Crusaders! (5e Sourcebook)/Super-Abilities

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Contents

About Super-Abilities[edit]

What are super-abilities?

Super-abilities are a new concept in Crusaders!. They represent amazing powers and capabilities which make player characters unique - not to mention heroes. They can represent magical, technological, or natural gifts, or they can be the result of just training really hard.

Power Level

Each super-ability has a power level, roughly describing how powerful it is. To purchase a super-ability, you must spend a number of power points equal to the power's power level .

Power Combos

Some super-abilities have a power combo listed. A power combo is a combination of two or more super-abilities which you can use simultaneously if you possess all of the required powers. For example, if you had two powers which each take an action to activate, and you had them both in a power combo, then you can use them both at once as a single action.

Power Level 1[edit]

Ability Drain[edit]

  • Activation Time: 1 action
  • Duration: 1 minute
  • Range: Touch

You can drain a creature's abilities. Make a melee spell attack against the target. On a hit, one of the target's ability scores is impaired. The ability you affect is determined at character creation. Choose one of the following effects; the effect you choose is the one you produce.

Drain Strength. The target has disadvantage on Strength checks and on Strength saving throws. Its carrying capacity is halved, and it deals half damage with Strength-based attacks.

Drain Dexterity. The target has disadvantage on Dexterity checks and on Dexterity saving throws, and it deals half damage with Dexterity-based attacks.

Drain Constitution. The target has disadvantage on Constitution checks and on Constitution saving throws, and its maximum hit points are reduced by 10. This reduction lasts until the effect ends.

Drain Intelligence. The target has disadvantage on Intelligence checks and on Intelligence saving throws.

Drain Wisdom. The target has disadvantage on Wisdom checks and on Wisdom saving throws.

Drain Charisma. The target has disadvantage on Charisma checks and on Charisma saving throws.

A creature affected by this super-ability can make a Constitution saving throw at the start of each of its turns. On a success, it is no longer effected.

Power-Up.

  • Area Effect (+2). You can drain the abilities of multiple creatures simultaneously. When you do so, each creature you designate within 30 feet of you is affected by this super-ability. If you also make this super-ability ranged, you may affect each creature you designate within a 30-foot sphere centered on a point within range.
  • Duration (+2). The duration of this super-ability changes to 1 hour, and affected creatures are not allowed to make a saving throw at the start of their turns.
  • Range (+1). You can use this super-ability at a range of 150 feet. When you do so, you make a ranged spell attack instead of a melee spell attack.
  • Versatility (Variable). By increasing the power level of this ability by 1, you can either drain any one physical attribute when you use this super-ability (Strength, Dexterity, or Constitution), or you can drain any one mental attribute when you use this super-ability (Intelligence, Wisdom, or Charisma), instead of just one ability score. By increasing the power level of this ability by 2, you can drain your choice of any one of the six attributes when you use this super-ability.

Animate Dead, Lesser[edit]

  • Duration: Instantaneous
  • Range: 50 feet

This super-ability creates an undead servant. Choose one or more pile of bones or a corpse of a Tiny, Small, or Medium creature within range. Your power imbues the targets with a foul mimicry of life, raising them as undead creatures. The targets become skeletons if you chose bones or zombies if you chose a corpse.

On each of your turns, you can use a bonus action to mentally command any creature you made with this super-ability if the creature is within 100 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this super-ability on the creature again before the current 24-hour period ends. This use of the super-ability reasserts your control over up to 2 CR of undead you have animated with this super-ability, rather than animating a new one. The number of CR of undead you can control increases by 1 CR at 5th level (3 CR), 11th level (4 CR), and 17th level (5 CR).

Blink[edit]

  • Range: 30 feet

You can teleport short distances. As a bonus action, you can teleport up to 30 feet to an unoccupied space that you can see.

Block (Melee)[edit]

When you are hit by a melee attack, you can use your reaction to deflect it. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity or Constitution modifier + your level. The damage you can block increases by 1d10 at 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Block (Ranged)[edit]

When you are hit by a ranged attack, you can use your reaction to deflect it. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity or Constitution modifier + your level. The damage you can block increases by 1d10 at 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Body Weaponry[edit]

You can use a bonus action to grow or retract claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal bludgeoning, piercing, or slashing damage as appropriate to the natural weapon you chose, and you may roll 1d6 in place of the damage of your unarmed strikes (2d6 if you are a large creature). You are a natural at using your natural weapon, and gain a +1 bonus to attack and damage rolls with unarmed strikes using the natural weapon.

The bonus to attack and damage rolls increases by 1 at 5th level (+2), 11th level (+3), and 17th level (+4).

Charm[edit]

  • Activation Time: 1 action
  • Duration: 1 hour
  • Range: 100 feet

Choose one type of creature, such as humanoids, beasts, constructs, fiends, and so on. You can attempt to charm a creature of that type you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the duration ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the super-ability ends, the creature knows it was charmed by you.

Power-Up. By making this super-ability into a power level 4 ability, you can charm any type of creature.

Elemental Bolt[edit]

  • Activation Time: 1 attack
  • Range: 600 feet

Choose one of the following damage types: Acid, Bludgeoning (Earth), Cold, Fire, Force, Lightning, Necrotic (Shadow), Radiant (Light), Thunder, Water, or Wind. You can shoot a bolt composed of that element at a creature or object within range. Make an attack roll against the target. On a hit, the target takes 1d10 damage.

