X-Men Character Builds
Play your favorite Marvel comic book characters the X-Men with these quick 3rd-level builds. These characters are good for people new to D&D because they can choose characters that they resonate with, without having to make a lot of decisions.
Each build uses the point buy for ability scores and lists recommended decisions for features selections through 3rd level. These make great ally characters or fun NPCs in a superhero one-shot adventure.
Each player also has an uncommon magical item appropriate to their character.
These will feel like brand new heroes just exploring their powers. The the Avengers and X-men we see in moves are like 20th level (or God-tier). But playing new characters is fun, too!
| Character | D&D Interpretation [team role] |
Notable Strengths and Weaknesses | Playability/ Tips |
|---|---|---|---|
| Wolverine | Beast Barbarian [beat down/tank] |
+ lots of HP, temp HP, and recovery + extra claw attack each turn - low mental stats |
Easy: good for new players * in fights, first rage, then shift next turn, if necessary * tank for the team * use short rests to spend hit dice for 2x healing and recovering shifting |
| Jean Grey | Aberrant Mind Sorcerer [utility/controller] |
+ really good spells for heists + coordinate the team telepathically + telekinetically move allies out of danger - low HP |
Medium: okay for new or experienced *stay out of melee! * use quickened spell metamagic for blade ward or to cast a spell and dodge to save your skin * use crossbow, mind sliver or dissonant whispers for damage * spend sorcery points to recover spell slots * short rest and spend a hit die to recover HP and your sorcery points from your bloodwell vial |
| Cyclops | Lunar Sorcerer [blaster] |
+ lots of ways to deal damage + long range - low HP |
Medium: okay for new or experienced * blast away * stay out of melee combat * trade sorcery points for more spells, or twin spells to hit two targets * use your pep talk feature to boost 6 people's HP (can include you) * short rest and spend a hit die to recover HP and your sorcery points from your bloodwell vial |
| Gambit | Soul Knife Rogue [nimble beat down] |
+ lots of combat options + deal sneak attack damage + use pyschic powers to persuade + amazing skills - low Strength and Intelligence |
Med: okay for new or experienced players * take the lead in social interactions * attack enemies near allies for sneak attack damage * throw two charged cards every round * or cast shillelagh and whack for variety * spend psionic dice to boost skill checks * use charm person to really convince people * in a group of many enemies cast thunderclap or thunderwave |
| Mystique | Mastermind Rogue [face/utility] |
+ act as point on heists and infiltrations + change appearance, clothing, and voice at will + tons of skills, tools, and languages + super helpful to allies in combat + decent damage with sneak attack - not a lot of combat variety |
Easy: okay for new players * impersonate enemies' allies to surprise or get past them * deal sneak attack damage by attacking enemies near allies * hide for adv. and sneak attack * use bonus action to help allies to give them adv. |
| Character | D&D Interpretation [team role] |
Notable Strengths and Weaknesses | Playability/ Tips |
|---|---|---|---|
| Nightcrawler | Echo Knight Fighter [striker/ inflitrator] |
+ tons of battlefield versatility + lots of attacks (from multiple locations) + can get past obstacles cleverly - looks like a devil |
Medium/Challenging: running two characters at once * manifest your echo immediately * use your echo to trigger attacks of opportunity * swap with your echo to get past obstacles or out of trouble * action surge and unleash incarnation for lots of attacks (especially when you have advantage to attack) |
| Storm | Storm Sorcerer [controller] |
+ storm powers + useful spells + tons of flavor - low HP |
Medium/Challenging: low HP, handle spell slots and sorcery points * stay out of melee * attack from range * use sorcery points to regenerate spell slots * take a short rest to regenerate sorcery points * use area of effect spells to thwart large groups of enemies |
| Jubilee | Wild Magic Sorcerer [blaster] |
+ random fireworks effects (for better or worse) +immune to mind control + colorful magic - very low AC |
Medium/Challenging: glass cannon * never, never get in melee combat * use cover, go prone, hide * wild magic happens when you use your maximum spell slot, upcast spells, or use sorcery points. * cast blindness/deafness on the big bad and use heightened spell metamagic to impose disadvantage on the save—your team will thank you |
Wolverine
The quintessential bad boy of the X-men with claws that emerge when he enters a rage, Wolverine is arguably the inspiration for the 5e Barbarian Path of the Beast subclass. The build also attempts to capture his other superpower of fast healing, though we miss out of his keen sense of smell. Admittedly we are skimping on Intelligence, Wisdom, and Charisma, leaving this playable character inferior to the actual Wolverine's cunning and flair—just spend inspiration to boost those rolls when necessary.
