(a) a spear or (b) a quarterstaff
(a) leather armor or (b) scale mail 12th +4 Ability Score Improvement 6
(a) a dungeoneer’s pack or (b) an explorer's pack 13th +5 Power Manifestation Feature 6
a mask and a cape, each with a design of your choosing 14th +5 Never Say Die 6
Pure Strength 15th +5 — 7
The first sign that you were an empowered was your 16th +5 Ability Score Improvement 7
enhanced strength. 17th +6 Pure Strength (3) 7
You can roll a d10 in place of the normal damage of your
unarmed strike. This damage increases to 2d10 at 11th 18th +6 Power Manifestation Feature 8
empowered level, and to 3d10 at 17th empowered level. 19th +6 Ability Score Improvement 8
Additionally, you gain proficiency in Athletics if you didn't
have it already, and your proficiency bonus is doubled for 20th +6 Invincible 8
Strength (Athletics) ability checks and contests. You also
count as one size larger when determining your carrying
capacity and the weight you can push, drag, or lift.
Astounding Powers
Strength Surge
As you begin learning to control and develop your strength,
In an act of anger or desperation, you can release a burst of you will gain impressive abilities or techniques known as
strength to push past your limits. Astounding Powers.
Once per round, if you fail a Strength check, Strength At 2nd level, you gain two powers of your choice. Your
saving throw, or miss a melee weapon attack using Strength, power options are detailed at the end of the class description.
you can expend a use of this feature to roll a d4 and add the When you gain certain empowered levels, you gain additional
result to the d20 roll, potentially altering the outcome. powers of your choice, as shown in the Powers Known
You can use this feature a number of times equal to your column of the Empowered table.
Constitution modifier (minimum of 1). You regain any Additionally, when you gain a level in this class, you can
expended uses when you finish a long rest. choose one of the powers you know and replace it with
another power that you could learn at that level.
Beatdown If an astounding power has prerequisites, you must meet
At 2nd level, you like to get up close and personal. You can them to learn it. You can learn the power at the same time
attempt to grapple or shove creatures as a bonus action. that you meet its prerequisites. A level prerequisite refers to
When you hit a creature that you are grappling or that is your level in this class.
prone with an unarmed strike, you can roll an additional d10
for the damage roll, and drop the lowest value rolled from the Power Manifestation
damage total. If you score a critical hit with an unarmed Once you reach 3rd level, your unique powers begin to truly
strike, you instead roll an additional 2d10 for the damage roll manifest. Choose the Conduit, Idol, Speed Demon, Titan, or
and drop the lowest two values rolled from the damage total. Vigilante manifestation, all detailed at the end of the class
You cannot use this feature if you are wearing heavy armor description. The manifestation you choose grants you
or wielding a shield. features at 3rd level and again at 7th, 13th, and 18th level.

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A Homebrew Class for DND 5e by u/Tandra_Boy
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 regain all expended uses of Strength
Surge when you finish a short or long rest.
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.
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.
Once per long rest, when you have no uses of Strength Surge
remaining, you can use a free action on your turn to regain all
uses of Strength Surge. Once you do so, you are immune to
all damage until the end of your next turn.

Multiclassing
Very few beings intentionally set out to become
empowered, and even fewer succeed. It can be
even harder for an empowered to try to be
something they're not. Ask your DM if you can
multiclass with this class.

The Pure Strength and Beatdown features are


explicitly incompatible with most Monk features.
When using Monk abilities, you must use the
martial arts die for damage.