This super-ability's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Power-Up.

  • Extra Powerful (+2). The damage of your elemental bolt increases to 2d10 (3d10 at 5th level, 4d10 at 9th level, 5d10 at 13th level, and 6d10 at 17th level).
  • Extra Powerful (+4). The damage of your elemental bolt increases to 4d10 (6d10 at 5th level, 8d10 at 11th level, and 10d10 at 17th level).
  • Extra Powerful (+7). The damage of your elemental bolt increases to 8d10 (10d10 at 5th level, 12d10 at 9th level, 14d10 at 13th level, and 16d10 at 17th level).

Elemental Line[edit]

  • Activation Time: 1 attack
  • Range: Self (15-foot line)

Choose one of the following damage types: Acid, Bludgeoning (Earth), Cold, Fire, Force, Lightning, Necrotic (Shadow), Radiant (Light), Thunder, Water, or Wind. As a ranged attack, you can blast everything in a line 15 feet long and 5 feet wide with that element. Each creature within the line must make a Dexterity saving throw, taking 1d6 damage on a failed save, or half as much damage on a successful one.

This super-ability's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). This super-ability's area of effect increases to a line 30 feet long and 5 feet wide once you reach 10th level. You may regulate the length of the line in increments of 5 feet.

Power-Up.

  • Area Effect (+1). The area effect of your line increases to a line 30 feet long and 5 feet wide, or 60 feet long and 5 feet wide once you reach 10th level.
  • Area Effect (+2). The area effect of your line increases to a line 60 feet long and 5 feet wide, or 120 feet long and 5 feet wide once you reach 10th level.
  • Area Effect (+3). The area effect of your line increases to a line 120 feet long and 5 feet wide, or 240 feet long and 5 feet wide once you reach 10th level.
  • Extra Powerful (+1). The damage of your elemental line increases to 2d6 (3d6 at 5th level, 4d6 at 9th level, 5d6 at 13th level, and 6d6 at 17th level).
  • Extra Powerful (+2). The damage of your elemental line increases to 4d6 (6d6 at 5th level, 8d6 at 11th level, and 10d6 at 17th level).
  • Extra Powerful (+4). The damage of your elemental line increases to 8d6 (10d6 at 5th level, 12d6 at 9th level, 14d6 at 13th level, and 16d6 at 17th level).

Exploding Elemental Bolt[edit]

  • Activation Time: 1 attack
  • Range: 300 feet

Choose one of the following damage types: Acid, Bludgeoning (Earth), Cold, Fire, Force, Lightning, Necrotic (Shadow), Radiant (Light), Thunder, Water, or Wind. You can shoot an exploding bolt composed of that element at a either a creature or object or a a point within range. If you are targeting a creature or object, make a ranged attack as usual. On a hit, the target isn't allowed a Dexterity save to reduce any damage taken. Each creature within 5 feet of the exploding bolt must make a Dexterity saving throw, taking 1d6 damage on a failed save, or half as much damage on a successful one.

This super-ability's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). This super-ability's area of effect increases to a 10-foot radius area of effect once you reach 10th level. You may regulate the radius of the area of effect in increments of 5 feet.

Power-Up.

  • Area Effect (+1). The area effect of your exploding elemental bolt increases to a 10-foot radius area, or a 20-foot radius area once you reach 10th level.
  • Area Effect (+2). The area effect of your exploding elemental bolt increases to a 20-foot radius area, or a 40-foot radius area once you reach 10th level.
  • Area Effect (+3). The area effect of your exploding elemental bolt increases to a 30-foot radius area, or a 60-foot radius area once you reach 10th level.
  • Extra Powerful (+1). The damage of your exploding elemental bolt increases to 2d6 (3d6 at 5th level, 4d6 at 9th level, 5d6 at 13th level, and 6d6 at 17th level).
  • Extra Powerful (+2). The damage of your exploding elemental bolt increases to 4d6 (6d6 at 5th level, 8d6 at 11th level, and 10d6 at 17th level).
  • Extra Powerful (+4). The damage of your exploding elemental bolt increases to 8d6 (10d6 at 5th level, 12d6 at 9th level, 14d6 at 13th level, and 16d6 at 17th level).

Healing Ray[edit]

  • Activation Time: 1 action
  • Range: 150 feet

You can heal wounds at a distance. You have 2 charges of healing power per level, which refresh whenever you finish a long rest. As an action, you can choose a creature within range and spend 1 or more charges of healing power to heal it. When you do so, the creature regains 1d4 + your Wisdom modifier hit points, +1d4 for every additional charge you spend after the first. You can spend up to four charges at a time.

The number of charges you can spend at a time increases by 2 when you reach 5th level (six charges), 11th level (eight charges), and 17th level (ten charges).

Special. If you have this super-ability as well as the healing touch super-ability, you have 4 charges of healing power per level, which power both your Healing Ray and Healing Touch powers.

Healing Touch[edit]

  • Range: Touch

Your touch can heal wounds. You have 2 charges of healing power per level, which refresh whenever you finish a long rest. As an action, you can touch a creature and spend 1 or more charges of healing power to heal it. When you do so, the creature regains 1d8 + your Wisdom modifier hit points, +1d8 for every additional charge you spend after the first. You can spend up to four charges at a time.

