```metadata
title: 'My Hero Academia: Offical Handbook'
description: All men are not created equal — Izuku Midoriya
tags:
- Anime
- Shonen
- My Hero
systems:
- 5e
renderer: V3
theme: 5ePHB
```
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# My Hero Academia
## Offical Handbook
___
{{banner D&D 5e Supplement}}
{{footnote
At present, 80% of the world’s population consists of superhumans with special abilities called quirks!
}}
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##### Table Of Contents
- **[Chapter 0: Starting Information (Pg. 3)](#p3)**
- [0.1 Some Basic Info About These Rules](#p3)
- **[Chapter 1: Making a Character (Pg. 5)](#p5)**
- [1.1 Setting Up a Character](#p5)
- **[Chapter 2: Races (Pg. 8)](#p8)**
- [2.1 Human](#p9)
- [2.2 Quirkless Human](#p10)
- [2.3 Hetormorph](#p11)
- [2.4 Superhuman](#p12)
- [2.5 Backgrounds](#p13)
- **[Chapter 3: Classes (Pg. 17)](#p17)**
- [3.1 Heroic Brawler Class](#p18)
- [3.2 Quirk Caster Class](#p24)
- [3.3 Weapon Master Class](#p29)
- [3.4 Inventor Class](#p35)
- **[Chapter 4: Equipment (Pg. 49)](#p49)**
- [4.1 Super Suits](#p49)
- [4.2 Weapons](#p50)
- [4.3 Support Items](#p52)
- [4.4 Item Tiers](#p54)
- [4.5 Crafting and Costs](#p55)
- [4.6 Support Items Examples](#p56)
- **[Chapter 5: Customization & Feats (Pg. 58)](#p58)**
- [5.1 Expenses](#p59)
- [5.2 Feats](#p60)
- [5.3 Adventuring & Missions](#p68)
- [5.4 Activity While Traveling](#p69)
- [5.5 The Environment](#p70)
- [5.6 Food & Water](#p71)
- [5.7 Interacting with Objects](#p71)
- [5.8 Resting](#p71)
- [5.9 Creating Missions](#p72)
- [5.10 Mission XP/Money/Free Time Calculation](#p73)
- [5.11 Social Interactions](#p74)
- [5.12 Free Time](#p76)
- **[Chapter 6: Special Rulings (Pg. 77)](#p77)**
- [6.1 Conditions](#p78)
- [6.2 New Equipment Packs](#p79)
- [6.3 Team Attacks](#p79)
- [6.4 Ultimate Move](#p80)
- [6.5 Hacking Rules](#p81)
- [6.6 Quirk Training](#p81)
- [6.7 Read the Enemy](#p81)
- [6.8 Evasion](#p82)
- [6.9 Clash](#p82)
- [6.10 Quirk Evolution: “Aberrant Ascendance”](#p83)
- [6.11 Roleplaying and Target Achievement XP](#p85)
- [6.12 Debris Damage](#p85)
- **[Chapter 7: Credits (Pg. 89)](#p89)**
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# Chapter 0: Starting Information
## Basic Information About These Rules
DMs, be sure to explore the [My Hero Academia: Quirk Compedium](https://homebrewery.naturalcrit.com/share/YukNfErst7C2), which includes much more information on Quirks and details to include in your game!
This rulebook aims to be a My Hero-themed adaptation of the Wizards of the Coast D&D 5e rule books. Familiarizing yourself with the basics of these rules before engaging with this system is essential. Once you've grasped the basic rules and terminology, you're good to go. [Read this to get started if you are new to 5e!](https://dnd.wizards.com/articles/features/basicrules)
Furthermore, you'll need a solid understanding of the My Hero World. As a Dungeon Master, it's recommended that you watch or read a substantial portion of the series to effectively run this type of game. While it's less critical for players to be familiar with aspects outside of this rulebook, it is still beneficial. Below is a list of considerations and preparations needed before running a game with these rules.
### If You're New to D&D or My Hero
* Have a way to run the campaign. If playing online, use a platform such as [Roll20](https://roll20.net/) or something similar. If playing in person, make sure to have many of the required dice and character sheets set up prior to running a game.
* Come up with a story and world! You can either set up a sandbox world or make a clear path for your players to take if they are less adventurous. Make sure to discuss this with them prior so that everyone is on the same page about what they find fun.
* As stated above, familiaize yourself with My Hero lore and the D&D rules for playes and Dungeon Masters. Below are some more resources to check out!
### Useful Links
* **Limb System** - Have you ever felt weird that even though you RP your character hitting an specific limb, you still only damage their hit points and nothing really special happens? Well, In MHA5e it is crucial you use these rules. So read up and try not to lose your head understanding! [Read this to learn about Limb System!](https://www.dandwiki.com/wiki/Limb_System_(5e_Variant_Rule)
* **World of My Hero Academia** - Most of the My Hero world is full of a variety of interresting location. There are very lots of places especially in this world. There is the The World Hero Foundation, U.A High, I-Island, and many more different and exciting places in this world. [Read this to learn more about the World of My Hero Academia!](https://myheroacademia.fandom.com/wiki/Category:Locations)
* **Equipment** - There are many unique and powerful items in the modern world, even if you are a non-quirk user! Some quirks allow you to creat stuff and here is a list to help you craft iteams you want! [Read this to learn more about Equipment!](https://www.dandwiki.com/wiki/5e_Equipment_(JJBA_Setting)#Equipment)
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### The Rules! (5e)
If you are running a campaign with these rules, it is important to understand the rules of 5th Edition. I would highly recommend using the [Player's Handbook](https://dnd.wizards.com/products/rpg_playershandbook) and [Dungeon Master's Guide](https://dnd.wizards.com/products/dungeon-masters-guide) in conjunction with the rules in this book. Most of the rules from 5e will apply to this campaign setting in this rulebook, only because they are the easiest to understand for most people. The only things that will be different are the races, classes, some spells, items, and a few other rules. Take what you want from the 5e rules and add them to your own game if a rule isn't covered in this book!
### Important Side Note
Understand that when reading this, it is only used as a guide to help you run or play in a game of your own. It is entirely fanmade homebrew. In other words, the Dungeon Master has the final say about what the rules are. You could use 100% of these rules or only 10% , it is up to how you want to run your world! There may be a few typos or grammatical errors, and some confusing explanations, thank you for reading this if you have questions feel free to email us at mha5e.help.desk@gmail.com we will be starting a discord soon if this takes off!
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# Chapter 1: Making a Character
## Setting Up a Character
This is typically the first step in any tabletop RPG or D&D-styled game. Use your imagination to think up what type of character you want to be in this world. Make sure it remains mostly thematic in regards to the setting, as this isn't a standard D&D campaign.
Think about what race you would like your character to be, their personality, goals, back story, specialties, career, appearance, traits, and relationships. Once you have all of these qualities decided, start following these steps below and writing everything down.
Using a "Character Sheet" provided by Wizards of the Coast for 5th Edition, you can track much of this. You may need to make a few modifications for certain things, like tracking Quirks.
### 1. Choosing Your Race
Races in the My Hero world are very simple. Deciding your race can be pretty important to describing your character's appearance and abilities, as well as occasionally defining their goals. Humans are easily the most common race to find when exploring the planet, although you may sometimes find individuals or communities of non-humans living in different areas based on there quirk.
If you are unsure of which race to go with, Human can be an easy choice. However, theere are 4 other races to consider: Hetormorph, Superhuman, and Quirkless Human. They will be better explained in **Chapter 2.**
### 2. Choosing Your Class
Each character should specialize in a field while being a hero. A class will determine your prominent talents and skills, allowing your character to hone and grow their abilities throughout the adventure. For example, a Villan may focus mainly on fighting while inventor can be useful in performing specifics tasks outside of combat that may benefit the group, such as navigating. While having an all-around useful character is important, sometimes it doesn't hurt to have a character that tends to be extremely good at only one thing, so long as they benefit the group and feel fun to play. A well-rounded party can make the journey far more enjoyable in the long-run. **Chapter 3.**
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### 3. Determining Your Ability Scores
The six abilities that are prevalent in every D&D campaign and determine your character's skills are: **Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.** When you calculate the number of each ability score, you will need to list them on your character sheet.
The Dungeons and Dragons 5th Editions rules should list how you can determine your Ability Scores. However, I will also explain this process here. Using the **Standard Array** method, you can take the numbers **15, 14, 13, 12, 10, 8** and assign each number to a different Ability Score.
You may also choose to **Roll for your Ability Scores** by rolling a d6 dice four times and recording the sum of the three highest rolls. Repeat this process five more times until you have written down six total sums. Then, allocate each of these six numbers to individual Ability Scores of your choice. As an example, you may end up with the six numbers 17, 11, 13, 9, 12, 14 after rolling. You might decide you want strength to be your highest Ability Score, so you would put 17 for your Strength Score. Then you would fill in your other Ability Scores accordingly.
Lastly, one other way you can decide Ability Scores is through using **Point Buy**. You can easily find a free Point Buy Caculator online. It is of course always up to the DM to decide what method is used to determine Ability Scores for the party. Once you have calculated your ability scores, you will make changes to them according to your racial feats.
Ability Scores and Modifiers
Ability Score |
Modifier |
1 |
-5 |
2 - 3 |
-4 |
4 - 5 |
-3 |
6 - 7 |
-2 |
8 - 9 |
-1 |
10 - 11 |
0 |
12 - 13 |
+1 |
14 - 15 |
+2 |
16 - 17 |
+3 |
18 - 19 |
+4 |
20 - 21 |
+5 |
22 - 23 |
+6 |
24 - 25 |
+7 |
26 - 27 |
+8 |
28 - 29 |
+9 |
30 |
+10 |
\page
### Strength
Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force. Characters with high Strength are typically capable of performing impressive feats of physicality, such as lifting heavy objects, breaking down doors, or overpowering opponents in combat. This ability is crucial for warriors and fighters who rely on brute force to overcome obstacles.
