You are on page 1of 14

A Homebrew Martial Class with Super Powers

Created by u/Tandra_Boy
Dragon Punch!
Artist: Fahmi Fauzi
Version 3.1
Empowered

T
he 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
The key to creating an empowered is figuring out their origin story. Where did
you get your powers? Did an alien crystal fuse with you after crash-landing on
your planet? Has an extra-planar entity chosen you as their champion?
The next important step is to determine how your empowered has
responded to their abilities. An empowered can have almost any backstory or
alignment depending on how they came to be who they are now. Have they
had powers since birth? Did they discover them last week? Are they hiding Justice League - Superman Watercolor Stain 35
their abilities, or reveling in them? Artist: theDURRRRIAN Artist: flamableconcrete

Quick Build Extended Version


You can make an empowered quickly by following these suggestions. If you like this class, check out the extended document, which
First, put your highest ability score in Strength, and your next highest contains 3 more subclasses, subclass specific powers, character
into Constitution. Second, choose the folk hero background. options, magic items and more! Empowered Extras

1
A Homebrew Class for DND 5e by u/Tandra_Boy
The Empowered
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 Ability Score Improvement 1d6 2
5th +3 Extra Attack 1d6 3
6th +3 Inner Strength 1d6 3
7th +3 Manifestation Feature 1d6 3
8th +3 Ability Score Improvement 1d6 3
9th +4 — 1d8 4
10th +4 True Potential 1d8 4
11th +4 Haymaker 1d8 4
12th +4 Ability Score Improvement 1d8 4
13th +5 — 1d10 5
14th +5 Manifestation Feature 1d10 5
15th +5 Never Say Die 1d10 5
16th +5 Ability Score Improvement 1d10 5
17th +6 — 1d12 6
18th +6 Manifestation Feature 1d12 6
19th +6 Ability Score Improvement 1d12 6
20th +6 Invincible 1d12 6

Class Features Multiclassing


As an empowered, you gain the following class features. To multiclass into this class, you must have a Strength score
of 13 and a Constitution score of 13. Taking a level in this
Hit Points class grants proficiency with simple weapons.
Hit Dice: 1d12 per empowered level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution Pure Strength
modifier per empowered level after 1st The first sign of your powers was your enhanced strength.
Proficiencies While you are not wearing heavy armor or wielding a shield,
Armor: Light armor, medium armor you gain the following benefits:
Weapons: Simple weapons You can attempt to grapple or shove a creature as a bonus
Tools: None action on your turn.
Saving Throws: Strength, Constitution You can roll a d6 in place of the normal damage of
Skills: Choose two from Acrobatics, Athletics, Insight, unarmed strikes you make using Strength. This die
Intimidation, Investigation, Perception, and Stealth increases as you gain empowered levels, as shown in the
Pure Strength column of the Empowered table.
Equipment You can add an extra roll of your Pure Strength die to the
You start with the following equipment, in addition to the damage of unarmed strikes you make using Strength if
equipment granted by your background: you are grappling the target or the target is prone.
(a) a quarterstaff or (b) a spear Unarmored Defense
(a) two daggers or (b) any simple weapon
(a) a dungeoneer’s pack or (b) an explorer's pack While you are wearing no armor and not wielding a shield,
a mask and cape with a design of your choosing your Armor Class equals 10 + your Dexterity modifier + your
Constitution modifier.
2
A Homebrew Class for DND 5e by u/Tandra_Boy
Astounding Powers
Due to their unique nature, no two empowered beings are Watercolor Stain 7 Wolve'rune - The Order of X
alike. As you begin to control your strength, you will gain Artist: flamableconcrete Artist: Nate Hallinan
distinct abilities known as Astounding Powers.
At 2nd level, you gain two powers of your choice. Your Inner Strength
power options are detailed at the end of the class description. At 6th level, the power within you allows your unarmed
When you gain certain empowered levels, you gain additional strikes to count as magical for the purpose of overcoming
powers of your choice, as shown in the Powers Known resistance and immunity to nonmagical attacks and damage.
column of the Empowered table.