Multiclassing Requirements: 13 Str, 13 Con

Multiclassing Proficiencies: Simple Weapons

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 charge up a beam of energy that you
project from your palms. Use a bonus action to charge the
beam. You can hold a number of charges equal to your
proficiency bonus. All charges are lost after you fire the
beam, combat ends, or you roll initiative.
To fire the beam, choose a creature you can see within 60
feet of you as an action. The creature must make a Dexterity
saving throw (DC 8 + your proficiency bonus + your Strength
modifier). On a failed save, the creature takes infusion
damage equal to your empowered level. Each charge you have
for the beam increases its damage by 1d10. The creature
takes half as much damage on a successful save.
When you take infusion damage from a hostile creature
during combat, 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
expend a use of Strength Surge to 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.
Hazard Zone
By 13th level, it's dangerous just to get close to you. When a
hostile creature moves within 5ft of you for the first time on a
turn or starts its turn there, they take 1d10 infusion damage.
Overcharge
At 18th level, you can unleash the full . Once per long rest,
you can use a free action to start concentrating on this ability
(as if concentrating on a spell) for up to 1 minute, and gain 2
charges for your Energy Beam. While you concentrating on
this ability, you gain the following features:
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
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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. To you, distance isn't much of an obstacle,
higher power so that they may serve the greater good. But an and time is not nearly as valuable. You might be infused with
Idol can be evil depending on who they care about and what the power of light, or favored by a god of speed. Either way,
they stand for. Their powers are simple and effective. you leave everyone else in the dust.
Everyman Super Speed
When you choose this Manifestation at 3rd level, you're a When you choose this Manifestation at 3rd level, you are very
humble adventurer, of simple beginnings. You can add half quick on your feet. While walking, your movement speed
your proficiency bonus, rounded down, to any ability check increases by 10 feet. This bonus increases to 20 feet at 10th
you make that doesn’t already include your proficiency bonus. level, and 30 feet at 18th level. Additionally, you can use your
bonus action to take the Dash or Disengage actions.
Exemplar
Also at 3rd level, you lead by example. Once per round, if you Burst Speed
land an unarmed strike during your turn, you can expend a Also at 3rd level, you can focus all of your energy on moving
use of this ability to embolden an ally of your choice within as quickly as possible. Once per round when you take the
30 feet of you that is in your line of sight. Dash action, you can expend a use of this feature to double
Once a creature is emboldened, they remain emboldened the amount of movement the Dash provides.
until the end of your next turn. Emboldened creatures gain a You can use this feature a number of times equal to your
bonus to their AC, attack rolls, and saving throws equal to Constitution modifier (minimum of 1). You regain any
half of your proficiency bonus, rounded down. You cannot expended uses when you finish a short rest.
reapply this effect to a creature that is currently emboldened.
You can use this feature a number of times equal to your Rapid Disarm
Constitution modifier (minimum of 1). You regain any At 7th level, you can expend a use of Strength Surge as a
expended uses when you finish a short rest. bonus action to attempt to disarm a creature you can see
within 5 feet of you. The creature must make a Dexterity
Experimental Training saving throw (DC 8 + your proficiency bonus + your Strength
At 7th level, you've put in the time and effort to learn more modifier) to keep their grip on their weapon. On a failed save,
about your abilities. You learn an additional Astounding you take the creature's weapon from their hand.
Power whose requirements you meet. This power does not If you succeed, you take the creature's weapon from their
count against your number of Powers Known. hand. If you are holding an item in your other hand when you
succeed with this ability, you can swap that item into the
Fearless Leader creature's hand as part of the same bonus action.
At 13th level, so long as you keep fighting, your allies have You must have at least one free hand to use this ability.
your back. When you use the Exemplar ability to embolden a
creature that is charmed or frightened, you can expend a use Untouchable
of Strength Surge to end those conditions for them. At 13th level, even when you are standing in place, it's hard to
Additionally, you gain a single extra use of Strength Surge. pin you down. You can begin concentrating on this ability as
an action on your turn (as if concentrating on a spell). For up
Glorious Purpose to 1 minute while you maintain concentration, you do not
At 18th level, you don't back away from destiny. You can cast provoke opportunity attacks, and attack rolls against you are
Foresight without expending material components. This made with disadvantage.
feature can be used once per long rest. While using this ability, you appear as a fast-moving blur.

This ability can be used once per short rest.