#### Strength Checks
A Strength check can model any attempt to lift, push, pull, or break something, force your body through a space, or otherwise apply brute force to a situation. This might include lifting a boulder to clear a path, grappling an opponent, or even breaking free from restraints. The **Athletics** skill reflects aptitude in certain kinds of Strength checks, encompassing activities such as climbing, swimming, and jumping.
- **Athletics**: Measures physical prowess for climbing, jumping, or swimming. Essential for strength-based challenges.
---
### Dexterity
Dexterity measures agility, reflexes, and balance, affecting how well you can perform tasks requiring hand-eye coordination. Characters with high Dexterity can perform acrobatic feats, dodge attacks, and manipulate objects with precision. This ability is particularly valuable for rogues, archers, and characters who rely on finesse rather than brute strength.
#### Dexterity Checks
A Dexterity check can model any attempt to dodge a trap, move stealthily, or perform acrobatic stunts. This includes everything from flipping over an obstacle to gracefully navigating through a crowded room.
- **Acrobatics**: Used for balancing, flipping, or avoiding obstacles. Essential for navigating tricky terrain or performing stunts.
- **Stealth**: Allows silent movement and avoidance of detection. Crucial for characters operating in the shadows or infiltrating enemy lines.
\column
### Constitution
Constitution measures endurance, stamina, and the ability to resist physical ailments. Characters with high Constitution are more resilient, able to withstand harsh conditions and recover quickly from injuries. This ability is essential for front-line fighters and those who face perilous situations regularly.
#### Constitution Checks
A Constitution check can model attempts to endure physical hardships, resist exhaustion, or survive extreme environmental conditions.
### Intelligence
Intelligence measures reasoning, memory, and the ability to analyze information critically. Characters with high Intelligence are often capable of understanding complex concepts, recalling facts and lore, and solving intricate problems. This ability is key for scholars, mages, and any character that relies on knowledge and mental acuity.
#### Intelligence Checks
An Intelligence check can model attempts to recall information, solve puzzles, or deduce hidden clues.
- **Crafting**: Used to create, repair, or improve items and gadgets, reflecting practical skills and theoretical knowledge.
- **History**: Enables recall of lore and significant events, helping you understand the world’s context.
- **Investigation**: Crucial for searching for clues and piecing together information.
- **Quirk**: Measures understanding of Quirks, their uses, and effects, aiding strategic decision-making.
\page
### Wisdom
Wisdom measures awareness, intuition, and insight into the world around you. Characters with high Wisdom have keen perception and the ability to make sound judgments based on their experiences. This ability is particularly valuable for clerics, druids, and those who need to navigate social complexities or understand their environment.
#### Wisdom Checks
A Wisdom check can model attempts to notice things, understand motives, or discern truth from deception.
- **Animal Handling**: Helps calm, train, or ride animals, showing your ability to connect with creatures.
- **Insight**: Enables reading others’ emotions and intentions, vital for gauging trustworthiness.
- **Medicine**: Allows diagnosis and treatment of injuries or illnesses, making you a crucial support character.
- **Nature**: Helps understand the natural world and navigate wilderness scenarios.
- **Perception**: Measures overall awareness, vital for spotting hidden threats or details.
- **Survival**: Aids in navigating the wilderness and enduring harsh conditions.
---
### Charisma
Charisma measures force of personality, social skills, and the ability to influence others. Characters with high Charisma can easily charm, persuade, or intimidate those around them. This ability is essential for leaders, diplomats, and anyone who seeks to sway the opinions or actions of others.
#### Charisma Checks
A Charisma check can model attempts to influence others through charm, negotiation, or intimidation.
- **Deception**: Used to lie or mislead others, essential for trickery or stealth.
- **Intimidation**: Allows you to scare or coerce others into action, effective for imposing characters.
- **Performance**: Represents ability to entertain through music, acting, or storytelling, inspiring or swaying crowds.
- **Persuasion**: Helps influence others through charm and negotiation, crucial for rallying support or diffusing conflicts.
### Passive Checks
A passive check is a specialized skill check that doesn’t involve rolling dice. Instead, it represents a character’s average ability to succeed at a task they frequently undertake or allows the GM to determine success in a subtle manner without the players knowing the outcome. This can enhance the storytelling by maintaining a level of suspense and surprise.
**Calculating Passive Check Total:**
To determine a character's passive check total, start with a base score of 10 and add any relevant modifiers, which can include ability scores, proficiency bonuses, or situational bonuses.
- **Advantage:** If a character has advantage on the check, you add 5 to the total. This reflects the enhanced likelihood of success due to favorable circumstances or preparation.
- **Disadvantage:** Conversely, if a character is at a disadvantage, you subtract 5 from the total. This represents increased difficulty or unfavorable conditions impacting their chances.
*Example:* A character with a Wisdom score of 15, which gives them a +2 modifier, and proficiency in Perception (+2), would calculate their passive Wisdom (Perception) score as follows:
10 + 2 (Wisdom modifier) + 2 (proficiency) = 14. This means they are consistently aware of their surroundings, able to notice details or threats without actively searching.
---
### Working Together
Collaboration is often essential in both combat and non-combat scenarios. When two or more characters join forces to tackle a task, it can significantly improve their chances of success. In these instances, the character leading the effort—typically the one with the highest relevant ability modifier—can make the skill check with advantage, indicating the synergy and support provided by their allies.
**Requirements for Helping:**
- A character can only assist in a task if they possess the ability or proficiency to undertake it independently. For example, if one character is trying to pick a lock and another character lacks proficiency with lockpicking tools, the second character cannot provide assistance.
**Combat Considerations:**
In combat situations, helping someone requires the use of the Help action. This allows characters to distract an enemy or provide tactical support, making it easier for their allies to succeed.
\page
### Group Checks
Group checks provide a way for multiple characters to work together on a task, with the outcome reflecting the collective ability of the group. This mechanic can be especially useful in situations where teamwork is crucial, such as navigating treacherous terrain, solving complex puzzles, or facing overwhelming odds.
**Mechanics of Group Checks:**
When a group is called to make a skill check, each character rolls their respective checks. If at least half of the group succeeds, the entire group succeeds, highlighting the importance of teamwork. Conversely, if the majority fails, the entire group faces the consequences of failure.
*Example:* When navigating a swamp, the GM might call for a group Wisdom (Survival) check. Each character rolls their Survival skill. If four out of six characters succeed in their checks, they successfully guide their companions out of danger. However, if only two succeed, the group could end up stumbling into quicksand or a nest of dangerous creatures.
**Roleplaying Group Dynamics:**
Group checks not only promote cooperation but also create opportunities for roleplaying. Characters might encourage each other, share knowledge, or use their unique skills to help one another succeed. This can foster camaraderie and deepen the narrative, allowing players to showcase their characters’ personalities and relationships.
Overall, passive checks, teamwork, and group dynamics are vital components of the gameplay experience, enhancing both strategy and storytelling in the game.
## 1st Level And Beyond
By exploring the My Hero World and fighting your way through various forces, your characters will start to develop new strategies and grow stronger over time. Each time a major advancement occurs, either due to reaching a specific number of **Experience Points** or reaching a **Milestone** in the story, you will gain a Character Level.
For example, if you start at level 1 with 0 Experience Points and gain enough experience over the course of a session to make your way to Level 2, you will mark this on your character sheet and upgrade your stats accordingly during your next Long Rest. Additionally, your DM may decide to use a Milestone system by granting you a level up upon reaching a new arc and completing an important objective, or obtaining a key item.
\column
Character Advancement
Experience Points |
Level |
Proficiency Bonus |
0 |
1 |
+2 |
300 |
2 |
+2 |
900 |
3 |
+2 |
2,700 |
4 |
+2 |
6,500 |
5 |
+3 |
14,000 |
6 |
+3 |
23,000 |
7 |
+3 |
34,000 |
8 |
+3 |
48,000 |
9 |
+4 |
64,000 |
10 |
+4 |
85,000 |
11 |
+4 |
100,000 |
12 |
+4 |
120,000 |
13 |
+5 |
140,000 |
14 |
+5 |
165,000 |
15 |
+5 |
195,000 |
16 |
+5 |
225,000 |
17 |
+6 |
265,000 |
18 |
+6 |
305,000 |
19 |
+6 |
355,000 |
20 |
+6 |
### Level Tiers During The Adventure
During the journey, the DM may decide to structure the pacing and level advancement throughout the adventure to give the feeling of progression to players. By deciding level tiers for certain areas in the world, it will be easy to balance enemies and NPCs in ways that align with player progression.
The **first tier** (levels 1-4) will be for very early exploration throughout U.A. High School. Its campus includes state-of-the-art training facilities, dormitories for students, and classrooms where aspiring heroes learn everything from combat techniques to hero ethics.
The **second tier** (levels 5-10) will be where most of the first half of the campaign takes place, in a portion of Hosu City A bustling urban center Pro heroes often patrol this city to maintain peace and combat organized crime. With sometime taking students
The **third tier** (levels 11-15) is where players will start facing extremely overwhelming challenges. I-Island A floating artificial island located offshore, It serves as a hub for innovation in Quirk-related technology, including the development of support items and gadgets used by heroes and villains alike. The annual I-Expo attracts scientists, inventors, and entrepreneurs from around the world to showcase their latest inventions.
The **final tier** (levels 16-20) is the last stretch of the journey. At this legendary tier, characters should be able to join in the wars. Most fights will be overwhelmingly large-scale and epic, involving hundreds or thousands of heroes and villains in huge wars and battles across the World. Once several Villain have fallen you finally complete the adventure becoming the number One!
\page
# Chapter 2: Races And Backgrounds
In the My Hero world, the variety of races enriches the narrative and gameplay, allowing players to explore diverse backgrounds and abilities. Each race carries distinct traits that shape their identity, culture, and interactions with others. While humans are the most prevalent, numerous unique races bring their own strengths and characteristics, leading to exciting possibilities for character creation.
