Super Hero (5e Class)
Super Hero
As a Super Hero you can choose to fight stealthily, fight with magic, or meet your enemies head-on, but any way you cut it you’re an all around combat expert. With a bit of skill and some luck, you will heroically do what must be done and save the day!
The Making Of A Super Hero
How did you become a Hero? Were you struck by a magic lightning bolt? Were you injected with a funky-smelling purple mutagen? Did you just train really hard in your spare time? Is Heroing a family tradition? A bewildering variety of different lives is possible for a character in this class. It is up to YOU to live one.
- Quick Build
You can make a Super Hero quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Urban Vigilante background.
Class Features
As a Super Hero you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Super Hero level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Super Hero level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Choose any Artisan's Tool
Saving Throws: Strength or Dexterity and Constitution
Skills: Choose any four
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two-handed melee weapon or (b) Two one-handed melee weapons
- (a) A longbow and 20 arrows or (b) 5 light hammers and 5 handaxes
- (a) BreastPlate or (b) Leather armor and a shield
- A mask to hide your identity
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Expertise, Fighting Style |
2nd | +2 | Fast Movement, Second Wind |
3rd | +2 | Super Hero Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Expertise, Fast Movement |
7th | +3 | Super Hero Archetype |
8th | +3 | Ability Score Improvement |
9th | +4 | Evasion |
10th | +4 | Super Hero Archetype |
11th | +4 | Extra Attack (2) |
12th | +4 | Ability Score Improvement |
13th | +5 | Advanced Initiative |
14th | +5 | Keen Senses |
15th | +5 | Super Hero Archetype |
16th | +5 | Ability Score Improvement |
17th | +6 | Extra Attack (3) |
18th | +6 | Super Hero Archetype |
19th | +6 | Ability Score Improvement |
20th | +6 | Legendary Resistance |
Expertise
At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies to gain this benefit.
Unarmoured Defense
Beginning at 1st level, your Unarmored AC is equal to 10 + Your Strength or Dexterity Modifier(your choice) + Your Constitution Modifier
Fighting Style
Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Big Weapons
You wield weapons as if you were one size category larger. You take no disadvantage on the attack rolls.
- Dual Strike
You can engage in two-weapon fighting even when the weapons you are wielding aren’t light. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Ranged Combatant
You have Expertise with ranged weapons you're proficient with.
- Retaliator
When you take damage from a creature that is within 5 feet of you, you can use your reaction to make an attack against that creature. You take Advantage on the attack and damage rolls.
- Shielded
While you are wielding a shield, you gain +2 AC and you have Resistance to damage from ranged attacks.
- Unarmed Combatant
Your unarmed strikes deal 2d6 bludgeoning damage and count as magic for the purpose of Overcoming resistances and immunities.
Fast Movement
At 2nd level your speed increases by 10 feet. At 6th level this is further increased by an additional 20 feet.
Second Wind
Starting at 2nd level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d12 + your Super Hero level. Once you use this feature, you must finish a short or long rest before you can use it again. The number of hit points you regain increases by 1d12 at 6th, 11th, and 16th level.
Super Hero Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Increase
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.
The number of attacks increases to three when you reach 11th level in this class.
Evasion
Beginning at 9th level, when 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.
Advanced Initiative
Starting at 13th level, you have advantage on Initiative checks.
Keen Senses
At 14th level, you can image your surroundings by deduction rather than by perception. You gain blindsight to a range of 60 ft. At 17th level this increases to 120 feet,
Legendary Resistance
Beginning at 20th level, 3 times a day, when you fail a saving throw you can choose to succeed instead.
Magic Hero
You use magical powers to fight the forces of darkness.
- Weakness
Anti-magic removes the effects of all class features for as long as you are exposed to it.
- Alter Ego
You can use a bonus action to change your appearance and costume or change back.
