Poly-Hero
Hit Points
Hit Dice: d8 per Poly-Hero level
Hit Points at first Level: 8 + Consitution modifier
Hit Points at Higher Levels: 1d8 (min. 5) + constitution modifier.
Proficiences
Armor: Light, Medium, or Heavy armour, one type of your choice.
Weapons: Simple weapons and one martial weapon of your choice.
Tools: Any one tool set of your choice.
Saving Throws: Two Saving Throws of your choice.
Skills: Any 2 skills and the unique "Superpower" skill.
Overview & Creation
A normal being before that fateful day in Megalo-City. Working on a government funded operation to produce the world's perfect source of renewable energy, a human male works day and night running the numbers to make sure every last detail lines up. But in his sleep-deprived and caffeine fueled state, he misses an integer. That single digit throws everything out of balance and the reactor blows. His co-worker, an elven female slams the emergency lockdown button and the entire facility is encased in a radiation sealing dome. Before any of the scientists, security, visitors, and trespassers know it, they are blinded by a strange light.
When they awaken, each individual who was present that day finds themself with strange new abilities unlike anything observed before. Control over fire, super-speed, the ability to breath under water, these are just a few of the abilities available to the Poly-Heroes.
Class Features
Heroic Ability
At 1st level, choose two of your ability scores. These scores become your Heroic Ability Scores. A Heroic Ability Score has a score limit of 25 instead of 20.
Superpower
As a Poly-Hero, you are proficient in the Superpower skill. This skill uses either of your Heroic Ability Scores and is used when you want to utilize your powers in non-conventional ways such as using a damaging power to incapacitate a foe without killing them.
Heroic Attribute
At 1st level, you choose a Heroic Attribute, which determines your list of available spells. Your attribute is a broad category which lends insight into the nature of your powers. Possible observed abilities range from altering the emotions of others, controlling light and darkness, and even holding command over the elements and weather itself.
The available Heroic Attributes are DARK, EARTH, FIRE, LIGHT, WATER, and WIND. You will choose one of these Attributes for yourself, this attribute cannot be changed.
Spellcasting
Your spellcasting abilities are founded in your inherent abilities. As such, any of your spells which would normally require a Material component do not require that material to cast the spell.
Your spells all lie dormant within your body, waiting for the time when they are most needed for you to learn how to use them. At 1st level, you learn one cantrip from your Heroic Attribute's spell list.
Spellcasting Ability
Your spellcasting ability score is determined by selecting your Heroic Ability scores. Select one of your Heroic Ability scores to use whenever a spell references your spellcasting ability score or a spell save DC.
Spell Save DC = 8 + your proficiency bonus + your chosen Heroic ability modifier
Spell Attack modifier = your proficiency bonus + your chosen Heroic ability modifier
Learning Spells of 1st Level or Higher
After 1st level, you learn another spell with every odd numbered Poly-Hero level (i.e. 3, 5, 7, etc.). Each of these spells must be of a level for which you have spell slots, as shown on the Poly-Hero table.
Passive Power
When you reach 2nd level, you realize there is an ability which had been occurring without your knowledge. You may choose a spell from your Heroic Attribute's Passive Power list. The spell's effect becomes active at all times and does not require concentration any more. The level of your Passive Power is not limited by your max spellcasting level.
Your chosen Passive Power's effect can only be used to benefit yourself, even if it could otherwise be used to benefit other creatures (e.g. Bless, Enhance Reflexes, Haste).
Heroic Classification
When you reach 3rd level, you choose your Heroic Classification, which is a bureaucratic designation given to narrow the nature of your powers. The possible Classifications include: Cavalier, Fortress, Inspiration, and Mystery.
Your choice of classification grants you features at 3rd, 6th, 7th, 10th, 13th, 15th, and 18th level.
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. You cannot increase an ability score past it's limit with this, 20 for normal scores, 25 for heroic scores.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Active Power
When you reach 3rd level, you devise a way to maximize the efficiency of your powers. You may choose a spell from your Heroic Attribute's Active Power list. Your Active Power is not limited by your max spellcasting level and does not use a Spell Slot when cast. When you use your Active Power, it is cast at your highest available Spell Level.
Villains at Large!
When you reach 9th level, you have had more than a few notable adventures in defending the innocent. Operating within a limited space, this has lead you to encountering a number of enemies along your journey who can't help but disagree with your ideology or methods. Select 5 individual creatures that you have encountered during your adventures, these individuals become your Villains.
When in combat with any of your Villains, you have advantage on attack rolls against them and they have advantage on attack rolls against you. You also have the ability to contact your Villains in order to glean information from them, and you have advantage on Insight rolls made against them.
Just as you grow stronger over time, so will your Villains. Each time you gain a Poly-Hero level, your Villains each gain a Feat which is applicable to them.
Should one of your Villains die or reform their ways, another individual creature will rise to take their place in your personal Rogues' Gallery, but they do not gain the Feats of the previous Villain.
Learn from Experience!
When you reach 11th level, you have been fighting crime long enough to notice patterns in ne'er-do-wells. From underhanded tactics to methods of escape, they become predictable enough to be easily trapped. Choose a category of alignment, your options being Evil, Good, Chaotic, or Lawful. You gain advantage in Survival checks to track these creatures and any attacks made against creatures of that category in battle are made with advantage.
Lead by Example!
When you reach 14th level, you are a seasoned veteran in fighting the forces of evil. You have been serving justice for so long that it comes as second nature to you. You gain expertise in 2 of your skill proficiencies. Whenever an allied creature fails a Saving throw or ability check which you have proficiency in, you may use your Reaction to make the same Saving throw or ability check. If you succeed, any negative effects from your ally failing do not happen. If you fail, the negative effects of the failure affect both your ally and you.
Indomitable Presence
When you reach 17th level, you are a worldwide icon of heroism and justice. Your very name has become a household staple and tales of your bravery and might have reached historic levels. Your very presence is enough to make evil quake in it's boots. You become immune to being Frightened and have advantage against being Charmed.
Additionally, you have advantage on Intimidation checks against creatures affected by your Learn from Experience! feature.
Fuse at Will
When you reach 20th level, you gain the ability to cast the Fusion of Souls spell. This spell can only be cast once per Long Rest.
Fusion of Souls:
Casting Time: 1 action
Components: V, S
Duration: 24 hours or until the caster uses an action to dispel the effects of the spell.
Range: 120 ft.
Effect: The caster chooses between 2 and 5 willing creatures within range which they can see (this can include the caster themself). Those creatures all gain the Fused condition and have a single new statblock shared among them. The statblock is created in the following ways:
Race: The race of the Fusion is a hybrid of those of the targets, gaining all of the racial features and benefits of the targets.
Class and Level: The Fusion retains the classes and levels of the targets of the spell. If two or more targets have the same class at different levels, the higher level is retained. If one or more of the targets has any levels in the Poly-Hero class, the Fusion gains an extra level in the Poly-Hero class.
Features and Feats: The Fusion gains up to a maximum of 10 features belonging to any of the targets, not including racial features. The Fusion cannot gain more than one Fighting Style. If one or more of the targets has any levels in the Poly-Hero class, the Fusion gains all of that target's Feats, which don't count towards the maximum of 10.
If two or more of the targets are spellcasters and spellcasting is chosen, the Fusion gains the spell slots of each target with spellcasting, the spellcasting ability of the Fusion becomes that of the highest level target with spellcasting.
Hit Points: The Fusion rolls the hit dice of each target to determine its' maximum hit points, adding the constitution modifier of each target into that target's hit dice.
Ability Scores and Proficiency: For each ability score, the Fusion retains the highest score of each ability that the targets had (e.g., if the Strength scores of the targets are 18, 12, 15, and 9, the Fusion has a Strength score of 18.).
The proficiency bonus of the Fusion is equal to the sum of the proficiency bonus of each target. The Fusion gains the skill, weapon, and equipment proficiencies of each target and any shared proficiencies become expertise.
