New Player Option: Superhero Class for Fifth Edition Dungeons & Dragons

Note: this rules supplement for the 5e superhero class is a living document and still needs a few tweaks and some playtesting. Feel free to use it in your own campaign (just not commercially). As changes are made, check back here regularly for an errata log. And if you find any issues, please let me know in the comments below.

The class itself is laid out below. The superpowers section (basically, the “spells” for superheroes) will come soon along with some of the other options like equipment, backgrounds, and Remote Servants. Thanks for your patience!

All artwork used with permission from Shutterstock.com.

Errata:

11/14/2018

  • Changed Saving Throws for the classes (removed Wisdom).
  • Adjusted altered’s unarmed strike dice to better follow monks’ and prevent class dipping.
  • Retooled Tech Whiz to Tech Armor which still grants armor proficiencies and allows you to imbue a mundane suit of armor with magical bonuses (a la Forge Domain).

Teeth gritting and sweat running down her face, the masked woman grabs hold of the robot’s foot and lifts with all her might, toppling the gargantuan machine into a nearby skyscraper. The mechanical monstrosity twitches one last time then powers down–defeated. After a few cautious minutes, the bystanders emerge from their hiding places. When the dust finally settles and the winner is clear the crowd cheers.

Flying fast over the enemy base, the armored genius lets loose a series of cluster bombs hidden in her armor plates. Boom! Boom! Boom! Boom! Before the surface-to-air missiles can retaliate, she kicks her rocket boots into high gear, shattering the sky with a sonic boom. She can’t help but smirk as she zooms back to HQ.

The kid slinks through the shadows of the alley, hoodie pulled tight. He can see the muggers and their victims now, but they don’t see him yet. Finally, once he’s had time to push up the sleeves of his sweatshirt, he gets their attention: “Hey, fellas,” he says as his open hands spontaneously combust into flames, “I think you better leave those poor folks alone!” One dumb mugger pulls a knife, but the kid’s too fast–he hurls a firebolt right into the mugger’s wrist. Instant third degree burns! Without hesitation, the other two muggers split. “Thank you,” gasps the couple as they reclaim their spilled possessions. But before they can ask for the name of the person who just saved them, he’s already gone, vanished into the night.

Modern Myths and Legends

History has always given us tales of the mighty and just, often in the form of muscled demi-gods or hushed urban legends. But for the last century or so, comic books have taken the excitement of the oral tradition heroes of yore and updated them for modern audiences.

Whether they’re swinging from skyscrapers, wielding vibranium shields, or turning into hulking green monsters, superheroes tickle our imagination and give us hope that we can move beyond our own human limitations to become something better.

Purveyors of Virtue

Superheroes often represent the moral and ethical ideals of a society. Not only do we see in superheroes the power that we ourselves wished we had, but also the personal qualities that we respect and admire.

Of course, not all superheroes are “good”, as many take on the antihero slant. Regardless, even those heroes who lurk in the shadows or use questionable methods of accomplishing their goals still embody our internal archetypes for desirable personalities.

Creating a Superhero

As you create a superhero, the most important question to consider is what is your origin story and how did you come to possess your superpowers? Review the superhero origins detailed in this class description and check with your DM to learn which origins are available in your campaign.

Next, decide what the theme of your superhero’s powers are. Do you use fire to make attacks and protect yourself from danger? Can you change your appearance at will? Or perhaps you wear a suit of special armor that gives you access to a wide range of weaponry and abilities. Maybe you use spells and invocations learned from a dark tome or a powerful artifact.

Quick Build

You can make a superhero quickly by following these suggestions. First, the ability you will use for your superpowers should be your highest ability score, followed by Constitution. Second, choose the Average Joe background (Coming soon).

