The Superhero
Vigilant Protectors
While all fighters are known for strength and courage, the archetypal superhero distinguishes themselves not only through uncanny powers with strange origins, but by a central trait that unites them all: compassion. Fighters of other specialties and training may match the superhero in strength, but can never equal or surpass the superhero's determination to protect those who cannot protect themselves.
Subclass Features
Heroic Build
3rd-level Superhero feature
Your powerful presence and innate senses can ensure success in your investigations and feats of strength. You gain proficiency in two of the following skills of your choice: Athletics, Intimidation, Perception, or Persuasion.
At 10th level, your proficiency bonus is doubled for the skill proficiencies you select for this feature.
Heroic Ideal
3rd-level Superhero feature
You have powers and abilities far beyond those of normal adventurers. You decide on their origin and how they affect you, as well as their nature. Choose one of the three options below. The choice you make for this feature is used by features you gain later.
Incredible
Your power lies in otherworldly abilities, which put you far above most of those around you. While you are not wearing heavy armor, you gain the following benefits:
- Immediately after you move at least 20 feet in a straight line toward a creature, the first melee attack you make against it deals an additional die of the attack's type if it hits.
- You can use a bonus action on your turn to take to the skies, immediately before or after you take the Attack action on your turn. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. This movement increases by 10 feet at 10th level, and an additional 10 feet at 18th level.
Invincible
Your power lies in your durability, which far outlasts most of those around you. While you are wearing heavy armor, you gain the following benefits:
- Your hit point maximum increases by an amount equal to your fighter level. Whenever you gain a fighter level thereafter, your hit point maximum increases by an additional 1 hit point.
- As a bonus action, you can focus yourself to gain a +1 bonus to AC for up to 1 minute. This bonus increases to +2 at 10th level and +3 at 18th level.
Unstoppable
Your power lies in your mobility, which far exceeds that of most of those around you. While you are not wearing heavy armor or wielding a weapon with the heavy property, you gain the following benefits:
- When a creature misses you with an attack roll, you can use your reaction to move up to half your speed without provoking opportunity attacks.
- Your speed increases by 10. It increases by an additional 10 feet at 10th level, and an additional 10 feet at 18th level.
Higher, Further, Faster
7th-level Superhero feature
Your heroic ideal propels you to greater power depending on your chosen type.
Incredible
When you take the Attack action on your turn, you can replace one of your attacks with a blast of extreme heat or extreme cold. The DC for these attacks is equal to 8 + your Constitution modifier + your proficiency bonus.You can use this attack a number of times equal to your proficiency bonus and regain all expended uses when you finish a short or a long rest.
- Heat attack. Your heat attack is a 60-foot line that is 5 feet wide. Each creature in the area must make a Dexterity saving throw against your save DC or take 3d10 fire damage.
- Cold attack. Your cold attack is a 30-foot cone. Each creature in the area must make a Constitution saving throw against your save DC or take 3d10 cold damage.
Invincible
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, and you have advantage on strength checks to push, drag, and lift objects. Additionally, while your focused bonus to AC is active, you can choose to gain advantage on an ability check or saving throw. You can do this a number of times equal to your proficiency bonus and regain all expended uses when you finish a short or a long rest.
Unstoppable
You can Dash as a bonus action a number of times equal to your proficiency bonus and regain all expended uses when you finish a short or a long rest. When you Dash in this way, attack rolls against you have disadvantage until the start of your next turn.
Defenders of the Innocent
10th-level Superhero feature
Your abilities empower to protect those around you. As an action on your turn, you can enter a state of heightened protection that lasts for 1 minute, until you choose to end it early as a bonus action, or you are incapacitated. Until this state ends, the following benefits are true:
- You cannot take the Attack action.
- Attack rolls against creatures you choose which you can see within a radius of you equal to half your speed have disadvantage.
- When an creature's attack has disadvantage in this area and still hits, that creature takes force damage equal to your Fighter level + your Constitution modifier.
Mighty
15th-level Superhero feature
Your powers and abilities approach their peak. You gain new benefits depending on your chosen type.
Incredible
As an action, you can fly up to twice your speed, and can move through another creature's space while doing so. Each creature whose space you fly through during this action must make a Constitution saving throw against the same DC as your heat and cold attacks or take 4d12 bludgeoning damage and be moved up to 15 feet in a direction of your choice. On a successful save, the creature takes half as much damage and is not moved. This damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Once you have used this action, you cannot do so again until you finish a long rest.
Invincible
As an action, while your focused bonus to AC is active, you can throw an object you are holding, is within 5 feet of you, or a creature you have successfully grappled as if affected by the catapult spell cast using a 1st-level spell slot. The damage increases by 1d8 for each size category above medium of the object or creature thrown.
Once you have used this action, you cannot do so again until you finish a long rest.
Unstoppable
You gain one additional reaction each round, and can make a melee weapon attack as a bonus action once on each of your turns.
Worthy
18th-level Superhero feature
Your power defies expectations and limitations. You can spend 10 minutes in a meditative state, during which you are blinded, deafened, and incapacitated, to exchange your chosen heroic ideal for another heroic ideal offered by this class. Once you have done so, you cannot do so again for 1d6 days.
You also gain additional benefits depending on your chosen heroic ideal.
Incredible
You gain a permanent flying speed equal to double your walking speed.
Invincible
Your maximum hit point increase from your 3rd-level feature increases to 2 hit points per fighter level now and when you gain levels in this class thereafter.
Unstoppable
The movement from your 3rd-level feature when an attack misses you no longer requires your reaction.