## Player Races
When selecting a race for your player character, it’s crucial to consider how that choice aligns with your character’s personality, backstory, appearance, and even their class and abilities. For instance, if a character has aspirations of showcasing their unique appearance—such as being born with an extraordinary bird-like head—they might find that the Mutant race aligns perfectly with their vision. Understanding the nuances of each race will help create a well-rounded and engaging character.
### Choosing Your Race
When making your choice, consult the descriptions provided for each race to understand their advantages, cultural nuances, and how they may interact with other races. Consider how your character’s race influences their outlook, motivations, and interactions within the world. Collaborating with your DM can provide additional insights and help tailor your character to fit seamlessly into the campaign’s narrative.
---
> ##### Universal Language
>
> As you explore the various races, you might notice a lack of spoken or written language traits. This is intentional, reflecting the My Hero world’s linguistic landscape.
>
> In this setting, most humanoid creatures communicate through a shared "Common" language, ensuring that diverse races can interact fluidly. This universal communication fosters a sense of unity, allowing characters from different backgrounds to engage with one another without the barriers of language. While individual races may have their own dialects or cultural expressions, the Common language serves as a bridge, enhancing collaboration and story development within the game.
This focus on communication not only simplifies gameplay mechanics but also allows for rich character interactions, encouraging players to delve into their character’s cultural backgrounds and how those influence their perceptions and relationships in a world where quirks and abilities take center stage.
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## Human
Humans in the **My Hero** world are known for their remarkable adaptability, fierce determination, and complex nature. While they are not as inherently powerful as those with Quirks, they possess an incredible capacity for growth and resilience. Humans have a strong sense of community and are capable of great compassion, but can also be territorial and fiercely protective of their own. Despite their flaws, humans are often at the forefront of social change and advancement, driven by their diverse abilities and deep connections to each other.
### Human Traits
**Ability Score Increase.** Your ability scores each increase by 2. Humans are versatile and can excel in a variety of areas.
**Age.** Humans reach adulthood in their late teens, typically around 18 years old, and live for about 100 years. The lack of a Quirk generally means a steady, predictable aging process.
**Alignment.** Humans are incredibly diverse, and there is no singular moral compass that governs them. While some are driven by strong principles of justice, others may lean toward personal gain or chaos. The motivations of a Human are shaped by experience, culture, and choice, meaning that Humans can align with any moral or ethical stance, from Good to Evil.
**Size.** Humans typically stand between 5 and 6 feet tall, with a wide range of body types. Your size is Medium, with the potential for some Humans to be smaller or larger depending on genetics, diet, and lifestyle.
**Languages.** You can speak, read, and write Common. In addition, you gain two languages of your choice.
**Speed.** Your base walking speed is 30 feet. Humans are agile and quick, able to keep pace with the fast-moving world of Quirked individuals.
**Quirk.** You are born with a Quirk and can roll for a quirk. On a 20 or lower you become the quirkless race.
### **Human Variant Traits**
Some Humans are notably different in their natural abilities, offering additional choices for those seeking to hone their innate skills or pursue more focused paths. By selecting the **Human Variant**, you can emphasize specific areas of expertise, allowing you to stand out even more in a world dominated by Quirks.
**Ability Score Increase.** Two ability scores of your choice each increase by 2. You can fine-tune your attributes to fit your desired strengths, allowing for even greater versatility.
**Skills.** You gain proficiency in **two** skills of your choice. This reflects the vast array of skills Humans can excel in, whether it's academics, combat, or social influence.
**Feat.** You gain **one feat** of your choice, as long as you meet the prerequisites for it (refer to **Chapter 6**). This represents a special talent or mastery that you have developed over time, enabling you to stand out among others.
**Quirk.** You are born with a Quirk and can roll for a quirk. On a 20 or lower you become the quirkless race.
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## Quirkless Human
In a world where Quirks are the norm, there are some individuals who are born without these superhuman abilities—a Quirkless human race. Within the My Hero Academia universe, some Quirks never emerged as a genetic phenomenon, leading to a vastly different societal landscape shaped by the absence of these extraordinary powers.
### **Quirkless Human Traits**
**Ability Score Increase.** Your Intelligence, Wisdom, and Charisma scores each increase by 2.
**Age.** Quirkless Humans reach adulthood in their late teens and live for around 100 years. With the absence of Quirks, their bodies age more steadily and their lifespans are more predictable.
**Alignment.** Quirkless Humans are often characterized by their strong moral codes and disciplined lifestyles. While many tend toward lawful alignments, there are those who lean toward neutrality or even chaos, particularly due to the challenges they face in a world dominated by Quirk users. A Quirkless Human may be driven by personal code, community responsibility, or self-preservation. Though they can live in harmony with Quirked humans, some harbor deep resentment toward those with Quirks, resulting in a wide range of alignments—from good to evil.
**Size.** Quirkless Humans tend to be between 5 and 6 feet tall, with an average build. Your size is Medium, and you have the physical stature of a typical human.
**Languages.** You can speak, read, and write Common. In addition, you gain three languages of your choice.
**Speed.** Your base walking speed is 30 feet.
**Quirkless.** You have no Quirk and cannot roll for a Quirk.
**Feat.** You gain **TWO** feats of your choice, as long as you meet the prerequisites for each feat (refer to Chapter 6). This represents your heightened skill and adaptability, making you exceptionally versatile and capable in various fields of expertise.
**Skill Expertise.** You gain proficiency in **three skills** of your choice, representing the diverse areas of knowledge and expertise that Quirkless Humans often pursue in order to survive in a Quirk-centric world. Additionally, you gain **expertise in one skill** of your choice, meaning you can double your proficiency bonus for any ability check made using that skill.
**Resourceful Determination.** Your lack of a Quirk has made you resourceful. Whenever you complete a long rest, you can choose one of the following benefits that will last until your next long rest:
- **Enhanced Training:** You gain proficiency in one tool or weapon of your choice.
- **Adrenaline Surge:** Once per short rest, you can use a bonus action to gain advantage on one attack roll or saving throw of your choice.
- **Quick Learner:** Choose one skill in which you are proficient. You can apply your proficiency bonus twice to checks using that skill for the next hour.
**Quirkless Determination.** While others rely on their Quirks to survive, you rely on your unshakable will and determination. When you would take damage that would reduce you below one hit point and not outright killed, once per long rest you may drop to 10 hit points instead. Also you have advantage on saving throws to resist being frightened or charmed, and once per long rest, you can choose to automatically succeed on a saving throw to avoid being paralyzed, stunned, or incapacitated. This reflects your inner strength and focus, honed through years of living without the advantages of Quirk users.
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## Hetormorph
In the wrold of the My Hero Academia universe, there exists a unique race known as Hetormorph. Unlike traditional Hetormorph are individuals whose physical appearances and biological traits deviate significantly from those of ordinary humans. These mutations are diverse and varied, ranging from subtle alterations such as unusual eye colors or skin textures to more pronounced changes like animalistic features, additional appendages, or even entirely different physiologies.
**Society and Culture:** The Hetormorph race enriches the world of My Hero Academia with its cultural diversity and unique perspectives. Society embraces Hetormorphs as integral members, recognizing their differences as a natural and celebrated aspect of humanity. While some Hetormorphs may face prejudice or discrimination, many communities and institutions promote inclusivity and diversity, fostering a society where individuals are valued for their abilities and character rather than their appearance.
### **Hetormorph Traits**
**Ability Score Increase.** Your Strength, Dexterity, and Charisma scores each increase by 2.
**Age.** Hetormorphs reach adulthood in their late teens and live to be around 120 years old, though some can live much longer in rare circumstances.
**Alignment.** Hetormorphs come from all walks of life and exhibit a broad range of alignments. However, due to their unique nature, many Hetormorphs follow strict personal codes or tend toward lawful alignment. Some may harbor a deep distrust or animosity towards Quirk users, while others seek unity with humanity as a whole. As a result, Hetormorphs can be anywhere from good to evil, but they tend to lean toward neutrality in their actions.
**Size.** Hetormorphs come in a wide variety of sizes. Your size is Small, Medium, or Large, determined by your physical traits and mutation.
- **Small**: 4 to 5 feet tall
- **Medium**: 5 to 7 feet tall
- **Large**: 7 to 8 feet tall
**Languages.** You can speak, read, and write Common. In addition, you gain one language of your choice
**Speed.** Your base walking speed is 30 feet. If you are a **Hooves** Hetormorph, your speed increases by 10 feet.
**Quirk.** You are born with a Quirk and can roll for a quirk. On a 20 or lower you become the quirkless race.
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### **Supernatural Physique.**
Your appearance and physiology are altered due to your Hetormorph heritage. Choose **TWO** of the following mutations:
- **Claws:** Your hands have retractable, razor-sharp claws capable of tearing through flesh. You deal 1d6 slashing damage with unarmed strikes and gain proficiency in Strength (Athletics) checks to climb.
- **Fangs:** You have elongated canine teeth, capable of dealing a potent bite. When you make a melee attack with your bite, it deals 1d6 piercing damage. Additionally, once per long rest, you can use your bite to regain hit points equal to the damage dealt.
- **Horns:** You possess a set of formidable horns protruding from your head. You gain the ability to deal 1d8 + your Dexterity modifier in bludgeoning damage with a gore attack, which can be used once per short rest as a bonus action. Additionally, you can use your horns to perform a **shield bash**, using your horns to push opponents back. The DC for the push equals 8 + your Strength modifier.
- **Hooves:** Your legs have become animalistic or mechanical, giving you enhanced speed and mobility. Your base movement speed increases by 10 feet, and when you make a melee attack using your hooves, it deals 1d6 bludgeoning damage. Once per long rest, you can make a **charge** attack, where you move up to your speed and knock creatures prone within your path, forcing them to make a Strength saving throw (DC = 8 + your Strength modifier).
- **Tail:** You possess a long, flexible tail that allows for unique interaction with the world around you. Your tail grants you advantage on checks to maintain balance, climb, or swim. You can also use your tail to interact with objects, open doors, or even grapple creatures. As an action, you can use your tail to deal 1d4 bludgeoning damage to a target within 5 feet.