The Superhero

Level Proficiency Bonus Features At-Will Superpowers Superpowers Known Superpower Uses Superpower Level
1st +2 Superhero Origin, Second Wind, Superpowers 2
2nd +2 Superhero Origin feature 2 2 1 1
3rd +2 Superhero Training Specialization 2 3 2 1
4th +2 Ability Score Improvement 2 3 2 1
5th +3 Superhero Origins feature 2 4 2 2
6th +3 Action Surge 3 5 2 2
7th +3 Superhero Training Specialization feature 3 5 2 2
8th +3 Ability Score Improvement 3 6 2 3
9th +4 Superhero Origins feature 3 7 2 3
10th +4 Superhero Training Specialization feature 3 7 2 3
11th +4 Power Boost 3 8 2 4
12th +4 Ability Score Improvement 3 9 2 4
13th +5 Extra Attack 3 9 2 4
14th +5 Superhero Training Specialization feature 3 10 2 5
15th +5 Superhero Origins feature 4 10 2 5
16th +5 Ability Score Improvement 4 10 2 5
17th +6 Ultimate Superpower 4 11 3 5
18th +6 Superhero Training Specialization feature 4 11 3 5
19th +6 Ability Score Improvement 4 11 3 5
20th +6 Invincibility 4 11 3 5

Class Features

Hit Points

Hit Dice: 1d10 per superhero level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Level: 1d10 (or 6) + your Consitution modifier per superhero level after 1st

Proficiencies

Armor: Light Armor

Weapons: Simple weapons

Tools: None

Saving Throws: Constitution, Charisma

Skills: Choose two skills from Athletics, Acrobatics, Intimidation, Investigation, Perception, and Persuasion

Equipment

  • (a) a stun ray with one 20-shot battery (coming soon) or (b) any simple weapon
  • (a) a tech pack (coming soon) or (b) an adventurer’s pack
  • Leather armor, any simple weapon, and two daggers

Superhero Origin

You developed superpowers through supernatural or scientific means. At 1st level, you get to choose one of the following superhero origins: Altered, Mutant, Mystical, or Technological, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 2nd, 5th, 9th, and 15th level.

Second Wind

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 1d10 + your superhero level. Once you use this feature, you must finish a short or long rest before you can use it again.

Superpowers

You have superpowers which you can draw upon to do amazing things. Powers work mechanically similar to spellcasting. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and the Superhero Powers article (coming soon) for the superhero powers list.

At-Will Superpowers

Starting at 1st level, you know two at-will powers of your choice from the superhero superpowers list. You learn additional superhero at-will superpowers of your choice, as shown in the at-will superpowers column of the Superhero table.

Superpower Uses

The Superhero table shows how many superpower uses you have. The table also shows what the level of those uses are; all of your superpowers are the same level. To use one of your superhero superpowers of 1st level or higher, you must expend a superpower use. You regain all expended superpower uses when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level superpower uses. To use the 1st-level power force lightning, you must spend one of those uses, and you use it as a 3rd-level superpower.

Superpowers Known of 1st Level and Higher

At 2nd-level, you know two 1st-level superpowers of your choice from the superhero superpowers list.

The Superpowers Possessed column of the Superhero table shows when you learn more superhero powers of your choice of 1st level and higher. A superpower you choose must be of a level no higher than what’s shown in the table’s Superpower Level column for your level. When you reach 9th level, for example, you learn a new superhero superpower, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the superhero superpowers you know and replace it with another superpower from the superhero superpowers list, which also must be of a level for which you have superpower uses.

Superpower Ability

Your superpower ability depends on your superhero origin:

  • Altered superheroes use Strength as their superpower ability.
  • Mutant and Mystical superheroes use Charisma as their superpower ability.
  • Technological superheroes use Intelligence as their superpower ability.

You use the respective ability whenever a superpower refers to your superpower ability. In addition, you use the respective ability modifier when setting the saving throw DC for a superhero superpower you use and when making an attack roll with one.

Superpower save DC = 8 + your proficiency bonus + your origin’s ability modifier

Superpower attack modifier = your proficiency bonus + your origin’s ability modifier

Superhero Training Specialization

On your path to doing good (or evil) with your superpowers, you have tirelessly trained to improve the use of your abilities and superpowers.

At 3rd level, you choose a training specialization that influences your combat styles and techniques. Choose Leader, Muscle, or Stealth, all detailed at the end of the class description. This training specialization grants you features at 3rd level and again 7th, 10th, 14th, and 18th level.

Ability Score Improvement

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.

Action Surge

Starting at 6th level, you can push yourself beyond your normal limits for one round. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Note: if you gain the Action Surge class feature from more than one class, the features don’t add together.

Power Boost

Beginning at 11th level, you gain the ability to temporarily extend your abilities beyond what you are normally capable of. When you use this feature, choose one of the following effects; you gain the effect for 1 hour. Once you use this feature, you can’t use it again until you finish a short or long rest.