For his uncommon magic item, we give him Periapt of Healing, to enhance his healing factor. Between the shifting temp HP and Periapt of Healing, Wolverine gains 2d6 temp HP and +1 AC when he shifts to use his claws, and 2x(1d12+3) HP when spending a hit dice.
Character build
Race: Shifter
Class: Barbarian
Background: Soldier
Alignment: Chaotic Neutral
Ability levels (point buy)
- Strength: (7 pts) 8 + 7 + 2 = 16
- Dexterity: (4 pts) 8 + 7 = 14
- Constitution: (9 pts) 8 + 7 + 1 = 16
- Intelligence: (0 pts) 8
- Wisdom: (9 pts) 8 + 4 + 1 = 12
- Charisma: (0 pts) 8 +
Total: 27 pts.
1st level
- Shifting: Beasthide (Werebear)
- Rage, Unarmored defense
2nd level
- Danger Sense, Reckless Attack
3rd level
- Path of the Beast: bestial claws
Notes
- Note that Raging and Shifting are separate bonus actions. Ideally shifting for temp HP is roleplayed as fast healing.
- To beef up the dump stats, choose Human instead of Shifter, or give him Gauntlets of Ogre Power and spend the Str points on the dump stats (we do this for the Avengers Spiderman, Hulk, Thor, and Ironman).
- To actually heal in combat choose bugbear (for claws and reach) and fighter class (for second wind).
- For more "sniffer" flavor, choose Wildhunt instead of Beasthide.
- Take the Tough feat at some point
Wolverine
3rd level Path of the Beast Barbarian
Shifter, Chaotic Neutral
- Armor Class 15 (10 + Con + Dex), 16 while shifted
- Hit Points 35 (3d12 hit dice)
- Speed 30 ft.
- Initiative: +1
- Proficiency bonus: +2
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 8 (-1) 12 (+1) 8 (-1)
Features
Senses Darkvision to 60 ft., Passive Perception: 14
Languages Common, Dwarvish
Saving throws Str +5, Con +5 (adv. on Dex saves) Skills Acrobatics, Athletics, Intimidation Perception, Survival
Proficiencies light/medium armor, shields, simple weapons, martial weapons, playing cards
Actions
Claws +5 to hit 1d6+3(5 while raging) slashing (2 attacks for 1st attack action)
Greatsword +5 to hit 2d6+3(5) slashing (in case run out of shift actions)
Javelin (qty 4) (30/120) +5 to hit 1d6+3 piercing
Hand Axe (qty 2)(20/60) +5 to hit 1d6+3(5) slashing
Bonus Actions
Rage 2/day, +2 melee dmg, adv. on Str checks, resistance to bludgeoning, piercing, and slashing damage for 1 minute
Beasthide Shifting (1/rest) 2d6 temp HP, +1 AC
Equipment Periapt of Healing (double HP recovered from hit dice), explorer's pack, playing cards, money pouch, dog tags, 2 hand axes, 4 javelins, greatsword
Jean Grey
Telepathic, telekinetic, good-looking, a doctor, and the object of both Wolverine and Cylcop's affections—what's not to envy? Oh, did I mention she is barely in control of her dark powers?
As a D&D character Jean Grey is a powerful aberrant mind sorcerer haunted by her own power drawn from the Far Realm.
Character build
Race: Variant Human (Telekinetic feat)
Class: Aberrant Mind Sorcerer
Background: Haunted One
Alignment: True Neutral
Ability levels (point buy):
- Strength: (0 pts) 8
- Dexterity: (7 pts) 8 + 6 = 14
- Constitution: (5 pts) 8 + 5 + 1 = 14
- Intelligence: (4 pts) 8 + 4 = 12
- Wisdom: (4 pts) 8 + 4 = 12
- Charisma: (7 pts) 8 + 6 + 1 + 1 (Telekinetic feat) = 16
Total: 27 pts.
1st level
Telekinetic feat: With the variant human race you pick an extra skill and the telekinetic feat for a +1 to Cha. Applying your two +1 bonuses to Con and Cha you start with decent Dex, Con at 14, and 16 in your primary casting ability Casting ability, with respectable Int and Wis and Str as a dump stat. The telekinetic feat gives you the uber-useful mage hand cantrip and bonus action telekinetic shove to move your friends or enemies out of reach.
Aberrant Mind: You pick up powers from the Far Realm and three awesome psychic spells: Mind Sliver, Arms of Hadar, and Dissonant Whispers, plus the ridiculously useful Telepathic Speech feature.
Spells Choose cantrips that reflect your psychic and telekinetic powers: blade ward, message, minor illusion, thunderclap, and 1st level spells: mage armor and sleep.