Speed: The speed of the Fusion is equal to the highest speed among the targets, with an additional 5 ft. for each other target (e.g., a Fusion with 5 targets gains an additional 20 ft. to its' speed.). This applies for each type of speed.
Equipment: The Fusion gains the armor of one of the targets and up to a maximum of three weapons total from among those in the inventory of all of the targets.
Starting Equipment
- One martial or simple weapon of your choice.
- One armour of your choice.
- One tool set which you have proficiency in.
Spellcasting
Dark
Cantrip
- Bloody Lancet
- Chill Touch
- Friends
- Prestidigitation
- Sapping Sting
- Thaumaturgy
- Toll the Dead
- Vicious Mockery
1st Level
- Arms of Hadar
- Cause Fear
- Charm Person
- Detect Evil and Good
- Dissonant Whispers
- False Life
- Heroism
- Hex
- Hideous Laughter
- Inflict Wounds
- Protection from Evil and Good
- Ray of Sickness
- Sleep
- Tasha's Hideous Laughter
- Wrathful Smite
2nd Level
- Blindness/Deafness [Blind Only]
- Calm Emotions
- Crown of Madness
- Darkness
- Darkvision
- Enthrall
- Gentle Repose
- Pass Without Trace
- Shadow Blade
- Suggestion
3rd Level
- Catnap
- Enemies Abound
- Fear
- Feign Death
- Hunger of Hadar
- Life Transference
- Speak with Dead
- Vampiric Touch
4th Level
- Black Tentacles
- Blight
- Charm Monster
- Compulsion
- Confusion
- Dire Charm
- Evard's Black Tentacles
- Phantasmal Killer
- Polymorph
- Shadow of Moil
5th Level
- Destructive Wave
- Dominate Person
- Dream
- Enervation
- Geas
6th Level
- Circle of Death
- Eyebite
- Harm
- Mass Suggestion
- Mental Prison
- Otto's Irresistable Dance
7th Level
8th Level
- Antipathy/Sympathy
- Dominate Monster
- Maddening Darkness
9th Level
Passive
- Friends
- Guidance
- True Strike
- Bless
- Detect Evil and Good
- Enhance Reflexes
- Expeditious Retreat
- Heroism
- Hunter's Mark
- Protection from Evil and Good
- Blur
- Darkness
- Enhance Ability
- Kinetic Jaunt
- Pass Without Trace
- Spider Climb
- Aura of Vitality
- Beacon of Hope
- Fly
- Haste
- Skirmish
- Aura of Life
- Aura of Purity
Active Power
- Bloody Lancet
- Sapping Sting
- Toll the Dead
- Vicious Mockery
- Arms of Hadar
- Dissonant Whispers
- Inflict Wounds
- Ray of Sickness
- Vortex Warp
- Life Transference
- Blight
- Dimension Door
Cavalier Power
- Bloody Lancet
- Chill Touch
- Sapping Sting
- Toll the Dead
- Vicious Mockery
- Arms of Hadar
- Dissonant Whispers
- Hunter's Mark
- Inflict Wounds
- Ray of Sickness
- Shadow Blade
- Spiritual Weapon
- Vampiric Touch
- Black Tentacles
- Blight
- Evard's Black Tentacles
- Phantasmal Killer
- Enervation
- Circle of Death
- Harm
- Finger of Death
- Dark Star
- Maddening Darkness
- Ravenous Void
Fortress Power
- Blade Ward
- Resistance
- Detect Evil and Good
- Detect Magic
- Detect Poison and Disease
- Faerie Ward
- Mage Armor
- Protection from Evil and Good
- Sanctuary
- Shield
- Blur
- Earthbind
- Hold Person
- Protection from Poison
- Warding Bond
- Counterspell
- Magic Circle
- Death Ward
- Otiluke's Resilient Sphere
- Resilient Sphere
- Shadow of Moil
- Antilife Shell
- Hold Monster
- Globe of Invulnerability
- Primordial Ward
- Regenerate
- Antimagic Field
- Invulnerability
Inspiration Power
- Friends
- Guidance
- Quickstep
- Spare the Dying
- Springheel
- True Strike
- Bless
- Charm Person
- Enhance Reflexes
- Expeditious Retreat
- False Life
- Gift of Alacrity
- Healing Word
- Heroism
- Jump
- Longstrider
- Action
- Aid
- Burst of Speed
- Calm Emotions
- Enhance Ability
- Enlarge/Reduce
- Enthrall
- Kinetic Jaunt
- Spider Climb
- Aura of Vitality
- Beacon of Hope
- Fly
- Haste
- Life Transference
- Mass Healing Word
- Skirmish
- Speak with Dead
- Aura of Life
- Aura of Purity
- Charm Monster
- Dimension Door
- Freedom of Movement
- Leadership
- Dominate Person
- Evasiveness
- Far Step
- Mass Cure Wounds
- Skill Empowerment
- Teleportation Circle
- Heal
- Improved Haste
- Tenser's Transformation
- Word of Recall
- Draconic Transformation
- Mass Haste
- Mass Skirmish
- Teleport
- Gate
- Mass Heal
- Mass Improved Haste
Mystery Power
- Cheat
- Mage Hand
- Prestidigitation
- Relaxing Meditation
- Thaumaturgy
- Bane
- Cause Fear
- Command
- Compelled Duel
- Floating Disk
- Hex
- Hideous Laughter
- Silvery Barbs
- Sleep
- Tasha's Hideous Laughter
- Tenser's Floating Disk
- Blindness/Deafness [Blind Only]
- Crown of Madness
- Darkness
- Darkvision
- Pass Without Trace
- Ray of Enfeeblement
- Suggestion
- Vanishing Trick
- Web
- Catnap
- Dispel Magic
- Enemies Abound
- Fear
- Feign Death
- Hunger of Hadar
- Slow
- Compulsion
- Confusion
- Dire Charm
- Invisibility Purge
- Geas
- Modify Memory
- Rapid Redeployment
- Eyebite
- Find the Path
- Mass Suggestion
- Otto's Irresistable Dance
- Soul Cage
- Dream of the Blue Veil
- Tether Essence
- Antipathy/Sympathy
- Teleportation Field
Earth
Cantrip
- Blade Ward
- Diamond Edge
- Druidcraft
- Elemental Influence [Earth Only]
- Flurry of Steel
- Infestation
- Magic Daggers
- Magic Stone
- Mold Earth
- Poison Spray
- Prestidigitation
- Primal Savagery
- Shillelagh
- Thaumaturgy
- Thorn Whip
1st Level
- Animal Friendship
- Beast Bond
- Detect Poison and Disease
- Earth Tremor
- Ensnaring Strike
- Entangle
- Geomantic Discernment
- Goodberry
- Guided Missile
- Hail of Thorns
- Purify Food and Drink
- Rumbling Charge
- Speak with Animals
2nd Level
- Alter Self
- Animal Messenger
- Barkskin
- Beast Sense
- Cloud of Daggers
- Dragon's Breath [Poison Only]
- Find Traps
- Glass Blade
- Locate Animals or Plants
- Maximilian's Earthen Grasp
- Protection from Poison
- Spike Growth
- Stone Bones
- Web
3rd Level
- Conjure Barrage
- Create Food and Water [Food Only]
- Erupting Earth
- Meld into Stone
- Melf's Minute Meteors
- Plant Growth
- Speak with Plants
- Wall of Sand
4th Level
- Dominate Beast
- Giant Insect
- Grasping Vine
- Guardian of Nature
- Hunger of the Earth
- Locate Creature
- Shape Metal
- Stone Shape
- Stoneskin
5th Level
- Commune with Nature
- Conjure Volley
- Contagion
- Insect Plague
- Iron Body
- Passwall
- Swift Quiver
- Transmute Rock
- Tree Stride
- Wall of Stone
- Wrath of Nature
6th Level
- Blade Barrier
- Bones of the Earth
- Druid Grove
- Flesh to Stone
- Heroes' Feast
- Investiture of Stone
- Move Earth
- Wall of Iron
- Wall of Thorns
7th Level