  • Cat’s Grace. You have advantage on Dexterity checks. And you don’t take damage from falling 20 feet or less if you aren’t incapacitated.
  • Enhanced Endurance. You have advantage on Constitution checks. You also gain 2d6 temporary hit points, which are lost when the effect ends.
  • Flawless Resolve. You have advantage on Wisdom checks.
  • Perfect Self. You have advantage on Charisma checks.
  • Shielded Mind. You have advantage on Intelligence checks.
  • Super Strength. You have advantage on Strength checks and your carrying capacity doubles.

Extra Attack

At 13th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ultimate Superpower

At 17th level, your superpowers reach their pinnacle and you develop an ultimate superpower. Chose one 6th-level superpower from the superhero superpower list as your ultimate superpower.

You can use your ultimate superpower once without expending a superpower use. You must finish a long rest before you can do so again.

Invincibility

Once you reach 20th level, you can reroll a saving throw you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

 

superhero-yellow-red-girl

Superhero Origins

While must superheroes fight for truth, justice, and an improved way of life for all living things, not all superheroes have the same origin stories. Your origin defines how you got your powers to begin with. It also influences your abilities and training.

Altered

You were not born with your superpowers like a Mutant nor did you learn them through Mystical or Technological means. Instead, something amazing happened to you that fundamentally changed you, granting you your superpowers. The altering event may have been a science experiment gone wrong (or right), or a mystical ritual performed on your body. You may have been bitten by a radioactive creature or blasted with an alien ray.

Physical Perfection

At 1st-level, your improved physical abilities allow you to fight effectively while unarmed. You gain the following benefits while you are unarmed and wearing light, medium, or no armor.

  • You can roll a d4 in place of the normal damage of your unarmed strike. This damage increases to d6 at level 5.
  • When you attack with your unarmed strike, a melee weapon, or use a transformation superpower, you gain a +2 bonus to your damage rolls.

Mighty

At 1st level, you gain proficiency in Strength saving throws.

Expanded Powers List

Your impressive physical abilities allow you to choose from an expanded list of superpowers when you learn a superhero superpower. The following superpowers are added to the superhero superpower list for you.

(Coming soon.)

Brawler

At 2nd level, you become an expert at close combat. Whenever you hit a creature with an unarmed strike on your turn, you can use a bonus action to attempt to grapple the target.

Force of Will

Starting at 5th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Everlasting

Starting at 9th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Kinetic Absorption/Discharge

Beginning at 15th level, you have resistance to nonmagical bludgeoning damage. Whenever a creature deals bludgeoning damage to you, you can use your reaction to create a blastwave in a 15-foot cube originating from you. Each creature in that area must succeed on a Constitution saving throw or take thunder damage equal to the bludgeoning damage you took and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the feature’s effect, and the feature’s effect emits a thunderous boom audible out to 300 feet.


Mutant

As a Mutant, you were born with your superpowers. Thanks to a random genetic mutation, your powers developed around the time you hit puberty. In some societies, mutants are seen as outcasts. In others, as gods. Regardless, your innate superpowers are a part of you, and because of that, you have an edge over those who use other means to develop superpowers.

Superhuman Ability

At 1st level, you increase one ability score of your choice by 1, to a maximum of 20.

Strong Sense of Self

Starting at 1st level, you gain proficiency in Charisma saving throws.

Expanded Powers List

Your innate superpowers allow you to choose from an expanded list of superpowers when you learn a superhero superpower. The following superpowers are added to the superhero superpower list for you.

(Coming soon.)

Fearsome Visage

Starting at 2nd level, your genetic mutation gives you features that others find frightening or attractive. As an action, you can cause each creature that can see you within 5 feet of you to make a Wisdom saving throw against your superhero superpower save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Evolved Power

At 5th level, you gain the ability to modify your superpowers to suit your needs. You gain two of the Evolved Power options of your choice. You gain another one at 9th and 15th level.

You can use only one Evolved Power option on a superpower when you use it, unless otherwise noted.  You can use your Evolved Powers a number of times per day equal to your Charisma modifier. You regain Evolved Power uses after you finish a long rest.