- **Wings:** You were born with wings, though not fully developed for flight. You gain a flying speed of 30 feet, but you must use this ability sparingly. After 1 minute of flight, you must land and rest for at least 10 minutes. Your wings are also capable of mitigating incoming ranged attacks, granting you a 2 damage reduction against ranged weapon attacks.
- **Tough Skin:** Your body has developed a tough, almost armored outer layer, granting you a natural armor bonus. You gain +1 to your AC, and you have resistance to one damage type of your choice (bludgeoning, slashing, or piercing).
- **Elemental Affinity:** You have a latent elemental connection. Choose one element: fire, water, air, or earth. You gain a resistance to the chosen element's damage type, and once per long rest, you can channel a minor elemental ability (such as creating a small flame, water blast, gust of wind, or stone shaping effect) as an action.
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## Superhuman
Superhumans are individuals born with a natural affinity for greatness, their bodies and minds surpassing the ordinary in both physical prowess and potential. While not possessing a Quirk in the traditional sense, Superhumans often exhibit abilities that place them on the same level as Quirk-bearers, even if they aren't imbued with the supernatural powers others possess. They are the product of intense training, genetic mutations, or superior physiology, and they are capable of feats that go far beyond the norm. Whether through enhanced endurance, extraordinary strength, or near-invincible reflexes, Superhumans are a force to be reckoned with.
### Superhuman Traits
**Ability Score Increase.** Two ability scores of your choice each increase by **2**. Superhumans are well-rounded, with natural advantages in multiple areas, making them versatile in any endeavor.
**Age.** Superhumans mature in their teens and can live for up to a century. While their lifespan may be extended due to their enhanced physique, Superhumans experience a rapid growth curve, often reaching full maturity quicker than average humans.
**Alignment.** Superhumans, like all individuals, can take on any alignment. However, their physical superiority and unique abilities may lead to them grappling with questions of responsibility, ethics, and their place in the world, which can shape their moral compass. Whether driven by a desire to protect the innocent or by personal ambition, a Superhuman’s alignment is flexible.
**Size.** Superhumans are generally **Medium** size, ranging between 5 to 6 feet tall, though some may be slightly taller or shorter depending on their genetics or enhancements. Their size gives them a commanding presence, though not as towering as the most massive creatures.
**Languages.** You can speak, read, and write Common.
**Speed.** Your base walking speed is **35 feet**, making you faster than the average person. In addition, you gain a **15-foot hover speed** or **jump speed** (choose one), allowing you to maneuver swiftly and with agility. Whether hovering in place or leaping great distances, you are always a step ahead in movement.
**Quirk.** You are born with a Quirk and can roll for a quirk. On a 18 or lower you become the quirkless race.
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### **Supernatural Physique**
Your body is naturally superior to that of an average person, granting you physical advantages that can’t be easily matched. Choose **TWO** of the following benefits:
- **Resilient Vitality:** Whenever you gain a level, your **hit point maximum** increases by an additional **2 hit points**. Your body’s superior endurance allows you to withstand more damage and keep fighting longer than others.
- **Agile Reflexes:** You can make a **running long jump** or **running high jump** after moving only **5 feet** on foot, rather than the usual 10 feet. Your exceptional leg strength and coordination give you the ability to leap and move in ways most cannot match.
- **Unstoppable Strength:** You gain a **+2 bonus** to **Strength**-related skills, checks, and saving throws. Your raw physical strength allows you to overpower obstacles and individuals with ease, making you a force of nature in any physical confrontation.
- **Unmatched Agility:** You gain a **+2 bonus** to **Dexterity**-related skills, checks, and saving throws. Your reflexes, speed, and agility are far beyond the norm, giving you incredible finesse when evading danger, performing acrobatic feats, or reacting to threats.
- **Quick Reflexes:** You can take **one additional reaction** per long rest. Your heightened reflexes and awareness allow you to react to threats and opportunities more quickly than most.
- **Powerful Build:** You count as **one size larger** when determining your carrying capacity and the weight you can push, drag, or lift. Your superior strength allows you to exert force and stamina far beyond your size.
- **Super Speed:** Your base movement speed increases to **45 feet**, and you can Dash as a **bonus action**. This increase in speed allows you to move faster than many with a Quirk and puts you on par with some of the fastest individuals in the world.
- **High Pain Threshold:** You can reduce the damage you take from any single attack by an amount equal to your Constitution modifier (minimum of 1). Your body is capable of withstanding pain and trauma, allowing you to keep going even when injured all your limbs gain 2 damage reduction.
- **Unyielding Willpower:** You can take one additional action on your turn, but only once per long rest. This allows you to push yourself beyond your limits for a moment of extraordinary focus.
- **Natural Tactician:** You gain **proficiency** in **Insight** and **Perception**. Your superior awareness allows you to outthink opponents and assess threats, giving you an edge in combat and social situations.
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# Backgrounds
Here some detailed backgrounds for characters in a My Hero Academia Dungeons & Dragons setting. These backgrounds provide a foundation for creating diverse and compelling characters within the My Hero Academia D&D universe, each with their own motivations, challenges, and opportunities for growth and heroism—or villainy.
### Academy Prodigy
**Background Feature:** Academy Student
*You gain proficiency in the History skill and can add double your proficiency bonus to checks related to U.A. High School or heroics. You have advantage on checks made to recall knowledge about notable heroes and villains.*
**Skills:** Athletics, History
**Tool Proficiencies:** Navigator's tools
**Languages:** Any one of your choice
**Equipment:** Academy High School uniform, navigator's tools, a letter of recommendation from a U.A. faculty member, 10,000 yen, A Scholar pack.
**Feature:** Heroic Inspiration
*You can use your influence as a student to gain assistance. Once per long rest, you can gain advantage on a Charisma check when interacting with individuals familiar with a Hero High School. You also gain access to one special event or location related to each session.*
### Rogue Vigilante
**Background Feature:** Dark Reputation
*You have a fearsome presence, granting you advantage on Intimidation checks against those who are aware of your notoriety. Additionally, you can find information about criminal activity in your area more easily.*
**Skills:** Stealth, Intimidation
**Tool Proficiencies:** Disguise kit
**Equipment:** Dark hooded cloak, disguise kit, a list of contacts in the criminal underworld, 5,000 yen in stolen or extorted funds.
**Feature:** Fear and Respect
*You gain advantage on Intimidation checks against those familiar with your actions. However, you must roll for stealth or deception checks against authorities, who are actively seeking to apprehend you.*
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### Billionaire
**Background Feature:** Elite Connections
*You have access to a network of influential contacts and resources. You gain proficiency in the Persuasion skill and can add double your proficiency bonus to checks made to negotiate or broker deals. You have advantage on checks made to gather information about high society, business dealings, or influential figures.*
**Skills:** Persuasion, Insight
**Tool Proficiencies:** One type of gaming set
**Languages:** Any two of your choice
**Equipment:** Designer clothing, a luxury vehicle, a laptop with corporate software, 50,000 yen, and a set of fine jewelry or a valuable watch.
**Feature:** Private Funding
*You can call upon your wealth to fund projects, acquire resources, or support allies. Once per long rest, you can provide a bonus of 1d6 to a roll made by you or an ally when the stakes are high. Additionally, you have access to exclusive events or gatherings that can provide unique opportunities for networking.*
### Crime Family Member
**Background Feature:** Underworld Ties
*You have connections within the criminal underworld that can provide information, resources, or favors. You gain proficiency in the Deception skill and can add double your proficiency bonus to checks made to lie or manipulate. You have advantage on checks made to recall information about criminal organizations or illicit activities.*
**Skills:** Deception, Stealth
**Tool Proficiencies:** Thieves' tools
**Languages:** Any one of your choice
**Equipment:** A discreet outfit, a concealed weapon, a ledger of contacts, 20,000 yen, and a set of lockpicks.
**Feature:** Favor Bank
*You can call in a favor from your connections to gain assistance. Once per long rest, you can gain advantage on a roll made to influence or intimidate others within the criminal world. Additionally, you can access hidden locations or events that provide opportunities for gain or information.*
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### Celebrity Hero
**Background Feature:** Public Adoration
*Your fame allows you to gain favor quickly. You have proficiency in Persuasion and Performance, and you can add double your proficiency bonus to checks made to gain public support or sponsorship.*
**Skills:** Persuasion, Performance
**Tool Proficiencies:** Musical instrument of your choice
**Equipment:** Custom-made hero costume with sponsor logos, musical instrument, personalized hero action figure, 20,000 yen in endorsement payments.
**Feature:** Fan Support
*Once per long rest, you can call upon your fans for assistance. This may include gaining advantage on a check or receiving shelter, information, or minor resources.*
### Quirk Researcher
**Background Feature:** Scientific Insight
*You gain proficiency in Investigation and can add double your proficiency bonus to checks related to quirks and their applications. You can identify quirks and their weaknesses more easily.*
**Skills:** Investigation, History
**Tool Proficiencies:** Alchemist's supplies
**Equipment:** Portable quirk analysis device, laboratory notes, a prototype gadget of your own design, 5,000 yen in research grants.
**Feature:** Quirk Expertise
*You can identify quirks and their potential weaknesses with ease, granting you advantage on checks to gather information about quirks and you know one weakness of anyone you encounter. You can also request assistance or access experimental devices from your scientific network once per long rest.*
### Undercover Agent
**Background Feature:** Double Life
*You have proficiency in Deception and Insight, and you can add double your proficiency bonus to checks made while undercover or when impersonating another individual.*
**Skills:** Deception, Insight
**Tool Proficiencies:** Forgery kit
**Equipment:** Disguise kit, false identities, a set of coded messages from your handler, 2,000 yen in operational funds.
**Feature:** Network of Spies
*You can leverage your network to gather information, gaining advantage on checks to find intel or contact individuals in both hero and villain communities. However, each use carries a risk of exposure.*
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### Quirkless Rebel
**Background Feature:** Determined Resolve
*You gain proficiency in Acrobatics and Survival, and you can add double your proficiency bonus to checks related to quirkless rights or overcoming challenges posed by quirk users.*
**Skills:** Acrobatics, Survival
**Tool Proficiencies:** Thieves' tools
**Equipment:** Basic disguise kit, grappling hook, a manifesto advocating for quirkless rights, 500 yen in donations from sympathetic supporters.
