SIGNING IN

Životy

Kostky životů 1d1 za úroveň

Odbornosti

STR , CON

Empowered

Úroveň Bonus odbornosti Vlastnosti Pure Strength Powers Known
1 + 2 Pure Strength 1d4 0
2 + 2 Pure Strength 1d4 1
3 + 2 Pure Strength 1d4 1
4 + 2 Pure Strength 1d4 2
5 + 3 Pure Strength 1d6 2
6 + 3 Pure Strength 1d6 3
7 + 3 Pure Strength 1d6 3
8 + 3 Pure Strength 1d6 4
9 + 4 Pure Strength 1d6 4
10 + 4 Pure Strength 1d6 4
11 + 4 Pure Strength 1d8 5
12 + 4 Pure Strength 1d8 5
13 + 5 Pure Strength 1d8 5
14 + 5 Pure Strength 1d8 6
15 + 5 Pure Strength 1d8 6
16 + 5 Pure Strength 1d8 6
17 + 6 Pure Strength 1d10 7
18 + 6 Pure Strength 1d10 7
19 + 6 Pure Strength 1d10 7
20 + 6 Pure Strength 1d10 7

Vlastnosti třídy

Úroveň 1

Pure Strength

Úroveň 10

Nimble Grip

Úroveň 11

Unfettered Strength

Úroveň 12

Ability Score Improvement

Úroveň 13

Manifestation Feature

Úroveň 14

Never Say Die

Úroveň 16

Ability Score Improvement

Úroveň 17

Manifestation Feature

Úroveň 19

Ability Score Improvement

Úroveň 2

Strength Surge
Astounding Powers

Úroveň 20

Invincible

Úroveň 3

Power Manifestation

Úroveň 4

Ability Score Improvement

Úroveň 5

Extra Attack
True Potential

Úroveň 6

Inner Strength

Úroveň 7

Manifestation Feature

Úroveň 8

Ability Score Improvement

Odbornosti

Armor

light

medium

Weapons

simple

Skills

Počáteční vybavení

(a) a spear or (b) a quarterstaff
a mask and cape with a design of your choosing.

Vlastnosti třídy

Pure Strength (Level 1)

The first sign that you were empowered was your enhanced strength. While you aren't wearing heavy armor or wielding a shield, you gain the following benefits:

  • You can attempt to grapple or shove creatures as a bonus action on your turn.

  • When using the Attack action to make an unarmed strike using Strength, you can roll a d8 in place of the strike's normal damage.

  • When using the Attack action to make an unarmed strike using Strength, the strike deals an extra 1d4 damage if you are grappling the target or the target is prone. This die increases as you gain empowered levels, as shown in the Pure Strength column of the empowered table.

Additionally, You gain proficiency in Athletics if you didn't have it already, and your proficiency bonus is doubled for Strength (Athletics) ability checks.

Strength Surge (Level 2)

At 2nd level, you can release a burst of strength as an action to crush, bend, or break inanimate objects made of non-magical metal, stone, or wood with your hands. You must choose an object that is not being worn or carried.

For larger objects, the area of the object that is bent, broken, or crushed is no larger than a 3-foot cube.

As you gain empowered levels, you might gain new abilities that will use a Strength Surge due to the intense amount of willpower or effort they require.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Astounding Powers (Level 2)

As you begin learning to control your strength, you will gain abilities and techniques known as Astounding Powers.

At 2nd level, you gain one power of your choice. Your power options are detailed at the end of the class description. When you gain certain empowered levels, you gain additional powers of your choice, as shown in the Powers Known column of the Empowered table.

Additionally, when you gain a level in this class, you can choose one of the powers you know and replace it with another power that you could learn at that level.

If an astounding power has prerequisites, you must meet them to learn it. You can learn the power at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Some of these powers might require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Power

Power Manifestation (Level 3)

Once you reach 3rd level, your unique powers begin to truly manifest. Choose the Conduit, Idol, Speed Demon, Titan, or Vigilante manifestation, all detailed at the end of the class description. The manifestation you choose grants you features at 3rd level and again at 7th, 13th, and 17th level.