The number of charges you can spend at a time increases by 2 when you reach 5th level (six charges), 11th level (eight charges), and 17th level (ten charges).

Invulnerability[edit]

Your body has an innate Damage Reduction value of 3, meaning you reduce the damage you take from all damage except psychic damage by 3.

Power-Up. Your Damage Reduction value increases with every power point you spend on this ability, as follows:

Power Level DR
2 DR 5
3 DR 8
4 DR 10
5 DR 15
6 DR 20
7 DR 25
8 DR 30

Lesser Confusion[edit]

  • Duration: 1 round
  • Range: 200 feet

This super-ability assaults and twists a creature's mind, spawning delusions and provoking uncontrolled action. One creature of your choice within range must succeed on a Wisdom saving throw when you use this super-ability or be affected.

An affected target can't take reactions and must roll a d10 at the start of its turn to determine its behavior for that turn.

d10 Behavior
1 The creature uses all its movement to move in a random direction, as determined by a d8 roll, with 1 being north, 2 being northeast, continuing clockwise around the compass, with 8 being northwest. The creature doesn't take an action this turn.
2–6 The creature doesn't move or take actions this turn, and only babbles incoherently.
7–8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9–10 The creature can act and move normally.

Power Combo. If you have this super-ability as well as the Psychic Attack super-ability, you can use them together as a power combo. When you do so, a creature that fails its saving throw against your Psychic Attack is also affected by your Lesser Confusion super-ability.

Lesser Fear[edit]

  • Duration: 1 round
  • Range: 200 feet

This super-ability assaults a creature's mind with frightful sounds and images. One creature of your choice within range must succeed on a Wisdom saving throw when you use this super-ability or drop whatever it is holding and become frightened for the duration. While frightened by this super-ability, a creature must take the Dash action and move away from you by the safest available route its turn, unless there is nowhere to move.

Power Combo. If you have this super-ability as well as the Psychic Attack super-ability, you can use them together as a power combo. When you do so, a creature that fails its saving throw against your Psychic Attack is also affected by your Lesser Fear super-ability.

Light Armor[edit]

Your Armor Class is 14 + your Dexterity modifier. You may use this Armor Class in place of the AC provided by any armor you are wearing if it is better. You may use a shield and still gain this benefit.

Your Armor Class increases by 1 once you reach 5th level (15 + your Dexterity modifier), 9th level (16 + your Dexterity modifier), 13th level (17 + your Dexterity modifier), and 17th level (18 + your Dexterity modifier).

Minor Telekinesis[edit]

  • Activation: 1 action
  • Range: 50 feet

You can manipulate objects weighing no more than 10 pounds at a distance, provided they aren't being worn or carried. When you do so, you can move an object up to 50 feet, but not beyond the range of this super-ability.

Produce Element[edit]

  • Duration: 10 minutes
  • Range: Self (50 feet)

You can produce a sphere of elemental energy in your hand. Choose whether you produce acid, cold, fire, lightning, or sonic energy (thunder). The sphere remains there for the duration and harms neither you nor your equipment. It sheds bright light in a 10-foot radius and dim light for an additional 10 feet. This effect ends if you dismiss it as an action or if you use it again.

You can also attack with the sphere, although doing so ends the effect. When you use this super-ability, or as an action on a later turn, you can hurl the sphere at a creature within 50 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 + your Dexterity modifier damage.

This super-ability's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Psychic Attack[edit]

  • Activation Time: 1 attack
  • Range: 200 feet

You can attack the mind of a creature within range. The target must succeed on an Intelligence saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or take 1d8 psychic damage.

This super-ability's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Power-Up.

  • By making this super-ability into a power level 3 ability, the damage of your psychic attack increases to 2d8 (3d8 at 5th level, 4d8 at 9th level, 5d8 at 13th level, and 6d8 at 17th level).
  • By making this super-ability into a power level 5 ability, the damage of your psychic attack increases to 4d8 (6d8 at 5th level, 8d8 at 11th level, and 10d8 at 17th level).
  • By making this super-ability into a power level 8 ability, the damage of your psychic attack increases to 8d8 (10d8 at 5th level, 12d8 at 9th level, 14d8 at 13th level, and 16d8 at 17th level).

Quarry[edit]

  • Duration: 1 hour

You can choose a creature you can see within line of sight and mark it as your quarry as a bonus action. For the duration, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack or super-ability, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before the duration ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

See in Darkness[edit]

You can see in dim light as if it were bright light, and in darkness as if it were dim light. Unlike darkvision, you can see color in darkness and this super-ability has no range limit.

Sorcery[edit]

You are an initiate of the magical arts. You gain the following benefits:

  • Detect Magic: You can sense the presence of magic within 100 feet of you. If you sense magic in this way, you can make an {{5a|Int} (Arcana check. On a success, you can tell what kind of magic you detect and how powerful it is.
  • Thaumaturgy: You can use an action to manifest a minor, harmless sign of supernatural power within 100 feet of you. Any magical effects you create can last for up to 1 minute.

Speed[edit]

You are very fast. Your walking speed increases by 30 feet (20 feet if you are Tiny, 25 feet if you are Small, or 35 feet if you are Large).

Total Recall[edit]

You can recall, with complete detail, any information that they have seen, or heard, or otherwise experienced.