8th Level
- Animal Shapes
- Bombardment
- Earthquake
9th Level
- Meteor Swarm
- Transmute Lava [Lava to Stone Only]
Passive Power
- Guidance
- True Strike
- Beast Bond
- Bless
- Enhance Reflexes
- Expeditious Retreat
- Geomantic Discernment
- Hunter's Mark
- Alter Self [#3 Only]
- Barkskin
- Enhance Ability
- Kinetic Jaunt
- Spider Climb
- Aura of Vitality
- Beacon of Hope
- Fly
- Haste
- Skirmish
- Aura of Life
- Aura of Purity
- Guardian of Nature
- Locate Creature
- Stoneskin
Active Power
- Druidcraft
- Flurry of Steel
- Infestation
- Mold Earth
- Poison Spray
- Primal Savagery
- Thorn Whip
- Earth Tremor
- Goodberry
- Rumbling Charge
- Find Traps
- Vortex Warp
- Conjure Barrage
- Create Food and Water [Food Only]
- Erupting Earth
- Dimension Door
- Shape Metal
- Stone Shape
Cavalier Power
- Diamond Edge
- Flurry of Steel
- Infestation
- Magic Daggers
- Magic Stone
- Poison Spray
- Primal Savagery
- Shillelagh
- Thorn Whip
- Earth Tremor
- Ensnaring Strike
- Guided Missile
- Hail of Thorns
- Hunter's Mark
- Rumbling Charge
- Cloud of Daggers
- Cordon of Arrows
- Dragon's Breath [Poison Only]
- Glass Blade
- Maximilian's Earthen Grasp
- Spike Growth
- Spiritual Weapon
- Conjure Barrage
- Erupting Earth
- Melf's Minute Meteors
- Conjure Volley
- Insect Plague
- Swift Quiver
- Transmute Rock
- Wrath of Nature
- Bones of the Earth
- Inevitable Boulder
- Bombardment
- Earthquake
- Meteor Swarm
Fortress Power
- Blade Ward
- Resistance
- Detect Evil and Good
- Detect Magic
- Detect Poison and Disease
- Faerie Ward
- Mage Armor
- Protection from Evil and Good
- Sanctuary
- Shield
- Barkskin
- Earthbind
- Hold Person
- Protection from Poison
- Stone Bones
- Warding Bond
- Counterspell
- Magic Circle
- Wall of Sand
- Death Ward
- Guardian of Nature
- Otiluke's Resilient Sphere
- Resilient Sphere
- Stoneskin
- Antilife Shell
- Hold Monster
- Iron Body
- Wall of Stone
- Blade Barrier
- Flesh to Stone
- Globe of Invulnerability
- Investiture of Stone
- Primordial Ward
- Wall of Iron
- Wall of Thorns
- Regenerate
- Antimagic Field
- Invulnerability
Inspiration Power
- Guidance
- Quickstep
- Spare the Dying
- Springheel
- True Strike
- Animal Friendship
- Beast Bond
- Bless
- Enhance Reflexes
- Expeditious Retreat
- Gift of Alacrity
- Goodberry
- Healing Word
- Heroism
- Jump
- Longstrider
- Action
- Aid
- Burst of Speed
- Enhance Ability
- Enlarge/Reduce
- Find Traps
- Kinetic Jaunt
- Locate Animals or Plants
- Spider Climb
- Aura of Vitality
- Beacon of Hope
- Create Food and Water [Food Only]
- Fly
- Haste
- Life Transference
- Mass Healing Word
- Skirmish
- Speak with Plants
- Aura of Life
- Aura of Purity
- Dimension Door
- Dominate Beast
- Freedom of Movement
- Leadership
- Awaken
- Evasiveness
- Far Step
- Mass Cure Wounds
- Skill Empowerment
- Teleportation Circle
- Tree Stride
- Druid Grove
- Heal
- Heroes' Feast
- Improved Haste
- Tenser's Transformation
- Transport via Plants
- Word of Recall
- Draconic Transformation
- Mass Haste
- Mass Skirmish
- Teleport
- Dominate Monster
- Gate
- Mass Heal
- Mass Improved Haste
Mystery Power
- Cheat
- Druidcraft
- Elemental Influence [Earth Only]
- Mage Hand
- Mold Earth
- Prestidigitation
- Relaxing Meditation
- Thaumaturgy
- Bane
- Entangle
- Floating Disk
- Geomantic Discernment
- Hex
- Purify Food and Drink [Food Only]
- Silvery Barbs
- Snare
- Speak with Animals
- Tenser's Floating Disk
- Animal Messenger
- Ray of Enfeeblement
- Vanishing Trick
- Web
- Dispel Magic
- Meld into Stone
- Plant Growth
- Slow
- Dominate Beast
- Giant Insect
- Grasping Vine
- Hunger of the Earth
- Invisibility Purge
- Locate Creature
- Shape Metal
- Stone Shape
- Commune with Nature
- Contagion
- Passwall
- Rapid Redeployment
- Tree Stride
- Find the Path
- Move Earth
- Soul Cage
- Dream of the Blue Veil
- Tether Essence
- Animal Shapes
- Teleportation Field
- Transmute Lava [Lava to Stone Only]
Fire
Cantrip
- Control Flames
- Create Bonfire
- Elemental Influence [Fire Only]
- Fire Bolt
- Green-Flame Blade
- Molten Blade
- Prestidigitation
- Produce Flame
- Sacred Flame
- Thaumaturgy
1st Level
- Absorb Elements [Fire Only]
- Burning Hands
- Hellish Rebuke
- Searing Smite
2nd Level
- Aganazzar's Scorcher
- Blur
- Continual Flame
- Dragon's Breath [Fire Only]
- Flame Blade
- Flaming Sphere
- Heat Metal
- Pyrotechnics
- Scorching Ray
3rd Level
- Ashardalon's Stride
- Elemental Weapon [Fire Only]
- Fireball
- Flame Arrows
- Protection from Energy [Fire Only]
4th Level
- Elemental Bane [Fire Only]
- Fire Shield
- Wall of Fire
5th Level
- Flame Strike
- Flaming Death
- Immolation
6th Level
- Investiture of Flame
- Primordial Ward [Fire Only]
7th Level
- Delayed Blast Fireball
- Fire Storm
8th Level
9th Level
- Transmute Lava [Stone to Lava Only]
Passive Power
- Guidance
- True Strike
- Bless
- Enhance Reflexes
- Expeditious Retreat
- Hunter's Mark
- Blur
- Enhance Ability
- Kinetic Jaunt
- Spider Climb
- Aura of Vitality
- Beacon of Hope
- Fly
- Haste
- Protection from Energy [Fire Only]
- Skirmish
- Aura of Life
- Aura of Purity
Active Power
- Control Flames
- Fire Bolt
- Green-Flame Blade
- Burning Hands
- Aganazzar's Scorcher
- Pyrotechnics
- Scorching Ray
- Vortex Warp
- Fireball
- Dimension Door
Cavalier Power
- Create Bonfire
- Fire Bolt
- Green-Flame Blade
- Molten Blade
- Produce Flame
- Burning Hands
- Hellish Rebuke
- Hunter's Mark
- Searing Smite
- Aganazzar's Scorcher
- Dragon's Breath [Fire Only]
- Flame Blade
- Flaming Sphere
- Heat Metal
- Scorching Ray
- Spiritual Weapon
- Elemental Weapon [Fire Only]
- Fireball
- Flame Arrows
- Flame Strike
- Flaming Death
- Immolation
- Delayed Blast Fireball
- Fire Storm
- Incendiary Cloud
Fortress Power
- Blade Ward
- Resistance
- Absorb Elements [Fire Only]
- Detect Evil and Good
- Detect Magic
- Detect Poison and Disease
- Faerie Ward
- Mage Armor
- Protection from Evil and Good
- Sanctuary
- Shield
- Blur
- Earthbind
- Hold Person
- Protection from Poison
- Warding Bond
- Counterspell
- Magic Circle
- Protection from Energy [Fire Only]
- Death Ward
- Fire Shield
- Otiluke's Resilient Sphere
- Resilient Sphere
- Wall of Fire
- Antilife Shell
- Hold Monster
- Globe of Invulnerability
- Investiture of Flame
- Primordial Ward
- Regenerate
- Antimagic Field
