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Warrior Superhuman Talents

Strength

Iron Grip

  • You can wield two-handed weapons in one hand without penalty. If wielding a weapon in two hands, add +1 damage die to its damage once per turn.
  • You gain advantage on grapple checks
  • You cant be disarmed
  • You can grapple creatures up to two sizes larger than you. While grappling a creature, it has disadvantage on attack rolls against anyone but you.
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    God of Destruction

  • When you jump, land, or fall from at least 10 feet, you can create a shockwave. All creatures within 10 feet must succeed on a Dex save (DC 8 + Proficiency + Str mod) or be knocked prone.
  • You can destroy objects of stone or less strength, or bend and warp metal with your body
  • You can use your bonus action to shatter an area of ground around you in a 10 foot radius and turn it into rough terrain
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    Titan Strength

  • You have advantage on Strength checks to break, bend, or force open objects—even those deemed unbreakable by normal means.
  • You gain proficiency in athletics, or double proficiency if you are already proficient
  • You can throw things twice the distance
  • Your carrying capacity doubles
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    Terrifying

  • You are able to use your strength for intimidation checks
  • On a successful hit you can use your bonus action to impose fear upon your the target. The target must succed on a DC 8 + Proficiency + Str mod wisdom save or become frightened of you until your next turn
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    Dexterity

    Wall Walker

    You can stand and move on vertical surfaces and ceilings as if they were flat ground.  

    Perfect Evasion(2/day)

    When you succeed on a Dexterity saving throw to take half damage, you instead take no damage. When you fail such a save, you take half damage.  

    Mirage

    You become immune to attacks of opportunity, and once per round when a creature misses you, you may move 15 feet as a free reaction.  

    Malleable

  • You can pick locks, tie knots, or disarm traps without tools as long as you can touch the object. You are considered proficient in Thieves' Tools, even if you lack them.
  • Your body is able to contort in unnatural ways, or become almost ethereal to move through areas as narrow as the crack under a door
  • You gain proficiency in sleight of hand, or double proficiency if you are already proficient
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    Traceless

  • Your footsteps and any other actions that would otherwise make minimal sound become silent
  • Dim light becomes like darkness, and darkness makes you invisible
  • You gain proficiency in stealth or double proficiency if you are already proficient
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    Agile

  • You gain proficiency in acrobatics, or double proficiency if you are already proficient
  • Your speed increases by 10
  • You gain advantage on avoiding and escaping grapple checks, and enemies are unable to have advantage against you
  • Your jump distance doubles
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    Constitution

    Immovable

  • You cannot be moved against your will and are immune to the prone condition
  • You can use your reaction to reduce damaged taken by an amount equal to your proficiency
  • If you drop to 0 hitpoints you can roll a D6. on a 5 or a 6 you instead drop to 1 hitpoint
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    Ineffable Body

  • You can hold your breath for 30 minutes, sleep only 2 hours per long rest, and do not suffer exhaustion from forced marches or carrying weight.
  • You do not need to eat or drink to survive. You age at one-tenth the normal rate. You may reduce one level of exhaustion per short rest.
  • You are immune to poison damage and the poisoned condition. You automatically succeed saving throws against ingested toxins, alcohol, and disease.
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    Intelligence

    Combat Analyst

    As a bonus action, you may mark one creature you can see. For 1 minute, you know:
  • Its current HP (rounded to nearest 5),
  • Damage vulnerabilities/resistances (non-magical),
  • Whether it has Legendary Actions or resistances (if any).
  • Usable Proficiency bonus per long rest.
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    Tactician

  • As a bonus action, you and up to 2 allies can immediately move up to 10 feet without provoking opportunity attacks.
  • As a free action on your turn you can swap the places of two creatures on the initiative board
  • Once per short rest as a bonus action you can swap places in combat with an ally of your choice
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    Wisdom

    Danger Sense

  • You cannot be surprised, and have advantage on Initiative checks.
  • Additionally, your Passive Perception is increased by +5.
  • You can sense hostile intent. You are aware of any creature within 30 feet that intends to do harm, even if hidden or invisible.
  • This does not reveal their exact location, only their presence.    

    Heightened Awareness

  • Your vision is as acute as you were looking through a telescope
  • You become aware of minor vibrations around you, giving you the benefits of blind-sight up to 30 feet
  • Your hearing becomes acute enough to hear a pin drop in another room
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    Body Trance

  • You become immune to the effects of stunned, paralyzed or blinded
  • Once per short rest you can use your bonus action to recover a number of Vitality Points equal to your proficiency
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    Charisma

    Battle Aura

  • When combat begins, all allies within 10 feet of you gain temporary hit points equal to your Charisma modifier + Warrior level.
  • Usable once per short rest.
  • Additionally anyone within 10 feet of you is immune to fear and charm
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    Irresistible Challenge

  • As a bonus action you can force an enemy to focus on you. If they attack anyone besides you, they do so with disadvantage. This ability end at the beginning of your next turn
  • You gain +2 AC against an opponent you challenge

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