2nd level
Pick up your Font of Magic sorcery points and another top-tier spell: shield.
3rd level
Get two great flavor and utility spells calm emotions and detect thoughts from aberrant mind and choose suggestion. Pick any two metamagics. Here we choose Quickened Spell (for blade ward or dodge to save your skin) and still cast a spell, and Subtle Spell, to make you the ultimate operative.
Bloodwell Vial (+1)
wondrous item, uncommon
It's the best uncommon magic item for a sorcerer and really you are just that powerful anyway. Add +1 to your spell attack and DC and recover sorcery points when you spend a hit dice to recover HP (recover your level sorcery points up to 5 max).
Jean Grey
3rd level Aberrant Mind Sorcerer
Variant Human (True Neutral)
- Armor Class 12 (10 + dex) or 15 (mage armor)
- Hit Points 20 (3d6 hit dice)
- Speed 30 ft.
- Initiative +2 , Proficiency +2
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 16 (+3)
Features
Senses Passive Perception: 11
Languages Common, Elvish, Draconic, Deep Speech
Saving throws Con, Cha
Skills Arcana, Investigation, Medicine, Insight, Persuasion
Proficiencies simple weapons
Font of Magic 3 sorcery pts (recover sorc lvl pts up to 5 when spend hit die for HP on short rest 1/day)
Metamagic: (2 pts) quickened spell, (1 pt) subtle spell
Actions
Light Crossbow (80/320) +4 to hit, 1d8+2 piercing
Mind Sliver DC 14 Int save vs. 1d6 psychic damage and -1d4 to next save before end of your next turn
Bonus Actions
Sorcery Points trade sorcery points and spell slots Telekinetic Shove DC 14 Str save vs. 5 ft movement
Telepathic Speech bond minds with a creature within 30 ft. to communicate telepathically both ways for up to Cha mod miles, for sorcerer level minutes Quickened Spell Spend 2 sorcery points to cast a spell as a bonus action. If you cast a leveled spell as an action or bonus action, you can cast a cantrip as the other action type.
Spellcasting
Charisma (+1 bloodwell vial) +6 to attack, DC 14 Cantrips (at-will): blade ward, mage hand, message, mind sliver, minor illusion, thunderclap
1st level (4/day) arms of Hadar, dissonant whispers, mage armor, shield, sleep
2nd level (2/day) calm emotions, detect thoughts, suggestion
Equipment: dagger, light crossbow and 20 bolts, common clothes, monster hunter's pack, trinket, pouch, +1 bloodwell vial
Cyclops
The team leader, Cyclops is a true American hero. With his sweet ruby-colored visor, blaster powers and charisma, he makes an easy choice for a D&D sorcerer.
Character build
Race: Variant Human (Inspiring Leader feat)
Class: Lunar Sorcerer
Background: Faction Agent
Alignment: Lawful Good
Ability levels (point buy):
- Strength: (2 pts) 8 +2 = 10
- Dexterity: (7 pts) 8 + 6 = 14
- Constitution: (5 pts) 8 + 5 + 1 = 14
- Intelligence: (2 pts) 8 + 2 = 10
- Wisdom: (2 pts) 8 + 2 = 10
- Charisma: (9 pts) 8 + 7 + 1 = 16
Total: 27 pts.
1st level
Inspiring Leader feat: With the variant human race you pick an extra skill and the Inspiring Leader feat for a +1 to Cha and Con. All DMs will let you do a 1 minute speech for the temp HP instead of 10 minutes. No pep talk is that long. This is A LOT of HP and your team will thank you.
Lunar Sorcery: It's the only one that is related to light, so we'll take it. You get a few extra spells, and you can change from the normal Full Moon mode with shield (blast incoming attacks) and lesser restoration (cauterizing ray?) to New Moon mode for ray of sickness (useless) and blindness/deafness (when someone looks directly at your beam). Crescent Moon mode with color spray (meh) and alter self is available when you need to breathe underwater or go incognito. (Good luck connecting that to your eye beams.) You also get sacred flame to nail people behind cover.
Spells Choose cantrips that reflect your eye beam/blasting powers that do fire, radiant, or force damage: fire bolt, create bonfire, dancing lights, sword burst, and 1st level spells: chromatic orb (narrow beam) and burning hands (wide beam).
2nd level
Pick up your Font of Magic sorcery points and absorb elements to survive dragon breath weapon attacks. (You probably don't absorb it. You just blast whatever is incoming.)
3rd level
Get lesser restoration (warm, soothing rays) form Full Moon mode and choose scorching ray, of course. Or choose dragon's breath if your DM sends hordes at you. Pick any two metamagics. Here we choose Empowered Spell (for flavor), and Twinned Spell, for blasting multiple targets.
