Yellow Sun Kryptonian (5e Class)

This page may resemble content endorsed by, sponsored by, and/or affiliated with the DC Comics franchise, and/or include content directly affiliated with and/or owned by DC Comics. D&D Wiki neither claims nor implies any rights to DC Comics copyrights, trademarks, or logos, nor any owned by DC Comics. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.

Yellow Sun Kryptonian

The peoples of a troubled settlement look to the sky for hope as a being of immense power streaks across the sky. Those hard at work with a rescue attempt are awestruck as a single being lifts huge chunks of debris and casts them aside like scrap paper. The horrifying horde, blood crazed from their savage attack give pause as a godly silhouette strides through the flames of destruction.

Elsewhere a world kneels before the glowing red eyes of its conqueror.

Under a yellow sun the people of Krypton gain unbelievable powers that develop with time and exposure. Such is the effort and focus required the master these skills that such individuals treat mastery of their racial traits as other would a class; they learn new skills and develop as they gain experience to reach their full potential. As such this class works well in conjunction with the Kryptonian Race (5e Race) detailed in the race section of the D&D Wiki.

Creating a Yellow Sun Kryptonian

When you are creating a Kryptonian character there are several key questions to consider: Why has your character left Krypton? Is he on a mission from the Science Council? Part of an invasion force? Or simply choosing to indulge his own adventurous nature? If you decide that your story is set after the destruction of Krypton, how did your Kryptonian survive? How old was he when he left the planet? Can he remember his home? Did he leave a family behind? How well has he adapted to his new home? How much does he know of his heritage and culture?

Class Features

As a Yellow Sun Kryptonian you gain the following class features.

Hit Points

Hit Dice: 1d12 per Yellow Sun Kryptonian level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Yellow Sun Kryptonian level after 1st

Proficiencies

Armor: None
Weapons: None
Tools: None
Saving Throws: Strength, Constitution.
Skills: You are proficient in Athletics, Survival and one more skill of your choice.

Equipment

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

  • (a) Dungeoneer's pack or (b) Explorer's pack
  • (a) Scholar's pack or (b) Priest's pack
  • Holy Symbol of a House or Guild of Krypton

Table: The Yellow Sun Kryptonian

LevelProficiency
Bonus
FeaturesSolar Charges
1st+2Man of Steel, Solar Battery1
2nd+2Glow, Is it a bird? Is it a plane?2
3rd+2Archetype Feature3
4th+2Ability Score Improvement4
5th+3Leap Tall Buildings, Extra Attack5
6th+3Faster than a Speeding Bullet6
7th+3Archetype Feature,Super Hearing7
8th+3Ability Score Improvement8
9th+4Extra Attack9
10th+4More Powerful than a Locomotive10
11th+4Dark Vision11
12th+4Ability Score Improvement12
13th+5Archetype Feature,Frost breath13
14th+5X-Ray Vision14
15th+5Heat Vision15
16th+5Ability Score Improvement16
17th+6Archetype Feature17
18th+6Accelerated Healing18
19th+6Ability Score Improvement, Super Nova19
20th+6Invulnerability20

Man of Steel

Beginning at level 1, Kryptonians under a yellow sun rely on their naturally dense cellular structure for defence rather than armour, as such they are not proficient in the use of armour but rather have an alternative method of establishing Armour class. The Armour Class of a Kryptonian that is not wearing armour is as follows:

10 + Strength Modifier + Constitution Modifier

Any physical attacks made against a Yellow Sun Kryptonian are made at a Disadvantage (unless they would otherwise receive an Advantage, in which case the attack is made with said Advantage as usual). Any magical attacks are made against a Kryptonian with an Advantage and a Kryptonian has a disadvantage on save rolls made to avoid a magical effect.

You are considered to be proficient in hand-to-hand combat (unarmed strikes) and deal 1d10 damage plus modifiers on a successful unarmed attack. The damage increases by 1d10 at 5th, 10th, 15th and 20th level.

Solar Battery

A Kryptonian draws his power from the Yellow Sun, allowing them to charge their cells with solar energy. At each level, the number of charges a Kryptonian can store increases. A Kryptonian expends these charges in order to use many of his abilities. Charges are restored after finishing a short or long rest.

Solar Healing

At 1st level, you are already aware of the great power you can draw from the sun. You may use a bonus action to expend one Solar Charge to regain 1d6 Hitpoints without exceeding the maximum noted in your character's profile.

Glow

Beginning at level 2 you are able to make your eyes glow a bright red or blue;you gain advantage on any intimidation rolls you make. You also gain the ability of flight- you gain a flight speed equivalent to your own movement speed.

Kryptonian Archetype

At 3rd level, you choose a Kryptonian Archetype from members of the Science Council, Military or System of Governance. You gain bonus abilities from this choice at 3rd, 7th, 13th and 17th 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 you choice by 2, or you can increase two ability scores of your choice by 1.

Able to Leap Tall Buildings

At 5th level and beyond you gain the ability to leap huge distances; you can now jump 50ft from a standing start horizontally and vertically.

Faster than a Speeding Bullet

At 6th level, you now channel Solar Energy to increase your speed to superhuman levels. add 10ft onto your standard movement rate. In addition, whilst in combat, you may take an additional bonus action on your turn.

Super Hearing

Beginning at 7th level you gain the ability of super hearing and can now roll with advantage and gain a +5 bonus for hearing checks.

Extra Attack

Beginning at 5th level you use your speed in a more aggressive manner. You can attack twice, instead of once, whenever you take the attack action.You can attack three time at 9th level.

