New Earth world illustration - Superhero theme
Superhero

New Earth

M
MusicalAWZ

A collection of continents forced together by a reverse tectonic shift.


Author's Note: Every 4th Level up, (Level 5, Level 9, etc): +2 to one Ability Score, OR +1 to two Ability Scores of your choice.
Played6 times
Cloned1 times
Created
15 days ago
Last Updated
4 days ago
VisibilityPublic
Piledriver
5

Piledriver

Con Save, or 5d10 + Str Bludgeoning & Paralyzed for 2 rounds (on a successful Save, Paralyzed is resisted and damage is reduced by half).

DDT (Grappled Foe)
5

DDT (Grappled Foe)

Str Save, or 5d8 + Str Bludgeoning & Stunned for 3 rounds (on a successful Save, Stunned is resisted and damage is reduced by half).

Spinebuster
4

Spinebuster

Con Save, or 3d10 + Str Bludgeoning & Knocked Prone (on a successful Save, Prone is resisted and damage is reduced by half).

Dragon Lock (Grappled Foe)
4

Dragon Lock (Grappled Foe)

Str Save, or your Grappled Foe is Restrained, and takes 2d6 + Str Bludgeoning at the end of each turn they remain Restrained.

Catapault Toss (Grappled Foe)
4

Catapault Toss (Grappled Foe)

Throw your Grappled Foe up to 15 ft away. The target and all foe in their path, Dex Save, or 4d6 + Str Bludgeoning & Knocked Prone (on success, Prone resisted, and damage reduced by half).

Chin Tucked In
3

Chin Tucked In

Reduce all damage you take by 1d8 + Str until your next turn.

Rolling Crusher (Grappled Foe)
3

Rolling Crusher (Grappled Foe)

3d8 + Str Bludgeoning. You and the target are Knocked Prone.

Collision Toss (Grappled Foe)
3

Collision Toss (Grappled Foe)

Toss your Grappled Foe at another enemy within 15 ft. For each enemy, Str Save, or 2d6 + Str Bludgeoning & Knocked Prone (on a successful Save, Prone is resisted and damage is reduced by half).

Argentine Backbreaker (Grappled Foe)
3

Argentine Backbreaker (Grappled Foe)

Target is Restrained, and takes 1d10 + Str Bludgeoning at the end of each turn until they break free.

Reversal (Reaction)
2

Reversal (Reaction)

After an enemy's Melee Attack against you misses, counter with a Grapple attempt (with Advantage).

Knife Edge Chop
2

Knife Edge Chop

2d6 + Str Bludgeoning.

Pin Down (Grappled Foe)
2

Pin Down (Grappled Foe)

Str Save, or the target is Knocked Prone & Restrained for 1 round.

Ankle Lock (Grappled Foe)
2

Ankle Lock (Grappled Foe)

Str Save, or 2d6 + Str Bludgeoning & Slowed for 1 round.

Suplex
2

Suplex

Con Save, or 2d8 + Str Bludgeoning & Knocked Prone (on a successful Save, Prone is resisted and damage is reduced by half).

Body Shield (Grappled Foe, Reaction)
1

Body Shield (Grappled Foe, Reaction)

When an enemy makes a Melee Attack against you, roll a d10; on a 6-10, the Attack hits your Grappled Foe instead.

Joint Lock (Grappled Foe)
1

Joint Lock (Grappled Foe)

Str Save, or the target is Slowed until the end of their next turn.

Lariat
1

Lariat

Dex Save, or 1d8 + Str Bludgeoning & Knocked Prone.

Chokehold (Grappled Foe)
1

Chokehold (Grappled Foe)

Con Save, or 1d8 Bludgeoning & Restrained.

Knee Lift
1

Knee Lift

1d6 + Str Bludgeoning (+1d6 for each slot above 1st Lvl).

Lock-Up
1

Lock-Up

You automatically succeed on your next Grapple attempt.

Assault of the Phantasm
5

Assault of the Phantasm

All enemies within range, Wis Save, or 6d8 + Str Psychic & Stunned for 1 minute (on success, Stunned resisted, and damage reduced by half).

Blade Overload
5

Blade Overload

+3d10 Lightning damage to all attacks for 1 minute.

Soul Guard
4

Soul Guard

Choose Fire, Ice, or Lightning. For 2 rounds, any enemy who Attacks you takes 2d6 of the chosen Elemental.

Spectral Blade
4

Spectral Blade

Summon a magical weapon to aid you in combat for 1 minute. Spectral Blade can move up to 30 ft on your turn, and deals 2d8 Force.

Mirror Strike (Reaction)
4

Mirror Strike (Reaction)

After an enemy's Attack against you hits, counter for the same amount of damage.

Eruption of Energy
3

Eruption of Energy

All enemies within range, Dex Save, or 3d10 + Str Lightning & Stunned for 1 round (on success, Stunned resisted, and damage reduced by half).

Unpredictable Swing
3

Unpredictable Swing

Attack with Advantage for 3d6 + Str Bludgeoning.

Ward of the Elements
3

Ward of the Elements

You gain Resistance to two Elementals of Choice for 2 rounds.

Blade Dance
3

Blade Dance

You gain +2 to your AC & +1d6 Elemental of Choice to successful Melee Attacks for 2 rounds.

Energy Shockwave
2

Energy Shockwave

All enemies within range, Dex Save, or 2d6 + Str Force & Pushed Back 10 ft (on success, Pushed Back resisted, and damage reduced by half).