Ability Score Improvement (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack (Level 5)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

True Potential (Level 5)

Also at 5th level, you're beginning to understand what you're truly capable of. You regain all expended uses of Strength Surge when you finish a short or long rest. You are considered to be at least Large in size when determining your carrying capacity and the weight you can push, drag, or lift.

Inner Strength (Level 6)

At 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Manifestation Feature (Level 7)

At 7th level, you gain a feature granted by your Power Manifestation.

Ability Score Improvement (Level 8)

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Nimble Grip (Level 10)

By 10th level, you've gotten used to keeping your grip on your enemies. Your movement speed is no longer halved when grappling targets of your size or smaller.

Unfettered Strength (Level 11)

At 11th level, you can draw on your powers more consistently. When making an unarmed strike using Pure Strength, you can roll a d10 in place of the strike's normal damage.

Additionally, when making an unarmed strike using Pure Strength, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the strike's damage.

If you reduce a creature's hit points to zero using this attack, you regain a single use of Strength Surge.

Ability Score Improvement (Level 12)

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Manifestation Feature (Level 13)

At 13th level, you gain a feature granted by your Power Manifestation.

Never Say Die (Level 14)

At 14th level, you cling to life, even when most would give up. When making death saving throws, you regain 1 hit point and a single use of Strength Surge on a roll of 19 or 20.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Manifestation Feature (Level 17)

At 17th level, you gain a feature granted by your Power Manifestation.

Ability Score Improvement (Level 19)

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Invincible (Level 20)

At 20th level, you've realized the full extent of your powers. You can use this feature at any time on your turn to regain all expended uses of Strength Surge and become immune to all damage until the end of your next turn. Once you use this feature, you must complete a long rest to do so again.

Multitřídy

Požadavky multitříd

{"con":13,"str":13}

Získané odbornosti

Weapons simple

Podtřídy

Conduit
EP
Idol
EP
Speed Demon
EP
Titan
EP
Vigilante
EP

Vlastnosti podtřídy

Conduit

Conduit (Level 3)

Your powers were formed after an encounter with a supernatural elemental event. As a result, you are now a powerhouse of elemental energy. These powers are difficult to control, so be careful not to hurt those closest to you.

Elemental Infusion

When you choose this manifestation at 3rd level, you have narrowly survived an elemental event. You choose which damage type you've been infused with: cold, fire, or lightning.

Your chosen damage is referred to as your 'infusion damage.' You gain resistance to your infusion damage. Before you make an unarmed strike, you can decide whether the strike will deal infusion damage or bludgeoning damage.

Energy Beam

Also at 3rd level, you can project a beam of energy from your palms. As an action, you can fire the beam at a creature you can see within 60 feet of you. The creature must make a Dexterity saving throw against your power save DC. On a failed save, the creature takes infusion damage equal to your empowered level. The creature takes half as much damage on a successful save.

You can use your bonus action to gain a charge for this beam that will cause it to deal an additional 1d12 damage. You can hold a maximum number of charges equal to your proficiency bonus. All charges are lost after 1 minute or after firing the beam. When you take damage of the same type as your infusion damage, you gain a charge for your beam.

Energy Sculpting (Level 7)

At 7th level, your Energy Beam can now be sculpted into different shapes. When you use your Energy Beam, you can give the beam one of the following areas of effect:

  • Energy Blast:

    a 15 foot cone blast in front of you.

  • Energy Missile:

    A 10 foot radius sphere located up to 60 feet away from you.

  • Energy Ray:

    A line that is 60 feet long and 5 feet wide, projected out from you in any direction.

Once you sculpt your beam, you must complete a short or long rest before doing so again.

Hazard Zone (Level 13)

By 13th level, getting close to you is dangerous. While you are holding charges for your Energy Beam, creatures take 1d10 infusion damage when they move within 5ft of you for the first time on a turn or start their turn there.

Overcharge (Level 17)

At 17th level, once per long rest, you can use this ability at any time on your turn to begin charging your Energy Beam rapidly. You gain the following effects for 1 minute:

  • When you take infusion damage or use a bonus action to charge your Energy Beam, you gain 2 charges instead of 1. You gain 2 charges for it at the start of each of your turns.