Additionally, when you gain a level in this class, you can True Potential
choose one of the powers you know and replace it with
another power that you could learn at that level. By 10th level, you are beginning to understand what you are
Some of these powers might require your target to make a truly capable of. Your carrying capacity (including maximum
saving throw to resist the power’s effects. The saving throw load and maximum lift) is doubled, and you have advantage
DC is calculated as follows: on Strength checks made to push, pull, lift, or break objects.
Power save DC = 8 + your proficiency bonus + your Haymaker
Constitution modifier
Starting at 11th level, before you make an unarmed strike
Power Manifestation using Strength, you can choose to take a -5 penalty to the
attack roll to wind up a haymaker. If the strike hits, it deals
Once you reach 3rd level, the source of your powers begins to extra damage equal to a roll of your Pure Strength die, and
truly manifest. Choose the Idol, Conduit, Speed Demon, you can push the target 5 feet to an unoccupied space.
Titan, Vigilante, or Super Soldier manifestation, all detailed
at the end of the class description. The manifestation you Never Say Die
choose grants you features at 3rd level and again at 7th, 14th,
and 18th level. At 15th level, you cling to life even when most would give up.
You gain proficiency in death saving throws, and can add your
Ability Score Improvement Constitution modifier to any death saving throw you make.
Rolling a 1 on a death saving throw still results in two failed
When you reach 4th level, and again at 8th, 12th, 16th, and saves, regardless of the roll total.
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by Invincible
1. As normal, you can't increase an ability score above 20
using this feature. At 20th level, you have realized the full extent of your powers.
Using the optional feats rule, you can forgo taking this You can use this feature at any time on your turn (no action
feature to take a feat of your choice instead. required) to enter a state of invincibility that lasts until the
end of your next turn. During that time, you are immune to all
Extra Attack damage and automatically succeed on any Strength check or
Strength saving throw you make.
Beginning at 5th level, you can attack twice, instead of once, Once you use this feature, you cannot use it again until you
whenever you take the Attack action on your turn. complete a long rest.
3
A Homebrew Class for DND 5e by u/Tandra_Boy
Power Manifestations
The true nature of an empowered being's strength is not
obvious from the outset. Your manifestation reflects the
unique nature of how you got your powers.
Idol
You were an ordinary individual until the burden of power
was thrust upon you. As such, your powers are simple and
effective, and others look to you for guidance.
Helping Hand
When you choose this manifestation at 3rd level, you are
compelled to help those in need. You can use the Help action
as a bonus action on your turn.
Exemplar
Also at 3rd level, you lead by example. If you hit a hostile
creature with an unarmed strike using Strength, you can
embolden a friendly creature within 30 feet of you who can
see you, granting them the following benefits for 1 minute:
The creature can add a roll of your Pure Strength die to
one damage roll they make each turn.
The creature gains a +2 bonus to their AC.
The creature's movement speed increases by 10 feet.
The effects of this feature end early if the creature is
knocked unconscious. Once you use this feature, you cannot
use it again until you complete a short or long rest.
Experimental Training
At 7th level, you have taken the time to learn more about what
you are capable of. You learn an additional Astounding Power
whose requirements you meet. This power does not count
against your number of Powers Known, but it cannot be
exchanged for a different power at later levels.
Fearless Leader
At 14th level, so long as you keep fighting, your allies will
stick by you through thick and thin. Whenever you use the
Help action to aid a creature, you can end one effect that is
causing the creature to be charmed or frightened.
Additionally, whenever a creature rolls your Pure Strength
die, they can roll it twice and use either roll.
Glorious Purpose
At 18th level, your courage and resolve give you the strength
to face down your destiny. You can use a bonus action on your
turn to enter a state of awe-inspiring bravery, granting you the
following benefits for 1 minute:
You gain all of the benefits that your Exemplar ability
grants to other creatures.
You can use your Exemplar feature multiple times,
without needing to rest between uses.
You are immune to the charmed and frightened
conditions.
The effects of this feature end early if you are knocked
unconscious. Once you use this feature, you must complete a
long rest before using it again.
Syr Gwyn, Hero of Ashvale Watercolor Stain 14
Artist: lie setiawan Artist: flamableconcrete
4
A Homebrew Class for DND 5e by u/Tandra_Boy
Conduit
Your powers were formed after an encounter with a
supernatural elemental event, making you a powerhouse of
primordial energy.
Elemental Infusion
When you choose this manifestation at 3rd level, you choose
which damage type you're infused with: cold, fire, or lightning.
