Superhero (Ichlope Class)

Whatever their origin, superheroes are formed by their morals to stand against evil (or good). Whether they gained their powers from pushing the Superhero Button, dropped in a vat of acid, cursed, or blessed by a god, a superhero’s morality is a strict contract between themselves and their powers. Going against their given goodwill (or bad-will) will cause guilt to weaken or possibly change their gifted abilities.

## The Cause of Morality

Often, a superhero realizes their great power is bound with even greater responsibility. No matter where they are in their journey, they are always learning and following their chosen moral path (good or bad). Superheroes are rarely neutral. They are goal-driven people – and if they are not now, they will in the near future. Whether it’s a dedication to save their people, destroy the world, or spread a message, a superhero has a strong and passionate goal in their journey.

Superhero train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield.

## Beyond Ordinary

The life of a superhero is an adventuring life. Unless a lasting injury has taken them away from adventuring for a time, every superhero lives on the front lines of following their dedicated moral journey. When they do receive the call, these warriors turn from their former occupations and take up arms to fight their given path. Sometimes their morals lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.

Depending on the superhero, they tend to keep their original identity a secret, even from their companions. Naturally, this often causes moral unbalance. When is it right to reveal their identity? Who can they trust? A name might seem like a name to any typical person, but a name is the only sense of meaning to a superhero. It’s the last shred of their past life they have. Most importantly, it is the secret that separates their personal life from their fighting life. It keeps their friends, their family, and their adventuring companions safe. For, if one of them were to find out, who knows what evil will come to hunt them down.

# Creating a Superhero

Two important aspect of a superhero character is their powers and the nature of their quest.

A superhero’s power can come from anywhere: the superhero button, unusual circumstances, or an act of gods. The origins are always bizarre and unique, and like their circumstances, their powers themselves come from an act of chance (a roll of a die). A superhero can never know the way their powers form. Can they mind control? Can they control spiders? Turn invisible? Manipulate water? Further, what weaknesses come with their given abilities?

Although the class features related to your morality don’t appear until you reach 3rd level, plan ahead for that choice by reading the morality descriptions at the end of the class. Are you a devoted servant of good, loyal to gods, and a mighty knight? Are you a passionate supermind dedicated to wiping out humanity? Or are you a loner dedicated to take vengeance on those who have done great evil against your family?

# Given Powers and Weaknesses

## Superpowers

There are two charts below: a defensive superhero and an offensive superhero. Roll d20 to decide which chart you will reference (1-10 = defensive; 11-20 = offensive superhero). To decide your given powers, roll for first a column and then second a row. That will be the basis of your powers, but you are able to form and create any sort of ability under that category. A superpower – depending on if it is defensive or offensive – will start off weaker in an early-level superhero, but gain a constitution modifier with each ability. How the ability evolves is up to the player.

For the sake of simplicity, an offensive superhero gains Dexterity and/or Armor Class when using their ability and a defensive superhero gains a strength modifier when using their ability. If it makes sense that a modifier should be changed for a given power instead of armor or strength, change it. For example, super intelligence wouldn’t make sense for Armor Class but rather for an intelligence modifier.

When creating a superhero, it’s important to give your character limits. So, for every level, a superhero only has a certain duration they can use an ability.

## Super Weaknesses

To decide your given powers, roll d4 for first a column and second a row. That will be the basis of your weakness, but you are able to form and create any sort of ability under that category. When a super weakness crosses the path of your superhero, it will inflict disadvantage as well as a weakness modifier (subtracting hit points); with every growing level, the weakness modifier grows higher.

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\*you choose

– for dependent on item: powers only work with a certain item. Item can be (and not limited to ) a small object, a super suit, another person.

– for hinders: examples include lasters and insecticide.

# The Superhero Table

Offensive modifiers are added to Dexterity and/or Armor Class, or a different ability score depending on the referee’s say. Defensive modifies strength, or a different ability depending on refree’s say.