- Invulnerability
Inspiration Power
- Guidance
- Quickstep
- Spare the Dying
- Springheel
- True Strike
- Bless
- Enhance Reflexes
- Expeditious Retreat
- Gift of Alacrity
- Healing Word
- Heroism
- Jump
- Longstrider
- Action
- Aid
- Burst of Speed
- Enhance Ability
- Enlarge/Reduce
- Kinetic Jaunt
- Spider Climb
- Ashardalon's Stride
- Aura of Vitality
- Beacon of Hope
- Fly
- Haste
- Life Transference
- Mass Healing Word
- Skirmish
- Aura of Life
- Aura of Purity
- Dimension Door
- Fredom of Movement
- Leadership
- Evasiveness
- Far Step
- Mass Cure Wounds
- Skill Empowerment
- Teleportation Circle
- Heal
- Improved Haste
- Tenser's Transformation
- Word of Recall
- Draconic Transformation
- Mass Haste
- Mass Skirmish
- Teleport
- Gate
- Mass Heal
- Mass Improved Haste
Mystery Power
- Cheat
- Control Flames
- Elemental Influence [Fire Only]
- Mage Hand
- Prestidigitation
- Relaxing Meditation
- Thaumaturgy
- Bane
- Floating Disk
- Hex
- Silvery Barbs
- Tenser's Floating Disk
- Continual Flame
- Pyrotechnics
- Ray of Enfeeblement
- Vanishing Trick
- Dispel Magic
- Slow
- Elemental Bane [Fire Only]
- Invisibility Purge
- Rapid Redeployment
- Find the Path
- Soul Cage
- Dream of the Blue Veil
- Tether Essence
- Control Water
- Teleportation Field
- Transmute Lava [Stone to Lava Only]
Light
Cantrip
- Dancing Lights
- Encode Thoughts
- Friends
- Light
- Lightning Lure
- Message
- Mind Sliver
- Minor Illusion
- Prestidigitation
- Shocking Grasp
- Thaumaturgy
- True Strike
1st Level
- Absorb Elements [Lightning Only]
- Boomerang
- Catapult
- Cerebral Ray
- Chameleon Mask
- Command
- Compelled Duel
- Comprehend Languages
- Detect Evil and Good
- Disguise Self
- Dissonant Whispers
- Faerie Fire
- Guiding Bolt
- Hardlight Blaster
- Protection from Evil and Good
- Silent Image
- Witch Bolt
- Wrathful Smite
2nd Level
- Alter Self
- Blur
- Branding Smite
- Calm Emotions
- Dazzling Ray
- Detect Thoughts
- Dragon's Breath [Lightning Only]
- Invisibility
- Levitate
- Mind Spike
- Mirror Image
- Moonbeam
- Nondescript
- Phantasmal Force
- See Invisibility
- Tasha's Mind Whip
- Zone of Truth
3rd Level
- Blinding Smite
- Call Lightning
- Daylight
- Elemental Weapon [Lightning Only]
- Glitterdust
- Hypnotic Pattern
- Lightning Arrow
- Lightning Bolt
- Major Image
- Nondetection
- Protection from Energy [Lightning Only]
- Sending
- Tongues
4th Level
- Arcing Spark
- Elemental Bane [Lightning Only]
- Greater Invisibility
- Hallucinatory Terrain
- Locate Creature
- Polymorph
- Raulothim's Psychic Lance
- Sickening Radiance
- Staggering Smite
5th Level
- Awaken
- Dawn
- Destructive Wave
- Mislead
- Modify Memory
- Rary's Telepathic Bond
- Seeming
- Synaptic Static
- Telepathic Bond
- Wall of Light
6th Level
- Chain Lightning
- Primordial Ward [Lightning Only]
- Programmed Illusion
- Sunbeam
- Truesight
7th Level
- Crown of Stars
- Mirage Arcane
- Project Image
8th Level
- Feeblemind
- Glibness
- Illusory Dragon
- Mind Blank
- Sunburst
- Telepathy
9th Level
- Foresight
- Mass Polymorph
- Psychic Scream
- True Polymorph
Passive Power
- Dancing Lights
- Guidance
- True Strike
- Bless
- Chameleon Mask
- Detect Evil and Good
- Enhance Reflexes
- Expeditious Retreat
- Hunter's Mark
- Protection from Evil and Good
- Blur
- Enhance Ability
- Invisibility
- Kinetic Jaunt
- Nondescript
- Spider Climb
- Aura of Vitality
- Beacon of Hope
- Fly
- Haste
- Intellect Fortress
- Protection from Energy [Lightning Only]
- Skirmish
- Aura of Life
- Aura of Purity
- Greater Invisibility
Active Power
- Lightning Lure
- Mind Sliver
- Shocking Grasp
- Boomerang
- Catapult
- Cerebral Ray
- Hardlight Blaster
- Vortex Warp
- Hardlight Gauntlet
- Lightning Bolt
- Arcing Spark
- Dimension Door
- Raulothim's Psychic Lance
Cavalier Power
- Lightning Lure
- Mind Sliver
- Shocking Grasp
- Boomerang
- Catapult
- Cerebral Ray
- Guiding Bolt
- Hardlight Blaster
- Hunter's Mark
- Witch Bolt
- Wrathful Smite
- Branding Smite
- Dragon's Breath [Lightning Only]
- Mind Spike
- Moonbeam
- Phantasmal Force
- Spiritual Weapon
- Tasha's Mind Whip
- Branding Smite
- Call Lightning
- Elemental Weapon [Lightning Only]
- Hardlight Gauntlet
- Lightning Arrow
- Lightning Bolt
- Arcing Spark
- Raulothim's Psychic Lance
- Sickening Radiance
- Staggering Smite
- Dawn
- Synaptic Static
- Chain Lightning
- Sunbeam
- Crown of Stars
- Feeblemind
- Illusory Dragon
- Sunburst
- Psychic Scream
Fortress Power
- Blade Ward
- Resistance
- Absorb Elements [Lightning Only]
- Detect Evil and Good
- Detect Magic
- Detect Poison and Disease
- Faerie Ward
- Mage Armor
- Protection from Evil and Good
- Sanctuary
- Shield
- Blur
- Earthbind
- Hold Person
- Protection from Poison
- Warding Bond
- Counterspell
- Intellect Fortress
- Magic Circle
- Protection from Energy [Lightning Only]
- Death Ward
- Otiluke's Resilient Sphere
- Resilient Sphere
- Antilife Shell
- Hold Monster
- Wall of Light
- Fizban's Platinum Shield
- Globe of Invulnerability
- Primordial Ward
- Regenerate
- Antimagic Field
- Invulnerability
Inspiration Power
- Guidance
- Message
- Quickstep
- Spare the Dying
- Springheel
- True Strike
- Bless
- Comprehend Languages
- Enhance Reflexes
- Expeditious Retreat
- Gift of Alacrity
- Healing Word
- Heroism
- Jump
- Longstrider
- Action
- Aid
- Borrowed Knowledge
- Burst of Speed
- Enhance Ability
- Enlarge/Reduce
- Kinetic Jaunt
- Spider Climb
- Aura of Vitality
- Beacon of Hope
- Fly
- Haste
- Life Transference
- Mass Healing Word
- Skirmish
- Tongues
- Aura of Life
- Aura of Purity
- Dimension Door
- Freedom of Movement
- Leadership
- Evasiveness
- Far Step
- Mass Cure Wounds
- Rary's Telepathic Bond
- Seeming
- Skill Empowerment
- Telepathic Bond
- Teleportation Circle
- Heal
- Improved Haste
- Tenser's Transformation
- True Seeing
- Word of Recall
- Draconic Transformation
- Mass Haste
- Mass Skirmish
- Mirage Arcane
- Teleport
- Telepathy
- Foresight
- Gate
- Mass Heal
- Mass Improved Haste
Mystery Power
- Cheat
- Dancing Lights
- Encode Thoughts
- Light
- Mage Hand
- Minor Illusion
- Prestidigitation
- Relaxing Meditation
- Thaumaturgy
- Alarm
- Bane
- Chameleon Mask
- Disguise Self
- Faerie Fire
- Floating Disk
- Hex
- Silent Image
- Silvery Barbs
- Tenser's Floating Disk
- Alter Self
- Dazzling Ray
- Detect Thoughts
