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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
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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
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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.
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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.
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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