Time in a Bottle
At 18th level, you can summon all of your energy to move
Wait... That's Not Magic faster than light. You can cast Time Stop as an action on your
The strength of an empowered can seem like turn. Once you use this feature, you cannot use it again until
magic, even though they have no arcane gifts. you finish a long rest.
Since their powers are dawn from their When you cast Time Stop this way, you can attempt to
physiology, empowered abilities that grant spell shove creatures and use your Rapid Disarm without
castings do not use spell slots, and are not affected resuming time. Shoved creatures will only begin to move
by spells that negate magic such as Antimagic
Field, Counterspell, Dispell Magic, Globe of
once time resumes. If a creature is knocked prone or pushed
Invulnerability, or Remove Curse.
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 incapacitated or charmed,
or if you don armor or a shield. You gain the following
benefits while in your True Form:
You count as one size larger for the purpose of grappling
or shoving creatures.
When you use a shove to push a creature, they are pushed
10 feet instead of 5 feet.
You gain a bonus to your AC equal to half of your
proficiency bonus, rounded down.
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 1d10
bludgeoning damage at the start of each of its turns.
Impact Damage
At 7th level, you tend to cause a lot of collateral damage.
creatures take Bludgeoning damage equal to your Strength
Modifier when you use a shove to push them into an obstacle
or knock them prone.
Backhanded Shove
At 13th level, you swat your foes aside with ease. If you use a
shove to push a creature, they are knocked prone after the
push. If the creature hits an obstruction due to the push, they
impact the obstruction and then are knocked prone.
Seismic Slam
At 18th level, other creatures feel small in your hands. Once
per long rest, if you are grappling a creature that is large or
smaller, you can use your action to repeatedly slam the
creature into the ground in a fit of rage.
When you use this ability, the grappled creature must make
a Strength or Dexterity saving throw (DC 8 + your proficiency
bonus + your Strength modifier), the target chooses the
ability to use for the throw.
On a failed save, the creature takes 10d10 bludgeoning
damage, is knocked prone, and is stunned until the start of its
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 per round 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.
Sinister Strikes
Also at 3rd level, you sow fear amongst your enemies.
When you land an unarmed strike on a creature, you can
expend a use of this ability to cause them to panic until the
end of your next turn. A panicked creature must subtract half
of your proficiency bonus, rounded down, from its AC, attack
rolls, and saving throws while you are within its line of sight.
You cannot reapply this effect to a creature that is currently
panicked.
You can use this feature a number of times equal to your
Constitution modifier (minimum of 1). You regain any
expended uses when you finish a short rest.
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
do not provoke opportunity attacks.
Dreadful Stare
At 18th 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 panicked until the end of your next turn.
The stunned creature must make a Wisdom saving throw
(DC 8 + your proficiency bonus + your Strength modifier) 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
Courage
Astounding Powers When you score a critical hit with an unarmed strike, you
Anatomical Armor regain a use of Strength Surge.
While you are not wearing armor, your Armor Class equals
10 + your Dexterity Modifier + your Constitution modifier. Destiny
You can use your anatomical armor to determine your AC if You can cast Augery once per long rest without expending
the armor you wear would leave you with a lower AC. material components.
Aftershock Detective Persona
Prerequisite: 5th level
Prerequisite: You have no other Persona powers

Once per long rest, you can cast Thunderwave by striking the You can add 1d4 to any Intelligence (Investigation) or
ground at your feet, using Strength as your spellcasting Wisdom (Perception) check you make.
ability, and without using verbal components. The spell's level
equals your proficiency bonus. Daredevil
You gain 20 feet of Tremorsense, and 5 feet of Blindsight.
Arcane Synesthesia
Prerequisite: 3rd level, Conduit Manifestation

Dormant Energy
You can cast Detect Magic at will, without using components. Prerequisite: 9th level, Conduit Manifestation

Instead of losing all charges for your Energy Beam when


Aquatic Nature rolling initiative, your charge count is reduced until you have
Prerequisite: 5th level
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 sea creatures. Prerequisite: You have no other Persona powers

You can cast the Thaumaturgy cantrip, and can add 1d4 to
Balanced Footing any Charisma (Performance) check you make.
You have advantage on checks and saving throws to avoid
being knocked prone. Equipment Expert
Prerequisite: 5th level, Vigilante Manifestation