Your chosen damage is referred to as your 'infusion damage.'
You gain resistance to your infusion damage. You can also
glow at will, shedding bright light in a 10-foot radius around
you, and dim light for another 10 feet.
Energy Beam
Also at 3rd level, you can project a beam of deadly energy.
Whenever you take the Attack action, you may replace one or
more of your attacks with an Energy Beam attack. This beam
is a ranged spell attack with a range of 60 feet. You are
proficient with it, and you add your Constitution modifier to
its attack and damage rolls. Its damage type is your infusion
damage type, and its damage die is your Pure Strength die.
If you take damage of the same type as your Elemental
Infusion, your Energy Beam becomes charged until the end
of your next turn. While charged, your Energy Beam deals
extra damage equal to a roll of your Pure Strength die.
As a bonus action on your turn, you can willingly deal
infusion damage to yourself equal to a roll of your Pure
Strength die. This damage bypasses your resistance to your
infusion damage, and cannot be reduced in any way.
Hazard Zone
By 7th level, energy crackles along your skin, making it
dangerous to be near you. Whenever a creature moves into or
out of your reach, you can use a reaction to deal infusion
damage to them equal to a roll of your Pure Strength die.
Additionally, your unarmed strikes can deal infusion
damage instead of their normal damage type.
Energy Blast
At 14th level, you can use an action to release a blast of
energy in a 20-foot cone in front of you, a 30-foot line that is 5
feet wide, or a 10-foot radius sphere up to 60 feet away from
you (your choice). Each creature in that area must make a
Dexterity saving throw against your power save DC.
On a failed save, creatures take infusion damage equal to
two rolls of your Pure Strength die. If your Energy Beam is
charged, add your Constitution modifier to this damage.
Creatures take half as much damage on a successful save.
Hyper Beam
At 18th level, as an action on your turn, you can unleash a
Hyper Beam that is 100 feet long and 10 feet wide, forcing all
creatures within range to make a Dexterity saving throw
against your power save DC. This saving throw is made with
disadvantage if your Energy Beam is charged.
On a failed save, creatures take 10d6 infusion damage and
are knocked prone. On a successful save, creatures take half
as much damage and are not knocked prone.
Once you unleash your Hyper Beam, you must complete a
long rest before you can use it again.
Watercolor Stain 16 Human Torch vs Namor
Artist: flamableconcrete Artist: Michael Komarck
5
A Homebrew Class for DND 5e by u/Tandra_Boy
Speed Demon
You're fast. Very fast. Though from your perspective, it's
everyone else who's slow. 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.
Super Speed
When you choose this manifestation at 3rd level, you can
activate your Super Speed for 1 minute by taking the Dash
action on your turn. Your Super Speed ends early if you use a
bonus action to end it, or if you are incapacitated. You gain
the following benefits while using your Super Speed:
Any movement you gain by Dashing is doubled. This
includes the Dash made to activate your Super Speed.
Your movement does not provoke opportunity attacks.
You can complete mundane tasks, such as reading,
writing, or completing tasks with artisan's tools in half the
time they would normally require.
You can use this feature a number of times equal to your
proficiency bonus, and regain any expended uses when you
finish a long rest.
Athleticism
Also at 3rd level, you have been gifted with natural agility.
While you are not wearing armor or wielding a shield, you
can take the Dash action as a bonus action during your turn,
and your walking speed increases by 10 feet. This bonus
increases to 20 feet at 14th level in this class.
Bullet Time
Starting at 7th level, even while you are simply standing in
place, it's hard to pin you down. Whenever a creature targets
you with an attack while you are using your Super Speed, you
can use your reaction to impose disadvantage on their attack.
If the attack misses you as a result, you can move 5 feet to an
unoccupied space without provoking opportunity attacks.
Rushing Strikes
At 14th level, you can use your momentum to build up more
powerful attacks. While you are using your Super Speed, if
you move 20 feet towards a creature in a straight line before
hitting them with an unarmed strike using Strength on the
same turn, the strike deals extra damage equal to a roll of
your Pure Strength die.
Time in a Bottle
At 18th level, you can summon all of your energy to move
faster than light. You can cast Time Stop without using spell
slots or components.