  • Careful Power. When you use a superpower that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, expend one of your Evolved Power uses and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
  • Distant Power. When you use a superpower that has a range of 5 feet or greater, you can use one of your Evolved Power uses to double the range of the superpower. When you use a superpower that has a range of touch, you can spend one of your Evolved Power uses to make the range of the superpower 30 feet.
  • Maximized Power. When you roll damage for a superpower, you can use one of your Evolved Power uses to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Maximized Power even if you have already used a different Evolved Power option during the use of the superpower.
  • Extended Power. When you use a superpower that has a duration of 1 minute or longer, you can use one Evolved Power use to double its duration, to a maximum duration of 24 hours.
  • Twinned Power. When you use an at-will or 1st-level superpower that targets only one creature and doesn’t have a range of self, you can use an Evolved Power use to target a second creature in range with the same superpower. To be eligible, a superpower must be incapable of targeting more than one creature at the superpower’s current level. For example, homing missiles and heat ray aren’t eligible, but ice ray and chromatic orb are.

Heightened Power

Starting at 9th level, when you use a superpower that forces a creature to make a saving throw to resist its effects, you can use this feature to give one target of the superpower disadvantage on its first saving throw made against the superpower.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Energy Mastery

At 15th level, choose one of the following damage types: acid, cold, fire, lightning, or thunder. You gain a permanent resistance to that energy type. In addition, a superpower that deals damage of that type deals one extra die of its damage when you hit with it.


Mystical

Magic is real and you’ve learned how to wield it. Through intense study and practice, you have become one with the arcane arts. Tapping into the dark energies of the universe, you can weave spells and alter reality.

Evoker

At 1st level, you gain a +2 bonus to your superpowers saving throw DC and superpower attack rolls when you use evocation superpowers.

Strong Sense of Self

Starting at 1st level, you gain proficiency in Charisma saving throws.

Expanded Powers List

As a practitioner of the mystic arts, you can choose from an expanded list of superpowers when you learn a superhero superpower. The following superpowers are added to the superhero superpower list for you.

(Coming soon.)

Awakened Mind

Starting at 2nd level, your magical knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Mystical Weapon

At 5th level, you can use your action to create a mystical weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 of the Player’s Handbook for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your mystical weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your mystical weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your mystical weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your mystical weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Misty Escape

Starting at 9th level, you can vanish into a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn, or until you attack or cast a spell.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Mind Fortress

Beginning at 15th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.


Technological

Sometimes, just being a genius is good enough to warrant superpowers; that’s where you come in. You can craft powered suits, weapons, and gizmos to assist you in your adventures. And while you don’t have the raw physical power of an altered superhero or the innate magical abilities of a mystical superhero, the only limit to your capabilities is your own imagination.

Tech Armor

At 1st level, you can create a suit of armor that allows you to manage your technology and superpowers. First, you gain proficiency in medium and heavy armor and martial weapons.

You gain the ability to imbue magic into a nonmagical suit of armor. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC. Once you use this feature, you can’t use it again until you finish a long rest.

This bonus increases to +2 at 5th level and +3 at 15th level.

Powerful Mind

Starting at 1st level, you gain proficiency in Intelligence saving throws.

Expanded Superpowers List

As a technical genius, you can choose from an expanded list of superpowers when you learn a superhero superpower. The following superpowers are added to the superhero superpower list for you.

(Coming soon.)

Bonus At-Will Powers

At 2nd level, you possess the light and heat seeker at-will superpowers. They count as at-will superhero superpowers for you, but they don’t count against your number of superhero superpowers known.

Med-Tech

At 2nd level, you gain the ability to heal others with your technology. You have a pool of d6s that you can spend to fuel this healing. The number of dice in the pool equals 1 + your superhero level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Intelligence modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Remote Servant

At 5th level, you can spend 1-hour building a mechanical servant that can assist you. Select one of the Remote Servant types found in the remote servant article (coming soon). After building it, the remote servant appears in an unoccupied space within 10 feet of you.

Your remote servant acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A remote servant can’t attack, but it can take other actions as normal.

When the remote servant drops to 0 hit points, it explodes, leaving only a pile of dust and ruined parts. To replace a destroyed servant, you must completely recreate it with this feature.

While your remote servant is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your remote servant’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the remote servant has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your remote servant. It powers down and remains hidden until you choose to turn it back on. You can also permanently disable it.

You can’t have more than one remote servant at a time. You must permanently disable any current remote servants you have before creating a new one. The new one takes on the form from the Remote Servants list.