Charged Slash
2

Charged Slash

Con Save, or 2d8 + Str Lightning & target is Paralyzed until the end of their next turn (on a successful Save, Paralyzed is resisted and damage is reduced by half).

Vanishing Burst
2

Vanishing Burst

Teleport up to 20 ft. All foes adjacent to the space you started in, Str Save, or 1d8 + Str Force.

Force Field
2

Force Field

+2 to AC & Resistance to Elemental of Choice for yourself or an ally within range for 1 round.

Quick Swipe
2

Quick Swipe

2d6 + Str Slashing (+1d6 for each slot above 2nd Lvl).

Blink Strike
1

Blink Strike

Teleport up to 10 ft. If attacking, gain Advantage on the Attack.

Spell Infusion
1

Spell Infusion

For 1 minute, your weapon(s) is/are considered Magical.

Energy Shield
1

Energy Shield

You gain +2 to your AC until your next turn.

Energy Dash
1

Energy Dash

Move up to 15 ft without triggering an Attack of Opportunity.

Knowledge of the Blade
1

Knowledge of the Blade

You gain Resistance to Bludgeoning & Slashing until your next turn.

Shocking Slash
1

Shocking Slash

+1d6 Lightning to your next Melee Attack (+1d6 for each slot above 1st Lvl).

Soul Rend
5

Soul Rend

All enemies within range, Con Save, or 8d8 + Int Necrotic & Incapacitated for 1d4 rounds (on a successful Save, Incapacitated is resisted and damage is reduced by half)

Gate to the Abyss
5

Gate to the Abyss

Summon a massive creature, or a swarm of demonic entities to attack foes for 3 rounds. Creature/swarm has 50 HP & 15 AC, and deals 5d6 Necrotic.

Dark Descent
4

Dark Descent

All enemies within range, Wis Save, or 4d6 + Int Psychic & Frightened for 1 minute (on a successful Save, Frightened is resisted and damage is reduced by half).

Necrotic Void
4

Necrotic Void

Create a void of silence and decay for 2 round. All combatants within the void, Con Save, or 4d8 + Int Necrotic (on success, damage reduced by half).

Hellfire Storm
4

Hellfire Storm

All enemies within range, Dex Save, or 5d6 + Int Fire (on a successful Save, damage is reduced by half).

Withering Might
3

Withering Might

Con Save, or the target has -1 to Str & Dex Saves for 2 rounds.

Crippling Gaze
3

Crippling Gaze

Wis Save, or the target is Paralyzed for 1 round (on a successful Save, target is Slowed for 1 round instead).

Curse of Weakening
3

Curse of Weakening

Con Save, or 3d6 + Int Necrotic & Disadvantage on Melee Attacks for 2 rounds (on a successful Save, Disadvantage is resisted and damage is reduced by half).

Dark Nova
3

Dark Nova

All enemies within range, Con Save, or 3d6 + Int Necrotic & Stunned for 1 round (on success, Stunned resisted, and damage reduced by half).

Umbral Chill
2

Umbral Chill

Wis Save, or 2d6 + Int Necrotic & Frightened for 1 round.

Infernal Blast
2

Infernal Blast

All enemies within range, Dex Save, or 2d8 + Int Fire & Burned (1d6) for 1 round (on success, Burned resisted, and damage reduced by half).

Abyssal Chains
2

Abyssal Chains

All enemies within range, Str Save, or Restrained for 1 round.

Summon Shadow Imp
2

Summon Shadow Imp

Summon an Imp (20 HP, 12 AC, Flight, 1d6 Necrotic) to aid you for in combat.

Decaying Touch
2

Decaying Touch

Con Save, or 2d6 + Int Necrotic & Slowed until the end of their next turn (on a successful Save, Slowed if resisted and damage is reduced by half).

Dread Aura
1

Dread Aura

Wis Save, or the target is Frightened for 1 round.

Hellish Rebuke (Reaction)
1

Hellish Rebuke (Reaction)

After an enemy's Attack hit you, immediately Attack for 1d8 + Int Fire.

Specialty Strike
1

Specialty Strike

+1d6 Specialty to your next Melee or Ranged Attack.

Life Drain
1

Life Drain

1d8 + Int Necrotic (+1d8 for each slot above 1st Lvl). Regain HP equal to half of the damage dealt.

Skeletal Hands
1

Skeletal Hands

Str Save, or the target is Restrained until the end of their turn.

Dark Bolt
1

Dark Bolt

1d6 + Int Necrotic (+1d6 if the target is below half of their Max HP).

Final Stand
5

Final Stand

All enemies within range, Wis Save, or each target has Disadvantage on all Attacks against your allies for 1 minute.

None Shall Pass
5

None Shall Pass

You gain Resistance to all damage & have Advantage on all Saves for 1 minute.

Barrier Wall
4

Barrier Wall

Create a 10 ft high, 15 ft long wall for 1 minute. All allies who get within 10 ft of the wall gain +2 to their AC while in range.

Pounding Parry
4

Pounding Parry

For the next two rounds, if an enemy's Melee Attack against you hits, counter for 3d8+ Wis Force.

Iron Bulwark
4

Iron Bulwark

You gain +3 to your AC for 2 rounds. Additionally, you and up to two allies within range gain Resistance to all damage until your next turn.

Disrupting Strike
3

Disrupting Strike

Con Save, or 2d10 + Str Bludgeoning & Stunned for 2 rounds (on a successful Save, Stunned is resisted and damage is reduced by half).

Aegis of the Guardian
3

Aegis of the Guardian

You and all allies within range gain Resistance to all Elemental damage until your next turn.

