*watch my hero academia or Superman*
A magical book grants special power. After the power is granted the book fades into non-existence. The powers effects ones own life and is something that grows with the player. Choose one of the following powers, or choose 1 at random. 1) Speedster, +5 speed 2) Super Strength, +1 str 3) Time Manipulator, +1 int 4) Pyromancer, fire immunity 5) Icemancer, ice/water immunity 6) The Durable, +1 AC 7) Telekinese, arcana proficiency, arcana +1, levitate at will. 8) The Summoner, animal handling proficiency, tools of your choice proficiency, 1 language of your choice.
SPEEDSTER-
lv 1) Fast Hands. Your AC while not wearing armor is 10+Dex+prof.
lv 2) Fast Feet. You can take the dash action as a bonus action.
lv 3) Fast Fists. Extra Attack
lv 4) stat bonus/feat
lv 5) Speed increases by 5 ft.
lv 6) Fast Escape. You can disengage as a bonus action.
lv 7) Fast Reflex. When an enemy hits you for more than 1 damage, you can use your reaction to make an unarmed attack.
lv 8) stat bonus/feat
lv 9) Speed increases by 5 ft.
lv 10) Anticipation. When an enemy you can see makes an attack on you, you can use your reaction to dodge the attack and cause it to miss automatically. You can only use this feature once per enemy per long rest.
lv 11) Faster Feet. After you move more than 20 feet, your ac increases by 2 for the next attack.
lv 12) stat bonus/feat
lv 13) Speed increases by 5 ft.
lv 14) Faster Hands. When you attack with an unarmed attack, you can move up to half your movement speed.
lv 15) Faster Fists. When you take the attack action, and attack with an unarmed attack you can attack an additional time. [ie: You attack with extra attack = 2 hits. Each attack is unarmed. You attack 4 times. 2 from extra attack and 1 more per.]
lv 16) stat bonus/feats.
lv 17) Faster Escape. You do not need to disengage.
lv 18) Fastest Fist. Your unarmed attacks deal additional damage equal to your speed / 10. You crit on a 19 or 20.
lv 19) Unslowed. Your movement cannot be slowed. You cannot be stunned, but you can be paralyzed.
lv 20) speed increases by 5 ft. When you dash, you can move an additional 30 feet. The anticipation feature resets every short rest.
SUPER STRENGTH-
lv 1) If you are not large, you are now. Advantages on Grapple Checks.
lv 2) Advantages on strength checks/saving throws.
lv 3) Extra attack. You have advantages on all unarmed attacks.
lv 4) stat bonus/feat
lv 5) Heavy Hitter. Your unarmed attacks now deal an additional 2 points of damage.
lv 6) Crush. When you successfully use the grapple action, you can roll a d6. (1-3: deal damage = 2x str mod. 4-5: deal 9 bludg. dmg. 6: deal 15 dmg)
lv 7) Armored Strength. You do not receive penalties from heavy armor.
lv 8) stat bonus/feat
lv 9) Difference in size. All creatures smaller than you automatically fail grapple checks.
lv 10) Grappler. When you succeed on a grapple action, you can make an attack action as well (for free).
lv 11) Crush. (1-2: Deal dmg = 2x str. 3-4: deal 9 bludg. dmg. 5-6: an object in the grapple is destroyed. Any creature in the grapple takes 20 bludg. dmg)
lv 12) stat bonus/feat
lv 13) Heavy Hitter. Your unarmed attacks now deal an additional 5+str points of dmg.
lv 14) Practiced Strength. Your strength cannot be lowered. +1 str.
lv 15) Crush. (1: dmg = 2x str. 2-3: deal 10 bludg. dmg. 4-5: objects are destroyed. Creatures take 15 dmg. 6: 25 dmg.
lv 16) stat bonus/feat.
lv 17) When you roll initiative, you gain temp hp = 4x your strength mod.
lv 18) Heavy Hitter. Your unarmed attacks now deal an additional 12+str points of dmg.
lv 19) Crush. (1: dmg = 2x str. 2: dmg = 12. 3: dmg = 15. 4: dmg = 20. 5: dmg = 25. 6: dmg = 30 and the target is knocked unconscious.
lv 20) Steel Muscles. Your strength mod is doubled.