Power Level 2

Awareness[edit]

You have an uncanny awareness of your surroundings, allowing not even the finest details to escape your notice. You gain a +10 bonus to Investigation and Perception checks, and +10 to your passive Investigation and Perception scores. You can use the search action as a bonus action.

Concealment[edit]

You are an expert at hiding yourself. You gain the following benefits:

  • You gain a +5 bonus to Stealth checks, or +10 if you aren't moving or taking any actions.
  • You can use the hide action as a bonus action.
  • You can attempt to hide even while you are being observed, provided you are at least lightly obscured or you have at least half cover within 5 feet of you.
  • As long as you're hidden, you have advantage on attack rolls against creatures who don't notice you.

Detect Thoughts[edit]

You can read the thoughts of certain creatures. When you use this super-ability as an action, you can focus your mind on any one creature that you can see within 120 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature–what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it effect, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this super-ability is particularly effective as part of an interrogation.

You can also use this super-ability to detect the presence of thinking creatures you can't see. When you use this super-ability as an action, you can search for thoughts within 120 feet of you. The super-ability can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

Evasion[edit]

You can nimbly dodge out of the way of certain area effects. Whenever you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Healing Factor[edit]

You regain 1d6 hit points every 10 minutes, provided you have at least 1 hit point. If you lose a body part, the missing part regrows and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

Leadership[edit]

You have a knack for inspiring others. To do so, you use a bonus action on your turn to choose one creature other than yourself within 100 feet of you who can hear you. That creature gains one Inspiration die, a d6. The die becomes a d8 once you reach 5th level, a d10 once you reach 11th level, and a d12 once you reach 17th level.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.

Medium Armor[edit]

Your Armor Class is 18 + your Dexterity modifier (max 2). You may use this Armor Class in place of the AC provided by any armor you are wearing if it is better. You may use a shield and still gain this benefit.

Your Armor Class increases by 1 once you reach 5th level (19 + your Dexterity modifier, max 2), 9th level (20 + your Dexterity modifier, max 2), 13th level (21 + your Dexterity modifier, max 2), and 17th level (22 + your Dexterity modifier, max 2).

Elemental Resistance[edit]

You have resistance to one damage type chosen from Acid, Cold, Fire, Force, Lightning, Necrotic, Psychic, Radiant, Thunder, Water, or Wind.

Power-Up. You can increase the power level of this super-ability up to power level 6. For each level above power level 2, you have resistance to an additional damage type of your choice.

See Invisibility[edit]

You can see invisible creatures and objects as if they were visible

Super Unarmed Strike[edit]

You deal significantly more damage with your bare hands and feet than normal. You can roll 2d6 in place of the normal damage of your unarmed strikes. The damage die of your unarmed strikes increases to 2d8 once you reach 5th level, 2d10 once you reach 11th level, and 2d12 once you reach 17th level.

Power-Up.

  • Extra Powerful (+1). You can roll 3d6 in place of the normal damage of your unarmed strikes. The damage die of your unarmed strikes increases to 3d8 once you reach 5th level, 3d10 once you reach 11th level, and 3d12 once you reach 17th level.
  • Extra Powerful (+2). You can roll 4d6 in place of the normal damage of your unarmed strikes. The damage die of your unarmed strikes increases to 4d8 once you reach 5th level, 4d10 once you reach 11th level, and 4d12 once you reach 17th level.
  • Extra Powerful (+4). You can roll 6d6 in place of the normal damage of your unarmed strikes. The damage die of your unarmed strikes increases to 6d8 once you reach 5th level, 6d10 once you reach 11th level, and 6d12 once you reach 17th level.
  • Extra Powerful (+6). You can roll 8d6 in place of the normal damage of your unarmed strikes. The damage die of your unarmed strikes increases to 8d8 once you reach 5th level, 8d10 once you reach 11th level, and 8d12 once you reach 17th level.

Temperature Control[edit]

  • Activation Time: 1 action
  • Duration: 10 minutes
  • Range: 150 feet

You can control the temperature of an area or objects. Choose when you acquire this super-ability whether you can create heat or cold. You can use this super-ability in two ways.

  • Area. Choose a point within range. A 15-foot radius area around that point becomes hot or cold. You can regulate the temperature, altering the temperature by 1 step on the following chart per round.
Temperature
Stage Conditions
1 Freezing cold (2d4 cold damage per round)
2 Extreme cold (can cause exhaustion)
3 Cold
4 Cool
5 Room Temperature
6 Warm
7 Hot
8 Extreme heat (can cause exhaustion)
9 Burning heat (2d4 fire damage per round)
  • Object. Choose an object that you can see within range. You cause the object to instantly warm or cool. You can cause the object to become hot or cold enough to deal damage. When you do so, any creature in physical contact with the object takes 2d8 fire damage (if you make it hot) or 2d8 cold damage (if you make it cold) when you use this super-ability. You can use a bonus action on each of your subsequent turns to cause this damage again. The object takes the same damage if it is not able to tolerate extreme temperatures; thus, it is only practical to use this super-ability on things like stone or metal if you want to use it as an attack.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

Power-Up. By making this super-ability into a power level 3 ability, you can both raise and lower the temperature of an area or object.

Wall-Crawling[edit]

You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed, if your climbing speed is not already higher.

X-Ray Vision[edit]

You can see through up to six feet of substances other than lead or lead alloys.