**Feature:** Adaptive Strategy
*You gain advantage on saving throws against effects that target your quirk, and you can creatively solve problems, allowing you to gain inspiration once per long rest.*
### Wayward Vigilante
**Background Feature:** Urban Legend
*You gain proficiency in Stealth and Perception, and can add double your proficiency bonus to checks made to remain undetected or to gather information about criminal activities.*
**Skills:** Stealth, Perception
**Tool Proficiencies:** Thieves' tools
**Equipment:** Dark hooded cloak, grappling hook, mask to conceal your identity, 3,000 yen in anonymous donations.
**Feature:** Fear and Intrigue
*You have advantage on Intimidation checks against criminals. However, your actions make you a target for law enforcement, and you must roll to evade capture when using your vigilante skills.*
### Disaster Relief Specialist
**Background Feature:** Humanitarian Hero
*You gain proficiency in Medicine and Survival, and can add double your proficiency bonus to checks made to provide aid during crises.*
**Skills:** Medicine, Survival
**Tool Proficiencies:** Healer's kit
**Equipment:** Emergency medical supplies, sturdy backpack with survival gear, communication device to coordinate relief efforts, 5,000 yen in relief funds.
**Feature:** Crisis Management
*You have experience managing emergencies, allowing you to gain advantage on checks made to coordinate relief efforts. You can also request assistance from affected communities once per long rest.*
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### Gadgeteer
**Background Feature:** Innovative Design
*You gain proficiency in Crafting and can add double your proficiency bonus to checks related to gadgets and technology. You can identify and understand mechanical devices with ease.*
**Skills:** Crafting, Investigation
**Tool Proficiencies:** Tinker’s tools
**Equipment:** Tinker’s toolkit, two blueprints from the inventor class, a portable work bench, 3,000 yen in research funds.
**Feature:** Resourceful Inventor
*Once per long rest, you can create a temporary gadget from the inventor class, such as a flashbang or grappling hook. This gadget lasts for one minute before becoming nonfunctional.*
### Street Performer
**Background Feature:** Captivating Presence
*You gain proficiency in Performance and can add double your proficiency bonus to checks made to entertain or charm an audience. Your skills allow you to gain favors or support from onlookers.*
**Skills:** Performance, Persuasion
**Tool Proficiencies:** Musical instrument of your choice
**Equipment:** Performance outfit, musical instrument, a collection of audience reviews, 2,000 yen in tips.
**Feature:** Crowd Pleaser
*Once per long rest, you can gain advantage on a Charisma check to sway public opinion in your favor, allowing you to gain temporary allies or resources.*
### Quirk Mentor
**Background Feature:** Knowledgeable Teacher
*You gain proficiency in History and can add double your proficiency bonus to checks related to quirks and their training. You can identify effective training techniques for others.*
**Skills:** History, Quirk
**Tool Proficiencies:** Calligrapher's supplies
**Equipment:** Training manual, personalized notes on quirk training, a collection of motivational quotes, 4,000 yen in educational grants.
**Feature:** Guidance
*Once per long rest, you can provide a valuable training tip to an ally, granting them advantage on their next ability check related to their quirk or skill.*
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### Guardian
**Background Feature:** Protective Nature
*You gain proficiency in Athletics and can add double your proficiency bonus to checks related to defending others. Your presence instills confidence in those you protect.*
**Skills:** Athletics, Insight
**Tool Proficiencies:** Shield or armor
**Equipment:** Sturdy armor, shield, a token of protection from a grateful citizen, 5,000 yen in donations for community safety.
**Feature:** Shielding Presence
*Once per long rest, you can take damage intended for an ally within 10 feet of you, reducing your own hit points instead of theirs.*
### Nomadic Wanderer
**Background Feature:** Journey’s Wisdom
*You gain proficiency in Survival and can add double your proficiency bonus to checks made to navigate unfamiliar territories. Your experience grants you insight into various cultures and customs.*
**Skills:** Survival, Perception
**Tool Proficiencies:** Navigator’s tools
**Equipment:** Travel gear, journal of travels, a map of significant locations, 1,000 yen in traveler’s funds.
**Feature:** Cultural Insight
*Once per long rest, you can gain advantage on a check related to understanding or interacting with a specific culture, allowing you to forge connections more easily.*
### Reformed Villain
**Background Feature:** Second Chances
*You gain proficiency in Deception and can add double your proficiency bonus to checks made to convince others of your good intentions. Your past grants you insight into criminal minds.*
**Skills:** Deception, Persuasion
**Tool Proficiencies:** Forgery kit
**Equipment:** Cloak of reformation, a list of former allies, 5,000 yen in restitution payments.
**Feature:** Redemption Arc
*Once per long rest, you can turn a hostile situation in your favor, gaining advantage on a Charisma check to convince others of your change of heart.*
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### Altruistic Healer
**Background Feature:** Healing Touch
*You gain proficiency in Medicine and can add double your proficiency bonus to checks made to treat injuries or illnesses. Your empathetic nature helps you connect with those in need.*
**Skills:** Medicine, Insight
**Tool Proficiencies:** Healer’s kit
**Equipment:** First aid supplies, a personal journal of healing methods, a token from someone you've healed, 4,000 yen in donations for medical supplies.
**Feature:** Soothing Presence
*Once per long rest, you can provide comfort to an ally, allowing them to regain hit points equal to your level plus your Wisdom modifier.*
### Quirk Strategist
**Background Feature:** Tactical Mind
*You gain proficiency in Tactics (or History) and can add double your proficiency bonus to checks related to combat strategies or quirk interactions. You can analyze battlefields quickly.*
**Skills:** Insight, Quirk
**Tool Proficiencies:** Game set (chess, etc.)
**Equipment:** Tactical board, set of game pieces, notes on various quirks, 3,000 yen in funding for training sessions.
**Feature:** Strategic Advantage
*Once per long rest, you can grant an ally advantage on their next attack roll by providing tactical insight during combat.*
### Urban Explorer
**Background Feature:** City Savvy
*You gain proficiency in Acrobatics and can add double your proficiency bonus to checks made to navigate urban environments. Your familiarity with the city helps you find shortcuts and hidden paths.*
**Skills:** Acrobatics, Perception
**Tool Proficiencies:** Thieves' tools
**Equipment:** Map of the city, climbing gear, a collection of urban legends, 2,000 yen in rewards from exploring.
**Feature:** Urban Pathfinder
*Once per long rest, you can quickly navigate through a city, allowing you to avoid detection or find a safe route in dangerous situations.*
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### Aspiring Hero
**Background Feature:** Heroic Ambition
*You gain proficiency in Performance and can add double your proficiency bonus to checks made to demonstrate heroics or gain recognition. Your determination inspires others.*
**Skills:** Performance, Persuasion
**Tool Proficiencies:** Musical instrument of your choice
**Equipment:** Hero application form, a motivational poster, a keepsake from your first heroic deed, 1,500 yen in savings for your hero training.
**Feature:** Inspiring Speech
*Once per long rest, you can give an inspiring speech that grants temporary hit points equal to your level to allies within 30 feet.*
### Exiled Nomad
**Background Feature:** Survivor’s Instinct
*You gain proficiency in Survival and can add double your proficiency bonus to checks made to endure harsh conditions or find sustenance. Your experiences have made you resilient.*
**Skills:** Survival, Stealth
**Tool Proficiencies:** Hunting trap
**Equipment:** Bedroll, survival knife, a talisman from your homeland, 500 yen in saved resources.
**Feature:** Adaptable Resilience
*Once per long rest, you can gain advantage on a saving throw against exhaustion or environmental hazards.*
### Visionary Innovator
**Background Feature:** Creative Genius
*You gain proficiency in Quirk and can add double your proficiency bonus to checks related to technological innovations or quirk enhancements. Your creativity is a valuable asset.*
**Skills:** Crafting, Quirk
**Tool Proficiencies:** Tinker’s tools
**Equipment:** Innovation journal, prototype invention, materials for a new gadget, 5,000 yen in grants for research.
**Feature:** Breakthrough Idea
*Once per long rest, you can create a temporary device or enhancement that provides a unique benefit in a given situation, lasting for one hour.*
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# Chapter 3: Class
Heroess and Villians, driven by a desire for money, power, and fame, aspire to reach new heights in their adventures. The morality of a hero can vary depending on the nature of your campaign, with many willing to face and overcome challenges that would deter ordinary individuals. While many powerful villain may be primarily motivated by the pursuit of the redemption, their fundamental driving force should be exploration and experiencing the world. Feel free to incorporate any classes or features from the official D&D 5th Edition rules that you prefer, with DM oversight.
#### Class Skill and Ability Terminology
The major distinction between a medium like D&D and MHA5e is that instead of creatures utilizing magic, runes, and spellcasting, most "supernatural" or "otherworldly" powers manifest as spiritual energy or high-tech phenomena throughout the world. Consequently, you might view magic as a byproduct of scientific innovation or natural phenomena.
For instance, when considering how certain spells, like "counterspell" or "dispel magic," might function in this setting, you could interpret anyone possessing these abilities as having the capacity to drain "energy or power" from adversaries or objects.
However, to avert confusion in some sections, either set of terminology provided below may be used interchangeably. You also have the liberty to swap certain terms around in your campaign when engaging with players and the DM. The term equivalents are as follows:
Terminology Changes
Dungeons and Dragons |
My Hero |
Spell |
Quirk |
Spellcasting |
Special Tactics or Special Powers |
Magic Item |
Quirk Infused Item or a Gadget |
Cantrip |
Natural Ability |
 {position:absolute,top:-250px,right:-180px,width:790px}
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# Heroic Brawler Class
The **Heroic Brawler** class embodies the perfect fusion of raw power and tactical finesse. With extraordinary Quirks and rigorous training, they strive to achieve personal ambitions, whether through heroic feats or villainous endeavors. Renowned for their combat skills and tactical genius, Heroic Brawlers command respect and fear in their respective realms, navigating the turbulent landscape of power and influence.