- Invisibility
- Levitate
- Mirror Image
- Nondescript
- Ray of Enfeeblement
- See Invisibility
- Vanishing Trick
- Zone of Truth
- Daylight
- Dispel Magic
- Glitterdust
- Hypnotic Pattern
- Major Image
- Nondetection
- Slow
- Elemental Bane [Lightning Only]
- Greater Invisibility
- Hallucinatory Terrain
- Invisibility Purge
- Polymorph
- Dream
- Mislead
- Rapid Redeployment
- Telekinesis
- Find the Path
- Mental Prison
- Programmed Illusion
- Dream of the Blue Veil
- Project Image
- Tether Essence
- Glibness
- Mind Blank
- Teleportation Field
- Mass Polymorph
- Shapechange
- True Polymorph
Water
Cantrip
- Acid Splash
- Druidcraft
- Elemental Influence [Water Only]
- Frostbite
- Prestidigitation
- Primal Savagery
- Ray of Frost
- Shape Water
- Thaumaturgy
1st Level
- Absorb Elements [Acid or Cold Only]
- Armor of Agathys
- Break Waves
- Create or Destroy Water
- Fog Cloud
- Frost Fingers
- Grease
- Ice Knife
- Icicle Javelin
- Purify Food and Drink
- Refrigerate
- Snowflake Shield
- Snowshoes
- Tasha's Caustic Brew
- Thaw
2nd Level
- Acid Arrow
- Alter Self
- Blur
- Dragon's Breath [Acid or Cold Only]
- Melf's Acid Arrow
- Rime's Binding Ice
- Rusting Grasp
- Skywrite
- Snilloc's Snowball Swarm
- Water Jet
3rd Level
- Create Food and Water [Water Only]
- Desiccate
- Elemental Weapon [Acid or Cold Only]
- Freedom of the Waves
- Frostmail
- Ice Claw Prison
- Protection from Energy [Acid or Cold Only]
- Rain Squall
- Riptide
- Sleet Storm
- Tidal Wave
- Wall of Water
- Water Breathing
- Water Walk
4th Level
- Control Water
- Elemental Bane [Acid or Cold Only]
- Ice Shape
- Ice Storm
- Storm Sphere
- Vitriolic Sphere
- Watery Sphere
5th Level
- Cone of Cold
- Frolicking Fountain
- Maelstrom
6th Level
- Freezing Sphere
- Investiture of Ice
- Otiluke's Freezing Sphere
- Primordial Ward [Acid or Cold Only]
- Wall of Ice
- Winter Flower
7th Level
- Freezing Touch
- Simulacrum
8th Level
- Abi-Dalzim's Horrid Wilting
- Control Weather
- Tsunami
9th Level
- Call Avalanche
- Fimbulwinter
- Storm of Vengeance
Passive Power
- Guidance
- True Strike
- Bless
- Enhance Reflexes
- Expeditious Retreat
- Hunter's Mark
- Snowshoes
- Alter Self [#1 or #3 Only]
- Blur
- Enhance Ability
- Kinetic Jaunt
- Rusting Grasp
- Spider Climb
- Aura of Vitality
- Beacon of Hope
- Fly
- Haste
- Protection from Energy [Acid or Cold Only]
- Skirmish
- Aura of Life
- Aura of Purity
Active Power
- Acid Splash
- Druidcraft
- Frostbite
- Primal Savagery
- Ray of Frost
- Shape Water
- Create or Destroy Water
- Frost Fingers
- Ice Knife
- Icicle Javelin
- Acid Arrow
- Melf's Acid Arrow
- Rime's Binding Ice
- Snilloc's Snowball Swarm
- Vortex Warp
- Water Jet
- Create Food and Water [Water Only]
- Freedom of the Waves
- Riptide
- Tidal Wave
- Dimension Door
- Ice Shape
- Ice Storm
- Vitriolic Sphere
Cavalier Power
- Acid Splash
- Frostbite
- Primal Savagery
- Ray of Frost
- Frost Fingers
- Hunter's Mark
- Ice Knife
- Icicle Javelin
- Tasha's Caustic Brew
- Acid Arrow
- Dragon's Breath [Acid or Cold Only]
- Melf's Acid Arrow
- Rusting Grasp
- Snilloc's Snowbal Swarm
- Spiritual Weapon
- Water Jet
- Desiccate
- Elemental Weapon [Acid or Cold Only]
- Freedom of the Waves
- Ice Claw Prison
- Riptide
- Tidal Wave
- Ice Storm
- Storm Sphere
- Vitriolic Sphere
- Watery Tentacles
- Cone of Cold
- Maelstrom
- Freezing Sphere
- Otiluke's Freezing Sphere
- Winter Flower
- Freezing Touch
- Abi-Dalzim's Horrid Wilting
- Tsunami
- Call Avalanche
- Storm of Vengeance
Fortress Power
- Blade Ward
- Resistance
- Absorb Elements [Acid or Cold Only]
- Armor of Agathys
- Break Waves
- Detect Evil and Good
- Detect Magic
- Detect Poison and Disease
- Faerie Ward
- Mage Armor
- Protection from Evil and Good
- Sanctuary
- Shield
- Snowflake Shield
- Blur
- Earthbind
- Hold Person
- Protection from Poison
- Warding Bond
- Counterspell
- Frostmail
- Magic Circle
- Protection from Energy [Acid or Cold Only]
- Wall of Water
- Death Ward
- Otiluke's Resilient Sphere
- Resilient Sphere
- Antilife Shell
- Hold Monster
- Globe of Invulnerability
- Investiture of Ice
- Primordial Ward
- Wall of Ice
- Regenerate
- Antimagic Field
- Invulnerability
Inspiration Power
- Guidance
- Quickstep
- Spare the Dying
- Springheel
- True Strike
- Bless
- Create or Destroy Water
- Enhance Reflexes
- Expeditious Retreat
- Gift of Alacrity
- Healing Word
- Heroism
- Jump
- Longstrider
- Action
- Aid
- Burst of Speed
- Enhance Ability
- Enlarge/Reduce
- Kinetic Jaunt
- Spider Climb
- Aura of Vitality
- Beacon of Hope
- Create Food and Water [Water Only]
- Fly
- Haste
- Life Transference
- Mass Healing Word
- Skirmish
- Water Breathing
- Water Walk
- Aura of Life
- Aura of Purity
- Dimension Door
- Freedom of Movement
- Leadership
- Evasiveness
- Far Step
- Mass Cure Wounds
- Skill Empowerment
- Teleportation Circle
- Heal
- Improved Haste
- Tenser's Transformation
- Word of Recall
- Draconic Transformation
- Mass Haste
- Mass Skirmish
- Teleport
- Gate
- Mass Heal
- Mass Improved Haste
Mystery Power
- Cheat
- Elemental Influence [Water Only]
- Mage Hand
- Prestidigitation
- Relaxing Meditation
- Shape Water
- Thaumaturgy
- Bane
- Floating Disk
- Grease
- Hex
- Purify Food and Drink [Drink Only]
- Refrigerate
- Silvery Barbs
- Snowshoes
- Tenser's Floating Disk
- Thaw
- Ray of Enfeeblement
- Rime's Binding Ice
- Skywrite
- Vanishing Trick
- Web
- Dispel Magic
- Rain Squall
- Sleet Storm
- Slow
- Control Water
- Elemental Bane [Acid or Cold Only]
- Ice Shape
- Invisibility Purge
- Watery Sphere
- Frolicking Fountain
- Rapid Redeployment
- Find the Path
- Soul Cage
- Dream of the Blue Veil
- Simulacrum
- Tether Essence
- Control Weather
- Teleportation Field
- Fimbulwinter
Wind
Cantrip
- Booming Blade
- Druidcraft
- Eldritch Blast
- Elemental Influence [Wind Only]
- Force Buckler
- Force Dart
- Gust
- Mystical Blade
- Prestidigitation
- Primal Savagery
- Sword Burst
- Thaumaturgy
- Thunderclap
- Thundering Blade
1st Level
- Absorb Elements [Thunder Only]
- Feather Fall
- Fog Cloud
- Guided Missile
- Magic Missile
- Magnify Gravity
- Thunderous Smite
- Thunderwave
- Whispering Wind
- Zephyr Strike
2nd Level
- Blindness/Deafness (Deaf Only)
- Blur
- Dust Devil
- Gust of Wind
- Levitate
- Misty Step
- Pass Without Trace
- Petal Storm