Barehanded Block You have advantage on ability checks to use ball bearings,
Prerequisite: 5th level
caltrops, grappling hooks, and smoke grenades.
As a reaction when you are hit with a melee attack, you can
reduce the attack's damage by 1d10 + your Strength modifier Fanclub
+ your empowered level. Whenever you interact with a non-hostile NPC for the first
If you reduce the attack's damage to 0, you can expend a time, the DM must roll a d20. On a roll of 20, the NPC
use of Strength Surge to attempt to grapple or shove the recognizes you and is a fan of your exploits, and you have
creature as part of the same reaction. advantage on all Charisma checks against them until they
have a reason to dislike you.
Boring Monologue
You can expend a use of Strength Surge to cast Charm Fixation
Person as a 1st level spell, using Charisma as your Prerequisite: 9th level

spellcasting ability. Once per long rest, you can choose a creature within 30 feet
Rather than viewing you as a friendly acquaintance on a of you as a bonus action. For 1 minute, so long as you do not
failed save, the target will admit that they are swayed by your damage creatures other than the target, you resist
reasonable line of thinking. bludgeoning, slashing, and piercing damage from the target.
Bullet-Time Flight
You can expend a use of Strength Surge to take the Dodge Prerequisite: 7th level

action as a bonus action on your turn. While you are not wearing heavy armor, you gain 30 feet of
flying speed, and can hover. You choose how this ability works
Calculated Strength when you gain this power: you can have wings, levitate
When you roll a 1 or a 2 with a damage die for an unarmed naturally, shoot energy out of your feet or palms, or any other
strike, you can reroll the die and must use the new roll, even innate way to fly.
if the new roll is a 1 or a 2.
Gradual Recovery
Cling Grip Prerequisite: 12th level

Prerequisite: 5th level


So long as you have 1 hit point, you regain hit points equal to
You gain 30 feet of climbing speed. You also gain the ability to your empowered level at the end of every hour that you spend
move up, down, and across vertical surfaces and upside down outside of combat.
along ceilings, while leaving your hands free. Additionally, if you lose a body part, it will grow back and
return to full functionality after 1d6 + 1 days if you have at
least 1 hit point the whole time.

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

Prerequisite: 9th level, Speed Demon manifestation

You can cast the Guidance and Resistance cantrips without You gain the ability to move along vertical surfaces and
expending material components, but only to target creatures across liquids on your turn without falling during your move.
other than yourself.
Major Mentalist
Hardy Prerequisite: 15th level

Strength Surge can now also apply to Constitution checks You can cast either Telepathy or Telekinesis once per long
and saving throws. rest without expending material components.
Harrowing Vision Minor Mentalist
You can see normally in darkness, both magical and You can cast the mage hand and message cantrips without
nonmagical, to a distance of 120 feet. using components. Your mage hand is invisible.
Heroic Persona Momentus Tackle
Prerequisite: You have no other Persona powers

When you use a bonus action to attempt to grapple or shove a


You can add 1d4 to any Wisdom (Insight) or Charisma creature, you have an additional 10 feet of movement that you
(Persuasion) check you make. can use exclusively to get close enough to your desired target.
Immovable Object No Holding Back
Prerequisite: 12th level

Prerequisite: 7th level, Idol Manifestation

You can expend a use of Strength Surge to concentrate on Once per long rest, you can cast Bless as a 1st level spell
this power as an action (as if concentrating on a spell). While without expending material components, but only to target
you maintain concentration and do not move, you cannot be creatures other than yourself.
moved against your will by creatures no more than one size
larger than you. Orbital Toss
Prerequisite: 5th level

Instinctive Reflexes While grappling a creature that is your size or smaller, you
Other creatures don’t gain advantage on attack rolls against can expend a use of Strength Surge as an action to throw the
you as a result of being unseen by you. You can cast Find creature in any direction. The creature moves a number of
Traps once per long rest. feet equal to 10 times your proficiency bonus.
If the creature impacts an obstacle, they take 1d6
It's Up to You Now bludgeoning damage for every 10 feet thrown. If the obstacle
Prerequisite: 9th level, Idol Manifestation

is another creature, this damage is shared between the two


Once per long rest, you can cast Enhance Ability on a creatures equally. If the creature is in the air after being
creature other than yourself, without expending material thrown, they begin to fall normally.
components.
Perfect Landing
Juggernaut Prerequisite: 7th level