{{classTable,frame,decoration
#### Class Table
| Level | Proficiency Bonus | Features | Plus Ultra Uses |
|-------|-------------------|--------------------------------------------------|------------------|
| 1st | +2 | Improved Durability, Plus Ultra | - |
| 2nd | +2 | Unarmored Defense, Combat Style | 2 |
| 3rd | +2 | Combat Adaptability, Specialization | - |
| 4th | +2 | Ability Score Improvement | - |
| 5th | +3 | Extra Attack | 3 |
| 6th | +3 | Specialization | - |
| 7th | +3 | Heroic Instinct | - |
| 8th | +3 | Ability Score Improvement | - |
| 9th | +4 | Specialization, Brutal Critical | - |
| 10th | +4 | - | 4 |
| 11th | +4 | Specialization, Relentless Resilience | - |
| 12th | +4 | Ability Score Improvement | - |
| 13th | +5 | - | - |
| 14th | +5 | - | - |
| 15th | +5 | Extra Attack, Persistent Plus Ultra | 5 |
| 16th | +5 | Ability Score Improvement | - |
| 17th | +6 | - | - |
| 18th | +6 | Unyielding Strength | - |
| 19th | +6 | Ability Score Improvement | - |
| 20th | +6 | Apex Brawler | 6 |
}}
## Class Features
#### Hit Points
- **Hit Dice:** 1d10 per Heroic Brawler level
- **Hit Points at 1st Level:** 10 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d10 (or 5) + your Constitution modifier per Heroic Brawler level after 1st
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#### Proficiencies
- **Armor:** Light armor, medium armor, shields
- **Weapons:** Simple weapons, martial weapons
- **Tools:** None
- **Saving Throws:** Strength, Constitution
- **Skills:** Choose two from Acrobatics, Athletics, Intimidation, Survival, and Perception
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial melee weapon or (b) a greataxe
- (a) two handaxes or (b) any simple weapon
- a explorer's pack
- a tactical combat suit
### Improved Durability
At 1st level, your physical resilience is exceptional. You gain an additional hit die to their hit die total. This additional hit die will provide extra hit points equal to the die's maximum rolled result + your Constitution modifier at 1st, 3rd, 6th, 9th, 12th, 15th, 18th and 20th levels. This extraordinary vitality reflects your robust constitution and ability to endure hardships.
### **Plus Ultra**
At 1st level, you gain the ability to tap into your latent potential and unleash your **Plus Ultra** state as a bonus action. When activated, your physical prowess and resilience reach extraordinary levels, allowing you to dominate the battlefield with unparalleled power.
While in your **Plus Ultra** state, you gain the following benefits for **1 minute**:
- **Advantage** on Strength **OR** Dexterity saving throws.
- You add a extra **unarmed damage die**, and you can use either your **Strength** or **Dexterity modifier** for your unarmed attack rolls. If you dont have a unarmed damage die it becomes 1d8.
- Add a **bonus to the damage roll** of melee unarmed attacks equal to **3 + half your level** (rounded down). This bonus is added to the base damage.
- **Resistance** to bludgeoning damage.
- **You gain a +2 to hit checks**.
- **Damage Reduction**: You reduce all melee damage by an amount equal to **your proficiency bonus** (once per turn).
- **Plus Ultra Momentum**: If you hit a creature with a melee unarmed attack, you gain **temporary hit points** equal to your Heroic Brawler level, which last until the start of your next turn.
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Your **Plus Ultra** lasts for 1 minute, and it ends early if you are knocked unconscious, if you fail to attack a hostile creature, or if you do not take damage since your last turn. You may also end the **Plus Ultra** state on your turn as a **free action**. You can use your **Plus Ultra** a number of times per long rest equal to your **Heroic Brawler** level (minimum of once).
### Unarmored Defense
At 2nd level, while not wearing any armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
### **Combat Style**
At 2nd level, you have honed a unique combat style tailored to your skills and fighting techniques. Choose one of the following combat styles:
- **Feral Striker:** When you make an unarmed strike, you can add your Dexterity modifier to the damage roll in addition to your Strength modifier. Additionally, when you score a critical hit with an unarmed strike, you can deal an extra damage die of your unarmed strike’s damage type.
- **Iron Fist:** You gain proficiency in unarmed strikes, and your unarmed quirk strikes deal a extra damage die. If you are not wearing armor or wielding a shield, you can add your Constitution modifier to your unarmed strike damage rolls.
- **Keen Reflexes:** When you take the Dodge action or avoid damage from a creature, you can make an unarmed strike as a reaction against a creature that attacked you, provided it is within your reach. This strike deals extra damage equal to your proficiency bonus.
- **Martial Artist:** When you take the Attack action and make an unarmed strike, you can make one additional unarmed strike as a bonus action. You can use your Dexterity modifier instead of Strength for attack and damage rolls when making unarmed strikes.
- **Brawler’s Resilience:** When you take damage from a melee attack while unarmed, you can use your reaction to reduce the damage by an amount equal to your unarmed strike damage die. This damage reduction can be used once per turn.
- **Blind Warrior:** You have **blindsight** with a range in feet equal to 5 times your proficiency bonus. You can see invisible targets and anything that isn’t behind total cover or hidden from you within this range. This allows you to fight more effectively without relying on vision, sensing enemies through sound, vibrations, and movement.
- **Improved Unarmored Defense:** You gain a +1 bonus to your AC while not wearing any armor or shield. This bonus increases by an additional +1 for every 4 levels you gain
### **Combat Adaptability**
At 3rd level, you have developed an innate flexibility in your fighting style, allowing you to adapt to the changing dynamics of battle. Choose one of the following combat adaptations. You can switch your adpatabilities when you level up.
- **Enhanced Defenses:** You gain a bonus to your AC equal to **half your Strength modifier** (rounded down). Additionally, you gain **damage reduction equal to your proficiency bonus**. This damage reduction applies to all damage you take from melee attacks.
- **Unyielding:** When you are below half your hit points, you gain advantage on **Strength saving throws** and can use your reaction to reduce the damage from a melee attack by an additional amount equal to your Strength modifier (minimum 1).
- **Unstoppable Force:** As part of your Dash action, you can make **one unarmed strike** against a creature that you move within **10 feet** of during your movement. This attack **does not provoke opportunity attacks** from that creature.
- **Mighty Push:** If the attack hits, you can push the target up to **5 feet** away from you, potentially disrupting their position and actions.
- **Counterattack:** You are always ready to exploit an opening when an enemy misses you when a creature misses you with a melee attack, you can use your reaction to make **one unarmed strike** against that creature. You gain a +2 bonus to your attack roll on this reaction.
- **Evasive Reflexes:** When a creature makes an attack roll against you with a ranged or melee weapon, you can use your reaction to impose disadvantage on the attack roll.
- **Avoidance:** If a attack hits, you take **half damage**. You can use this feature a number of times equal to your proficiency bonus per long rest.
### Specialization
At 3rd level, you select a specialization that aligns with your combat philosophy and training. This choice provides you with distinct features that evolve and enhance your capabilities at 3rd, 6th, 11th, and 20th levels, reflecting your growing mastery in your chosen path.
### 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 can't increase an ability score above 20 using this feature.
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### Extra Attack
Beginning at 5th level, you can attack twice with your quirk instead of once whenever you take the Attack action on your turn. You gain another attack at 15th level.
### **Heroic Instinct**
At 7th level, your instincts are sharpened to a razor’s edge, allowing you to act with incredible swiftness and precision. You gain the following benefits:
- **Advantage on Initiative Rolls:** You have advantage on all initiative rolls, allowing you to react quicker than most.
- **Quick to Recover:** If you are surprised at the start of combat, you can act on your first turn as if you weren’t surprised, **provided you enter your "Plus Ultra" state before taking any other actions.** This grants you immediate access to your heightened state of power, allowing you to quickly engage the enemy.
### **Brutal Critical**
At 9th level, your strikes hit with devastating force. When you score a critical hit with a melee attack, you can roll an additional damage die. This increases as follows:
- **9th Level:** Roll **one additional** damage die on a critical hit.
- **13th Level:** Roll **two additional** damage dice on a critical hit.
- **17th Level:** Roll **three additional** damage dice on a critical hit.
This brutal precision makes your critical hits much more devastating, significantly increasing the damage potential of your attacks.
### **Relentless Resilience**
Starting at 11th level, your heroic willpower prevents you from being easily overwhelmed. When you drop to 0 hit points while in your "Plus Ultra" state (and don't die outright), you can make a **DC 5 Constitution saving throw**. On a success, you drop to **1 hit point** instead. The DC for this saving throw increases by 5 each time you use this feature, resetting to 10 after a short or long rest. If the saving throw fails, you can still take a bonus action to regain 2d6 hit points at the start of your next turn while you remain in "Plus Ultra."
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### **Persistent Plus Ultra**
At 15th level, your "Plus Ultra" state becomes even more difficult to break. The benefits of your "Plus Ultra" state now last indefinitely unless one of the following happens:
- You choose to **end** your "Plus Ultra" state willingly.
- You fall **unconscious**, at which point "Plus Ultra" immediately ends.
Your indomitable will allows you to maintain your full power and focus for as long as the fight continues, even as your body endures injury.
### **Unyielding Strength**
At 18th level, your strength is so overwhelming that you can force even your body to reach its potential. You gain the following benefits:
- **Strength Unmatched:** When making a Strength check, if your result is lower than your **Strength modifier**, you can use your **Strength modifier** in place of the result of the check. This allows you to push beyond your normal limits when performing feats of strength.
- **Vengeful Strikes:** When you make an unarmed strike, you deal extra damage equal to your **proficiency bonus** in addition to the normal damage of the attack. This bonus damage is increased when you are in your "Plus Ultra" state, adding **1d6 damage** to your unarmed strikes.