Bloodwell Vial (+1)
wondrous item, uncommon
It's the best uncommon magic item for a sorcerer and really you are just that powerful anyway. Add +1 to your spell attack and DC and recover sorcery points when you spend a hit dice to recover HP (recover your level sorcery points up to 5 max).
Cyclops
3rd level Lunar Sorcerer
Variant Human (Lawful Good)
- Armor Class 12 (10 + dex) or 15 (mage armor)
- Hit Points 20 (3d6 hit dice)
- Speed 30 ft.
- Initiative +2 , Proficiency +2
STR DEX CON INT WIS CHA 10 (0) 14 (+2) 14 (+2) 10 (0) 10 (0) 16 (+3)
Features
Senses Passive Perception: 10
Languages Common, Dwarvish
Saving throws Con, Cha
Skills Arcana, Athletics, Insight, Intimidation, Persuasion
Proficiencies simple weapons
Inspiring Leader grant your team your lvl+Cha temp HP with a speech (1/rest)
Font of Magic 3 sorcery pts (recover sorc lvl pts up to 5 when spend hit die for HP on short rest 1/day)
Metamagic: (2 pts) twinned spell, (1 pt) empowered spell (reroll any damage dice)
Actions
Light Crossbow (80/320) +4 to hit, 1d8+2 piercing
Fire bolt (120 ft) +6 to hit, 1d10 fire damage
Create Bonfire 5 ft square DC14 Dex save vs. 1d8 fire damage
Sacred Flame (60 ft) DC 14 Dex save vs. 1d10 radiant damage (even behind cover)
Sword Burst 5ft radius DC 14 Dex save vs. 1d6 force damage
Bonus Actions
Sorcery Points trade sorcery points and spell slots
Spellcasting
Cha (+1 bloodwell vial) +6 to attack, DC 14
Cantrips (at-will): create bonfire, dancing lights fire bolt, sacred flame, sword burst
1st level (4/day) absorb elements, burning hands, chromatic orb, shield
2nd level (2/day) lesser restoration, scorching ray
Equipment: dagger, light crossbow and 20 bolts, common clothes, explorer's pack, trinket, pouch, +1 bloodwell vial
Gambit
Okay, so we are going to have to bend a few rules to make Gambit who charges up his quarterstaff and thrown playing cards with kinetic energy, and uses minor psychic powers to influence people with his voice. Any DM would approve all of the minor changes we are making for flavor.
Character build
Race: Variant Human (Mobile feat)
Class: Soul Knife Rogue
Background: Gambler
Alignment: Lawful good
Ability levels (point buy):
- Strength: (0 pts) 8
- Dexterity: (9 pts) 8 + 6 + 1 = 16
- Constitution: (7 pts) 8 + 6 = 14
- Intelligence: (0 pts) 8
- Wisdom: (2 pts) 8 + 2 = 10
- Charisma: (9 pts) 8 + 7 + 1 = 16
Total: 27 pts.
1st level
Magic Initiate Feat: Druid First rule to bend, we are going to cast the druid cantrip shillelagh using Charisma instead of Wisdom, so we can whack with the quarterstaff without having to use Strength. (We need Charisma for our rogue skills! And anyway Wisdom is more powerful because magic saves are better.) Then we will pick up thunderclap for AoE cantrip damage (slam staff down), and thunderwave (slam staff down really hard).
3rd level
Choose soulknife roguish archetype, but change the damage type of the psychic blades to force (third rule we are bending), and call them "charged cards". Also, exchange the telepathic Psychic Whispers feature for 1/day use of charm person, since Gambit has that ability, but can't do telepathic communication.
+1 Quarterstaff
You know you deserve it, you ravishing rogue, you.
Gambit
3rd level Soulknife Rogue
Variant Human, Chaotic Good
- Armor Class 15 (studded leather + Dex)
- Hit Points 34 (3d10 hit dice)
- Speed 30 ft.
- Initiative +3
- Proficiency +2
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 14 (+2) 8 (-1) 10 (0) 16 (+3)
Features
Senses Passive Perception: 10
Languages Common, Goblin, Thieves' Cant
Saving throws: Dex, Int
Skills Acrobatics (expertise), Athletics (expertise), Deception, Insight, Persuasion, Sleight of Hand, Stealth
Proficiencies light armor, simple weapons, shortswords, rapiers, hand crossbows, thieves' tools Sneak Attack +2d6 damage 1/turn when attacking with adv. or when ally is within 5 ft. of target
Psi-Bolstered Knack (2 x prof. bonus d6's/day, +1/short rest) If fail an ability check your are proficient in, you can add a Kinetic Energy die roll. Expend the die if you pass. (1st daily use free)
Actions
Quarterstaff (shillelagh) +6 to hit, 1d8+4 bludgeoning (magical) (+2d6 sneak attack)
Charged Card +5 to hit (finesse or thrown 60) 1d6+3 force (+2d6 sneak attack)
Cast spell thunderclap (at-will) 5ft radius, DC 13 Con save vs. 1d6 thunder damage or thunderwave (1/day) 15 cube around you, 2d8 thunder and 10 ft. push. Half damage and not pushed on DC13 save, or charm person 1/day DC 13 Wis save.