Prerequisite: 3rd level, Titan Manifestation

You can use your reaction when you fall to reduce any falling
You count as a mount while you are in your true form. damage you take by an amount equal to five times your
empowered level. You can expend a use of Strength Surge
Keen Vision when you use this power to cause creatures within 5 feet of
In Conditions of clear Visibility, you can make out details of where you land to take 1d4 bludgeoning damage and be
even extremely distant creatures and Objects as small as 2 pushed back 5 feet.
feet across.
Plot Armor
Laser Eyes Once per short rest, when you roll a 1 on a d20 for an attack
Prerequisite: 5th level
roll, ability check, or saving throw, you can reroll the die and
Once per long rest, you can cast Sorching Ray from your eyes must use the new roll.
using Constitution as your spellcasting ability and without
using components. The spell's level is equal to your Power Pitch
proficiency bonus. Prerequisite: 7th level

Once per long rest, you can cast Catapult using Strength as
Launching Maneuver your spellcasting ability. The spell's level equals your
You can expend a use of Strength Surge as a bonus action to proficiency bonus. Instead of the thrown object coming to a
propel yourself a number of feet equal to 10 times your halt when a creature succeeds the saving throw for this spell,
proficiency bonus in any direction, leaving a small crater the creature dodges out of the way of the thrown object.
where you were standing.
This movement ends early if you impact an obstruction. If Pure of Heart
the obstruction you impact is a creature, you can attempt to Prerequisite: You do not have the Valiant Soul power

grapple or shove them as part of the same bonus action. You are immune to the charmed condition.

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A Homebrew Class for DND 5e by u/Tandra_Boy
Quipping Expertise Unbreakable
You can cast Vicious Mockery, using Charisma as your Prerequisite: 7th level

spellcasting ability. When a creature fails the saving throw You gain resistance to one damage type of your choice.
you impose with this spell, they have disadvantage on their
next saving throw. Unstoppable Force
Prerequisite: 12th level

Rending Strength You can expend a use of Strength Surge to concentrate on


As an action, you can expend a use of Strength Surge to this power as an action (as if concentrating on a spell). While
crush, bend, or break inanimate, non-magical metal, stone, or you maintain concentration, your movement speed cannot be
wood between your hands. The object being bent, broken, or reduced unless you are incapacitated or killed.
crushed must be no larger than a 3-foot cube. Concentrating on this power does not allow you to walk
through obvious obstructions, but it does allow you to push
Secret Identity creatures no more than one size larger than you 5 feet away
You have an alter ego: a more mundane identity that you use just by walking into them. It also prevents you from being
outside of your adventuring life. Your alter ego has a separate grappled, restrained, or affected by difficult terrain. You can
name, home, occupation, and perhaps even a family or a only push the same creature once per round with this power.
place amongst high society. You can adopt this alternate
identity as a disguise, and other creatures believe you to be Valiant Soul
that person until given an obvious reason not to. Prerequisite: You do not have the Pure of Heart power

Inexplicably, you can don or doff your alter ego in the blink You are immune to the frightened condition.
of an eye, but only when no one is watching.
Villainous Persona
Shockwave Prerequisite: You have no other Persona powers

You can expend a use of Strength Surge as an action to You can add 1d4 to any Charisma (Deception) or Charisma
create a shockwave in front of you by punching the air. (Intimidation) check you make.
Creatures in a 15 foot cone in front of you must make a
Dexterity saving throw (DC 8 + your proficiency bonus + your Wolven-Claw
Strength modifier) to avoid being knocked prone. Prerequisite: 5th level

Once per short rest, you can grow claws from your fingertips
Sidekick or from between your knuckles as a bonus action. For that
Prerequisite: 9th level
time, your unarmed strikes deal bonus damage equal to half
As an action, you can designate one friendly player, creature, of your proficiency bonus, rounded down, and your unarmed
or NPC as your sidekick. While you and your sidekick are strikes deal slashing damage.
within 30 feet of one another, you each gain a +1 bonus to
your AC and saving throws. You can only have one sidekick at X-Ray Vision
a time, and can only change your sidekick once per long rest. Prerequisite: 7th level

