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.
Notes
Abilities
Astounding Powers
Aftershock - Astounding Power
As an action on your turn, you can create a shockwave in front of you by punching the air. Creatures within a 15-foot cone in front of you must make a Dexterity saving throw against your Power Save DC if they are your size or smaller. On a failed save, creatures, are pushed 5 feet away from you.
Aquatic Nature - Astounding Power
Prerequisite: 5th level
While you are not wearing medium or heavy armor, you can breathe underwater and gain a swimming speed equal to your walking speed. You can also cast Speak with Animals at will, but only to speak with beasts that have a swim speed.
Arcane Synesthesia - Astounding Power
You can cast Detect Magic at will, without using components.
Barehanded Block - Astounding Power
Prerequisite: 5th level
If a creature hits you with a melee attack while you are unarmed, unarmored, and are not wielding a shield, you can use a reaction to add your Strenght modifier to your AC for that attack, potentially causing the attack to miss you.
Boring Monologue - Astounding Power
You can cast Charm Person as a 1st level spell, using Charisma as your spellcasting ability. Rather than viewing you as a friendly acquaintance on a failed save, the target will admit that they are swayed by your reasonable line of thinking. Once you use this power, you can’t use it again until you finish a short or long rest.
Burst Energy - Astounding Power
Prerequisite: 13th level
Whenever you succeed on a Strength or Dexterity saving throw, you gain temporary hit points equal to a roll of your Pure Strength Die.
Cling Grip - Astounding Power
Prerequisite: 5th level
While you are not wearing medium or heavy armor, you gain a climbing speed equal to your walking speed and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Clothesline - Astounding Power
Prerequisite: 13th level
If a creature you can see within 5 feet of you misses you with an attack, you can use a reaction to attempt to shove them.
Courage - Astounding Power
Prerequisite: your race is smaller than medium in size
You count as one size larger for the purpose of grappling or shoving creatures.
Daredemon - Astounding Power
Prerequisite: 13th level
You gain 10 feet of Tremorsense, and 5 feet of Blindsight.
Demolisher - Astounding Power
You gain proficiency with improvised weapons and can use your Pure Strength Die in place of the normal damage die you would use for an improvised weapon. When you throw objects as improvised weapons, they have a short range of 60 feet and a long range of 180 feet.
Destiny - Astounding Power
Prerequisite: 5th level
You can add your Strength modifier to your initiative rolls.
Elasticity - Astounding Power
Prerequisite: 5th level
Whenever you make an unarmed strike using Strength on your turn, your reach for it is 5 feet greater than normal. Your reach for grasping objects also increases by 5 feet.
Equipment Expert - Astounding Power
Prerequisite: 5th level, Vigilante
You gain proficiency with Thieves' Tools if you don't have it already, and your proficiency bonus is doubled for any ability check you make with them.
Fanclub - Astounding Power
Whenever you interact with a non-hostile NPC for the first time, the DM must roll a d20. On a roll of 20, the NPC recognizes you and is a fan of your exploits, and you have advantage on all Charisma checks against them until they have a reason to dislike you.
Fixation - Astounding Power
You can fixate your willful intent on a creature you can see within 30 feet of you as a bonus action. For 1 minute, so long as you do not damage creatures other than the target, you resist bludgeoning, slashing, and piercing damage from the target. Once you use this power, you can’t use it again until you finish a short or long rest.
Flight - Astounding Power
Prerequisite: 9th level
While you are not wearing medium or heavy armor, you gain a flying speed equal to your walking speed. You choose how this flight works when you gain this power. You can grow wings, levitate naturally, shoot energy out of your feet or palms, or any other innate way to fly.
Frost Breath - Astounding Power
You can use an action on your turn to exhale a breath of frost. Each creature within a 15-foot cone in front of you must make a Constitution saving throw against your power save DC. On a failed save, creatures can't take reactions and their speed is reduced by 5 feet until the start of your next turn. Within this cone, flames are extinguished and water is frozen if there are no creatures in it.
Grotesque - Astounding Power
Prerequisite: 9th level, Mutant
When you use your Monstrous Imitation on a creature, they must succeed on a Wisdom saving throw against your Power Save DC to avoid becoming frightened by you for 1 minute.
Healing Factor - Astounding Power
Prerequisite: 13 level
You regain 1d6 Hit Points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the missing part will regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
Immortal Spirit - Astounding Power
When you dream or meditate, you can access the memories of empowered beings that came before you. The DM rolls a d20 to determine the quality of the visions you receive, ranging from vague symbolism on a roll of 1, to crucial information on a roll of 20. At the DM's discretion, you might receive visions from one empowered being in particular, and that being might even speak to you directly.
Immovable Object - Astounding Power
Prerequisite: 5th level
You can use an action to begin concentrating on this power (as if concentrating on a spell). For 1 minute while you maintain concentration and do not move, you cannot be moved against your will by creatures no more than one size larger than you. Once you use this power, you can’t use it again until you finish a short or long rest.