More Powerful than a Locomotive

Beginning at 10th level you learn to channel your power into your muscles. Your strength increases by 2 to a maximum of 20, and you gain a +2 bonus to your AC while unarmoured. And your base movement speed increases by 10ft.

Dark Vision

Beginning at 11th level, you gain the ability of dark vision with a range of 50ft.

Frost Breath

Beginning at 13th level, you gain the ability of frost breath. You are able to blow a huge gust of icy wind at multiple enemy targets. As an action, you can expend 3 solar charges to force all enemies within a 15 feet cone of you to make a Constitution save. They take 6d10 Cold Damage on unsuccessful save, half on successful save. Note-this does not count as a magical attack.

X-Ray Vision

From 14th level you unlock the ability of X-ray Vision, this allows a player to inspect the insides of an item, e.g. a chest, cupboard, backpack, or the other side of a door without opening the object or door. A player must still roll perception checks as normal and this ability cannot be used on lead objects.

Heat Vision

You gain the ability to shoot red or blue rays of heat from your eyes at level 15. As an action, you can expend 5 Solar charges to force a target to make a Dexterity Saving throw. They take 10d10 Radiant Damage on unsuccessful save and half on a successful save. Note- this does not count as a magical attack.

Accelerated healing

From level 18 you gain the ability to rapidly heal yourself. you can use a bonus action to spend 1 solar charge to regain 2d6 hit points Without exceeding your maximum amount of hit points.

Super Nova

At level 19 you gain the Super Nova ability. You may use your action to expend all your Solar Charges to release all of your stored energy - all enemies within 50ft of you must pass a DC15 Constitution Save, taking 1d12 radiant damage per solar charge spent if they fail and half as much damage if they succeed.

Invulnerability

You have reached the peak of your Kryptonian abilities, you become more powerful in almost every way. Your Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma increase by 2 and your maximum for these scores is now 22. You also gain an additional +4 bonus to your AC while not wearing armor. And your movement speed increases by 20.

Kryptonian Archetype- Science Council

The most intelligent, curious and adventurous of the peoples of Krypton are awarded a place on the Science Council, with their only mission being to advance Kryptonian knowledge for the good of the people.

Keen Mind

At 3rd level, you gain proficiency in one Intelligence based skill of your choice. You may now choose to use your intelligence modifier in place of your strength modifier when calculating your Man of Steel Armour Class.

Craftsman

At 7th level, you gain proficiency in one artisan tool or instrument of your choice. You also gain an advantage on any Intelligence or Wisdom Roll made to understand the workings of technology or magic. You no longer suffer a disadvantage whilst rolling saves against magical effects.

Master Craftsman

At 13th level, with access to appropriate materials you are able to improve the efficiency of almost any item. For example you may make a weapon cause more damage, a health potion restore more hitpoints or even something more mundane such as allowing a shelf to hold more weight. These improvements and the time/materials needed to complete them should be negotiated with a dungeon master and may be subject to additional DC rolls at his discretion.

Mind Over Body

At 17th level you may use your Dark Vision or X- ray vision without expending Solar Charge. Your hearing is also improved to such an extent that any creature attempting to use stealth around you does so at a disadvantage.

Kryptonian Archetype- Military

The best trained and most talented fighters on Krypton are recruited into the armed forces, they are trained to do whatever it takes to protect their planet and are more than capable of doing so.

Honed Body

At 3rd level, you gain proficiency in one Dexterity based skill of your choice. You may now choose to add your Dexterity modifier when calculating your Man of Steel Armour Class.

Death Dealers

At 7th level, you gain proficiency in all Martial Weapons, any weapon you use is considered to have the finesse rule.

Superhuman Shield

At 13th level, you may apply armour to increase your Man of Steel Armour Class as follows: Light Armour +1AC, Medium Armour +2AC, Heavy Armour +3AC, Shield +1AC. You may also benefit from any magic effects this armour may provide.

Cold Breath

At 17th level you may use 3 Solar Charges and an action to blow out a 15ft cone of cold damage. Models within the cone must pass a DC25 Constitution Save or take 10d12 cold damage. On a successful save the target takes half damage.

Kryptonian Archetype- Governing Council

The Kryptonians serving in government are bred and trained to be calm, insular and wise. They have the respect of many worlds, though their arrogant style of leadership rubs many the wrong way, particularly within the other two Kryptonian pillars of society.

Silver Tongue

At 3rd level, you gain proficiency in one Charisma based skill of your choice. You may now choose to use your Charisma modifier in place of your strength modifier when calculating your Man of Steel Armour Class.

Diplomacy

At 7th level, you gain proficiency in one Wisdom based skill of your choice. You are also able to understand and speak any language you hear for more than a few minutes and gain advantage on rolls to persuade or deceive other characters.

Master Manipulator

At 13th level, you gain advantage on any Stealth or Sleight of Hand rolls. You can also expend 2 Solar Charges to become Invisible for up to one hour.

Expert Diplomat

At 17th level, such is the respect others have for your authority and wisdom that you have many devoted followers. Your cult of personality results in people in most civilized areas being very helpful and amicable towards you. In addition you can sell all items for double their standard value to traders with enough gold to oblige.

Multiclassing


Prerequisites. To qualify for multiclassing into the Yellow Sun Kryptonian class, you must meet these prerequisites: Strength 15, Constitution 15

Proficiencies. When you multiclass into the Yellow Sun Kryptonian class, you gain the following proficiencies: Athletics.


Back to Main Page 5e Homebrew Classes

gollark: It's very well-tested, fast, and supports nice SQL querying.
gollark: I... probably won't use it, I like SQLite, but interesting.
gollark: What language?
gollark: <@623743560650588202> Wait, your database?
gollark: Oops, turns out it's indexing the What Links Here pages!
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.