Power Level 3

Change Appearance[edit]

As an action, you can transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this super-ability to become quadrupedal, for instance.

Darkness[edit]

  • Duration: 10 minutes
  • Range: 150 feet

Supernatural darkness spreads from a point you choose within range to fill a sphere up to 30 feet in radius for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and normal light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this super-ability's area overlaps with an area of light created by a super-ablity of power level 3 or lower, the super-ability that created the light is dispelled. This super-ability immediately ends if you use it again before its duration ends.

Elemental Cone[edit]

  • Range: Self (15-foot cone)

Choose one of the following damage types: Acid, Bludgeoning (Earth), Cold, Fire, Force, Lightning, Necrotic (Shadow), Radiant (Light), Thunder, Water, or Wind. As a ranged attack, you can blast everything in a cone 15 feet wide and 15 feet long with that element. Each creature within the cone must make a Dexterity saving throw, taking 2d6 damage on a failed save, or half as much damage on a successful one.

This super-ability's damage increases by 1d6 when you reach 5th level (3d6), 9th level (4d6), 13th level (5d6), and 17th level (6d6). This super-ability's area of effect increases to a cone 30 feet long and 30 feet wide once you reach 10th level.

Power-Up.

  • By making this super-ability into a power level 4 ability, the area effect of your elemental cone cone to a cone 30 feet long and 30 feet wide, or a cone 60 feet long and 60 feet wide once you reach 10th level. Otherwise, your elemental bolt power functions the same as the power level 3 version.
  • By making this super-ability into a power level 5 ability, the damage of your elemental cone increases to 4d6 (6d6 at 5th level, 8d6 at 11th level, and 10d6 at 17th level). The area effect increases to a cone 30 feet long and 30 feet wide, or 60 feet long and 60 feet wide once you reach 10th level.
  • By making this super-ability into a power level 6 ability, the area effect of your elemental cone cone to a cone 60 feet long and 60 feet wide, or a cone 120 feet long and 120 feet wide once you reach 10th level. Otherwise, your elemental bolt power functions the same as the power level 5 version.
  • By making this super-ability into a power level 8 ability, the damage of your elemental cone increases to 8d6 (10d6 at 5th level, 12d6 at 9th level, 14d6 at 13th level, and 16d6 at 17th level). The area effect increases to a cone 60 feet long and 30 feet wide, or 120 feet long and 120 feet wide once you reach 10th level.

Elemental Weapon[edit]

  • Duration: 10 minutes

You can use your action to evoke an elemental weapon in your free hand. The weapon is similar in size and shape to any archaic melee weapon of your choice that you are familiar with, and it lasts for the duration. If you let go of the elemental weapon, it disappears, but you can evoke the blade again as a bonus action. Choose the damage type of the elemental weapon: Acid, Bludgeoning (Earth), Cold, Fire, Force, Lightning, Necrotic (Shadow), Radiant (Light), Thunder, Water, or Wind.

You can make a melee weapon attack with the elemental blade. On a hit, the target takes 4d6 damage.

You can choose for the elemental weapon to shed light, if it is appropriate. For it to do so. If the weapon does, then it sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Giant Size (Large)[edit]

As a bonus action, you can grow to a much larger size. When you do so, your size doubles in all directions, and your weight is multiplied by eight. This growth increases your size by one category — from Medium to Large, for example. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available. However, if your maximum unarmed strike damage for your new size is enough to enough to blow through any walls or ceilings in your way, then you do so. Until you use a bonus action to turn back to normal, you have advantage on Strength checks and Strength saving throws, and you deal 1d4 extra damage whenever you hit with an attack that uses Strength.

Heavy Armor[edit]

Your Armor Class is 22. You may use this Armor Class in place of the AC provided by any armor you are wearing if it is better. You may use a shield and still gain this benefit.

Your Armor Class increases by 1 once you reach 5th level (23), 9th level (24), 13th level (25), and 17th level (26).

Light[edit]

  • Duration: 10 minutes
  • Range: 150 feet

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this super-ability's area overlaps with an area of darkness created by a super-ability of power level 3 or lower, the effect that created the darkness is dispelled. This super-ability immediately ends if you use it again before its duration ends.

Multiattack[edit]

The more enemies surrounding you, the more dangerous you are. Choose one of the following options:

Sweeping Attack. As an action, you can make a single melee attack and apply the results against all targets you choose within your reach. Roll damage once and apply the roll to all creatures and objects hit by the attack. If you score a critical hit, choose one target to critically hit; all other targets are only normally hit.

Volley. As an action, you can make a single ranged weapon attack and apply the results against all targets within 10 feet of a point you see within range. Roll damage once and apply the roll to all creatures and objects hit by the attack. If you score a critical hit, choose one target to critically hit; all other targets are only normally hit. You must expend ammunition for each target, as usual.

Superhuman Mentality[edit]

You are mentally superior to normal humans - smarter, more perceptive, and more charming. Your Intelligence, Wisdom, and Charisma scores each increase by 4. Your maximum for those scores is now 24.

Superhuman Vitality[edit]

You are in better than peak physical condition - stronger, more agile, and healthier than is normally possible. Your Strength, Dexterity, and Constitution scores each increase by 4. Your maximum for those scores is now 24.