  • Your Hazard Zone range increases to 10 feet.

  • You emit bright light within 10 feet of you, and dim light for another 10 feet.

Idol

Idol (Level 3)

The Idol is a symbol that the people look to for hope and direction. Their abilities usually have been bestowed by a higher power so that they may serve the greater good. But an Idol can be evil depending on who they care about and what they stand for. Their powers are simple and effective.

Everyman

When you choose this manifestation at 3rd level, you're a humble adventurer, of simple beginnings. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Exemplar

Also at 3rd level, you lead by example. Once per round, if you land an unarmed strike during your turn, you can expend a use of Strength Surge to embolden an ally of your choice within 20 feet of you that can see or hear you.

While a creature is emboldened, they can roll your Pure Strength die and add the number rolled to an attack or damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll your Pure Strength die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

The creature ceases to be emboldened after rolling your Pure Strength die. You cannot use this ability on a creature that is currently emboldened.

Experimental Training (Level 7)

At 7th level, you've put in the time and effort to learn more about your abilities. You learn an additional Astounding Power whose requirements you meet. This power does not count against your number of Powers Known.

Fearless Leader (Level 13)

At 13th level, so long as you keep fighting, your allies have your back. When you use the Exemplar ability to embolden a creature, that creature ceases to be charmed or frightened.

Additionally, the maximum number of times you can use Strength Surge is increased by 1.

Glorious Purpose (Level 17)

At 17th level, you don't back away from destiny. You can cast foresight on yourself without using material components. Once you use this feature, you must complete a long rest to do so again.

Speed Demon

Speed Demon (Level 3)

You're fast. Very fast. Your powers allow you to move at a breakneck pace. You might be infused with the power of light, or favored by a god of speed. Either way, you leave everyone else in the dust.

Accelerate

When you choose this manifestation at 3rd level, your powers allow you to continuously pick up speed.

When you take the Dash action on your turn, you can expend a use of Strength Surge to start accelerating. While accelerating, your walking speed is increased by 10 feet. Add this bonus before calculating how much movement the Dash provides. This bonus increases by 10 each time you Dash on subsequent turns, up to a maximum total bonus of 30.

You stop accelerating once you end a turn without taking the Dash action, or if you are grappled, restrained, or otherwise have your speed reduced to 0.

Once you reach 30 bonus walking speed with this ability, your unarmed strikes push creatures back 5 feet if they are your size or smaller.

Athleticism

Also at 3rd level, even without accelerating, you are still very quick. While benefiting from Pure Strength, your walking speed increases by 10 feet. This bonus increases to 20 feet at 10th level in this class, and 30 feet at 18th level in this class.

Additionally, you can use your bonus action to take the Dash or Disengage actions on your turn.

Rapid Disarm (Level 7)

At 7th level, when you hit a creature with an unarmed strike, you can expend a use of Strength Surge to attempt to disarm the target. The target must make a Dexterity saving throw against your power save DC in order to keep their grip on their weapon.

On a failed save, you take the creature's weapon from their hand. If you are holding an item in your other hand when you succeed with this ability, you can swap that item into the creature's hand as part of the same bonus action.

You must have at least one free hand to use this ability.

Untouchable (Level 13)

At 13th level, once you reach top speed, it's incredibly hard to pin you down. Once you reach +30 speed with your Accelerate ability, you do not provoke opportunity attacks, and attack rolls against you are made with disadvantage while you continue to maintain top speed.

Time in a Bottle (Level 17)

At 17th level, you can summon all of your energy to move faster than light. You can cast time stop as an action on your turn. Once you use this feature, you cannot use it again until you finish a long rest.

When you cast time stop this way, you can attempt to shove creatures and use your Rapid Disarm without resuming time, and your attempts to do either succeed automatically. Creatures that you shove while time is stopped will only begin to move once time resumes. If a creature is knocked prone or pushed into an obstacle once time resumes, they take 3d10 bludgeoning damage.