- Magic Hero
You learn four cantrips of your choice. You can also cast two 1st-level spells 1/day each. At 5th level, 9th level, 13th level, and 17th level you unlock a new level of spells (so at 9th level you can cast two 1st-level spells, two 2nd-level spells, and two 3rd-level spells 1/day each)
Your spell save DC is 8+your proficiency bonus+your charisma modifier
- Magic Melee
Your weapon attacks become magical, and you can add 1d6 elemental damage. You add 2d6 elemental damage instead once you reach 10th level. You can choose the element whenever you take a short or long rest.
- Cantrip Master
Starting at 7th level, you can cast a cantrip as a bonus action. You can duel cast two cantrips as a bonus action once you reach 15th level.
- Magic Resistance
Starting at 10th level you have advantage on saving throws against spells and other magical effects.
- Superior Magic Resistance
Beginning at 18th level, you can't be affected or detected by spells of 6th level or lower unless you choose to be.
Mighty Hero
As a mighty Hero, you see your own body as the finest weapon at your disposal. With no magic and no elegant tricks, you fight the fight with your own bravado and that’s all you need.
- Weakness
a certain kind of non-currency metal, DM's choice, but must be rare. disables all class features when within 10 feet of the metal
- Buff Body
When you select this archetype you unlock the Buff Body ability which increases your strength and constitution scores by 2, as well as your strength and constitution maximums by 4. You also count as if you were one size larger for the purpose of determining your carrying capacity.
- Extra Fighting Style
At 3rd level you can pick another fighting style to learn.
- Mighty Critical
Beginning at 7th level, you deal triple damage on a critical.
- Crowd Control
At 10th level, you learn how to best beat up masses of minions, as an action you can make a single melee attack and apply the results to everything within 10 feet of you.
- Flight
Once you reach 10th level you gain a fly speed of 50 feet. This fly speed allows you to hover.
- Tank
At 15th level, you gain resistance to all damage except for physic, necrotic, radiant, force, and bludgeoning, piercing, and slashing damage from magical attacks.
- Ultimate Justice
Starting at 18th level you gain the ability to perform incredible feats of strength. Your strength and constitution scores increase by 2 as well as their maximums. You also gain the power to fire destructive blasts from your eyes. As a action you can fire lasers in a straight line to a range of 120 feet. The target must make a dex saving throw. On a failed save the target takes 12d6 + 40 fire damage and on a success, takes half. You can use this ability a number equal to half of your proficiency bonus.
Your spell save DC is 8 + proficiency bonus + half your level
Night Stalker Hero
You are most comfortable in the darkness of shadow, striking fear into the hearts of evildoers. More than any other type of Super Hero Night Stalkers have the talents and reputation to kill silently and without remorse.
- Weakness
you lose all class features While in bright light.
- Intimidating
You can frighten enemies as part of your action, or as part of your reaction whenever you reduce a creature to 0 hit points that is a cr equal or below 1/4 of your level rounded down. Each hostile within 30 feet of you must make a Wisdom check contested by your Intimidation check or be frightened for 1 minute.
- Scaling
You gain a climbing speed equal to your walking speed. Beginning at 10th level you can spider climb.
- Justice Blade
Beginning at 7th level, whenever you roll damage for an attack and roll a 1 or a 2 on any of the dice, you may re-roll the damage for that die, even if the re-roll is the same result.
- Night-Eyes
At 7th level, you gain the ability to see in dim light or darkness as if it were bright light, even in magical darkness. You can also pinpoint the weak points of a creature. You get a bonus 1d4 to your first attacks attack-roll and damage-roll of you turn when you surprise a creature. This increase to 1d6 at 12 level and 1d8 at 17th.
- Advanced Stealth
Begginning at 10th level, you have advantage on stealth checks involve moving silently.
- Deadly NightTime
Starting at 15th level, your skill is so great that no attack roll you make is ever made at disadvantage. You have also mastered combat of the night and can make a extra attack.
- Harbinger
Once you reach 18th level, creatures you frighten are paralyzed for the duration of the frightened condition. Whenever you frighten a creature with a CR of 4 or lower, you can choose for it to instantly die or pass out of fright.
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