Bonus Actions
Cast shillelagh (1 min)
Charged Card +5 to hit, 1d4+3 force (if used charged card attack action and have 2nd free hand)
Cunning Action dash, disengage, or hide as a bonus action
Steady Aim adv. on ranged attack if you don't move this turn
Equipment thieves' tools, burglar's pack, fine clothes, pouch, +1 quarterstaff
Mystique
The shapeshifter Mystique is one of the easier superheroes/supervillains to create, thanks to Eberron's changling race and the voice-mimicking Mastermind roguish archetype.
Character build
Race: Changeling
Class: Mastermind Rogue
Background: Urchin
Alignment: Lawful Evil (Lawful Neutral early on)
Ability levels (point buy):
- Strength: (4 pts) 8 + 4 = 12
- Dexterity: (7 pts) 8 + 6 + 2 = 16
- Constitution: (5 pts) 8 + 5 + 1 = 14
- Intelligence: (2 pts) 8 + 2 = 10
- Wisdom: (2 pts) 8 + 2 = 10
- Charisma: (7 pts) 8 + 6 = 14
Total: 27 pts.
1st level
Changling Pick up a language and two skills. You start with four languages known, including Thieves' Cant, and six skills—two with expertise, and thieves' tools.
3rd level
Mastermind Roguish Archetype pick up two more languages good high-society and the darker places like Draconic and Elvish. Master of Tactics is perfect for being an accessory to a crime and operating from the shadows with the ability to help from 30 feet away—and as a bonus action. You can help two people per turn (action and bonus action). You also pick up Mystique's ability to mimic voice perfectly, plus disguise kit, and forgery kit. Top it off with a hat of disguise and your costume can match your appearance (necessary in D&D mechanics).
Shiftweave (common)
Though Mystique can change her clothing as well as her appearance, in D&D those are separate. So this character will use a magic shiftweave for the clothing part, which can store 5 different outfits. It works as a bonus action so you can change both your changeling appearance and clothing in one turn. (It's a common magic item. You can buy multiple of these.)
Barrier Tattoo (uncommon)
For Mystique's natural defenses we use the 5e magic item Barrier Tattoo that gives her decent AC without the need to wear armor.
Mystique
3rd level Mastermind Rogue
Changeling, Lawful Evil
- Armor Class 15 (barrier tattoo + Dex)
- Hit Points 24 (3d8 hit dice)
- Speed 30 ft.
- Initiative +3
- Proficiency +2
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 10 (0) 10 (0) 14 (+2)
Features
Senses passive perception: 10
Languages Common, Elvish, Draconic, Orc, Thieves' Cant Saving throws Dex, Int
Skills Acrobatics, Athletics (expertise), Deception (expertise), Intimidation, Sleight of Hand, Stealth
Proficiencies simple weapons, hand crossbows, shortswords, rapiers, light armor, disguise kit, forgery kit
Changeling alter voice and appearance as an action
Sneak Attack +2d6 damage 1/turn when attacking with adv. or when ally is within 5 ft. of target
Master of Intrigue you can mimic any creature by listening for 1 minute, or sound like a native if you speak the language
Actions
Rapier +5 to hit 1d8+3 slashing
Hand Crossbow (30/120) +5 to hit 16+3 piercing
Dagger (20/60) +5 to hit, 1d4+3 piercing
Bonus Actions
Cunning Action dash, disengage, or hide as a bonus action
Steady Aim adv. on ranged attack if you don't move this turn
Master of Tactics take help action as a bonus action (can help from 30 ft. away) Shiftweave Speak a command word to shift between 5 different outfits
Equipment thieves' tools, disguise kit, forgery kit, burglar's pack, fine clothes, pouch, hand crossbow, dagger, rapier, hat of disguise (change clothing as an action), barrier tattoo (uncommon)
Nightcrawler
Finally, a challenge. Of course the famous teleporting devil nightcrawler is a tiefling. And while the echo knight's abilities are not os overpowered awesome as Nightcrawler's they are a pleasant and fun-to-play approximation. (The alternative would be choosing wild magic barbarian and begging the DM to let you use teleport each time you rage. But that doesn't fit Nightcrawler's persona.)