---
### **Apex Brawler**
At 20th level, your physical prowess reaches its peak, making you a living force of nature. You gain the following benefits:
- **Strength and Constitution Increase:** Your **Strength** and **Constitution scores** increase by 4, and the maximum for these scores is now 24.
- **Indomitable Resilience:** While in your "Plus Ultra" state, you gain **temporary hit points** equal to your **level** at the start of each of your turns. These temporary hit points stack and last until the end of your "Plus Ultra" state.
- **Master of Battle:** When you are in your "Plus Ultra" state and hit a creature with an unarmed strike, you can choose to **regain hit points** equal to half the damage dealt to the creature. This ability does not work if the strike is a critical hit.
\page
# Specializations
## **Fist of the Titan**
**The Fist of the Titan** is a master of pure, unadulterated strength, using their immense power to crush foes, shake the earth beneath them, and endure even the most punishing of blows. Their unarmed strikes are legends in the making, as they forge a path of destruction with their fists and presence alone.
---
### **Titanic Strikes**
At 3rd level, your unarmed strikes carry the raw power of a titan. When you hit with an unarmed strike, you can choose to deal **extra damage equal to your Strength modifier** (again). This extra damage applies after calculating all modifiers to the attack. When you use this feature, any extra damage die is **maximized** if you are in your "Plus Ultra" state, amplifying the power of your strikes to truly titanic proportions.
---
### **Shockwave**
At 6th level, your power radiates out from you in waves, knocking down and disrupting enemies in your path. As an action, you can create a **shockwave** in a **15-foot radius** around you. Each creature in that area must make a **Strength saving throw** against your Strength save DC. On a failed save, they take **3d10 bludgeoning damage** and are knocked prone. On a successful save, they take half damage and are not knocked prone. In addition to the damage and knockdown, the area becomes **difficult terrain**.
---
### **Brutal Resilience**
At 11th level, your strength not only makes you a devastating force in combat, but it also helps you endure the most brutal of blows. While in your "Plus Ultra" state, you gain **resistance** to **piercing** and **slashing damage**. Additionally, when you take damage while in your "Plus Ultra" state, you can use your **reaction** to reduce that damage by an amount equal to half your **level** (this damage reduction applies even against critical hits). If you are reduced to **half** your maximum hit points or fewer while in your "Plus Ultra" state, you can use your reaction to gain **temporary hit points** equal to double your **Strength modifier** (minimum of 1). These temporary hit points last until the start of your next turn.
---
\column
### **Titan’s Might**
At 20th level, you become an unstoppable force, unshackled by any defenses. Your unarmed strikes ignore **resistance** and **immunity** to bludgeoning, slashing, and piercing damage. Furthermore, when you hit a creature with an unarmed strike, you can choose to **push** them back an additional **10 feet** in a straight line. Your sheer presence on the battlefield becomes overwhelming. Creatures within 30 feet of you have disadvantage on saving throws against being frightened or pushed. Your aura of dominance can instill fear in those who try to challenge you, and your enemies soon learn that they must face your might head-on or risk being shattered under your fists.
## **Shadow Brawler**
**The Shadow Brawler** is a master of deception, agility, and hit-and-run tactics, relying on stealth, quick strikes, and elusive maneuvers to overwhelm their opponents. They manipulate the darkness to stay unseen, strike from unexpected angles, and evade retaliation with remarkable precision.
---
### **Cloak of Shadows**
At 3rd level, you gain proficiency in **Stealth**. When you are in **dim light** or **darkness**, you can take the **Hide action** as a **bonus action**. While hidden, you gain the following benefits:
- **Advantage** on your first attack roll against a creature that is **unaware** of your presence.
- A **+2 bonus** to all **Dexterity saving throws** while hidden in dim light or darkness.
- You can **move** up to **half your speed** without making noise when hidden, allowing you to stay undetected even while repositioning.
---
### **Shadow Force**
Your connection to the darkness grants your body a terrifying, supernatural edge. While you are in **dim light** or **darkness**.
- **Once per turn**, when you hit a creature with an unarmed strike, you deal an **additional 2d8 necrotic damage** as shadows ripple out with your blow.
- If this extra damage reduces a creature to 0 hit points, you can choose to **shroud yourself in shadow**, gaining **advantage on Dexterity (Stealth) checks** and becoming **lightly obscured** until the end of your next turn.
- While in dim light or darkness, your **unarmed strikes ignore** resistances.
\page
### **Evasive Maneuvers**
At 11th level, you become a master of evasion, slipping through your opponent’s attacks with ease. When you are in **dim light** or **darkness**, you can use your **reaction** to impose **disadvantage** on an attack roll made against you. If the attack misses, you can immediately make one **unarmed strike** against the attacker and move up to **30 feet** without provoking opportunity attacks. If you succeed on a Dexterity saving throw while in dim light or darkness, you can use your reaction to immediately move half your speed and make an unarmed strike against a creature within range.
---
### **Master of Shadows**
At the pinnacle of your training, you no longer move through the shadows — you *are* the shadow. As a **bonus action**, you can enter a heightened state of perfect synchronization with the darkness for **1 minute**, gaining the following benefits while in **dim light** or **darkness**:
- Your **unarmed strikes deal an additional 2d8 damage** (necrotic or bludgeoning, your choice on each hit).
- Your **movement speed doubles**, and **opportunity attacks against you have disadvantage** as your form blurs with the gloom.
- You can move through spaces as narrow as **1 inch** wide without squeezing, slithering like living shadow across walls, ceilings, or tight spaces.
- You gain **resistance to all physical damage** (bludgeoning, piercing, and slashing) while in dim light or darkness.
- While in this state, **your strikes ignore resistance** to bludgeoning damage.
This state ends early if you enter **bright light** or become **incapacitated**. Once you use this feature, you can't use it again until you finish a **long rest**.
## **Guardian of the People**
**The Guardian of the People** is a stalwart protector, using their strength, presence, and selflessness to shield allies from harm. They are natural leaders on the battlefield, standing as an unwavering bulwark against danger.
---
### **Heroic Sacrifice**
At 3rd level, your commitment to protecting your allies is unmatched. When an ally within **40 feet** of you takes damage, you can use your **reaction** to absorb that damage instead. As part of this, you can also **push the target 15 feet away** from the source of damage, moving them to safety. If the damage type is from a **ranged attack**, you can use this feature to also intercept the attack and reduce the damage by half, making you a living shield against ranged threats.
---
### **Inspiring Leader**
At 6th level, you can inspire those around you to fight with unwavering resolve. By spending **10 minutes** speaking with and encouraging your allies, you can choose a number of allies within **30 feet** of you equal to your **Charisma modifier** (minimum of one). These allies gain the following benefits for **5 minutes**:
- **Temporary hit points** equal to your **Charisma modifier + Heroic Brawler level**.
- A **+2 bonus** to **AC** while the temporary hit points last.
- When you use this feature, you can also grant allies advantage on **saving throws** to avoid being frightened or charmed for the duration.
You can use this feature **once per long rest**.
### **Vanguard's Resilience**
At 11th level, your indomitable spirit empowers those around you. You and all allies within **20 feet** of you gain **resistance** to damage from attacks that aren’t **critical hits**. This resistance lasts as long as you are conscious and not incapacitated. Also any creature within your aura of resilience also has advantage on saving throws against being **restrained** or **paralyzed**.
---
### **YOU SAY RUN!**
At 20th level, you have perfected your protective instincts to the point where you can turn the tide of battle in an instant. When an ally within **20 feet** of you is hit by a **critical hit**, you can use your **reaction** to force the attacker to **reroll** the attack against that ally. If the attack misses after the reroll, the affected ally can **move up to 15 feet** away in any direction, with no opportunity attacks against them. You can use this feature **twice per long rest**, but after the second use, it becomes available again only after a **short or long rest**.
\page
# Quirk Caster Class
The **Quirk Caster** class embodies the power of Quirks, using them not only as weapons but as tools for strategic advantage. With a combination of innate ability and disciplined training, Quirk Users push the boundaries of their powers, mastering new techniques and unlocking greater potential.
## Class Table
{{classTable,frame,decoration
#### Class Table
| Level | Proficiency Bonus | Features | |
|-------|-------------------|---------------------------------------|-------------|
| 1st | +2 | Improved Durability Quirk Enhancement, Quirk Mastery | |
| 2nd | +2 | Unarmored Defense, Quirk Adaptations| |
| 3rd | +2 | Specialization | |
| 4th | +2 | Ability Score Improvement | |
| 5th | +3 | Extra Attack | |
| 6th | +3 | Specialization | |
| 7th | +3 | Enhanced Quirk Modification | |
| 8th | +3 | Ability Score Improvement | |
| 9th | +4 | Specialization | |
| 10th | +4 | - | |
| 11th | +4 | Specialization | |
| 12th | +4 | Ability Score Improvement | |
| 13th | +5 | - | |
| 14th | +5 | - | |
| 15th | +5 | Extra Attack | |
| 16th | +5 | Ability Score Improvement | |
| 17th | +6 | - | |
| 18th | +6 | Master Quirk | |
| 19th | +6 | Ability Score Improvement | |
| 20th | +6 | Apex Quirk User | |
}}
## Class Features
#### Hit Points
- **Hit Dice:** 1d8 per Quirk User level
- **Hit Points at 1st Level:** 8 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Quirk User level after 1st
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#### Proficiencies
- **Armor:** Light armor
- **Weapons:** Simple weapons
- **Tools:** Painters kit
- **Saving Throws:** Dexterity, Wisdom
- **Skills:** Choose two from Acrobatics, Quirk, Investigation, Insight, Medicine, and Athletics
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a simple melee weapon
- (a) a dungeoneer’s pack or (b) a survivalists pack
- (a) a stealth infiltration suit or (b) enhanced mobility suit
### Improved Durability
At 1st level, your physical resilience is exceptional. You gain an additional hit die to their hit die total. This additional hit die will provide extra hit points equal to the die's maximum rolled result + your Constitution modifier at 1st, 3rd, 6th, 9th, 12th, 15th, 18th and 20th levels. This extraordinary vitality reflects your robust constitution and ability to endure hardships.