You can only use the ability for the length of the duration. It takes double that time to regain the ability to use it again – or double the amount of time you used it. If you stop using the power and still have time left, you can use the ability until your time runs out. So, if you can use the power for up to six hours, you can use it twice for three hours on two separate occasions (within a twelve-hour period). If you have a duration of six hours and you use your ability for only three hours, it will take six to get back; twelve if you use it all six hours.

Distance is the distance within which you can use your ability. So, if your distance is 10 feet, then you can only elongate your arms for 10 feet, or blast fire 10 feet ahead of you, or fly for 10 feet.

Super Weakness is a Disadvantage with a subtracted constitution modifier. Super Weaknesses always take priority when your weakness is within 30 feet of you. It will stay active until the weakness is outside of your distance. If your weakness is a trigger (like saying your name backwards), then the weakness will be active for the same length as your Duration.

# BREAKING YOUR MORALS

Even the greatest superhero is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a superhero to transgress their morals.

At the referee’s discretion, an impenitent superhero might be racked with guilt and have to do a guilt role or perhaps be forced to abandon this class and adopt another, losing all abilities.

## Guilt Roll

Aside from Super Weaknesses, Guilt is the ultimate killer of power. Depending on the severty of the breaking of morals, the referee might have you role for Guilt. Depending on the level of guilt, you might have disadvantage for given duration, might have negative constitution modifier, you might lose your powers all together, or your powers might be altered.

The effects of this guilt will only be as long as the Duration states OR you repent enough by doing good (or bad deeds) based on your referee’s call.

Roll a d20 to see your fate.

# Class Features

As a superhero, you gain the following class features.

## Hit Points

Hit Dice: 1d10 per superhero level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per superhero level after 1st

## Proficiencies

Armor: All armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Strength & Charisma

Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

## Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) a martial weapon and a shield or (b) two martial weapons
* (a) five javelins or (b) any simple melee weapon
* an explorer’s pack
* Chain mail

## Superpower Abilities

Charisma is your superpower ability for your abilities. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Superpower save DC = 8 + your proficiency bonus + your Charisma modifier

Superpower attack modifier = your proficiency bonus + your Charisma modifier

# Level Abilities

## Super Sense

The presence of strong evil (or perhaps good) registers on your senses. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance).

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

## Healing Hands

You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your superhero level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

## Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

## Defense

While you are wearing armor, you gain a +1 bonus to AC.

## Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

## Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

## Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

## Super Health

By 3rd level, the super abilities flowing through you makes you immune to disease.

## Super Morality

When you reach 3rd level, you commit to a morality that binds you as a superhero forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose a Morality detailed at the end of the class description or one from another source.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include morality spells and the Channel Divinity feature.

## Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

## Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

## Super Smite

By 11th level, you are so suffused with power that all your melee weapon strikes carry super power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

# Moralities

Becoming a superhero involves committing to morals that bind a given superbeing to an often just path. The final commitment, taken when they reaches 3rd level, is the culmination of all the superhero’s training. Some characters with this class don’t consider themselves true superheros until they have reached 3rd level and made this commitment. For others, the actual committing of the morality is a formality, an official stamp on what has always been true in the superhero’s heart.

## Morality of Devotion

The Morality of Devotion binds a superhero to the loftiest ideals of justice, virtue, and order. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this morality are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

### TENETS OF DEVOTION

Though the exact words and strictures of the Morality of Devotion vary, superheros of this morality share these tenets.

**Honesty.** Don’t lie or cheat. Let your word be your promise.

**Courage.** Never fear to act, though caution is wise.

**Compassion.** Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

**Honor.** Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

**Duty.** Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

### Abilities Gained

Each of these abilities come with their powers as a given Superhero increases in levels.

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
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At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
Once you use this feature, you can't use it again until you finish a long rest.