Immovable Stance
3

Immovable Stance

You gain +2 to your AC & are Immune to being Moved or Knocked Prone for 2 rounds.

Power of Will
3

Power of Will

You have Advantage on Wis Saves for 1 minute.

Defender's Vigil
2

Defender's Vigil

All Attacks made against allies adjacent to you have Disadvantage until your next turn.

Retribution (Reaction)
2

Retribution (Reaction)

After an enemy's Melee Attack against you hits, counter for 2d8 + Wis Bludgeoning.

By My Command
2

By My Command

An ally within range has Advantage on their next Attack or Save.

Like A Stone Wall
2

Like A Stone Wall

You gain +2 to your AC & have Resistance to Bludgeoning, Piercing & Slashing for 1 round.

Guardian's Rally
2

Guardian's Rally

All allies within range gain 1d8 + Wis Temp HP (+1d8 for each slot above 2nd Level).

Warding Ray
1

Warding Ray

All allies within range gain Advantage on Wis & Dex Saves until your next turn.

Interception (Reaction)
1

Interception (Reaction)

Target one enemy who is making an Attack against an ally within range. The Attack is made with Disadvantage.

Defensive Strike (Reaction)
1

Defensive Strike (Reaction)

After an enemy makes a Melee Attack against you (hit or miss), immediately Attack for 1d6 + Wis Bludgeoning & gain +1 to your AC until your next turn.

Stand Your Ground
1

Stand Your Ground

+2 to the AC of an ally within range until your next turn.

Watchful Eye
1

Watchful Eye

Gain Advantage on Perception Checks for 5 minutes (+5 minutes for each slot above 1st Lvl).

Shield Bash
1

Shield Bash

Str Save, or 1d8 + Wis Bludgeoning & Knocked Back 5 ft (+1d8 for each slot above 1st Lvl).

Chaos Control
5

Chaos Control

All enemies within range, Wis Save or Confused & Blinded for 1 minute; at the start of each target's turn, Wis Save to end one of the effects.

Coulrophobia
5

Coulrophobia

You dawn a mask that gives you a sinister and terrifying appearance. All enemies within range, Wis Save, or Frightened for 1 minute; at the start of each target's turn, Wis Save with Disadvantage to end the effect.

Knockout Gas
4

Knockout Gas

Con Save, or the target is Incapacitated until the end of your next turn (or until they take damage).

Trickster's Guile
4

Trickster's Guile

Wis Save, or the target is Distracted for 2 rounds.

Chaos Sphere
4

Chaos Sphere

All enemies within range, Wis Save, or 4d6 + Cha Psychic & Confused for 2 rounds (on a successful Save, Confused is resisted and damage is reduced by half); at the start of each target's turn, Wis Save to end the effect.

Exploding Pie
3

Exploding Pie

The target and all combatants adjacent to them, Dex Save, or 3d8 + Cha Acid to the target & 2d8 + Cha Acid to the adjacent combatants (on a successful Save, damage is reduced by half).

Instant Escape (Reaction)
3

Instant Escape (Reaction)

After being hit by foe's attack, you vanish into a puff of smoke. You become Invisible until your next turn, and may instantly move up to 15 ft without triggering an Attack of Opportunity.

Pratfall
3

Pratfall

Wis Save, or the target is Confused for 2 rounds.

Cardboard Cut-Out Duplicate
3

Cardboard Cut-Out Duplicate

Place a cardboard cut-out of yourself on an empty space adjacent to you. For 2 rounds, all Attacks against you have Disadvantage. On a hit, Wis Save, or the Attack hits your duplicate instead. The duplicate is destroyed after taking three hits.

Sticky Trap
2

Sticky Trap

Creates difficult terrain. When a combatant steps into that spot, Str Save, or their Movement Speed is reduced to 0 until the end of their next turn.

Misdirection
2

Misdirection

Wis Save, or the target has Disadvantage on their next Attack & is unable to take Reactions until the end of your next turn.

Smoke Bomb
2

Smoke Bomb

Obscure the battlefield for 1 round. Combatants within the smoke have Disadvantage on Attacks & Perception Checks.

Laughing Gas
2

Laughing Gas

Wis Save, or the target is Stunned until their next turn.

Exploding Dice
2

Exploding Dice

All enemies within range, Dex Save, or 2d8 + Cha Fire (on success, damage reduced by half).

Feign Injury
1

Feign Injury

Wis Save, or the target Moves 15 ft toward you. Gain Advantage on your next Attack against the target.

Perplexing Distraction
1

Perplexing Distraction

Wis Save, or the target is Confused for 1 round.

Nimble Dodge (Reaction)
1

Nimble Dodge (Reaction)

After an enemy's Attack against you hits, reduce damage by 1d6 + Cha (+1d6 each slot above 1st Lvl) & gain Advantage on Dex Saves until your next turn.

Water Lily
1

Water Lily

Con Save, or target is Blinded until the end of their next turn.

Slippery Skin
1

Slippery Skin

+1 to your AC until your next turn.

Cheap Shot
1

Cheap Shot

Con Save, or 1d6 + Cha Bludgeoning & Knocked Prone (+1d6 each slot above 1st Lvl)

Thunderous Blow
5

Thunderous Blow

Con Save, or 5d10 + Str Bludgeoning & Paralyzed for 2 round (on a successful Save, Paralyzed is resisted and damage is reduced by half).