Titan

Titan (Level 3)

When the power inside you simmers over, you transform dramatically, unleashing your true strength for a short time. Some become large, hulking monstrosities, while others find that their hair changes color and they begin radiating energy.

True Form

When you choose this manifestation at 3rd level, you can use a bonus action to assume your True Form for 1 minute, provided that you aren't wearing armor or wielding a shield. You exit this form early if you are charmed or knocked unconscious, or if you don armor or a shield. You gain the following benefits while in your True Form:

  • You are considered one size larger, though you do not physically grow in size.

  • When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can make a Strength saving throw instead.

  • You can use a reaction when taking damage to reduce the damage dealt to you by a roll of your Pure Strength die plus your Constitution modifier.

You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest. You can exit your True Form early as a bonus action.

Crushing Grip

Also at 3rd level, you can break bones with a firm handshake. If you are grappling a creature, that creature takes bludgeoning damage equal to a roll of your Pure Strength die at the start of each of its turns.

Impact Damage (Level 7)

At 7th level, you tend to cause a lot of collateral damage. When shoving a creature, the creature moves an additional 5 feet when pushed, and takes bludgeoning damage equal to your Strength modifier if they impact an obstacle or are knocked prone.

Living Weapon (Level 13)

At 13th level, while you are grappling a creature that is your size or smaller, you can use them to make an unarmed strike against another creature. On a successful hit, the grappled and target creatures each take half of the strike's damage, and the target creature is pushed back 5 feet.

Seismic Slam (Level 17)

At 17th level, other creatures feel small in your hands. If you are grappling a creature that is your size or smaller, you can use an action on your turn to repeatedly slam the creature into the ground in a fit of rage. Once you use this ability, you must complete a long rest before using it again.

When you use this ability, the grappled creature must make a Strength or Dexterity saving throw against your power save DC, the target chooses the ability to use for the throw. On a failed save, the creature takes 8d10 bludgeoning damage, is knocked prone, and is stunned until the end of your next turn. On a successful save, the creature takes half as much damage and is not stunned.

You stop grappling the creature after using this ability.

Vigilante

Vigilante (Level 3)

In the dead of night, you give your enemies something to be scared of. You don't fight fair, and you might not even fight for what's right. All that matters to you is enacting your own sense of justice. To that end, you work in the dark.

Prowler

When you choose this manifestation at 3rd level, you prefer to stalk your foes. You can use your bonus action to take the Hide action on your turn.

Once on each of your turns while you are hidden, you can choose a creature you can see within 30 feet of you as an action to plot your next move against them. Once you do so, you have advantage on your next attempt to grapple or shove the creature.

If you apply this effect to a new creature, the effect ends on the previous target.

Ominous Presence

Also at 3rd level, you sow fear amongst your enemies. When a creature that you can see within 20 feet of you makes an attack roll, an ability check, or a damage roll, you can expend a use of Strength Surge as a reaction to roll your Pure Strength die and subtract the number rolled from the creature's roll.

You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't see you or is immune to being frightened.

No Escape (Level 7)

At 7th level, you've had enough of your enemies trying to run. When a creature within 15 feet of you starts moving away from you on their turn, you can use a reaction to try to catch them. You can use half of your movement speed to go directly to the creature and attempt to grapple them without provoking opportunity attacks.

You can use any type of movement to get to the creature, but you must be able to sense the creature's presence and have a direct, unobstructed path to them to use this feature.

Disappearing Act (Level 13)

At 13th level, you can vanish without a trace. When you are in an area of dim light or darkness, you can use your action to become invisible until the start of your next turn.

While you are invisible this way, you can move across difficult terrain without expending extra movement, and you cannot be detected by Tremorsense or Blindsight.

Dreadful Stare (Level 17)

At 17th level, you can become your enemy's worst nightmare. Once per long rest, you can use an action to terrify a creature you are grappling, leaving them frozen in fear. If the target has 150 hit points or fewer, it is stunned. Otherwise, the creature is frightened by you until the end of your next turn.

The stunned creature must make a Wisdom saving throw against your power save DC at the end of each of its turns. On a successful save, this stunning effect ends.