Finally, when you use a superpower with a range of touch, your remote servant can deliver the superpower as if it had used the superpower itself. Your remote servant must be within 100 feet of you, and it must use its reaction to deliver the superpower when you use it. If the superpower requires an attack roll, you use your attack roll modifier for the roll.

Tactical Analysis

Starting at 9th level, you can spend your action to observe a target that you can see within 30 feet of you. For the duration of the combat, the target has disadvantage on any attack roll it makes against you. If the creature hits you with an attack roll, you lose the benefits of this feature and must perform a new tactical analysis.

Defense Systems

At 15th level, if you are wearing armor, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons ignores this resistance.

 

superheroes-back-to-back

Superhero Training Specialization

Different superheroes choose different approaches to do good (or evil) in the world. Your superhero training specialization that you choose to emulate reflects your approach.

Leadership

As a team leader, you have trained to organize and coordinate the other members of your group. In addition, you often work as the face, utilizing persuasion and diplomacy when the ol’ “hit something ’til it don’t move no more” won’t do.

Diplomatic

Starting at 3rd level, you gain proficiency in the Persuasion and Insight skills.

Universal Polyglot

At 3rd level, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see. It takes about 1 minute to read one page of text in this way. This feature doesn’t decode secret messages in a text or a glyph that isn’t part of a written language.

Resilient Fighter

At 7th level, your determination can push you further in combat and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When do you so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach 10th level. You can use this feature three times, and you regain all expended uses of it when you finish a long rest.

Beacon of Hope

At 10th level, you can use your action to bestow hope and vitality. Choose any number of creatures within 30 feet of you. For the 1 minute, each target has advantage on Wisdom saving throws and death saving throws and regains the maximum number of hit points possible from any healing. You can’t do this again until you finish a long rest.

Smooth Talker

Starting at 14th level, you have advantage on Charisma (Deception and Persuasion) checks when interacting with any non-hostile creature that can understand you.

Tireless Fighter

Starting at 18th level, when you roll initiative and have no uses of Resilient Fighter remaining, you regain one use.


Muscle

You’re the group heavy. Part tank and part crowd control, the other members of your team rely on you to manage the combat while they get into position. And being the Muscle doesn’t mean your focus is only on the physical either. Your specialization may involve dealing more damage with your ranged attacks or keeping the attention on you. But, yeah, if you want to just smash things, too, you can.

Athletic

At 3rd level, your proficiency bonus is doubled for all Strength (Athletics) checks.

Health Boost

Starting at 3rd level, you can use your action to gain 1d4 + 4 temporary hit points that last for 1 hour.

Improved Critical

Beginning at 7th level, your weapon and unarmed strike attacks score a critical hit on a roll of 19 or 20.

Resistance

At 10th level, you can use your action to give yourself resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. This resistance lasts for 1 hour. You can’t do this again until you finish a long rest.

Otherworldly Leap

Upon reaching 14th level, your jump distance is triple what it normally is.

Hold the Line

At 18th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.


Stealth

Not all heroes are grinning, true-blue boy scouts who wear spandex. There are those who have learned that subterfuge and stealth can get certain missions accomplished faster and sometimes more effectively.

Master of Disguise

Starting when you take this specialization at 3rd level, you can use the disguise self superpower at will, without expending a superpower use.

Rogue

At 3rd level, you gain proficiency with thieves’ tools and two of the following skills of your choice: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Fast Hands

Starting at 7th level, you can use your bonus action to make a Dexterity (Sleight of Hand) check, use thieves’ tools to disarm a trap or open a lock or take the Use an Object action.

Second-Story Work

At 7th level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Strength or Dexterity modifier (your choice).

Shadow Walker

Beginning at 10th level, when you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Quick Footed

At 14th level, you can use your bonus action on each of your turns to take the Dash action.

Supreme Sneak

Starting at 18th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

 

Thanks for reading!

This class option took a ton of work and I’m pretty happy with how it turned out. Next up, I’ll be fleshing out the superpowers. If you’d like to jump in and start using this class option and don’t want to wait for the superpowers, simply use the warlock spells list as the basis.

Oh, and if you haven’t already, check out the oozemancer class option. That’s for those who are more into the Venom/Carnage style antihero.

See you soon.

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