When you cast Time Stop this way, you can grapple or
shove creatures without resuming time, and your attempts to
do either succeed automatically. Moving a creature you are
grappling also does not resume time.
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.
Once you use this feature, you cannot use it again until you
finish a long rest.
Justice League - Flash Watercolor Stain 14
Artist: theDURRRRIAN Artist: flamableconcrete
6
A Homebrew Class for DND 5e by u/Tandra_Boy
Titan
Your power is so wild and vibrant that you often struggle to
contain it. When this energy boils over, you transform
dramatically, unleashing your true strength for a short time.
True Form
When you choose this manifestation at 3rd level, you can use
a bonus action to assume your True Form for 1 minute. You
exit this form early if you use a bonus action to end it, or if
you are charmed or knocked unconscious. You gain the
following benefits while in your True Form:
If you are smaller than Large, you become Large, along
with anything you are wearing. If there isn’t enough room
for you to become Large, your size doesn’t change.
You gain a +1 bonus to your AC and saving throws.
Whenever you successfully grapple or shove a creature,
they take bludgeoning damage equal to a roll of your Pure
Strength die.
You can use this feature a number of times equal to your
proficiency bonus, and regain any expended uses when you
finish a long rest.
Simmering Fury
Also at 3rd level, hints of your True Form become apparent as
your anger builds. You can add your Strength modifier to any
Charisma (Intimidation) check you make.
Living Weapon
Starting at 7th level, while you are in your True Form, if you
are grappling a creature that is your size or smaller, you can
use them to make an unarmed strike using Strength against
another creature. If you hit the target creature, they take the
unarmed strike's damage as normal, and the grappled
creature takes bludgeoning damage equal to a roll of your
Pure Strength die.
Mighty Roar
At 14th level, whenever you enter your True Form, you can
unleash an ear-shattering roar that forces each creature
within 10 feet of you to make a Constitution saving throw
against your power save DC if they can hear you. On a failed
save, creatures take thunder damage equal to a roll of your
Pure Strength die, and are deafened and stunned until the
start of your next turn.
Seismic Slam
At 18th level, if you are grappling a creature while you are in
your True Form, you can use an action on your turn to
repeatedly slam the creature into the ground in a fit of rage.
When you use this ability, the grappled creature must make
either a Strength or Dexterity saving throw against your
power save DC (the target chooses which).
On a failed save, the creature takes 10d10 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. In either case, you stop
grappling the creature afterward.
Once you use this feature, you must complete a long rest
before using it again.
Watercolor Stain 16 ONE PIECE - D vs D
Artist: flamableconcrete Artist: InHyuk Lee
7
A Homebrew Class for DND 5e by u/Tandra_Boy
Vigilante
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 do your
best work when you stick to the shadows and stalk your foes.
You gain the following benefits:
You can use a bonus action to take the Hide action during
your turn.
You have advantage on attempts to grapple creatures
while you are hidden from them.
You can grapple creatures without making any noise that
would alert others.
You can prevent creatures you are grappling from
speaking or performing the verbal components of spells if
they are your size or smaller.
Chokehold
Also at 3rd level, whenever a creature you are grappling
makes an ability check, you can use your reaction to tighten
your grip on them. This imposes disadvantage on the
creature's roll and deals bludgeoning damage to them equal
to a roll of your Pure Strength die if they fail the check.
No Escape
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 attempt to
catch them, allowing you to use half of your movement speed
to go directly to the creature and attempt to grapple or shove
them without provoking opportunity attacks.
You can use any type of movement to reach 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.
Any creatures you are currently grappling break free of your
grapple when you use this feature.
Ominous Stare
At 14th level, you can strike fear into the hearts of your foes
once you grab hold of them. Whenever you successfully
grapple a creature, you can force them to make a Wisdom
saving throw against your power save DC by looking into
their eyes. The creature automatically succeeds on this
saving throw if they cannot see you.
On a failed save, the creature is frightened by you until they
escape from your grapple. You can also use a bonus action on
your turn to end the effect early.
Once you attempt to frighten a creature this way, you
cannot target them with this feature again until you complete
a long rest.
No Mercy
At 18th level, your conviction and ferocity make you
absolutely relentless. Once per turn when you successfully
grapple or shove a creature, you can immediately target the
creature with a single unarmed strike using Strength as part
of the grapple or shove if they are within your reach.
