Regeneration: during combat, you may regain 1d6 hp per round. Constitution is your spellcasting ability for this spell. Telepathy: you may cast “detect thoughts” at will without requiring any material components. Your AC increases by your dexterity modifier whenever you take the dodge action on your turn. This goes up to 100ft at level 6, 150 at level 12, and 200 at level 20. Super speed: your walking speed is 70ft. If you already have a flying speed, increase it by 30ft. Flight: you gain a flying speed equal to your walking speed. This goes up to the 2nd level when you reach level 10 and the 3rd level when you reach level 15. The casting level of this spell is 1st lvl. This goes up to 4 uses at level 5 and 8 uses at level 10. Element Breath: You may cast “Dragon’s Breath” once per short rest. At level 8, you gain resistance to bludgeoning damage and you gain resistance to piercing damage at level 13. This increases to 20 at level 10 and 22 at level 16. Invulnerability: your unarmored AC is 18. This goes up to 3 times per short rest at level 10 and 4 times per short rest at level 17. You may use this feature 2 times per short rest. Force Field: as a reaction, you may activate your force field to temporarily add 5 to your AC. In addition, you may treat any roll of 5 or lower on a strength check or saving throw as a 5. Super Strength: add 4 to your strength score. No spell cast using superpowers requires verbal, semantic, or material components. These abilities are innate and are therefore not affected by “dispel magic” or other anti-magic effects. You may choose another at levels 6, 12, 14, and 18. When you choose this class, you may choose one superpower from the following list. One set of artisan's tools or instrument of your choiceĪbility Score Improvement, Heroic StaminaĪbility Score Improvement, Heroic DefenseĪbility Score Improvement, Superhero Circle Features.You start with the following equipment, in addition to the equipment granted by your background: Hit Dice: 1d8 per level Hit Points at 1st Level: 8 + Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1stĪrmor: Medium Armor Weapons: Simple weapons Tools: One set of artisan's tools or instrument of your choice Saving Throws: Constitution and Charisma Skills: Choose 2 of the following: Arcana, Animal Handling, Deception, Persuasion, Sleight of hand, Stealth, Medicine, Perception, Insight, Investigation First, Constitution should be your highest ability score, followed by Charisma.Īs a you gain the following class features. You can make a Superhero quickly by following these suggestions. Whether that lawfulness is good, evil, or neutral depends on your assessment of the superhero’s values and methods. Choose the look and appearance of your superhero costume.ĭue to the nature of their occupation, superheroes are always of a lawful alignment. When you choose this place, choose a name for both your civilian identity and your superhero identity. While some heroes allow their civilian identities to be known, using their superhero identity for the symbolism it represents, others fiercely guard their civilian identities as a way of protecting them and their loved ones from the enemies their actions as heroes often make. These powers can come from a variety of backgrounds including supernatural encounters, scientific experiments, divine parentage, and even just being born lucky.Įach superhero character has a superhero identity and a civilian identity. The one thing uniting all superheroes are their strong moral convictions, their ability to inspire others and, of course, their incredible powers.
0 Comments
Leave a Reply. |