Superhuman Strength[edit]

Your Strength score increases by 10. Your maximum for that score is now 30. Your carrying capacity, as well as the amount you can push, lift, drag, or lift, is multiplied by 10.

Telekinesis[edit]

  • Range: 300 feet

You can move or manipulate creatures or objects by thought. When you use this super-ability, you can exert your will on one creature, object, or amorphous mass that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by this super-ability. If you hurl a creature or object into an object, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If you hurl a creature or object into a creature, that creature must make a Dexterity saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or take the same damage and be knocked prone.

Creature. You can try to move a Huge or smaller creature. Make a Intelligence check contested by the creature's Strength check. If you win the contest, you move the creature up to 100 feet in any direction, including upward but not beyond the range of this super-ability. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object. You can try to move an object or amorphous mass that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 100 feet in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make a Intelligence check contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 100 feet in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Telepathy[edit]

  • Range: 300 feet

You can communicate mentally with another creature within range. The contacted creature doesn't need to share a language with you to communicate in this way with you, but it must be able to understand at least one language. A creature without telepathy can receive and respond to your telepathic messages but can't initiate or terminate a telepathic conversation.

You don't need to see a contacted creature to make telepathic contact, and you can end the telepathic contact at any time. The contact is broken as soon as the contacted creature is no longer within your range or if you contact a different creature within range. You can initiate or terminate a telepathic conversation without using an action, but while you are incapacitated, you can't initiate telepathic contact, and any current contact is terminated.

Power Level 4[edit]

Confusion[edit]

  • Duration: 1 minute
  • Range: 200 feet

This super-ability assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature you designate in a 20-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you use this super-ability or be affected.

An affected target can't take reactions and must roll a d10 at the start of its turn to determine its behavior for that turn.

d10 Behavior
1 The creature uses all its movement to move in a random direction, as determined by a d8 roll, with 1 being north, 2 being northeast, continuing clockwise around the compass, with 8 being northwest. The creature doesn't take an action this turn.
2–6 The creature doesn't move or take actions this turn, and only babbles incoherently.
7–8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9–10 The creature can act and move normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Control Flames[edit]

  • Activation: 1 action
  • Duration: 10 minutes
  • Range: 300 feet

You can control any mundane flames that you can see inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you use this super-ability. As an action on your turn, you can change which effect occurs; if you do not use an action, the flames continue to do whatever you last ordered them to do.

  • You can expand the flame in any direction. The distance you can extend the flame cannot exceed half the flame's largest dimension, and is limited by the presence of fuel (wood, for example).
  • You can instantly extinguish flames within the cube.
  • You can form the flames into simple shapes.
  • You can part the flames and make a path. The path extends across the affected area, and the separated fires form a wall to either side. The path remains until the duration ends or you choose a different effect. The flames then instantly fill in the area of the path, like usual.

Control Water[edit]

  • Activation: 1 action
  • Duration: 10 minutes
  • Range: 300 feet

You can control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you use this super-ability. As an action on your turn, you can change which effect occurs; if you do not use an action, the water continues to do whatever you last directed it to do.

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.

If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.

The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

Part Water. You cause water in the area to move apart and create a trench. The trench extends across the affected area, and the separated water forms a wall to either side. The trench remains until the duration ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the duration ends or you choose a different effect.

Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check opposed by your Wisdom check.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 water damage and is caught in the vortex until the duration ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 water damage; this damage occurs each round it remains in the vortex.

Elemental Shield[edit]

You can create an elemental barrier around yourself which damages anyone who attacks you. Choose one of the following damage types: Acid, Bludgeoning (Earth), Cold, Fire, Force, Lightning, Necrotic (Shadow), Radiant (Light), Thunder, Water, or Wind. Whenever a creature touches you, starts your turn grappling you, or hits you with a melee attack while within 5 feet of you, the creature takes 3d6 damage of that type.

Power-Up. By making this super-ability into a power level 6 ability, you can increase the damage of your elemental shield to 6d6.

Fabricate[edit]

  • Activation Time: 1 minute
  • Range: 300 feet

You can convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Huge or smaller object (contained within a 15-foot cube, or 27 connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Large (contained within a single 10-foot cube, or eight connected 5-foot cubes). The quality of objects made by this super-ability is commensurate with the quality of the raw materials.

Creatures or magic items can't be created or transmuted by this super-ability. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of tools used to craft such objects.

Fear[edit]

  • Duration: 1 minute
  • Range: 200 feet

This super-ability assault creatures' minds with frightful sounds and images. Each creature you designate in a 20-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you use this super-ability or drop whatever it is holding and become frightened for the duration. While frightened by this super-ability, a creature must take the Dash action and move away from you by the safest available route its turn, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Flight[edit]

You can fly through the air at incredible speeds. You have a flying speed of 100 feet.

Your fly speed increases by 50 feet once you reach 5th level (150 feet), 9th level (200 feet), 13th level (250 feet), and 17th level (300 feet).

Invisibility[edit]

You can turn yourself, along with anything you are wearing or carrying invisible as a bonus action. You remain invisible until you use another bonus action to become visible.

Teleportation[edit]

You can teleport moderate distances. As a bonus action, you can teleport to any spot within 500 feet of you. Your target destination can be a place you can see, one you can visualize, or one you can describe by stating distance and direction. You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this super-ability.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage and become stunned until the end of your next turn, in addition to failing to teleport.