Q (Practice) Watercolor Stain 14
Artist: Zhihui Su Artist: flamableconcrete
8
A Homebrew Class for DND 5e by u/Tandra_Boy
Super Soldier
You discovered your powers during a time of strife and
carried them with you into battle. Learning how to wield your
powers and a weapon at the same time wasn't easy. Now that
you're acquainted with both, your training shines through.
Battle Ready
When you choose this manifestation at 3rd level, your
wartime training allows you to combine combat expertise
with sheer might. You gain the following benefits.
Weapons of War. Choose two types of weapons to be your
weapons of war. Each of these weapons can be any simple or
martial weapon that lacks the reach and special properties.
You gain proficiency with these weapons if you don’t already
have them. Any empowered ability that applies to unarmed
strikes you make using Strength also applies to attacks you
make using a weapon of war, so long as you use Strength as
the ability modifier for the attack. You can choose an
additional weapon of war when you reach 7th, 14th, and 18th
level in this class.
Guardian of Steel. You gain proficiency with heavy armor.
While you are wearing heavy armor, you can gain the benefits
of your Pure Strength.
Power Shot. You can use Strength instead of Dexterity for
the attack and damage rolls of your attacks with ranged
weapons of war.
Sundering Strike
Also at 3rd level, you can shatter swords and splinter shields.
Once per turn when you hit a creature with an attack using a
weapon of war, you can deal damage equal to a roll of your
Pure Strength die to one weapon, shield, or set of armor the
creature is wielding, wearing, or carrying. This damage is of
the same type as the weapon used for the attack.
Shield of War
At 7th level, you know that the best offense is a good defense.
You gain proficiency with shields, and can gain the benefits of
your Pure Strength while wielding a shield. Shields also
count as weapons of war for you, allowing you to treat them
as simple melee weapons that deal bludgeoning damage
equal to a roll of your Pure Strength die. You can also use
shields as thrown weapons with a short range of 60 feet and
a long range of 120 feet. On a successful thrown hit, your
shield will bounce back to your hand. Finally, you can doff a
shield by throwing it and can don a shield by catching it.
Stalwart Defender
By 14th level, friendly creatures can treat you as three
quarters cover if you are wearing heavy armor, or full cover if
you are both wearing heavy armor and wielding a shield.
Additionally, you can ignore the armor restrictions on
Astounding Powers like Aquatic Nature, Cling Grip, or Flight.
Offensive Parry
At 18th level, you can strike preemptively when attacked.
Whenever a creature within 5 feet of you targets you with a
melee attack, you can use a reaction to target them with a
melee attack with a weapon of war before they make their
attack roll. If your attack hits, the creature's attack misses.
Watercolor Stain 16 A Knight flying over the city.
Artist: flamableconcrete Artist: Kenkai Kotaki
9
A Homebrew Class for DND 5e by u/Tandra_Boy
Astounding Powers
If an astounding power has prerequisites, you must meet Daredemon
them to learn it. You can learn the power at the same time Prerequisite: 13th level
that you meet its prerequisites. A level prerequisite refers to You gain 10 feet of Tremorsense, and 5 feet of Blindsight.
your level in this class. If an astounding power grants a spell Demolisher
casting, that casting does not require a spell slot. You gain proficiency with improvised weapons and can use
Aftershock your Pure Strength die in place of the normal damage die you
As an action on your turn, you can create a shockwave in would use for an improvised weapon. When you throw
front of you by punching the air. Creatures within a 15-foot objects as improvised weapons, they have a short range of 60
cone in front of you must make a Dexterity saving throw feet and a long range of 180 feet.
against your power save DC if they are your size or smaller. Destiny
On a failed save, creatures are pushed 5 feet away from you. Prerequisite: 5th level
Aquatic Nature You can add your Strength modifier to your initiative rolls.
Prerequisite: 5th level Elasticity
While you are not wearing medium or heavy armor, you can Prerequisite: 5th level
breathe underwater and gain a swimming speed equal to Whenever you make an unarmed strike using Strength on
your walking speed. You can also cast Speak with Animals at your turn, your reach for it is 5 feet greater than normal. Your
will, but only to speak with beasts that have a swim speed. reach for grasping objects also increases by 5 feet.