- Shatter
- Silence
- Skywrite
- Spiritual Weapon
- Warding Wind
- Zone of Sweet Air
3rd Level
- Elemental Weapon [Thunder Only]
- Gaseous Form
- Protection from Energy [Thunder Only]
- Pulse Wave
- Stinking Cloud
- Thunder Step
- Wind Wall
4th Level
- Distort Gravity
- Elemental Bane [Thunder Only]
- Gravity Sinkhole
- Intensify Gravity
- Watery Tentacles
5th Level
- Cloudkill
- Control Winds
- Destructive Wave
- Freedom of the Winds
- Steel Wind Strike
- Suffocate
- Telekinesis
- Wall of Force
6th Level
- Blade Barrier
- Disintegrate
- Gravity Fissure
- Investiture of Wind
- Primordial Ward [Thunder Only]
- Wind Walk
7th Level
- Forcecage
- Mordenkainen's Sword
- Reverse Gravity
- Whirlwind
- Winds of Change
8th Level
- Control Weather
- Dark Star
9th Level
- Blade of Disaster
- Ravenous Void
Passive Power
- Guidance
- True Strike
- Bless
- Enhance Reflexes
- Expeditious Retreat
- Fog Cloud
- Hunter's Mark
- Zephyr Strike
- Alter Self [#3 Only]
- Blur
- Enhance Ability
- Kinetic Jaunt
- Pass Without Trace
- Spider Climb
- Aura of Vitality
- Beacon of Hope
- Fly
- Gaseous Form
- Haste
- Protection from Energy [Thunder Only]
- Skirmish
- Aura of Life
- Aura of Purity
- Intensify Gravity
Active Power
- Druidcraft
- Eldritch Blast
- Force Dart
- Gust
- Primal Savagery
- Sword Burst
- Thunderclap
- Magic Missile
- Thunderwave
- Shatter
- Vortex Warp
- Pulse Wave
- Thunder Step
- Dimension Door
- Gravity Sinkhole
Cavalier Power
- Booming Blade
- Eldritch Blast
- Force Dart
- Mystical Blade
- Primal Savagery
- Sword Burst
- Thunderclap
- Thundering Blade
- Guided Missile
- Hunter's Mark
- Magic Missile
- Thunderous Smite
- Thunderwave
- Zephyr Strike
- Dust Devil
- Petal Storm
- Shatter
- Spiritual Weapon
- Elemental Weapon [Thunder Only]
- Pulse Wave
- Thunder Step
- Gravity Sinkhole
- Cloudkill
- Destructive Wave
- Steel Wind Strike
- Disintegrate
- Gravity Fissure
- Mordenkainen's Sword
- Whirlwind
- Dark Star
- Blade of Disaster
Fortress Power
- Blade Ward
- Force Buckler
- Resistance
- Absorb Elements [Thunder Only]
- Detect Evil and Good
- Detect Magic
- Detect Poison and Disease
- Faerie Ward
- Mage Armor
- Protection from Evil and Good
- Sanctuary
- Shield
- Blur
- Earthbind
- Hold Person
- Protection from Poison
- Warding Bond
- Warding Wind
- Counterspell
- Gaseous Form
- Magic Circle
- Protection from Energy [Thunder Only]
- Wind Wall
- Death Ward
- Otiluke's Resilient Sphere
- Resilient Sphere
- Antilife Shell
- Hold Monster
- Wall of Force
- Globe of Invulnerability
- Investiture of Wind
- Primordial Ward
- Forcecage
- Regenerate
- Antimagic Field
- Invulnerability
Inspiration Power
- Guidance
- Quickstep
- Spare the Dying
- Springheel
- True Strike
- Bless
- Enhance Reflexes
- Expeditious Retreat
- Feather Fall
- Gift of Alacrity
- Healing Word
- Heroism
- Jump
- Longstrider
- Action
- Aerial Alacrity
- Aid
- Burst of Speed
- Enhance Ability
- Enlarge/Reduce
- Kinetic Jaunt
- Misty Step
- Spider Climb
- Vortex Warp
- Aura of Vitality
- Beacon of Hope
- Fly
- Haste
- Life Transference
- Mass Healing Word
- Skirmish
- Aura of Life
- Aura of Purity
- Dimension Door
- Freedom of Movement
- Leadership
- Evasiveness
- Far Step
- Freedom of the Winds
- Mass Cure Wounds
- Skill Empowerment
- Teleportation Circle
- Heal
- Improved Haste
- Tenser's Transformation
- Wind Walk
- Word of Recall
- Draconic Transformation
- Mass Haste
- Mass Skirmish
- Teleport
- Gate
- Mass Heal
- Mass Improved Haste
Mystery Power
- Cheat
- Elemental Influence [Wind Only]
- Gust
- Mage Hand
- Prestidigitation
- Relaxing Meditation
- Thaumaturgy
- Bane
- Floating Disk
- Fog Cloud
- Hex
- Magnify Gravity
- Silvery Barbs
- Tenser's Floating Disk
- Whispering Wind
- Blindness/Deafness [Deaf Only]
- Gust of Wind
- Pass Without Trace
- Ray of Enfeeblement
- Silence
- Skywrite
- Vanishing Trick
- Zone of Sweet Air
- Dispel Magic
- Slow
- Stinking Cloud
- Distort Gravity
- Elemental Bane [Thunder Only]
- Intensify Gravity
- Invisibility Purge
- Control Winds
- Rapid Redeployment
- Suffocate
- Find the Path
- Scatter
- Soul Cage
- Dream of the Blue Veil
- Reverse Gravity
- Tether Essence
- Winds of Change
- Control Weather
- Teleportation Field
Level |
Spells Known |
Cantrips |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
1st |
1 |
Unlimited |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
2nd |
1 |
Unlimited |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
3rd |
2 |
Unlimited |
1 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
4th |
2 |
Unlimited |
2 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
5th |
3 |
Unlimited |
2 |
1 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
6th |
3 |
Unlimited |
3 |
2 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
7th |
4 |
Unlimited |
3 |
2 |
1 |
0 |
0 |
0 |
0 |
0 |
0 |
8th |
4 |
Unlimited |
3 |
2 |
2 |
0 |
0 |
0 |
0 |
0 |
0 |
9th |
5 |
Unlimited |
4 |
3 |
2 |
1 |
0 |
0 |
0 |
0 |
0 |
10th |
5 |
Unlimited |
4 |
3 |
2 |
2 |
0 |
0 |
0 |
0 |
0 |
11th |
6 |
Unlimited |
5 |
3 |
3 |
2 |
1 |
0 |
0 |
0 |
0 |
12th |
6 |
Unlimited |
5 |
4 |
3 |
2 |
2 |
0 |
0 |
0 |
0 |
13th |
7 |
Unlimited |
5 |
4 |
3 |
3 |
2 |
1 |
0 |
0 |
0 |
14th |
7 |
Unlimited |
6 |
4 |
4 |
3 |
2 |
1 |
0 |
0 |
0 |
15th |
8 |
Unlimited |
6 |
5 |
4 |
3 |
3 |
2 |
1 |
0 |
0 |
16th |
8 |
Unlimited |
6 |
5 |
4 |
3 |
3 |
2 |
1 |
0 |
0 |
17th |
9 |
Unlimited |
Unlimited |
5 |
4 |
3 |
3 |
2 |
2 |
1 |
0 |
18th |
9 |
Unlimited |
Unlimited |
6 |
5 |
4 |
3 |
3 |
2 |
1 |
0 |
19th |
10 |
Unlimited |
Unlimited |
6 |
5 |
4 |
4 |
3 |
2 |
1 |
1 |
20th |
10 |
Unlimited |
Unlimited |
6 |
5 |
4 |
4 |
3 |
3 |
2 |
1 |
Subclass Options
Cavalier
Leading the charge into battle, cracking down on crime no matter the conditions, facing evil head on no matter the odds, these are the traits of a Cavalier. A hero through-and-through, the Cavalier fights on the frontlines to protect the innocent and strike down the unjust. A Cavalier utilizes their offensive capabilities and untapped potential to eliminate danger wave after wave, all in the name of justice. As a Cavalier, you are the offensive powerhouse of the Poly-Heroes, taking down villains at the drop of a hat. No being can match your righteous might and no villain can hide from your mighty onslaught.