Character build
Race: Tiefling (Zariel lineage)
Class: Echo Knight Fighter
Background: Custom
Alignment: Lawful Good
Ability levels (point buy):
- Strength: (2 pts) 8 + 2 = 10
- Dexterity: (7 pts) 8 + 6 + 2 = 16
- Constitution: (5 pts) 8 + 5 + 1 = 14
- Intelligence: (4 pts) 8 + 4 = 12
- Wisdom: (5 pts) 8 + 5 = 13
- Charisma: (4 pts) 8 + 4 = 12
Total: 27 pts.
1st level
Choose your free language (Infernal) and class skills: Acrobatics and Athletics. Choose dueling fighting style. Nightcrawler is a famously fabulous fencer. Pick up second wind. Choose the custom background for one language (Celestial), one tool (woodcarver's tools for making prayer beads, crosses or other religious icons), and two more of Nightcrawler's iconic skills: Religion and Stealth. From Zariel's lineage you gain the cantrip thaumaturgy to conjure that quintessential smell of brimstone and searing smite.
2nd level
Gain action surge.
3rd level
Martial Archetype: Echo Knight So basically the idea is the "echo" is just you teleporting around. Got it? There isn't really an echo there. And anyway, the echo mechanics are so buggy and weird tehis is the only way it makes sense anyway. (If you want not totally broken teleport option, consider the Wink feature of the Edar race in the Dark Tower Ascent campaign.)
+1 Rapier
This uncommon magical weapon is an heirloom piece.
Nightcrawler
3rd level Echo Knight Fighter
Tiefling (Zariel lineage), Lawful Good
- Armor Class 15 (studded leather + Dex)
- Hit Points 24 (3d8 hit dice)
- Speed 30 ft.
- Initiative +3
- Proficiency +2
STR DEX CON INT WIS CHA 10 (0) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 12 (+1)
Features
Senses Darkvision, Passive Perception: 11
Languages Common, Celestial, Infernal
Saving throws Str, Con
Skills Acrobatics, Athletics, Religion, Stealth Resistances fire
Proficiencies simple weapons, martial weapons, all armor, shields, woodcarver's tools
Action Surge extra action phase this turn (regain use with rest)
Dueling Fighting Style +2 to weapon damage when using a weapon in one hand and no weapon in the other
Manifest Echo As a bonus action you manifest an echo (teleport basically). Echo has AC 16 (14+prof) and disappears if it takes any damage. It uses your saving throws. You can move it 30 feet in any direction on your turn, and it disappears if >30 ft. away at end of your turn.
Unleash Incarnation Con mod times per day you can take an extra melee attack from echo's position when you take the attack action.
Actions
+1 Rapier +6 to hit, 1d8+4 piercing (magical)
Long bow +5 to hit, (150/600) 1d8+3 piercing (20 arrows)
Cast spell (at-will) thaumaturgy, (1/day) searing smite
Bonus actions
Second Wind recover 1d10 + fighter level HP (regain use with rest)
Manifest Echo within 15 ft.
Swap with Echo (uses 15 ft. movement regardless of distance)
Equipment: explorer's pack, pouch, crossbow 20 bolts, long bow 20 arrows, +1 rapier
Storm
The African queen of weather, Storm is certainly the archetype from which the D&D storm sorcery subclass was drawn (like the way the sorcerer flies up when they start using magic). This one is easy.
We use the traditional human race because sorcerers are very multiple ability score dependent (MAD) and ability score bonuses are desperately needed everywhere.
If you have a kind DM, get them to let you add this little change to the dust devil spell and choose it at 2nd level: "Any creature that ends its turn within 5 feet of the dust devil or has the dust devil move through its space must make a strength saving throw..." Then you can use the dust devil like Storm does to push enemies around the battle field. And choose the intensified spell homebrew metamagic to make the dust devil grow stronger each round. And choose the Otherwise, choose gust of wind.
Character build
Race: Human
Class: Sorcerer
Background: Tribe Member
Alignment: Chaotic good
Ability levels (point buy):
- Strength: (0 pts) 8 + 1 = 9
- Dexterity: (9 pts) 8 + 7 + 1 = 16
- Constitution: (5 pts) 8 + 5 + 1 = 14
- Intelligence: (1 pts) 8 + 1 + 1 = 10
- Wisdom: (3 pts) 8 + 3 + 1 = 12
- Charisma: (9 pts) 8 + 7 + 1 = 16
Total: 27 pts.
