![]() ![]() 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. However, unless these kinds of steps are taken to ensure the class strikes a balance between being fun to play and fun for the rest of the party to interact with, creating new content may end up causing more frustration than anything else.The one thing uniting all superheroes are their strong moral convictions, their ability to inspire others and, of course, their incredible powers. Homebrew classes have the potential to elevate a typical D&D experience and make it more fun for everyone involved. The more testing that's done, the more improvements can be made. The best way to do that is to run short one-shots with friends or asking for input from experienced Dungeon Masters. ![]() To avoid such situations arising during a longer campaign, it's important to playtest homebrew creations like classes to ensure they work as intended. Even worse, the players might realize that the class simply isn't fun to play. The class' special ability might sound good on paper but end up being too powerful in practice, or a certain buff may end up trivializing boss encounters. No matter how much time someone spends designing a homebrew class, there are going to be details that slip their notice. ![]()
0 Comments
Leave a Reply. |