Empowered, Variant (5e Class)

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Empowered, Variant[edit]

A man walks out of a tavern and is suddenly attacked by a group of assassins. He smirks, having known of their presence all along. The blades strike him and shatter, catching them off guard. He looks up at the group of men and shakes his head, and with a crimson flash in his emerald eyes, he dispatches them one by one until none of them are left. With that, he moves along.

A woman runs towards the village under attack by a red dragon, hoping it's not too late. With the flames roaring, people are fleeing, and a man yelled to her to do the same, but she promises to save the village. Confronted by the beast, she begins to call on what appears to be a spell and summons an enormous spear of ice. Before it can react, the dragon is pierced by the spear and killed, and shards of ice begin to fall from the sky like rain. The village is saved.

Born With a Special Power[edit]

Most people can wield a sword or axe. Some can cast powerful spells that can turn the tide of a battle in an instant. Fewer still can do both. But there are a select few born with not only those talents, but a unique power as well, the Spark. They are known as the Empowered. This trait bestows incredible powers that can crush foes, save allies, or even just make life easier for the wielder. It can appear in anyone, even if neither of their parents possessed the Spark.

(This is a class idea from Destiny.)

Creating an Empowered, Variant[edit]

If you're going to play an Empowered, Variant, think about a few things first. Who were your parents, and did either of them possess the Spark? If so, did they help you train yours or not? And if they didn't, how did they take to you having mysterious powers? Also think about how it has affected your life. Did you tend to avoid people throughout your life in an attempt to hide your powers, or did you want the world to know that you were different, perhaps even superior? Consider what your character has and will do with their gift, or curse, if that's how they see it.

Quick Build

You can make an Empowered, Variant quickly by following these suggestions. First, ??? should be your highest ability score, followed by Strength or Dexterity. Second, choose the Noble background.

Class Features

As a Empowered, Variant you gain the following class features.

Hit Points

Hit Dice: 1d10 per Empowered, Variant level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Empowered, Variant level after 1st

Proficiencies

Armor: Light, medium
Weapons: Simple, martial
Tools: 1 artisan's tool of your choice
Saving Throws: Dexterity, Charisma
Skills: 3 skills of your choice

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Martial weapon of your choice or (b) 2 simple weapon
  • (a) Leather Armor and a Longbow with 20 arrows or (b) Scale Armor
  • (a) an Explorer's Pack or (b) 1 artisan's tool of your choice
  • If you are using starting wealth, you have 5d4x10 gold pieces in funds.

Table: The Empowered, Variant

Level Proficiency
Bonus
Features
1st +2 <!-Class Feature1->
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

Ability Score Improvement[edit]

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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