Level | Proficiency Bonus | Features | Pure Strength | Powers Known |
---|---|---|---|---|
1st | +2 | Pure Strength, Unarmored Defense | 1d6 | |
2nd | +2 | Astounding Powers | 1d6 | 2 |
3rd | +2 | Power Manifestation | 1d6 | 2 |
4th | +2 | ASI/Feat | 1d6 | 2 |
5th | +3 | Extra Attack | 1d6 | 3 |
6th | +3 | Inner Strength | 1d6 | 3 |
7th | +3 | Manifestation Feature | 1d6 | 3 |
8th | +3 | ASI/Feat | 1d6 | 3 |
9th | +4 | 1d8 | 4 | |
10th | +4 | True Potential | 1d8 | 4 |
11th | +4 | Haymaker | 1d8 | 4 |
12th | +4 | ASI/Feat | 1d8 | 4 |
13th | +5 | 1d10 | 5 | |
14th | +5 | Manifestation Feature | 1d10 | 5 |
15th | +5 | Never Say Die | 1d10 | 5 |
16th | +5 | ASI/Feat | 1d10 | 5 |
17th | +6 | 1d12 | 6 | |
18th | +6 | Manifestation Feature | 1d12 | 6 |
19th | +6 | ASI/Feat | 1d12 | 6 |
20th | +6 | Invincible | 1d12 | 6 |
Pure Strength
The first sign of your powers was your enhanced strength. While you are not wearing heavy armor or wielding a shield, you gain the following benefits:
- You can attempt to grapple or shove a creature as a bonus action on your turn.
- You can roll a d6 in place of the normal damage of unarmed strikes you make using Strength. This die increases as you gain empowered levels, as shown in the Pure Strength column of the Empowered table.
- You can add an extra roll of your Pure Strength die to the damage of unarmed strikes you make using Strength if you are grappling the target or the target is prone.
Unarmored Defense
While you are wearing no armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
Astounding Powers
Due to their unique nature, no two empowered beings are alike. As you begin to control your strength, you will gain distinct abilities known as Astounding Powers.
At 2nd level, you gain two powers of your choice. Your power options are detailed under the Abilities tab of this entry. 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.
Some of these powers might require your target to make a saving throw to resist the power's effects. The saving throw DC is calculated as follows:
Power Save DC = 8 + your Proficiency Bonus + your Constitution Modifier
Power Manifestation
Once you reach 3rd level, the source of your powers begins to truly manifest. Choose one of the following manifestations:
The manifestation you choose grants you features at 3rd level and again at 7th, 14th, and 18th level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inner Strength
At 6th level, the power within you allows your unarmed strikes to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
True Potential
By 10th level, you are beginning to understand what you are truly capable of. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Haymaker
Starting at 11th level, before you make an unarmed strike using Strength, you choose to take a -5 penalty to the attack roll to wind up a haymaker. If the strike hits, it deals extra damage equal to a roll of your Pure Strength die, and you can push the target 5 feet to an unoccupied space.
Never Say Die
At 15th level, you cling to life even when most would give up. You gain proficiency in death saving throws, and can add your Constitution modifier to any death saving throw you make. Rolling a 1 on a death saving throw still results in two failed saves, regardless of the roll total.
Invincible
At 20th level, you have realized the full extent of your powers. You can use this feature at any time on your turn (no action required) to enter a state of invincibility that lasts until the end of your next turn. During that time, you are immune to all damage and automatically succeed on any Strength check or Strength saving throw you make.
Once you use this feature, you cannot use it again until you complete a long rest.
The masked man takes one arrow to the chest. Then another. Despite the beating he is taking, he simply won't go down. Suddenly, he leaps towards his attacker and takes flight, leaving a crater in the ground where he stood. Once he grabs ahold of his opponent, he lifts them and throws them into a nearby wall. He picks up the bandit's bow and snaps it in half before turning to greet his adoring fans.
Just when the goblins are about to leave, they see someone walking directly out of the burning village: an elf whose skin is wreathed in crimson flames. The last thing they see is the inferno blooming from her hand.
Within the blink of an eye, the tiefling speeds past the guards, into the tower, and makes their way through the dungeon. The prisoner barely has time to realize he's being saved before he's outside of the castle walls. The tiefling stops to catch their breath for just a moment before speeding right back in, faster than the eye can see.
No matter where they may go, an empowered will always be trying to change the world. Sometimes it's for the better, other times... not so much.
With Great Power...
Unlike sorcerers, empowered beings have not been gifted mastery over magic. Instead, they have been given supernatural strength and abilities. They can punch with the weight of the world behind them, crush boulders, and are often capable of natural flight.
There are times when an empowered's abilities might seem akin to magic, but this would be a misunderstanding. What arcane abilities they do have are built directly into their physiology. If an empowered can summon lightning from their fingertips, an autopsy would likely find significant mutations in the empowered's hands.
...Comes Great Responsibility
These powers grow and develop in ways that the empowered may not fully understand. Since no two empowered beings are exactly alike in their abilities, no one is well suited to guide them. Being innately different from the rest of their kin gives an empowered the opportunity to be a hero, but it can also lead to a life of villainy.
Creating an Empowered
Suggested Characteristics
Origin Stories
Errata
There are some issues that might arise when playing an empowered that do not have obvious solutions. These rules should clarify those cases.
Genetic Limitations
Some Astounding Powers, such as Wolven-Claw, imply a great deal about the physiology of an empowered. Others, such as Persona, imply a great deal about their personality. At the DM's discretion, you might not be able to swap out such powers for new ones when gaining level as an empowered.
You Look Familiar...
Members of your Fanclub cannot recognize you while you are using your Secret Identity.
The Pushpoint Paradox
When two empowered beings that are both using either the Unstoppable Force or the Immovable Object come into contact with each other, they both lose concentration, fly 5 feet away from each other, are knocked prone, and take 8d8 force damage.