Mountainous Slam
5

Mountainous Slam

All enemies within range, Str Save, or 6d6 + Str Bludgeoning & Stunned for 1d4 rounds (on success, Stunned resisted, and damage reduced by half).

Indomitable Will
4

Indomitable Will

For 1 minute, follow up any Attack you make with an additional Unarmed Strike Attack as a Bonus Action.

Pile of Rubble
4

Pile of Rubble

All enemies within range, Dex Save, or 4d8 + Str Bludgeoning & Restrained (on success, Restrained resisted, and damage reduced by half).

Defensive Wall (Reaction)
4

Defensive Wall (Reaction)

Resistance to all damage for 1 minute.

Devastating Uppercut
3

Devastating Uppercut

Str Save, or 3d6 + Str Bludgeoning & Knocked Back 10 ft, and Prone.

Unbreakable
3

Unbreakable

Immunity to Restrained, Grappled, and Paralyzed for 1 round.

Seismic Wave
3

Seismic Wave

All enemies within range, Dex Save, or 3d8 + Str Bludgeoning & Knocked Prone (on success, Prone resisted, and damage reduced by half).

Inner Strength
3

Inner Strength

Advantage on Str Saves & +1d6 to all Melee damage for 1 minute.

Bonebreaker
2

Bonebreaker

Con Save, or 2d6 + Str Bludgeoning & Slowed for 1 round (on a successful Save, Slowed is resisted and damage is reduced by half).

Forceful Blow
2

Forceful Blow

2d8 + Str Bludgeoning & Knocked Back 10 feet.

Power Surge
2

Power Surge

+2 to Str Modifier for 1 round (+1 round for each slot above 2nd Lvl).

Iron Resolve (Reaction)
2

Iron Resolve (Reaction)

Resistance to Bludgeoning, Piercing & Slashing for 1 round.

Shattering Strike
2

Shattering Strike

2d8 + Str Bludgeoning; damage is doubled if attacking an object or construct.

Titanium Grip
1

Titanium Grip

Str Save, or 1d6 + Str Bludgeoning & Grappled (+1d6 for each slot above 1st Lvl).

Brute Force Charge
1

Brute Force Charge

Charge in a 20 ft line. All enemies in your path, Dex Save, or 1d8 + Str Bludgeoning & Knocked Back 10 feet.

Unyielding Force (Reaction)
1

Unyielding Force (Reaction)

+2 to Str Checks & Saves until for 1 minute.

Earthshake Stomp
1

Earthshake Stomp

All enemies within range, Dex Save, or 1d8 + Str Bludgeoning & Knocked Prone.

Stone Skin
1

Stone Skin

Gain 1d8 + Str Temp HP (+1d8 for each slot above 1st Lvl).

Thunder Punch
1

Thunder Punch

1d6 + Str Bludgeoning (+1d6 for each slot above 1st Lvl).

Nightmare Hallucinations
5

Nightmare Hallucinations

All enemies within range, Wis Save, or 5d10 + Cha Psychic & Frightened for 1 minute (each turn, Wis Save to end the effect) (on success, Frightened resisted, and damage reduced by half).

Shackled Will
5

Shackled Will

Cha Save, or Controlled for 1 hour. At the start of the target's turn (or every 5 minutes out of combat), Cha Save to end the effect.

Mind Shatter
4

Mind Shatter

Wis Save, or 4d8 + Cha Psychic & Stunned for 2 rounds (on success, Stunned resisted, and damage reduced by half).

Symphony of Control
4

Symphony of Control

Target up to 3 enemies within range. Cha Save, or Controlled for 1 minute. At the start each target's turn, Cha Save to end the effect.

False Memory
4

False Memory

Target one enemy within range to telepathically give misinformation to. Wis Save, or they will believe this for 1 hour, and act accordingly.

Mass Charm
3

Mass Charm

Target up to three enemies within range. Wis Save, or Charmed for 1 minute. At the start of each target's turn, Wis Save to end the effect.

Hypnotic Dance
3

Hypnotic Dance

Wis Save, or Incapacitated for 1 round.

Dominate
3

Dominate

Cha Save, or Controlled for 2 rounds. At the start of the target's turn, Cha Save to end the effect.

Phantom Image
2

Phantom Image

Create two duplicates of yourself in empty spaces adjacent to you for 2 rounds. Enemies who Attack you must roll a d6; on a 4-6, they attack one of the duplicates instead, which then vanishes.

Reaction Distraction
3

Reaction Distraction

Target yourself or an ally within range. For 1 minute, all Attacks of Opportunity against the target have Disadvantage.

Reverberating Song
2

Reverberating Song

All enemies within range, Con Save, or 2d8 + Cha Psychic & Stunned for 1 round (on success, Stunned resisted, and damage reduced by half).

Siren's Lullaby
2

Siren's Lullaby

Wis Save, or Asleep for 1 round (or until damaged).

Mesmerizing Echo
2

Mesmerizing Echo

All enemies within range, Wis Save, or 2d6 + Cha Psychic & Disoriented for 1 round (on success, Disoriented resisted, and damage reduced by half).

Ballad of Obedience
2

Ballad of Obedience

Wis Save, or Charmed for 2 rounds. At the start of the target's turn, Wis Save to end the effect.

Momentary Ally
1

Momentary Ally

Target one enemy within range. Wis Save, or Controlled for their next turn.

Controlled Situation
1

Controlled Situation

Until the end of your next turn, you have Advantage on Dex Saves, and enemies have Disadvantage on Attacks against you.

Soothing Song
1

Soothing Song

Heal yourself or an ally within range for 1d8 + Cha HP (+1d8 for each slot above 1st Lvl).