Wall of Energy[edit]

  • Activation Time: 1 action
  • Duration: 10 minutes
  • Range: 300 feet

Choose one of the following damage types: Acid, Bludgeoning (Earth), Cold, Fire, Force, Lightning, Necrotic (Shadow), Radiant (Light), Thunder, Water, or Wind. You can create a wall composed of that element on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

Wall of Matter[edit]

  • Activation Time: 1 action
  • Duration: 10 minutes
  • Range: 300 feet

You can create a solid wall at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, be solidly supported by existing terrain. Thus, you can use this super-ability to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is a physical that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion.

Power Level 5

Animate Objects[edit]

  • Activation Time: 1 action
  • Duration: 10 minutes
  • Range: 300 feet

You can bring objects to life at your command. Choose up to ten mundane objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, and Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the duration ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this super-ability if the creature is within 1,000 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Animated Object Statistics
Size HP AC Attack Str Dex
Tiny 20 20 +10 to hit, 8 (1d4 + 6) damage 4 22
Small 25 17 +8 to hit, 8 (1d8 + 4) damage 10 18
Medium 40 15 +7 to hit, 10 (2d6 + 3) damage 16 16
Large 50 13 +8 to hit, 15 (2d10 + 4) damage 18 14
Huge 80 10 +10 to hit, 19 (2d12 + 6) damage 22 10

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. The GM might rule that objects with a built-in form of location, such as wheels, might move faster. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 60 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.

The number of objects you can create increases by two once you reach 5th level (12 objects), 9th level (14 objects), 13th level (16 objects), and 17th level (18 objects).

Special. By making this super-ability into a Power Level 6 ability, you can give animated objects true intelligence, raising their Intelligence, Wisdom, and Charisma scores to 10. Intelligent animated objects can understand any languages you can understand, and optionally speak any languages you understand as well.

Control Plants[edit]

  • Activation: 1 action
  • Duration: 10 minutes
  • Range: 300 feet

You can control and animate plants within an area no larger than 100 feet on a side. Animated plants can perform the following actions, depending on their nature:

  • Grasses, weeds, roots and vines can become difficult terrain for your enemies. When you first activate this power, and every time a hostile creature starts its turn in the area of plant growth, the creature must succeed on a Strength saving throw or be restrained by the entangling plants until the duration ends. A creature restrained by the plants can use its action to make a Strength check opposed by your Wisdom check. On a success, it frees itself.
  • Trees and other large plants can bash and whip at creatures. Each creature you choose within 10 feet of a tree within the area must succeed on a Dexterity saving throw or be struck for 6d6 bludgeoning or slashing damage (your choice).

Control Winds[edit]

  • Activation: 1 action
  • Duration: 10 minutes
  • Range: 300 feet

You can control the air inside an area you choose that is a cube up to 100 feet on a side. You can create or halt wind within the cube, choosing its direction and intensity. Wind can be calm, moderate, strong, or gale-force. In a wind of moderate or greater intensity, attacks using physical projectiles are made at disadvantage. In a wind of strong intensity, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. In a wind of gale-force intensity, all creatures of Large size or smaller which are caught in the wind must make a Strength saving throw or be pushed 30 feet in a direction following the direction of the wind.

Dream Control[edit]

  • Duration: 8 hours

This super-ability shapes a creature's dreams. By spending 1 minute of uninterrupted concentration entering a trance state, you can choose a creature known to you and attempt to enter its dreams. While you are in this trance state, you are aware of your surroundings, but you can't take actions or move.

If your target is asleep, you appear in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the super-ability. You can also shape the environment of the dream, creating landscapes, objects, and other images. You can emerge from the trance at any time, ending the effect of this super-ability early. The target recalls the dream perfectly upon waking. If your target is awake when you use this super-ability, you know it, and you can either end the trance (and the super-ability) or wait for your target to fall asleep, at which point you appears in the target's dreams.

You can give your target terrifying nightmares. If you do so, your target must make a Wisdom saving throw. On a failed save, the creature takes 3d6 psychic damage, and when it wakes up it gains no benefit from sleeping, as if it hadn't gotten any rest at all.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.

Giant Size (Huge)[edit]

As a bonus action, you can grow to a much larger size. When you do so, your size quadruples in all directions, and your weight is multiplied by 64. This growth increases your size by two categories — from Medium to Huge, for example. If there isn't enough room for you to increase your size, you attain the maximum possible size in the space available. However, if your maximum unarmed strike damage for your new size is enough to enough to blow through any walls or ceilings in your way, then you do so. Until you use a bonus action to turn back to normal, you have advantage on Strength checks and Strength saving throws, and you can treat a d20 roll of 9 or lower as a 10 for Strength checks and Strength saving throws. Furthermore, you deal 2d6 extra damage whenever you hit with an attack that uses Strength. The reach of your melee attacks also increases by 5 feet.

Mind Control[edit]

  • Activation Time: 1 action
  • Duration: 1 hour
  • Range: 100 feet

Choose one type of creature, such as humanoids, beasts, constructs, fiends, and so on. You can attempt to mentally dominate a creature of that type you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for the duration.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

If the target takes damage, it makes a new Wisdom saving throw against this effect. If the saving throw succeeds, it is no longer under your control. If the target fails its saving throw, it cannot make another saving throw until 1 minute has passes. The GM may also allow the creature to make a new Wisdom saving throw if you order it to perform an action completely opposed to the creature's values, or if the creature's companions are trying convincingly to get the creature to "snap out of it".