Arcane Synesthesia Fanclub
You can cast Detect Magic at will, without using components. Whenever you interact with a non-hostile NPC for the first
Barehanded Block time, the DM must roll a d20. On a roll of 20, the NPC
Prerequisite: 5th level recognizes you and is a fan of your exploits, and you have
If a creature hits you with a melee attack while you are advantage on all Charisma checks against them until they
unarmed, unarmored, and are not wielding a shield, you can have a reason to dislike you.
use a reaction to add your Strength modifier to your AC for Fixation
that attack, potentially causing the attack to miss you. Prerequisite: 9th level
Boring Monologue You can fixate your willful intent on a creature you can see
You can cast Charm Person as a 1st level spell, using within 30 feet of you as a bonus action. For 1 minute, so long
Charisma as your spellcasting ability. Rather than viewing as you do not damage creatures other than the target, you
you as a friendly acquaintance on a failed save, the target will resist bludgeoning, slashing, and piercing damage from the
admit that they are swayed by your reasonable line of target. Once you use this power, you can’t use it again until
thinking. Once you use this power, you can’t use it again until you finish a short or long rest.
you finish a short or long rest. Flight
Burst Energy Prerequisite: 9th level
Prerequisite: 13th level While you are not wearing medium or heavy armor, you gain
Whenever you succeed on a Strength or Dexterity saving a flying speed equal to your walking speed. You choose how
throw, you gain temporary hit points equal to a roll of your this flight works when you gain this power. You can grow
Pure Strength die. wings, levitate naturally, shoot energy out of your feet or
palms, or any other innate way to fly.
Cling Grip
Prerequisite: 5th level Frost Breath
While you are not wearing medium or heavy armor, you gain You can use an action on your turn to exhale a breath of frost.
a climbing speed equal to your walking speed and can move Each creature within a 15-foot cone in front of you must
up, down, and across vertical surfaces and upside down make a Constitution saving throw against your power save
along ceilings, while leaving your hands free. 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.
Clothesline Within this cone, flames are extinguished and water is frozen
Prerequisite: 13th level if there are no creatures in it.
If a creature you can see within 5 feet of you misses you with Healing Factor
an attack, you can use a reaction to attempt to shove them. Prerequisite: 13 level
Courage You regain 1d6 Hit Points every 10 minutes, provided that
Prerequisite: your race is smaller than medium in size you have at least 1 hit point. If you lose a body part, the
You count as one size larger for the purpose of grappling or missing part will regrow and return to full functionality after
shoving creatures. 1d6 + 1 days if you have at least 1 hit point the whole time.

10
A Homebrew Class for DND 5e by u/Tandra_Boy
Immortal Spirit Maximum Effort
When you dream or meditate, you can access the memories Whenever you make a Strength check or Strength saving
of empowered beings that came before you. The DM rolls a throw, you can replace whatever value you roll on the d20
d20 to determine the quality of the visions you receive, with a value equal to your Constitution modifier + half of your
ranging from vague symbolism on a roll of 1, to crucial empowered level, rounded up.
information on a roll of 20. At the DM's discretion, you might
receive visions from one empowered being in particular, and Mistcrawler
that being might even speak to you directly. Prerequisite: 5th level
You can cast Misty Step without using verbal components.
Immovable Object Once you use this power, you can't use it again until you
Prerequisite: 5th level complete a short or long rest.
You can use an action to begin concentrating on this power
(as if concentrating on a spell). For 1 minute while you Night Vision
maintain concentration and do not move, you cannot be You can see normally in darkness, both magical and
moved against your will by creatures no more than one size nonmagical, to a distance of 120 feet.
larger than you. Once you use this power, you can’t use it
again until you finish a short or long rest. Orbital Toss
Prerequisite: 5th level
Impact Force While you are grappling a creature of your size or smaller,
Whenever you successfully shove a creature, you can choose you use a bonus action to throw the creature 30 feet in any
to both push the creature 5 feet away from you and knock direction. If the creature impacts an obstacle as part of this
them prone, rather than choosing to do one or the other. movement, they stop moving, are knocked prone, and must
succeed on a Constitution saving throw against your power
Instinctive Reflexes save DC to avoid being stunned until the end of your next
Prerequisite: 13th level turn. If the creature isn't on a solid surface or liquid that can
You get this strange, tingling feeling when danger is near. support it by the end of this movement, it falls, taking damage
Whenever you are subjected to an effect that allows you to as normal and landing prone. Once you use this power, you
make a Strength or Dexterity saving throw, you can use a can’t use it again until you finish a short or long rest.
reaction to gain advantage on the roll.