Echo of Confusion
1

Echo of Confusion

Wis Save, or 1d6 + Cha Psychic & Confused until the end of their next turn.

Bewitching Voice
1

Bewitching Voice

Cha Save, or Distracted until their next turn.

Hypnotic Gaze
1

Hypnotic Gaze

Wis Save, or Charmed until the end of their next turn.

Perfect Counter (Reaction)
5

Perfect Counter (Reaction)

If an Attack against you misses, counter for 6d8 + Dex Bludgeoning. Str Save, or Disarmed & Knocked Prone.

Death Blow
5

Death Blow

Con Save, or 5d10 + Dex Bludgeoning or Slashing & Paralyzed for 2 rounds (on a successful Save, Paralyzed is resisted and damage is reduced by half).

Wind Walk
4

Wind Walk

Dash up to 30 feet without provoking an Attack of Opportunity. If you Attack during this Dash, you stop moving, but gain Advantage on the Attack.

Battle Hardened (Reaction)
4

Battle Hardened (Reaction)

+2 to AC & Resistance to all damage for 2 rounds.

Dragon's Fury
4

Dragon's Fury

Attack one target with three Unarmed Strikes for 1d10 + Dex Bludegeoning on each attack. If all three Attacks deal more than 20 damage, target is Stunned for 2 rounds.

Chi Healing
3

Chi Healing

Heal yourself or an ally for 3d8 HP. Target gains +2 to their Saves until your next turn.

Spinning Crane Kick
3

Spinning Crane Kick

All enemies within range, Dex Save, or 3d8 + Dex Bludgeoning & Knocked Prone (on success, Prone resisted, and damage reduced by half).

Tiger Claw
3

Tiger Claw

Str Save, or 3d6 + Dex Slashing & Grappled (on a successful Save, the target resists being Grappled and damage is reduced by half). Target takes 1d6 Slashing each turn while Grappled.

Strong Resolve
3

Strong Resolve

Gain 2d6 + Con Temp HP, and gain Resistance to Bludgeoning, Piercing & Slashing for 1 round.

Display of Skills
2

Display of Skills

All enemies within range, Wis Save, or Frightened for 1 round.

Parry Kick
2

Parry Kick

After a Melee Attack against you hits, reduce damage by 2d6 + Dex. If damage is reduced to 0, you may successfully counter with an Unarmed Strike.

Counterattack (Reaction)
2

Counterattack (Reaction)

After a Melee Attack against you misses, counter for 1d8 + Dex Bludgeoning & gain Advantage on your next Attack against the attacker.

Deflect Projectile (Reaction)
2

Deflect Projectile (Reaction)

After a Ranged Attack against you hits, reduce damage by 1d10 + Dex + Lvl. If damage reduced to 0, you catch the projectile.

Tempest Kick
2

Tempest Kick

All enemies with range, Dex Save, or 2d8 + Dex Bludgeoning & Pushed Back 5 ft (on success, Pushed Back resisted, and damage reduced by half).

Fist of Rage
1

Fist of Rage

+1d8 Bludgeoning to your next successful Melee Attack.

Sweeping Kick
1

Sweeping Kick

Dex Save, or 1d6 + Dex Bludgeoning & Knocked Prone.

Defensive Stance (Reaction)
1

Defensive Stance (Reaction)

After an Attack against you hits, reduce damage by 1d6 + Dex (+1d6 for each slot above 1st Lvl).

Quick Palm Strike
1

Quick Palm Strike

1d6 + Dex Bludgeoning. Str Save or Pushed Back 5 ft.

Flowing Evasion (Reaction)
1

Flowing Evasion (Reaction)

+1 to AC & Advantage on Dex Saves for 1 round. If Melee attacker misses, move up to 10 ft without triggering an Attack of Opportunity.

Focused Strike
1

Focused Strike

1d8 + Dex Bludgeoning (+1d8 for each slot above 1st Lvl).

Energizing Ray (Reaction)
5

Energizing Ray (Reaction)

You and up to three allies of your choice immediately take another action (Move, Attack, or Use up to 3rd Lvl Power). Targets can't take Reactions until the end of their next turn.

Astral Convergence
5

Astral Convergence

Creates spiraling source of magical energy for 1 minute. +2d8 Force to all Power attacks for the duration. All combatants within or entering the zone, Wis Save, or Stunned on their next turn.

Reconstructive Healing
4

Reconstructive Healing

Heal yourself or an ally for 3d8 + Int HP. The target gains Advantage on Saves for 1 minute.

Warp Tunnel
4

Warp Tunnel

You and up to two allies within range teleport up to 60 ft. Foes within 5 ft of where those who teleported started, Dex Save, or Disoriented for 2 rounds.

Mental Strain
4

Mental Strain

Wis Save, or 4d8 + Int Psychic & Incapacitated for 1 round (on success, Incapacitated resisted, and damage reduced by half).

Magic Burst
3

Magic Burst

All enemies within range, Dex Save, or 3d6 + Int Force & Stunned for 1 round (on success, Stunned resisted, and damage reduced by half).

Bend to Your Will
3

Bend to Your Will

Wis Save, or Charmed for 2 rounds. Wis Save each turn to end the effect.

Dispel Power
3

Dispel Power

End one effect caused by a Power (Condition, Area Effect, etc.) within range.

Disorienting Wave
3

Disorienting Wave

All enemies within range, Int Save, or Confused for 1 round.