Impact Force - Astounding Power
Whenever you successfully shove a creature, you can choose to both push the creature 5 feet away from you and knock them prone, rather than choosing to do one or the other.
Inspired Charge - Astounding Power
Prerequisite: 9th level, Idol
Whenever you use your Exemplar ability on a creature, that creature automatically gains the benefits of the Dash action at the start of their next turn.
Instinctive Reflexes - Astounding Power
Prerequisite: 13th level
You get this strange, tingling feeling when danger is near. Whenever you are subjected to an effect that allows you to make a Strength or Dexterity saving throw, you can use a reaction to gain advantage on the roll.
Intangibility - Astounding Power
Prerequisite: 9th level
You can alter your own density as an action, allowing you to walk through creatures and solid objects as though they were difficult terrain until the end of your turn. If you end your turn in an occupied space, you are shunted into the nearest unoccupied space, and take force damage equal to twice the number of feet you were forced to move. Once you use this power, you must complete a short or long rest to use it again.
Intellect Radar - Astounding Power
Prerequisite: 9th level, Esper
You can use a reaction at the end of your turn to emit a pulse that tells you the location of any creature within your Kinetic Range with an Intelligence score that is lower than yours. This only tells you the location of creatures that exact instant, and does not provide you with any other information about the creature or its movement. Affected creatures can tell when you use this feature if their passive perception is higher than your Power Save DC.
Juggernaut - Astounding Power
Prerequisite: 5th level, Titan
You count as a mount while you are in your True Form, allowing your allies to easily ride on your back.
Jungle Companion - Astounding Power
Prerequisite: 5th level, Hybrid
You can cast Find Familiar without using material components. Once you use this power, you can't use it again until you finish a short or long rest.
Keen Vision - Astounding Power
You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.
Kilojoule - Astounding Power
Prerequisite: 13th level, Conduit
You gain a second Elemental Infusion damage type from the following list of options:
- Fire
- Cold
- Lightning
- Necrotic
- Radiant
- Thunder
As with your primary Elemental Infusion, you can use this new damage type wherever a Conduit feature mentions your infusion damage. You gain resistance to this new damage type, but that resistance is ignored when you use a bonus action to charge your Energy Beam by damaging yourself. You cannot have two of the same infusion.
Laser Eyes - Astounding Power
You can cast Fire Bolt from your eyes using Constitution as your spellcasting ability and without using components. Whenever you cast Fire Bolt this way, you can choose to have it deal either fire damage or radiant damage.
Launching Maneuver - Astounding Power
Prerequisite: 5th level
You can leap tall castles in a single bound. As a bonus action while on the ground to propel yourself 30 feet in a straight line in any direction, leaving a small crater where you were standing. If you impact a creature during this movement, you can attempt to grapple them as part of the same bonus action. If you successfully grapple the creature, you continue moving with the creature in tow, and without having your speed reduced by the grapple. Once you use this power, you can’t use it again until you finish a short or long rest.
Lighter than Air - Astounding Power
Prerequisite: 9th level, Speed Demon
You gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move while you are using your Super Speed.
Maximum Effort - Astounding Power
Whenever you make a Strength check or Strength saving throw, you can replace whatever value you roll on the d20 with a value equal to your Constitution modifier + half of your empowered level, rounded up.
Mentalism - Astounding Power
Prerequisite: 5th level, Esper
You can cast Detect Thoughts without using components, using Intelligence as your spellcasting ability. Once you use this power, you can't use it again until you finish a long rest.
Mistcrawler - Astounding Power
Prerequisite: 5th level
You can cast Misty Step without using verbal components. Once you use this power, you can't use it again until you complete a short or long rest.
Night Vision - Astounding Power
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Ninjutsu - Astounding Power
Prerequisite: 9th level, Vigilante
Empowered abilities that apply to your unarmed strikes also apply to any attack that you make with a quarterstaff or dagger, so long as you use Strength as the ability modifier for the attack.
Orbital Toss - Astounding Power
Prerequisite: 5th level
While you are grappling a creature of your size or smaller, you use a bonus action to throw the creature 30 feet in any direction. If the creature impacts an obstacle as part of this movement, they stop moving, are knocked prone, and must succeed on a Constitution saving throw against your power save DC to avoid being stunned until the end of your next turn. If the creature isn't on a solid surface or liquid that can support it by the end of this movement, it falls, taking damage as normal and landing prone. Once you use this power, you can’t use it again until you finish a short or long rest.
Perfect Landing - Astounding Power
Prerequisite: 9th level
You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your empowered level.
Persona - Astounding Power
You gain one of the following personas of your choice:
- Detective. You gain proficiency in the Investigation and Perception skills.
- Dramatic. You can cast the Thaumaturgy cantrip, and gain proficiency in Performance.
- Heroic. You gain proficiency in the Insight and Persuasion skills.
- Villainous. You gain proficiency in the Deception and Intimidation skills.
Plot Armor - Astounding Power
Prerequisite: 9th level
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this power, you can’t use it again until you finish a long rest.