Perfect Landing
Intangibility Prerequisite: 9th level
Prerequisite: 9th level You can use your reaction when you fall to reduce any falling
You can alter your own density as an action, allowing you to damage you take by an amount equal to five times your
walk through creatures and solid objects as though they were empowered level.
difficult terrain until the end of your turn. If you end your turn
in an occupied space, you are shunted into the nearest Persona
unoccupied space, and take force damage equal to twice the You gain one of the following personas of your choice:
number of feet you were forced to move. Once you use this Detective. You gain proficiency in the Investigation and
power, you must complete a short or long rest to use it again. Perception skills.
Dramatic. You can cast the Thaumaturgy cantrip, and
Keen Vision gain proficiency in Performance.
You can see up to 1 mile away with no difficulty, able to Heroic. You gain proficiency in the Insight and
discern even fine details as though looking at something no Persuasion skills.
more than 100 feet away from you. Villainous. You gain proficiency in the Deception and
Intimidation skills.
Laser Eyes
You can cast Fire Bolt from your eyes using Constitution as Plot Armor
your spellcasting ability and without using components. Prerequisite: 9th level
Whenever you cast Fire Bolt this way, you can choose to have When you are reduced to 0 hit points but not killed outright,
it deal either fire damage or radiant damage. 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.
Launching Maneuver
Prerequisite: 5th level Propulsive Critical
You can leap tall castles in a single bound. As a bonus action Prerequisite: 5th level
while on the ground to propel yourself 30 feet in a straight When you score a critical hit with an unarmed strike using
line in any direction, leaving a small crater where you were Strength, you can push the target back 10 feet and knock
standing. If you impact a creature during this movement, you them prone if they are no more than one size larger than you.
can attempt to grapple them as part of the same bonus
action. If you successfully grapple the creature, you continue Pure of Heart
moving with the creature in tow, and without having your Prerequisite: You do not have the Valiant Soul power
speed reduced by the grapple. Once you use this power, you You have advantage on checks and saving throws you make to
can’t use it again until you finish a short or long rest. avoid or end the charmed condition on yourself.

11
A Homebrew Class for DND 5e by u/Tandra_Boy
Pure Smite Unbreakable
Prerequisite: 9th level Prerequisite: 13th level
You can add a roll of your Pure Strength die when Bludgeoning, piercing, and slashing damage that you take
determining the extra damage for a critical hit with an from nonmagical attacks is reduced by 3.
unarmed strike using Strength.
Unstoppable Force
Quipping Expertise Prerequisite: 9th level
You can cast Vicious Mockery, using Charisma as your You can use an action to concentrate on this power (as if
spellcasting ability. concentrating on a spell). For 1 minute while you maintain
concentration, your movement speed cannot be reduced
Rending Strength below 5 feet unless you are incapacitated or killed, and you
You can use an action to instantly crush, bend, break, or snap cannot be grappled, restrained, or paralyzed. Once per turn
an object within your grasp that is made of nonmagical while using this power, you can push a creature 5 feet away
materials. For larger objects, you destroy a portion of the from you just by walking into them if they are no more than
object no larger than a 5-foot cube. Once you use this power, one size larger than you. Once you use this power, you can’t
you can’t use it again until you finish a short or long rest. use it again until you finish a short or long rest.
Secret Identity Unyielding
You have created an alter ego that includes documentation, You can cast the Heroism spell on yourself, using
established acquaintances, and disguises that allow you to Constitution as your spellcasting ability. Once you use this
assume that persona. You can adopt this alternate identity as power, you must complete a short or long rest to use it again.
a disguise, and other creatures believe you to be that person
until given an obvious reason not to. Inexplicably, you can don Valiant Soul
or doff your alter ego instantly, but only if no one can see you. Prerequisite: You do not have the Pure of Heart power
You have advantage on checks and saving throws you make to
Shattershock avoid or end the frightened condition on yourself.