Mystical Feedback (Reaction)
2

Mystical Feedback (Reaction)

Enemies who make a Melee Attack against you take 1d8 + Int Force counter damage for 2 rounds, or until you're hit by Ranged attack. The first enemy to make a Melee Attack against you while the Power is in effect, Con Save, or Pushed Back 10 ft.

Arcane Aid
2

Arcane Aid

Heal up to four combatants within range for 2d8 + Int HP (+1d8 for each slot above 2nd Lvl).

Thoughtsteal
2

Thoughtsteal

Wis Save, or the target's thoughts are audible to you for 1 minute.

Mystic Barrier
2

Mystic Barrier

Create a barrier with 10 HP that absorbs damage from all attacks for 1 minute, or until destroyed (+10 HP for each slot above 2nd Lvl).

Psionic Blast
2

Psionic Blast

2d6 + Int Psychic. Int Save or Knocked Back 10 ft.

Magic Touch
1

Magic Touch

Heal yourself or an ally for 1d8 + Int HP (+1d8 for each slot above 1st Lvl).

Arcane Sight
1

Arcane Sight

Allows you to see magical auras and invisible foes within range for 10 minutes.

Telekinetic Shove
1

Telekinetic Shove

Str Save, or the target is Pushed Back 10 ft.

Blinding Beam
1

Blinding Beam

Wis Save, or target is Blinded on their next turn.

Arcane Shield
1

Arcane Shield

+2 to AC for yourself or an ally within range until your next turn.

Mind Spike
1

Mind Spike

1d6 + Int Psychic (+1d6 for each slot above 1st Lvl).

Storm of Fury
5

Storm of Fury

Conjure up a violent storm of all of the elements for 1 minute. Each turn a combatant is within the storm, Con Save, or 5d10 + Int Elemental of Choice & Blinded for their turn (on success, Blinded resisted, and damage reduced by half).

Cataclysm
5

Cataclysm

Dex Save, or 6d8 + Int Affinity & Stunned for 2 rounds (on success, Stunned resisted, and damage reduced by half).

Flesh & Stone (Reaction)
4

Flesh & Stone (Reaction)

+2 to AC & Resistance to two Elementals of Choice for 1 minute.

Wall of Elements
4

Wall of Elements

Create a 10 ft high, 20 ft long, 1 ft thick wall that prevents movement for 1 minute. All combatants in the path of wall upon creation, Dex Save, or 4d8 + Int Elemental of Choice & Knocked Prone (on success, Prone resisted, and damage reduced by half).

Affinity Vortex
4

Affinity Vortex

Str Save, or 4d10 + Int Affinity & Pulled 10 ft towards the center (on succces, Pulled resisted, and damage reduced by half). Disadvantage to Attacks for all combatants within in the vortex, and Str Save to escape it.

Flaming Rubble
3

Flaming Rubble

Dex Save, or 1d8 Fire + 2d6 Bludgeoning (on success, damage reduced by half). Creates difficult terrain.

Spontaneous Combustion
3

Spontaneous Combustion

3d6 + Int Fire. Con Save or Burned (1d6) for 2 rounds.

Frozen Solid
3

Frozen Solid

Dex Save or 3d6 + Int Ice & Stunned for 1 round (on success, Stunned resisted, and damage reduced by half).

Affinity Blast
3

Affinity Blast

Dex Save, or 3d6 + Int Affinity & Knocked Back 10 ft (on success, Knocked Back resisted, and damage reduced by half).

Earth's Protection
2

Earth's Protection

Resistance to Elemental of Choice for yourself or an ally within range for 1 round.

Wind-Woven Armor (Reaction)
2

Wind-Woven Armor (Reaction)

+1 to AC, and Melee attackers take 1d8 Force counter damage for 1 round.

Stone's Throw
2

Stone's Throw

2d6 + Int Bludgeoning (+1d6 for each slot above 2nd Lvl).

Tectonic Slam
2

Tectonic Slam

Dex Save, or 2d8 + Int Bludgeoning & Knocked Prone (on succes, Prone resisted, and damage reduced by half).

Lava Wave
2

Lava Wave

Dex Save, or 2d6 + Int Fire & Burned (1d4) for 1 round (on success, Burned resisted, and damage reduced by half).

Attuned to Nature
1

Attuned to Nature

Manipulate one nearby element for 1 round (+1 round for each slot above 1st Lvl).

Sudden Flash
1

Sudden Flash

Dex Save, or 1d8 + Int Elemental of Choice (+1d8 & +5 ft for each slot above 1st Lvl).

Flame Shield (Reaction)
1

Flame Shield (Reaction)

+2 to AC of yourself or an ally within range until the end of your next turn.

Stone Fist
1

Stone Fist

1d8 + Int Bludgeoning. Str Save, or Restrained until the end of the target's next turn.

Magma Burst
1

Magma Burst

Dex Save, or 1d6 + Int Fire.

Icicle
1

Icicle

1d8 + Int Ice (+1d8 for each slot above 1st Lvl).

Furious Frenzy
5

Furious Frenzy

For 1 minute, you can ake two attacks with one action (+1d6 to damage for each attack), you have Advantage on Str Saves, and attacking enemies have Disadvantage against you.

Berserker's Wrath
5

Berserker's Wrath

Advantage on Attacks & Checks, and +2d8 to all damage for 1 minute.

Arm Flail
4

Arm Flail

All foes within 5 ft, Str Save or 3d8 + Con Bludgeoning & Stunned for 2 rounds (on success, Stunned resisted, and damage reduced by half).