#### Minor Powers

When you take this morality at 3rd level, you gain the following two Minor Power options:

Super Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

## Morality of Villianary

Sometimes a Superhero is misguided or actively goes against the world that has treated them so wrongly. Why should a Superbeing have use their abilities for good? They do not owe anyone anything. Superheroes who go down this path wish to bring hurt to everything in the world – and they will see to it that anyone who is not with them knows nothing but suffering.

### Abilities Gained

Each of these abilities come with their powers as a given Superhero increases in levels.

Any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.
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One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, you have control of its attacks.
The charmed target must use its action to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
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This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse.
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
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You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
While cursed, the target has disadvantage on attack rolls against you.
While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
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You can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.
After activating the aura, you can't do so again until you finish a long rest.

#### Minor Powers

When you take this oath at 3rd level, you gain the following two Minor Powers options.

* Control Undead. As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Minor Power option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.

* Dreadful Aspect. As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

## Morality of Glory

Superheroes who take the Morality of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls.

### Tenets of Glory

The tenets of the Morality of Glory drive a paladin to attempt heroics that might one day shine in legend.

Actions over Words. Strive to be known by glorious deeds, not words.

Challenges Are but Tests. Face hardships with courage, and encourage your allies to face them with you.

Hone the Body. Like raw stone, your body must be worked so its potential can be realized.

Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.

### Abilities Gained

Each of these abilities come with their powers as a given Superhero increases in levels.

You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.
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You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.
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You can empower yourself with the legends — whether true or exaggerated — of your great deeds. As a bonus action, you gain the following benefits for 1 minute:
You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.
Once you use this feature, you can’t use it again until you finish a long rest.

#### Minor Powers

* Peerless Athlete. As a bonus action, you can use your Minor Powers to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).

* Inspiring Smite. (Once you reach level 11) Immediately after you deal damage to a creature with your Super Smite feature, you can use your Minor powers as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.

## Morality of Redemption

The Morality of Redemption requires a superhero to use violence only as a last resort. Superheros who dedicate themselves to this morality believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These superheros face evil creatures in the hope of turning them to the light, and the superheros slay them only when such a deed will clearly save other lives. Superheros who follow this path are known as redeemers.

While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, superheroes bring the full wrath of their weapons and spells to bear. Yet the redeemers still hope that, one day, even creatures of wickedness will invite their own redemption.

### Tenets of Redemption

The tenets of the Morality of Redemption hold a superhero to a high standard of peace and justice.

**Peace.** Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.

**Innocence.** All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.

**Patience.** Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish.

**Wisdom.** Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.

### Abilities Gained

Each of these abilities come with their powers as a given Superhero increases in levels.

You can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.
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You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
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You become an avatar of peace, which gives you the following benefits.
* You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
* Whenever a creature damages you, it takes radiant damage equal to half the amount it dealt to you.

If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.

#### Minor Powers

* Emissary of Peace. You can use your Minor Power to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
* Rebuke the Violent. You can use your Minor Power to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

## Morality of Vengenance

The Morality of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside – at times like these, superheroes arise and swear an Morality of Vengeance to set right that which has gone wrong. To these superheroes, their own purity is not as important as delivering justice.

### Tenets of Vengeance

The tenets of the Morality of Vengeance vary by superhero, but all the tenets revolve around punishing wrongdoers by any means necessary. Superheroes who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the superheroes are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.

**Fight the Greater Evil.** Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.

**No Mercy for the Wicked.** Ordinary foes might win my mercy, but my sworn enemies do not.

**By Any Means Necessary.** My qualms can't get in the way of exterminating my foes.

**Restitution.** If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

### Abilities Gained

Each of these abilities come with their powers as a given Superhero increases in levels.

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You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
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you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
Wings sprout from your back and grant you a flying speed of 60 feet.
You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
Once you use this feature, you can't use it again until you finish a long rest.

#### Minor Powers

Abjure Enemy. As an action, you present your super symbol, using your Minor Power. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.

On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

Vow of Enmity. As a bonus action, you can utter a curse against a creature you can see within 10 feet of you, using your Minor Power. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.