Time Manipulator-
lv 1) Speedy Recovery. You gain full dice value of health when short/long resting.
lv 2) Time to think. You gain advantages on initiative, arcana, and insight rolls.
lv 3) Time to act. You gain advantages on dexterity checks that occure in your sight.
lv 4) stat bonus/feat
lv 5) Time of peace. You have 3 "Time Points" These can be used for other things at the end of the list.
lv 6) Time to think. You gain advantages on survival, perception, and investigation checks.
lv 7) Time to act. You gain advantages on all tool checks.
lv 8) stat bonus/feat.
lv 9) --- not this time.
lv 10) Time of peace. You have 6 Time points.
lv 11) Time to act. Your unarmored AC = 12+arcana.
lv 12) stat bonus/feat.
lv 13) Wisdom over time. When you use the reroll feature you can add 2 to that roll.
lv 14) Time to think. You gain advantages on performance, nature and history.
lv 15) Time of peace. You have 9 Time points.
lv 16) --- not this time.
lv 17) Speedy Recovery. Your time points recover every short rest.
lv 18) When you roll a 17 or higher you can choose to fail/miss. If you do, you can save that number and use it as a replacement for a lower roll later.
lv 19) Time of peace. You have 12 Time points.
lv 20) Passing Time. You have advantages on all rolls. Your proficiency is increased by 2.
==================TIME POINTS====
time points reset every long rest and requires a bonus action unless stated.
1pt) reaction- use a point to reroll a missed attack.
2pts) reaction- use to reroll an allies failed/missed roll.
3pts) recover hp = 4x your proficiency.
1pt) guarantee hit on next unarmed attack.
4pts) negate the next attack that hits you.
4pts) remove all aliements on you or an ally, like it never even happened.
5pts) appear in someones memories as you go back in time for 1 hour.
5pts) see the next attack by going into the future. All attacks for the next 2 rounds are at disadvantage/ reguardless of circumstances.
10pts) go back in time and use the money you never had to purchase one item from a vendor you know that has a cost of 3000g or cheaper.
3pts) reroll an enemy's roll.
2pts) move up to 30 feet.
4pts) attack an additional time.
10pts) save this point in time in thought. You can only have 1 point in time to "save." You can spend 10 hp and 10 more points to travel to this time for 3 hours. The past/present in not effected otherwise. ie: you can poison someone and they will die, but you cannot deposit money into the bank or steal an item that is already in use during the present. Logical sense of time must remain.
FIRE/ICE MANCER-
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Durable-
lv 1)Tanky: Your unarmed attacks deal damage equal to your ac/3 rounded down.
lv 2)Beefy: You gain an additional 5 max hp.
lv 3)Reflect: When you are hit by a melee attack, you can use your reaction to appose disadvantage on the next attack against you this round.
lv 4) stat bonus/feat.
lv 5)Guard: When an ally is hit by a melee attack and is within 10 feet, you can use you reaction to redirect the attack to you, taking the damage instead.
lv 6)Tanky: Your unarmed attacks deal damage equal to your ac/2 rounded down.
lv 7)Beefy: You gain an additional 5 max hp.
lv 8) stat bonus/feat.
lv 9) Regen: When you are hit by an attack, you can spend 15 hp now to gain 5*con mod hp at the start of your next turn. You can only use this feature once per long rest.
lv 10) Enduring: You gain immunity to poisons and diseases. You have no penalties for wearing heavy armor.
lv 11)Tanky: Your unarmed attacks deal damage equal to your ac/2 rounded down + 5.
lv 12) stat bonus/feat.
lv 13) Beefy: You gain an additional 7 max hp.
lv 14) Outlasting: If you have been hit by an enemy and has dealt damage to the same enemy, you can mark that enemy. A marked enemy takes additional damage equal to half your ac.
lv 15) Steel Armor: Your ac is increased by 2 when not using a shield.
lv 16) stat bonus/feat.
lv 17) Tanky: Your unarmed attacks now deal damage equal to your ac + 5.
lv 18) Beefy: Your max hp is increased by your con mod + 7.
lv 19) Enduring: You take 1 less damage from all sources and can choose not to age.
lv 20) Outlasting: The regen feature resets every short/long rest. You can choose to loose x life to deal x damage to a marked enemy when you successfully land an attack. You are full healed every short rest.