As an action, you gain the ability to see through solid objects


Stopping Power to a range of 30 feet. Within that range, you have darkvision if
Prerequisite: 12th level

you don’t already have it. This special sight lasts for 1 minute
You can expend a use of Strength Surge as a bonus action to or until your concentration ends (as if you were concentrating
become able to grapple or shove creatures of any size for 1 on a spell). During that time, you perceive objects as ghostly,
minute. You cannot move while grappling a creature two or transparent images. Once you use this power, you can’t use it
more sizes larger than you. again until you finish a short.
"Thwack!" Yield
Prerequisite: 5th level
Prerequisite: 5th level
You can cast Thunderous Smite once per short rest, using Once per short rest, you can cast Command as a 1st level
Strength as your spellcasting ability. This spell is only spell, using Constitution as your spellcasting ability.
triggered when you land an unarmed strike.
Zephyr Ray
Tireless Prerequisite: 9th level, Conduit Manifestation

You cannot gain more than 3 levels of exhaustion. When a creature fails the save for your Energy Beam, they

are pushed back 10 feet from you.

The Pushpoint Paradox


When an Empowered using Unstoppable Force
You Look Familiar...
pushes an Empowered using Immovable Object, Members of your Fan Club cannot recognize you
both lose concentration and are pushed back 15 while you are using your Secret Identity.
feet as they each take 8d8 force damage.

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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, which is
why I'll be working on a magic item supplement for this class.
Empowered beings can be very different depending on their In the meantime, does your empowered like to quip and feel
outlook on life. Some are altruistic, some are selfish, and the need to go "thwip"? Consider giving them these bracers.
others are morally ambiguous.
Spider-Silk Bracers
d8 Personality Trait Wondrous Item,

1 I make bad jokes during fights to manage my fear. Rare (requires attunement by an Empowered)

2 I never use profanities, no matter how angry I get. These bracers hold 5 charges. While they might look silver,
they are actually made of pure spider-silk.
3 I have no sympathy for criminals, whether they stole While wearing these bracers, you can use an action to
someone's life or they stole a loaf of bread. expend 1 charge to make a ranged attack roll against a target
4 I take immense pleasure in the fame, wealth, and glory within 30 feet of you. You are proficient with this attack. On a
that comes with being a hero. hit, a line of spider-silk rope fires from your wrist. Once the
5 I spend my nights brooding on rooftops. rope impacts a creature or surface, the rope becomes taught.
You can swing from the rope, or use it to pull whatever it is
6 I try to fix things, but I end up breaking them more. attached to. You can release and retract the rope using a
7 I wish I'd never had my powers. They're a curse. bonus action.
8 I don't think anyone is beyond redemption.
Alternatively, you can expend 2 charges to cast Web, using
constitution as your spellcasting ability.
d6 Ideal
The bracers regain 1+1d4 expended charges daily at dawn.
1 Justice. I will hunt down every last criminal. (Lawful)
2 Freedom. I stand against oppression in all its forms.
(Chaotic)
3 Morality. I only kill as a last resort. (Good)
4 Revenge. I can finally stand up to those who wronged
me. I plan on getting even. (Evil)
5 Peace. For all my strength, things only seem to get
worse when I intervene. (Neutral)
6 Mastery. My powers are unique. It's important that I
unravel the mystery of how they work. (Any)

d6 Bond
1 My only friend is my faithful family butler.
2 I'm hunting another empowered: an old rival who was
once my childhood friend.
3 I've joined with several other empowered beings to
help each other gain control of our abilities.
4 I've taken in a young empowered as my ward. I am
doing my best to help them learn from my mistakes.
5 By day, I've been hired to hunt an infamous vigilante.
By night, I am that vigilante.
6 I accidentally hurt someone when I discovered my
powers, and am now wanted for it.

d6 Flaw
1 I have no control over my temper.
2 By keeping my powers a secret, I alienate those I love.
3 Sometimes I let my own power go to my head.
4 I'm bad at making tough calls. Why can't I just save
everyone?
5 I never forgive, and I never forget.
6 I don't take my gifts seriously. It's not my job to save
anybody.
Watercolor Stain 41 Justice League - Wonder Woman
Artist: flamableconcrete Artist: theDurrrrian

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A Homebrew Class for DND 5e by u/Tandra_Boy

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