Head Start
When you reach 3rd level, you have a sixth sense for when a fight is about to start and that's when the real fun begins. You have advantage on any initiative rolls. In addition, you now add your proficiency bonus to your initiative modifier.
Cavalier Power
When you reach 6th level, you excel at using your powers in combat and know how to use them effectively. Select a spell from your Heroic Attribute's Cavalier Power list which you do not already know. Add that spell to your spell list, but it doesn't count towards your number of spells known.
When casting this spell, it is cast as a cantrip, and you roll a number of dice for the spell's damage equal to your Poly-Hero level (e.g. Fireball cast by a Level 10 character deals 10d6 fire damage, Magic Missile cast by a Level 6 character deals 6d4 + 1 force damage to each target).
Extra Attack
When you reach 7th level, you can attack two times, instead of one, when you take the Attack action on your turn. This includes Attacks made by spells.
Heroic Improved Critical
When you reach 10th level, you can use your Bonus Action to drastically increase the ferocity and strength of your attacks. The next time you successfully make an attack roll, it becomes a critical hit. This feature can be used a number of times up to your proficiency bonus, an you must finish a Long Rest or a Short Rest to reset the count of how many times you have used this feature.
Astonishing Presence
When you reach 13th level, you have grown adept at fighting in a wide array of scenarios and against incredibly unique villains, and you have learned a trick or two along the way. When a creature with less than their maximum hit points makes an attack against you and misses, you can use your reaction to make an attack against that creature using your Cavalier Power.
Unbeatable
When you reach 15th level, you operate at your best when the stakes are at their highest. And what higher stakes are there than almost dying? When you are reduced to 0 hit points by a hostile creature, you can use your reaction to make a single attack roll against the creature that damaged you. If you successfully hit, roll damage as normal, and you regain hit points equal to the amount of damage you dealt. If you miss your attack roll, you fall unconscious and gain 1 failed death saving throw. Once you use this feature, you cannot use it again until you finish a Long Rest.
Ultimate Cavalier
When you reach 18th level, you are an unstoppable icon of combat readiness and expertise. Your proficiency bonus for attack rolls and initiative rolls is doubled. In addition, whenever you roll a 1 or a 2 on any of your damage dice for damage rolls, you may re-roll those dice, but you must use the new roll, even if it is another 1 or 2.
Fortress
Defending the weak, holding back the hordes of villainy, and hunkering down to cover the retreat of an ally are just the tip of the iceberg for a Fortress. A mighty monolith of justice, the Fortress protects their allies from danger and harm by drawing the attention to themselves and creating openings for other heroes to dish out the finishing blow. The eternal bane of villainy worldwide, a Fortress cannot truly be defeated, only knocked down to get up stronger than before. As a Fortress, the true pillar of heroism, when the world tells you to move, your job is to bear down and literally plant yourself like a tree beside the river of truth and say "No, you move". Nothing can sway your sheer physical power and even less can sway your moral pedestal.
Health Buff
When you reach 3rd level, you are getting used to your newfound endurance and something inside of you feels different. As though you have become more hardy and durable. Your Poly-Hero hit die is upgraded to a d10 instead of a d8 now. Whenever you gain a Poly-Hero level, you now roll a d10 to increase your hit points, the minimum roll of which is 6.
Fortress Power
When you reach 6th level, you have grown adept at utilizing your powers to their highest defensive potential. Select a spell from your Heroic Attribute's Fortress Power list which you do not already know. Add that spell to your spell list, but it doesn't count towards your number of spells known.
When casting this spell, it is cast as a cantrip, and it's effects last for a number of individual turns in combat, or hours outside of combat, equal to your Poly-Hero level (e.g. Counterspell cast by a Level 13 character lasts for 13 individual creatures' turns in combat, and 13 hours outside of combat), and if it requires concentration, it no longer does to maintain the spell.
Resistance
When you reach 7th level, you gain resistance to a single type of damage of your choosing.
Heroic Second Wind
When you reach 10th level, you can use a Bonus Action on your turn to regain Hit Points equal to 1d10 + your Poly-Hero Level. This can be used a number of times up to your proficiency bonus, and you must finish a Long Rest or Short Rest in order to reset the count of how many times you have used this feature.
Incredible Presence
When you reach 13th level, you are a master of defense and protecting those weaker than you, as such you know how to help other in a pinch. When an attack roll is made against a creature within 5 ft. of you, you can use your reaction to cast your Fortress Power on the attacking or defending creature.
Unstoppable
When you reach 15th level, you have learned to never give up, not until you've drawn your final breath. When you are reduced to 0 hit points by a hostile creature, you can use your reaction to force the creature that damaged you to make a single attack roll against you. If that creature misses their attack roll, you regain hit points equal to the difference in their attack roll and your AC. If that creature lands their attack, they do not roll for damage, you are knocked unconscious and gain 1 failed death saving throw. Once you use this feature, you cannot use it again until you finish a Long Rest.
Ultimate Fortress
When you reach 18th level, you have grown into your role as a sentinel of safety quite well. You now add double your proficiency bonus to your AC while wearing any armor which you are proficient in. In addition, you are now immune to the type of damage you chose for your Resistance feature, and you gain resistance to non-magical bludgeoning, slashing, and piercing damage.
Inspiration
A streak of light through the city streets, a bright symbol emblazoned on the chest, or a weapon instantly recognizable from the way it sounds cracking the skull of a ne'er-do-well. These are the kinds of things an Inspiration utilizes to bring hope to the common people and dread to those who seek to do harm. The Inspiration rallies the troops from the brink of defeat and leads them back to the frontlines with a vigor and vitality never seen before. They may not be the strongest heroes or even the bravest, but nothing can dim the light of hope that an Inspiration gives to any who will receive it. As an Inspiration, you are the hero who braves the darkest caverns to find the key to victory, you are the hero who looks certain defeat in the face and declare that the battle hasn't finished until the last one has fallen.
Iconic Item
When you reach 3rd level, you are starting to become known for something unique about your look or the way you fight which instills a sense of hope in those around you. Choose a specific weapon or armor that is in your inventory.
Weapon. When you are openly wielding this weapon, you and a number of creatures that can see you up to your proficiency bonus gain advantage on attack rolls made in combat.