1st level
For Sorcerous origin choose storm sorcery. 'Nuff said. Use the Uthgardt Tribe Member background as a template for whatever trive you want. Choose a primitive-sounding language like Giant, or maybe Orc.
3rd level
Metamagic: empowered spell, twinned spell
Bloodwell Vial (+1)
wondrous item, uncommon
It's the best uncommon magic item for a sorcerer and really you are just that powerful anyway. Add +1 to your spell attack and DC and recover sorcery points when you spend a hit dice to recover HP (recover your level sorcery points up to 5 max).
Storm
3rd level Storm Sorcerer
Human, Chaotic Good
- Armor Class 13 (10 + dex)
- Hit Points 20 (3d6 hit dice)
- Speed 30 ft.
- Initiative +3, Proficiency +2
STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 14 (+2) 10 (0) 12 (+1) 16 (+3)
Features
Senses Passive Perception: 11
Languages Common, Giant, Primordial
Saving throws Con, Cha
Skills Athletics, Insight, Intimidation, Survival
Proficiencies simple weapons
Font of Magic: 3 sorcery points to buy spell slots or use metamagic
Metamagic:
Empowered Spell (1 pt) re-roll any of you spell damage dice Twinned Spell (2 pts.) to target two creatures instead of one (range not self)
Actions
Dagger +4 to hit 1d4+2 slashing
Cast Spell +6 to attack, DC 14
Bonus Actions
Tempestuous Magic fly up to 10 feet without provoking opportunity attacks when you cast a leveled spell
Font of Magic convert sorcery points and spell slots
Spellcasting
Cantrips (at-will): gust, ray of frost, shocking grasp, thunderclap
1st level: chromatic orb (lightning, thunder, or cold), thunderwave, fog cloud 2nd level: gust of wind
Equipment: common clothes, explorer's pack, belt pouch, dagger, arcane focus crystal
Beast
The X-men's furry genius scientist Beast is basically good at everything. So we had to cheat and use the gauntlets of ogre power to pump up his strength and use the point buy system to jack up all the rest of his stats.
Granted, his Con is not super high, but he gets lots of temp HP from Fighting Spirit. Make sure to action surge on the turn you use Fighting Spirit.
Character build
Race: Leonin (just ignore the mane)
Class: Samurai Fighter (the noble savage)
Background: Izzet Engineer
Alignment: Chaotic Good
Ability levels (point buy):
- Strength: (0 pts) 8
- Dexterity: (5 pts) 8 + 5 + 1 = 14
- Constitution: (7 pts) 8 + 6 = 14
- Intelligence: (7 pts) 8 + 6 + 2 = 16
- Wisdom: (4 pts) 8 + 4 = 12
- Charisma: (4 pts) 8 + 4 = 12
Total: 27 pts.
1st level
Fighting Style Choose unarmed fighting. Beast is going to clobber with his claws for d8+4 slashing damage. Beast also can deal 1d4+4 bludgeoning damage to a creature he's grappling for free at the start of his turn—no attack action necessary. (That's one cozy nuggy.)
Healing factor Beast's accelerated healing manifests in the fighter's second wind feature.
2nd level
Action Surge Use it. Love it. Take short rests to recharge this and second wind.
3rd level
Martial Archetype: Samurai Ignore the Asian flair. Focus on the noble savage warrior piece of it. When you use your fighting spirit and gain temp HP, that's more of Beast's healing factor kicking in. Or perhaps this is beast shifting from his human form to the bad blue monster. For your skill pick either Persuasion or History. Beast has been involved in politics.
Beast
3rd level Samurai Fighter
Leonin, Chaotic Good
- Armor Class 16 (breastplate + Dex)
- Hit Points 28 (3d10 hit dice)
- Speed 30 ft.
- Initiative +2
- Proficiency +2
STR DEX CON INT WIS CHA 19 (+3) 14 (+2) 14 (+2) 16 (+3) 12 (+1) 12 (+1)
Features
Senses Darkvision, Passive Perception: 13
Languages Common, Draconic
Saving throws Str, Con
Skills Acrobatics, Athletics, Arcana, Investigation, Perception, Persuasion
Proficiencies all weapons, all armor, shields, tinker's tools
Action Surge extra action phase this turn (regain with rest)
Unarmed Fighting Style Claws deal d6+Str slashing or d8 +Str slashing if you have no weapons in hand. You can deal d4+Str damage to a creature you have grappled at the start of your turn.