As an action on your turn, you can create a shockwave
around you by punching the ground at your feet. Creatures Vice Grip
within 5 feet of you must make a Dexterity saving throw Prerequisite: 9th level
against your power save DC if they are your size or smaller. Grappling creatures that are your size or smaller no longer
On a failed save, creatures are pushed 5 feet away from you. reduces your movement speed.
Sidekick Violence
Prerequisite: 5th level Whenever you roll for initiative, you gain temporary hit points
As an action, you can designate one friendly creature you can equal to half of your empowered level, rounded up.
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 Whisper Rumor
half of an instance of damage dealt to the other. Once you You can cast Command as a 1st level spell, using Charisma as
choose a sidekick, you can't choose a new one until you finish your spellcasting ability. Once you use this power, you cannot
a long rest, and you can only have one sidekick at a time. use it again until you complete a short or long rest.
Thick Skin Wild Leap
Prerequisite: 9th level You only need to run 5 feet to make a running long or high
Whenever you are subjected to an effect that allows you to jump. The distance you cover with a running jump increases
make a Dexterity saving throw to take only half damage, you by a number of feet equal to your Constitution modifier.
can make a Strength saving throw instead.
Wolven-Claw
Timeless Body Prerequisite: 5th level
Prerequisite: 13th level You can extend or retract claws from your fingertips or from
For every 10 years that pass, your body ages by only 1 year. between your knuckles as a bonus action. While you have
You are also immune to disease and poison. these claws extended, your unarmed strikes deal slashing
damage, and you gain a +2 bonus to damage rolls for them.
Tireless
Prerequisite: 13th level X-Ray Vision
Whenever you finish a short rest, your exhaustion level, if any, Prerequisite: 9th level
is decreased by 1. 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
Translucent you don’t already have it. This special sight lasts for 1 minute
Prerequisite: 9th level or until your concentration ends (as if you were concentrating
When you are in an area of dim light or darkness, you can use on a spell). During that time, you perceive objects as ghostly,
your action to become invisible until you move or take an transparent images. Once you use this power, you can’t use it
action or a reaction. again until you finish a short or long rest.

12
A Homebrew Class for DND 5e by u/Tandra_Boy
Version 3.1 Changelog
This update is all about simplicity! There is a new
Empowered Extras document, which contains additional
subclasses, powers, magic items, character options, etc. This
means the main document is more digestible.
Class Changes
True Potential is back, replacing Propulsive Critical. It
has been modeled after a Bear Totem feature. People
missed the doubled carrying capacity and were not
satisfied with the randomness of the knockback.
Haymaker can now push creatures 5 feet. You might not
be able to knock a tarrasque prone, but you can drive it
back regardless of its size.
Never Say Die revised to be more powerful. Essentially,
you can treat death saves as Con saves. You still have to
roll them, so you can fail on very low rolls or rolls of 1, but
it's hard to kill an Empowered.
Subclass Changes
Conduit: You can now glow by default. Beam sculpting
now uses a saving throw instead of attacks, and deals
slightly more damage if your beam is charged.
Speed Demon: Instead of being able to push creatures
with super speed, you now no longer provoke opportunity
attacks while using it. Quick Dodge was renamed to Bullet
Time, and now applies to ranged and melee attacks.
Titan: Some people were worried about the AC bonus
being too tanky. I'll admit that it can be a bit much if you
combine it with rage. Instead of a +2 bonus to your AC, it's
a +1 bonus to your AC and saving throws.
Super Soldier: Soldier On has been replaced with a new
feature that allows you to count as full over while wearing
heavy armor and wielding a shield, plus it lets you use
powers like Flight even while wearing heavy armor.
Power Changes
Several subclass-specific powers have been integrated
into their subclasses. The other subclass-specific powers
have become part of the expanded document. This way,
you don't get bogged down by reading powers you cannot
choose whenever you go over the list.
Added: Intangibility, Propulsive Critical
Removed: Judgement, Nameless, True Potential
Revised: Barehanded Block, Frost Breath, Healing Factor,
Plot Armor, Quipping Expertise, Unyielding, Violence
Renamed: Collateral Damage (Demolisher), Harrowing
Vision (Night Vision), Youth Eternal (Timeless Body)
Extended Version
If you like this class, check out the extended document, which
contains 3 more subclasses, subclass-specific powers,
character options, magic items, and more! Check it out here:
Empowered Extras

You might also like