Body Wrench
4

Body Wrench

Str Save, or 4d6 + Con Bludgeoning & Paralyzed for 1 round (on success, Paralyzed resisted, and damage reduced by half).

Raging Bull
4

Raging Bull

Charge in a 30 ft line. Dex Save or 4d8 + Con Bludgeoning & Knocked Prone (on success, Prone Resisted, and damage reduced by half).

Fighter's Fortitude
3

Fighter's Fortitude

Gain 2d6 + Con Temp HP. Add your Con to all Saves for 1 minute.

Champion's Endurance
3

Champion's Endurance

Resistance to all non-Elemental damage for 1 round.

Frenzied Assault
3

Frenzied Assault

For 1 minute, after making an Attack, make an additional Attack as a Bonus Action.

Bone Crusher
3

Bone Crusher

3d6 + Con Bludgeoning (double damage against Restrained foe).

Steel Grip
2

Steel Grip

Str Save, or Restrained. 1d6 + Con Bludgeoning each turn until successful Str Save.

Adrenaline Rush
2

Adrenaline Rush

Gain Temp HP equal to your Con at the start of each turn for 1 minute.

Haymaker
2

Haymaker

2d6 + Con Bludgeoning (+1d6 & Knocked Back 5 ft if attacking after moving at least 10 ft).

Crushing Punch
2

Crushing Punch

Str Save, or 2d8 + Con Bludgeoning & Restrained (on success, Restrained resisted, and damage reduced by half).

Unbreakable Stance
2

Unbreakable Stance

Resistance to Bludgeoning, Piercing & Slashing for 1 round.

Grappling Strike
1

Grappling Strike

1d6 + Con Bludgeoning. Str Save, or Restrained.

Shoulder Charge
1

Shoulder Charge

Charge at one target within range. 1d6 + Con Bludgeoning & Knocked Back 10 ft.

Toughen Up
1

Toughen Up

Gain 1d6 + Con Temp HP (+1d6 for each slot above 1st Lvl).

Body Slam
1

Body Slam

1d8 + Con Bludgeoning. Str Save, or Knocked Prone.

Held In Place
1

Held In Place

Auto Succeed on next Grapple attempt.

Knockout Punch
1

Knockout Punch

1d6 + Con Bludgeoning (+1d6 for each slot above 1st Lvl). On a Crit, Con Save or Unconscious for 1d4 rounds.

Summon Greater Beast
5

Summon Greater Beast

Summon one Huge creature (30 HP, 15 AC, +5 to Attacks, 1d10 damage) to aid you in combat for 1 minute.

Fury of the Forest
5

Fury of the Forest

Advantage on all Attack rolls, and +2d8 to all damage dealt by you & your Bonded Companion for 1 minute.

Feral Rage
4

Feral Rage

Str Save or 3d10 + Str Bludgeoning or Slashing & Restrained for 2 rounds (on success, Restrained resisted, and damage reduced by half).

Primal Screech
4

Primal Screech

Wis Save, or Frightened for 1 minute (each turn, Wis Save to end the effect).

Coating of Dirt
4

Coating of Dirt

Resistance to Bludgeoning, Piercing & Slashing for self & Bonded Companion for 2 rounds.

Survival Instincts
3

Survival Instincts

Gain 2d6 + Con Temp HP, and Resistance to Poison for self & Bonded Companion for 2 rounds.

Rabid Charge
3

Rabid Charge

You & Bonded Companion charge forward. Each foe in the path, Dex Save or 2d8 + Str Bludgeoning (on success, damage reduced by half).

Pack Leader's Call
3

Pack Leader's Call

Summon 1d4 Small creatures (8 HP, 10 AC, +2 to Attacks, 1d4 damage each) to aid you for 1 round (+1 round for each slot above 3rd Lvl).

Savage Minds
3

Savage Minds

Advantage to Melee attacks for you & Bonded Companion for 1 round.

For the Pack
2

For the Pack

Heal yourself and up to 6 allies within range for 2d8 + Wis (+1d8 for each slot above 2nd Lvl).

Shared Senses
2

Shared Senses

Share sight, hearing, or smell with Bonded Companion for 10 minutes.

Terrifying Howl
2

Terrifying Howl

Wis Save, or Frightened for 1 round.

Hunter's Mark
2

Hunter's Mark

Target one foe. +1d6 to damage on the next Attack you and Bonded Companion make against target.

Stronger Bond
2

Stronger Bond

+2 to Bonded Companion's AC for 1 round, and Advantage on its next Attack.

Nature's Aid
1

Nature's Aid

Heal for 1d6 + Wis (+1d6 for each slot above 1st Lvl).

Got Your Scent
1

Got Your Scent

After successfully attacking a foe, Advantage on next Attack against them.

Wild Roar
1

Wild Roar

Allies within range gain Advantage on their next attacks.

Command Companion
1

Command Companion

+1 to Bonded Companion's next Attack & Damage rolls.

Animal Reflexes
1

Animal Reflexes

Advantage on Dex Saves for 1 round.

Taming Strike
1

Taming Strike

1d6 + Str Bludgeoning (+1d6 for each slot above 1st Lvl).

One With the Darkness
5

One With the Darkness

Invisible & Undetectable for 1 minute. For the duration, gain Advantage on all attacks without losing Invisibility, and +5d6 to all damage dealt.

Assassinate
5

Assassinate

6d8 + Dex Piercing. On a Crit, target is immediately reduced to 0 HP.

Sleeper Choke
4

Sleeper Choke

Str Save, or 3d10 + Dex & Unconscious for 1d4 rounds (or until the target takes damage); on a successful Save, damage is reduced by half and the target is not Unconscious.