You can simultaneously control a number of creatures equal to your Intelligence modifier, although you can only take precise control of one creature at a time.

Power-Up. By making this super-ability into a power level 8 ability, you can control any type of creature.

Regeneration[edit]

You regain 5 hit points at the start of your turn, provided you have at least 1 hit point.

Power-Up. The number of hit points you regain at the start of your turn increases with every power point you spend on this ability, as follows:

Power Level Regeneration
6 DR 10
7 DR 15
8 DR 20

Transmute Liquid[edit]

  • Duration: Instantaneous
  • Range: 100 feet

As an action, you can transmute any non-living liquid you choose in a 10-foot cube within range into another liquid. The DM should be especially careful with this power and not allow it to be abused to the point of breaking the game (setting limits is encouraged), but that doesn't mean that PC's shouldn't be allowed to have it.

Power Combo. If you have this power as well as the Transmute Solid Power, you can use them together as a power combo. When you do so, you can transform a solid into a liquid or a liquid into a solid.

Transmute Solid[edit]

  • Duration: Instantaneous
  • Range: 100 feet

As an action, you can transmute any non-living solid you choose in a 10-foot cube within range into another solid. The DM should be especially careful with this power and not allow it to be abused to the point of breaking the game (setting limits is encouraged), but that doesn't mean that PC's shouldn't be allowed to have it.

Power Combo. If you have this power as well as the Transmute Liquid Power, you can use them together as a power combo. When you do so, you can transform a solid into a liquid or a liquid into a solid.

Power Level 6

Alt-Form: Fire[edit]

  • Duration: 10 minutes

You can transform your body into living fire. When in fire form, the following features apply:

  • Condition Immunities. You are immune to the following conditions: grappled, petrified, poisoned, prone, and restrained.
  • Damage Immunities. You are immune to fire and poison damage.
  • Damage Vulnerabilities. You are vulnerable to cold and water damage, taking double damage from such attacks.
  • Fiery Strikes. Your melee attacks deal an additional 2d6 fire damage. If you hit a creature or object with a melee attack, it ignites. Until a creature takes an action to douse the fire, the target takes 11 (2d10) fire damage at the start of each of its turns.
  • Fire Form. You can move through a space as narrow as 1 inch wide without squeezing. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 11 (2d10) fire damage. In addition, you can enter a hostile creature's space and stop there. The first time you enter a creature's space on a turn, that creature takes 11 (2d10) fire damage and catches fire. until someone takes an action to douse the fire, the creature takes 11 (2d10) fire damage at the start of each of its turns.
  • Illumination. You shed bright light in a 60-foot radius and dim light in an additional 60 feet.

Once the transformation ends, you gain a level of exhaustion.

Bullet Time[edit]

Any time you want to, even when it isn't your turn, you can briefly stop time for everyone except for yourself and immediately take an extra turn, during which you can do anything you can normally do on your turn, including moving your full speed and attacking. The following rules apply during your extra turn:

  • Any creatures you attack are defenseless (treat as paralyzed). Once your bullet time ends, apply damage, etc. to the creature when time resumes.
  • You can use an object interaction to pluck arrows, bullets, etc., out of the air. You may specify how close you let them come before you

activate bullet time. Snatched projectiles have no momentum upon returning to normal time, and cannot injure anyone.

Once you have used this super-ability, you can't use it again until you have finished a long rest.

Control Earth[edit]

  • Activation: 1 action
  • Range: 300 feet

Choose an area of terrain no larger than 100 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 100-foot square, you can create a pillar up to 50 feet high, raise or lower the square's elevation by up to 50 feet, dig a trench up to 50 feet deep, and so on. It takes 1 minute for these changes to complete. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.

You can also use this super-ability to manipulate stone or materials such as brick or concrete, although such materials are more difficult to manipulate - it takes 10 minutes to reshape them, or make the above changes.

Super-Healing[edit]

  • Range: 150 feet

Choose a creature that you can see within range. A powerful surge of healing energy washes through the creature, causing it to regain 40 hit points, plus 10 hit points for every level you possess. This super-ability has no effect on constructs or undead. Once you have used this super-ability, you can't use it again until you have finished a long rest.

You may use this super-ability an additional time before a long rest once you reach 5th level (two times), 11th level (three times), and 17th level (four times).

True Seeing[edit]

You have truesight, with no range limit besides your line of sight.

Power Level 7[edit]

Giant Size (Gargantuan)[edit]

As a bonus action, you can grow to a much larger size. When you do so, your size multiplies by eight in all directions, and your weight is multiplied by 512. This growth increases your size by three categories — from Medium to Gargantuan, for example. If there isn't enough room for you to increase your size, you attain the maximum possible size in the space available. However, if your maximum unarmed strike damage for your new size is enough to enough to blow through any walls or ceilings in your way, then you do so. Until you use a bonus action to turn back to normal, you have advantage on Strength checks and Strength saving throws, and you can treat a d20 roll of 9 or lower as a 10 for Strength checks and Strength saving throws. Furthermore, you deal 3d8 extra damage whenever you hit with an attack that uses Strength. The reach of your melee attacks also increases by 5 feet.

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