Actions
Unarmed Strike +6 to hit 1d8+4 slashing with claws and no weapons in hand (otherwise d6) Heavy Crossbow +6 to hit 1d10+4 piercing (100/400)
Great Axe +5 to hit 1d2+4 slashingBonus actions
Second Wind recover fighter level + 1d10 HP (regain with rest)
Fighting Spirit gain 5 temp HP and advantage on attack rolls under the end of this turn (3/day)
Equipment: common clothes, explorer's pack, breastplate, heavy crossbow and 20 bolts, great ax, tinker's tools, gauntlets of ogre power (19 Strength)
Jubilee
One of the second tier of X-men, Jubilee is actually a pretty fun character to play. We are capturing her immigrant heritage with the half-elf race and her difficult-to-control fireworks powers with the wild magic sorcerer subclass. Of course, we'll be providing a custom wild magic surge table tailored to her fireworks powers.
Character build
Race: Half Elf
Class: Wild Magic Sorcerer
Background: Entertainer
Alignment: Chaotic Good
Ability levels (point buy):
- Strength: (2 pts) 10
- Dexterity: (5 pts) 8 + 5 + 1 = 14
- Constitution: (9 pts) 8 + 7 + 1 = 16
- Intelligence: (0 pts) 8
- Wisdom: (2 pts) 10
- Charisma: (7 pts) 8 + 6 + 2 = 16
Total: 27 pts.
1st Level
Pick up 2 skills from Half-Elf and Darkvision.
Wild Magic Sorcerous Origin Controlling fireworks magic is fundamentally difficult. Roll for a wild magic surge whenever you upcast a spell, spend a sorcery point for metamagic, or cast a spell at your maximum spell slot level. Roll 1d6 for upcast or maximum spell level, and additional d6's for each sorcery point spent. Take the highest result. You also get the Tides of Chaos feature that recharges on each magic surge roll.
| d6 | Wild Magic Surge affect |
|---|---|
| 1 | Dud The spell is not cast. You cast the cantrip dazzle instead. No spell slot or sorcery points can be used. |
| 2 | Underpowered The spell is cast at its minimal level, which may be lower than the spell slot used. |
| 3-4 | Perfect The spell is cast as intended. |
| 5 | Surge (flash) The spell is cast at the intended level. Additionally the spell color spray is cast at that level without a spell slot and targets every creature in range including you. You have adavantage on the save. If you are casting color spray the spell level increases by one, including to levels higher than your maximum spell slot. Sorcery points can be used. |
| 6 | Surge (bang) The spell is cast at the intended level. Additionally the spell thunderwave is cast at that level and you must also make a save against the damage. You have advantage on the save and additionally half any damage. You fall prone on a failed save. If you are casting thunderwave to begin with, then it is cast at one spell level higher than you cast, including to levels higher than your maximum spell slot level. You recover any sorcery points you spent on this spell. |
Ring of Mind Shielding
wondrous item, uncommon, requires attunement
This reflects Jubilee's powers of avoiding telepathic interference.
Jubilee
3rd-level Wild Magic Sorcerer
Human (variant), Lawful Good
- Armor Class 12
- Hit Points 23 (3d6 hit dice)
- Walking Speed 30 ft.
- Initiative +2
- Proficiency Bonus +2
STR DEX CON INT WIS CHA 10 (0) 14 (+2) 16 (+3) 8 (-1) 10 (0) 16 (+3)
Features
Senses Passive Perception: 10
Languages Common, Elvish, Infernal
Saving throws Con, Cha
Skills Acrobatics, Athletics, Deception, Performance, Persuasion, Stealth
Proficiencies simple weapons, performance (e.g. singing/dancing) or instrument of your choice, disguise kit
Tides of Chaos take adv. on an attack, check, or save. Regain a use when you roll for a Wild Magic Surge. Font of Magic: 3 sorcery points to buy spell slots or use metamagic
Metamagic:
Heightened Spell (3 pts) impose disadvantage on spell save
Twinned Spell (2 pts.) to target two creatures instead of one (range not self)
Actions
Dagger (20/60) +4 to hit, 1d4+2 slashing
Light Crossbow +4 to hit, 1d8+2 piercing
Bonus Actions
Dagger (20/60) +4 to hit, 1d4 slashing (when you attack with 2 daggers)
Spellcasting
+5 to attack, DC 13
Spell slots 1st level (4), 2nd level slots (2)
Cantrips control flames, dancing lights, dazzle, fire bolt
1st level spells burning hands, chaos bolt, color spray, blindness/deafness
Equipment: explorer's pack, 2 daggers, light crossbow, disguise kit, instrument

References and Credits
| Type | Use |
|---|---|
| Art | Midjourney v6 tool. |
Portions of this work are used under the Wizards of the Coast Fan Content Policy.
Change Log
| Date | Change |
|---|---|
| 2025.03.12 | initial release; still proofreading (sorry) |