Shadow Stalk
4

Shadow Stalk

Become Invisible for 1 minute. If attacking, gain Advantage without losing Invisibility.

Spine Stab
4

Spine Stab

Con Save, or 4d6 + Dex Piercing and Paralyzed for 2 rounds; on a successful Save, damage is reduced by half and the target is not Paralyzed. If the target is Unaware, the Attack is an Automatic Crit.

Lethal Accuracy
3

Lethal Accuracy

Advantage on, and +2d6 to your next Attack.

I Was Never Here
3

I Was Never Here

Become Invisible for 2 rounds. If attacking, lose Invisibility, but gain Advantage on the Attack.

Unseen Strike
3

Unseen Strike

3d6 + Dex Piercing; if the target is Unaware, it is an Automatic Crit. Wis Save, or Stunned until the end of their next turn.

Poison Coat
3

Poison Coat

For 2 rounds, all Melee Attacks deal +2d8 Poison. On a successful Attack, Con Save, or Poisoned for 1 round.

Pressure Point (Reaction)
2

Pressure Point (Reaction)

+1d8 Piercing to Melee damage (+1d8 for each slot above 2nd Lvl).

Vanish
2

Vanish

Become Invisible for 1 round. If attacking, lose Invisibility, but gain Advantage on the Attack.

Improved Evasion (Reaction)
2

Improved Evasion (Reaction)

Take half damage on failed Dex Saves, and no damage on successful Dex Saves for 1 minute.

Smoke Screen
2

Smoke Screen

Obscure battlefield for 1 round. Everyone within the smoke cloud has Disadvantage on Attacks & Saves.

Eviscerating Strike
2

Eviscerating Strike

2d6 + Dex Slashing. Con Save, or Bleeding (1d4) for 1 round.

Move In Silence (Reaction)
1

Move In Silence (Reaction)

Enemies trying to find you have Disadvantage for 1 round.

Deadly Precision
1

Deadly Precision

Attack with Advantage for 1d8 + Dex Piercing (+1d8 for each slot above 1st Lvl).

Hello, Darkness
1

Hello, Darkness

Create a shadowy area that takes up a 15 ft radius.

Silent Throw
1

Silent Throw

1d6 + Dex Piercing. Con Save, or Silenced for 1 round.

Shadow Step
1

Shadow Step

Teleport to a dimly-lit area within 30 ft.

Assess Weakness
1

Assess Weakness

At the start of combat, choose one target. All Attacks against this target have Advantage.

Aerial Domination
5

Aerial Domination

Levitate up to 20 ft off the ground for 1 minute. While Levitating, gain Advantage on all Attacks, and foes using Ranged Attacks have Disadvantage.

Dance of Combat
5

Dance of Combat

6d8 + Dex Bludgeoning or Slashing to up to four targets, moving up to 10 ft after each attack; ends after the first miss.

Flash Step
4

Flash Step

Dash up to 30 feet without triggering Attack of Opportunity. If stopping next to a foe, Attack with Advantage for 3d10 + Dex Slashing.

Nimble Slice
4

Nimble Slice

4d8 + Dex Slashing.

Fantastic Leap (Reaction)
4

Fantastic Leap (Reaction)

As a Reaction, leap 1d12 feet into the air without triggering Attack of Opportunity, and land Result (x5) ft away from where you started.

Evasive Counter (Reaction)
3

Evasive Counter (Reaction)

After Dodging, counter attack with Advantage for 2d8 + Dex Piercing.

Phase Dash
3

Phase Dash

Dash up to 15 ft, phasing through enemies to avoid Attacks of Opportunity.

Tornado Kick
3

Tornado Kick

Targets all enemies within 5 ft. Dex Save, or 2d6 + Dex Bludgeoning, and Knocked Prone. On a successful Save, damage is reduced by half, and the target is not Knocked Prone.

Blinding Speed
3

Blinding Speed

Double your Movement Speed for 1 hour.

Combat Reflexes (Reaction)
2

Combat Reflexes (Reaction)

After an enemy's Attack misses, counter attack for 1d6 + Dex Piercing.

Acrobatic Feint
2

Acrobatic Feint

Wis Save, or Disadvantage on the target's next Attack.

Tumble Roll (Reaction)
2

Tumble Roll (Reaction)

Advantage on Dex Saves for 1 minute.

Sweeping Strike
2

Sweeping Strike

2d6 + Dex Bludgeoning to two enemies within Melee range.

Whirlwind Strike
2

Whirlwind Strike

2d6+ Dex Bludgeoning or Slashing, then move 10 ft without triggering Attack of Opportunity.

Dodge Roll (Reaction)
1

Dodge Roll (Reaction)

Reduce damage taken from an Attack by 1d4 + Dex (+1d4 each slot above Level 1).

Flash Strike
1

Flash Strike

1d8 + Dex Slashing (+1d8 if attacking after moving at least 15 ft).

Feather Step
1

Feather Step

Take no fall damage for 10 minutes.

Spider's Climb
1

Spider's Climb

Climb ceilings and vertical surfaces for 1 minute (5 minutes if used as Level 2, then +5 minutes each subsequent Level).

Evasive Maneuver (Reaction)
1

Evasive Maneuver (Reaction)

Dodge as a Reaction, the gain +2 AC until your next turn.

Darting Strike
1

Darting Strike

1d6 + Dex Piercing or Slashing (+1d6 for each slot above 1st Lvl).

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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