Armor. When you are wearing this armor, you and a number of creatures that can see you up to your proficiency bonus gain advantage on all saving throws made in combat.
Inspiration Power
When you reach 6th level, you have exhibited a knack for maximizing the morale of your comrades in times of strife. Choose a spell from your Heroic Attribute's Inspiration Power list which you do not already know. Add that spell to your spell list, but it doesn't count towards your number of spells known.
When casting this spell, it is cast as a cantrip, and it's effects can be used on a number of creatures up to your Poly-Hero Level, including yourself (e.g. Jump cast by 6th Level character can be used on the caster and 5 other creatures at the same time, Haste cast by a 10th Level character can be used on 10 different creatures at the same time).
Catchphrase
When you reach 7th level, your words have a special impact on your allies, and you know a specific phrase that will always gear them up for the home stretch in a dangerous situation. Choose a specific phrase no longer than 10 words and add the Catchphrase cantrip to your powers list, the phrase you choose is the verbal requirement to cast the spell. This spell does not count toward your number of spells known.
Catchphrase:
Casting Time: 1 reaction
Components: V
Duration: Instantaneous
Range: 60 ft.
Effect: The caster speaks a designated word or phrase, all allied creatures that can hear the caster within range gain temporary hit points equal to the caster's Poly-Hero level plus their proficiency bonus and their intelligence ability modifier.
Heroic Inspiration
When you reach 10th level, you can use a Bonus Action on your turn to choose a number of creatures, other than yourself, up to your proficiency modifier, within 60 ft. of you who can hear you. Each creature gains 1 Heroic Rally die, which is a d8. The chosen creatures can roll the Heroic Rally die and add the number rolled to an ability check, attack roll, damage roll, or saving throw they make.
The creature can wait until after they make the initial roll to decide to use the Heroic Rally die, but before the DM says the results of the initial roll. A creature can only have a single Heroic Rally die at a time. A creature loses their Heroic Rally die when they use it or when they finish a Short Rest or a Long Rest.
Amazing Presence
When you reach 13th level, you know when the good of the group and the world takes priority over your own safety. When you are dealt damage by a hostile creature, you can use your reaction to cast your Inspiration Power on targets with fewer current hit points than you.
Unbreakable
When you reach 15th level, you are aware that sometimes a team can only be brought together through extreme danger and tragedy, and are willing to put yourself on the line for their benefit. When a hostile creature reduces you to 0 hit points, you can use your reaction to have one allied creature make a single attack against the creature that damaged you. If they successfully hit, they roll damage as normal, and you regain hit points equal to the damage they dealt. If they missed, you fall unconscious and gain 1 failed death saving throw. Once you use this feature, you cannot use this feature again until you finish a Long Rest.
Ultimate Inspiration
When you reach 18th level, you have a powerful reputation across the land as a champion of the people and justice. Your proficiency bonus for your Iconic Item feature is doubled for yourself and your allies. In addition, when you see an ally creature land a critical hit on an attack roll against a hostile creature, you regain hit points equal to half of the total damage dealt.
Mystery
Did that shadow just move? What made that noise down the alleyway? Where did Tim disappear to? These are the questions asked when a Mystery is nearby. Heroes of few words and even less tolerance for mischievous evil doers, a Mystery uses a person's own fear against them in an effort to scare them straight. Nobody is truly sure how a Mystery's powers work, but one thing for certain is that they are always unnerving. A Mystery does not hold themself to the same strict moral code of other heroes, but in a way their code is more strict, often holding themself to a higher standard than any law would. As a Mystery, you have the ability to control a confrontation from the shadows or enforce your will onto those who would seek to do harm. Few things are out of bounds for a Mystery, so long as the other heroes don't find out.
Distraction
When you reach 3rd level, you have a penchant for using unexpected tactics to put your enemies at a disadvantage. When a creature you can see makes an attack roll, you can use your reaction to reduce the result of that attack roll by your proficiency bonus. You can decide to use this feature after the attack roll is made, but must be used before the DM reveals the result of the attack roll.
Mystery Power
When you reach 6th level, you know a thing or two about the unnatural and obscure things that can be done with your powers. Choose a spell from your Heroic Attribute's Mystery Power list which you do not already know. Add that spell to your spell list, but it doesn't count towards your number of spells known.
When casting this spell, it is cast as a cantrip, the casting time becomes a free action which can be used a number of times equal to your Poly-Hero level until you have to take a Short Rest or Long Rest to cast it again (e.g. a 7th Level character can cast Dispel Magic as a free action 7 times before they need to take a Short Rest or Long Rest to cast it again).
Preparedness
When you reach 7th level, you can spend an hour researching a creature you know you will encounter within the next 24 hours or have encountered in the past. That creature becomes a Known Variable. A Known Variable cannot surprise you or impose disadvantage on any of your ability checks, saving throws, or attack rolls. You learn one piece of secret information from your DM about a Known Variable each time they become a Known Variable for you. You can only retain an amount of Known Variables up to your proficiency bonus at one time. If you want to make a different creature a Known Variable while you are at your limit of Known Variables, you must replace one of your prior Known Variables with the new creature. A creature that used to be a Known Variable can be made a Known Variable again.
Heroic Advantage
When you reach 10th level, on your turn, you can use a Bonus Action to steel yourself for the next attack to be made against you. The next attack made against you is made at disadvantage, and if the attacking creatures misses, they become frightened of you until the beginning of their next turn. This feature can be used a number of times up to your proficiency modifier, and you must finish a Short Rest or a Long Rest in order to reset the count of how many times you have used this feature.
Uncanny Presence
When you reach 13th level, you know that not all of your allies like the way you operate, but the results are undeniable. When a creature misses an attack roll against an allied creature you can see, you can use your reaction to cast your Mystery Power on any creatures with more hit points than you.
Unknowable
When you reach 15th level, you have learned that at the moment they think they will win, is when your enemy is most susceptible to failure. When a hostile creature reduces you to 0 hit points, you can use your reaction to force the creature that damaged you to make a Charisma Saving Throw against your Spell Save DC. If they fail their save, you regain hit points equal to the difference in their saving throw and your Spell Save DC. If they succeed their save, you fall unconscious and gain 1 failed death saving throw. Once you use this feature, you cannot use this feature again until you finish a Long Rest.
Ultimate Mystery
When you reach 18th level, you are uniquely infamous among the criminal underworld for your ruthless methods of fighting crime. The proficiency bonus for your Spell Save DC. In addition, when a creature you can see fails a saving throw that you imposed on them, you can take an additional action on your turn for each of those creatures.
Level | Proficiency Bonus | Features | Spells Known* | Max Spell Level |
---|
1 | +2 | Superpower, Heroic Ability, Heroic Attribute | 1 | 0 |
2 | +2 | Passive Power | 1 | 0 |
3 | +2 | Heroic Classification | 2 | 1 |
4 | +2 | Ability Score Improvement | 2 | 1 |
5 | +3 | Active Power | 3 | 2 |
6 | +3 | Classification Feature | 3 | 2 |
7 | +3 | Classification Feature | 4 | 3 |
8 | +3 | Ability Score Improvement | 4 | 3 |
9 | +4 | Villains at Large! | 5 | 4 |
10 | +4 | Classification Feature | 5 | 4 |
11 | +4 | Learn from Experience! | 6 | 5 |
12 | +4 | Ability Score Improvement | 6 | 5 |
13 | +5 | Classification Feature | 7 | 6 | |
14 | +5 | Lead by Example! | 7 | 6 | |
15 | +5 | Classification Feature | 8 | 7 | |
16 | +5 | Ability Score Improvement | 8 | 7 | |
17 | +6 | Indomitable Presence | 9 | 8 | |
18 | +6 | Classification Feature | 9 | 8 | |
19 | +6 | Ability Score Improvement | 10 | 9 | |
20 | +6 | Fuse at Will! | 10 | 9 | |
*Not Including Spells gained by Class or Subclass Features |