Propulsive Critical - Astounding Power
Prerequisite: 5th level
When you score a critical hit with an unarmed strike using Strength, you can push the target back 10 feet and knock them prone if they are no more than one size larger than you.
Pure of Heart - Astounding Power
Prerequisite: You do not have the Valiant Soul power
You have advantage on checks and saving throws you make to avoid or end the charmed condition on yourself.
Pure Smite - Astounding Power
Prerequisite: 9th level
You can add a roll of your Pure Strength Die when determining the extra damage for a critical hit with an unarmed strike using Strength.
Quipping Expertise - Astounding Power
You can cast Vicious Mockery, using Charisma as your spellcasting ability.
Rending Strength - Astounding Power
You can use an action to instantly crush, bend, break, or snap an object within your grasp that is made of nonmagical materials. For larger objects, you destroy a portion of the object no larger than a 5-foot cube. Once you use this power, you can’t use it again until you finish a short or long rest.
Rotten Shell - Astounding Power
Prerequisite: 5th level, Mutant
Your unarmed strike can deal acid, poison, or necrotic damage instead of its normal damage type while you are using your bio-sword or bio-whip.
Secret Identity - Astounding Power
You have created an alter ego that includes documentation, established acquaintances, and disguises that allow you to assume that persona. You can adopt this alternate identity as a disguise, and other creatures believe you to be that person until given an obvious reason not to. Inexplicably, you can don or doff your alter ego instantly, but only if no one can see you.
Shattershock - Astounding Power
As an action on your turn, you can create a shockwave around you by punching the ground at your feet. Creatures within 5 feet of you must make a Dexterity saving throw against your power save DC if they are your size or smaller. On a failed save, creatures are pushed 5 feet away from you.
Sidekick - Astounding Power
Prerequisite: 5th level
As an action, you can designate one friendly creature you can see as your sidekick. While you and your sidekick are within 10 feet of one another, each of you can use a reaction to take half of an instance of damage dealt to the other. Once you choose a sidekick, you can't choose a new one until you finish a long rest, and you can only have one sidekick at a time.
Tantrum - Astounding Power
Prerequisite: 9th level, Titan
You can attempt to grapple or shove a creature as part of a bonus action you use to enter your True Form.
Thick Skin - Astounding Power
Prerequisite: 9th level
Whenever 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.
Timeless Body - Astounding Power
Prerequisite: 13th level
For every 10 years that pass, your body ages by only 1 year. You are also immune to disease and poison.
Tireless - Astounding Power
Prerequisite: 13th level
Whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Translucent - Astounding Power
Prerequisite: 9th 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.
Tunneler - Astounding Power
Prerequisite: 9th level, Hybrid
You gain 5 feet of burrowing speed, allowing you to dig 5-foot diameter tunnels through sand, earth, mud, or ice. You can't burrow through solid rock or metal.
Unbreakable - Astounding Power
Prerequisite: 13th level
Bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.
Unstoppable Force - Astounding Power
Prerequisite: 9th level
You can use an action to concentrate on this power (as if concentrating on a spell). For 1 minute while you maintain concentration, your movement speed cannot be reduced below 5 feet unless you are incapacitated or killed, and you cannot be grappled, restrained, or paralyzed. Once per turn while using this power, you can push a creature 5 feet away from you just by walking into them if they are no more than one size larger than you. Once you use this power, you can’t use it again until you finish a short or long rest.
Unyielding - Astounding Power
You can cast the Heroism spell on yourself, using Constitution as your spellcasting ability. Once you use this power, you must complete a short or long rest to use it again.
Valiant Soul - Astounding Power
Prerequisite: You do not have the Pure of Heart power
You have advantage on checks and saving throws you make to avoid or end the frightened condition on yourself.
Vice Grip - Astounding Power
Prerequisite: 9th level
Grappling creatures that are your size or smaller no longer reduces your movement speed.
Violence - Astounding Power
Whenever you roll for initiative, you gain temporary hit points equal to half of your empowered level, rounded up.
Whisper Rumor - Astounding Power
You can cast Command as a 1st level spell, using Charisma as your spellcasting ability. Once you use this power, you cannot use it again until you complete a short or long rest.
Wild Leap - Astounding Power
You only need to run 5 feet to make a running long or high jump. The distance you cover with a running jump increases by a number of feet equal to your Constitution modifier.
Wolven-Claw - Astounding Power
Prerequisite: 5th level
You can extend or retract claws from your fingertips or from between your knuckles as a bonus action. While you have these claws extended, your unarmed strikes deal slashing damage, and you gain a +2 bonus to damage rolls for them.
X-Ray Vision - Astounding Power
Prerequisite: 9th level
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this power, you can’t use it again until you finish a short or long rest.
Zeal - Astounding Power
Prerequisite: 5th level, Idol
Whenever you use the Help action while in combat, you can grant temporary hit points equal to a roll of your Pure Strength Die to a friendly creature within 5 feet of you.