### **Quirk Enhancement**
At 1st level, you learn to refine and enhance your quirk, making it more versatile and powerful. You can choose **two** of the following enhancements to apply to your quirk:
- **Extended Range**: The range of your quirk increases by **10 feet** for ranged abilities, and the reach of your melee-based quirk increases by **5 feet**, allowing you to strike from a greater distance.
- **Damage Amplification**: Your quirk’s damage output becomes more potent. You gain a bonus to damage rolls with your quirk equal to your **proficiency bonus**.
- **Prolonged Effect**: The duration of any effects your quirk causes (such as conditions, status effects, or buffs) increases by **1 round**. This makes your quirk’s utility more enduring in combat.
- **Runner**: Your movement speed increases by **20 feet**. This applies to your base speed, as well as any bonuses from your quirk that affect movement.
\page
- **Perfect Precision**: You gain a **+2 bonus** to attack rolls when using your quirk to make weapon or quirk-based attacks. This improves your consistency in hitting your target.
- **Defensive Edge**: You gain **resistance** to one damage type (chosen when you select this option). You can change this resistance after finishing a long rest. Alternatively, you can add your proficiency bonus to your AC against attacks that come from creatures affected by your quirk.
### Quirk Mastery
At 1st level, you become adept at controlling your Quirks. You can add 1 + your proficiency bonus to the DC of any saving throw that a creature must make against your Quirk's effects.
### Unarmored Defense
At 2nd level, while not wearing any armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
### **Quirk Adaptations**
Starting at 2nd level, choose two of the following adaptations to enhance the versatility and potency of your quirk you can use each one a amount of times equal to there half level (rounded up) + Proficiency. You can select a new adaptation at 5th, 10th, and 15th level in this class and you may switch them out on a level up.
- **Quicken**: When you take the **Attack action** with your quirk, you can use your **bonus action** to make an additional **quirk attack**. This allows you to strike faster and more often, enhancing your ability to deal damage or apply status effects.
- **Reactive**: You can use your **reaction** to unleash a **quirk-based attack** against that creature. The attack can be **melee or ranged** (based on your quirk’s range), and if it hits, the creature takes your quirk’s normal damage.
- **Careful**: You can choose to focus your quirk’s effects more precisely. When you make an attack or when creatures make a save with your quirk, you can **choose** two creature within range to not be effected by your quirk for the duration of the move.
- **Distant**: Your quirk's range is **extended by 15 feet**. You can make **ranged attacks** at a greater distance, increasing your tactical options in combat. Additionally, your quirk’s area-of-effect abilities (if applicable) also expand, increasing their range by 15 feet.
- **Extended**: You can increase the **duration** of your quirk's effects by **1 additional round**. This is particularly useful for buffs, debuffs, or environmental effects caused by your quirk. This extended duration allows you to maintain control over the battlefield for longer periods of time, ensuring your quirk remains impactful as long as possible.
- **Potent**: Once per turn, when you hit a creature with your quirk, you can choose to **maximize** one of your damage rolls. This allows your quirk to deal its maximum potential damage on a successful hit. This feature significantly boosts your offensive power once per round.
- **Indomitable**: When you use your quirk to attack, you can ignore resistance to your quirk’s damage type for that attack. This allows you to overcome the usual limitations of enemies that are resistant to certain damage types, ensuring your quirk has full effectiveness.
- **Focus**: You can choose to focus your quirk's power into a single strike. When you make an attack with your quirk, you can add your proficiency bonus to your damage roll and gain advantage on the attack roll with a +2. This makes your attack more precise and powerful, ensuring that it lands with devastating effect.
### Specialization
At 3rd level, you select a specialization that aligns with your Quirk philosophy and training. This choice provides you with distinct features that evolve and enhance your capabilities at 3rd, 6th, 11th, and 20th levels, reflecting your growing mastery of your chosen path.
### 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 can't increase an ability score above 20 using this feature.
\page
### Extra Attack
Beginning at 5th level, you can attack twice with your quirk instead of once whenever you take the Attack action on your turn. You gain another attack at 15th level.
### Enhanced Quirk Modification
At 7th level, you have mastered your quirk well enough that you can alter how it functions, increasing both its versatility and power. When you use your quirk, you can select **one** of the following enhancements to apply from each category:
- **Increased Effect**: Choose one of the following:
- **Deeper Wounds**: Add an additional die to the damage roll of your quirk.
- **Critical Strike**: The critical threat range with your quirk becomes 19-20.
- **Precision Focus**: For the duration of the attack, you have a **+2 bonus** to your attack rolls with the quirk, raising your chances of hitting.
- **Improved Utility**: Choose one of the following:
- **Extended Reach**: The range of your quirk is extended by 30 feet for the duration.
- **Wider Area**: The area of effect of your quirk increases, expanding the radius or affected area by 5 feet, or one additional target, whichever best suits the nature of the quirk.
- **Utility Boost**: You enhance your quirk's utility effect-if any, additional movement, various defensive bonuses, or environmental control-with an additional benefit of your choice for the spell's duration, for a further round, or adding a higher bonus.
- **Speed Surge**: Choose one of the following:
- **Burst of Speed**: You movement speed increases by +10 ft. faster for 1 min.
- **Quick Reflexes**: Advantage on Dexterity-based checks and saving throws for 1 minute, reflecting heightened speed and agility in reacting to surroundings.
### **Master Quirk**
At 18th level, your ability to control and shape your quirk reaches new heights. You gain unparalleled versatility with your quirk’s use. Choose one of your quirk abilities to master. That ability gains the following enhancements:
- **Amplified Effect**: When you activate this move, you can increase its damage by **two additional damage die** and **add your Wisdom modifier** to the total damage. This allows your quirk to hit harder and have a greater impact on the battlefield.
- **Quirk Flexibility**: You can alter the effects of this move on the fly. Once per turn, when you activate your quirk, choose one of the following enhancements:
- **Range Expansion**: Increase the range of your quirk’s effect by **30 feet**.
- **Enhanced Area**: Double the radius of your quirk’s area of effect. This allows for greater area control and strategic options during combat.
### **Apex Quirk User**
At 20th level, you’ve perfected your quirk’s use and are capable of unleashing its full potential. You gain the following benefits:
- **Physical Mastery**: Your **Strength** and **Dexterity** scores each increase by **4**, and your maximum for each of these scores becomes **24**. This makes you more agile and physically imposing, improving both your offensive and defensive abilities.
- **Maximum Quirk Impact**: When you activate your quirk, you can now **maximize** one damage roll. This ensures that the damage of your quirk's effect is always as devastating as possible.
- **Quirk Dominance**: Your quirk effects are so refined that you can now use them without restriction. Once per long rest, you can choose to make your quirk's damage **ignore resistances** or **immunities** for a single attack or effect. Additionally, creatures hit by your quirk have **disadvantage on saving throws** against any condition you impose via your quirk for 1 turn.
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# Specialization
## **Power Amplifier**
The **Power Amplifier** specializes in maximizing the raw power of their Quirks, pushing their abilities to new heights and making them a fearsome force on the battlefield.
---
### **Force Multiplier**
At 3rd level, when you use your Quirk, you can increase its damage by an amount equal to your **Dexterity modifier** (minimum of +1). Additionally, the first time you deal damage with your Quirk on each of your turns, you can add a extra **1d8** damage of the same type as your Quirk’s damage. Also the target is **pushed 10 feet** away from you. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
---
### **Enhanced Area of Effect**
At 6th level, you can modify your Quirk to affect a larger area or extend its range. When you use your Quirk, you can choose one of the following enhancements:
- **Expanded Area:** Double the area of effect (e.g., radius, cone, etc.) of your Quirk.
- **Extended Range:** Increase the range of your Quirk by **30 feet**.
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
---
### **Quirk Resonance**
At 11th level, you can tap into the latent potential of your Quirks, refining them to perfection. When you roll for damage with your Quirk, you can **reroll up to 4 damage dice** and choose the better result. You can use this feature **once per turn**.
Additionally, your Quirk gains an **additional effect** based on its type:
- **Bludgeoning:** Targets hit by your Quirk have **disadvantage on their next attack roll**.
- **Slashing:** The target's movement speed is reduced by **half** until the start of your next turn.
- **Radiant/Energy:** You gain **temporary hit points** equal to your Quirk's damage roll (rounded up).
---
### **Supreme Quirk Mastery**
At 20th level, your mastery over your Quirks allows you to maximize your damage output. When you use your Quirk, you can **maximize one damage roll** each turn. Additionally, you can choose to **ignore resistances** and **immunities** to your Quirk’s damage type for one use of your Quirk. Finally, when you reduce a creature to 0 hit points with your Quirk, you can immediately use a **bonus action** to regain **1/4 of your maximum hit points**.
---
## **Strategic Enhancer**
The **Strategic Enhancer** focuses on versatility, enabling you to adapt your Quirk for a variety of tactical uses, whether controlling the battlefield or assisting allies.
---
### **Adaptive Utility**
At 3rd level, you can modify your Quirk to gain a specific enhancement. When you use your Quirk, choose one of the following effects to apply:
- **Tactical Strike:** The next attack made against the target before the start of your next turn has **advantage**.
- **Impaired Movement:** The target’s speed is reduced by **20 feet** until the end of your next turn, and they cannot take the Dash action or make opportunity attacks.
Additionally, the first time you apply an enhancement, you gain **temporary hit points** equal to your proficiency bonus.
---
### **Tactical Flexibility**
At 6th level, you gain the ability to reposition yourself and your allies strategically. When you use your Quirk, you can allow an ally within **30 feet** of you to **move up to their movement speed** as a reaction, without provoking opportunity attacks. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
---
### **Enhanced Quirk Adaptation**
At 11th level, you can modify your Quirk to adapt to various situations. When you use your Quirk, choose two of the following effects:
- **Increased Range:** The range of your Quirk increases by **40 feet**.
- **Fractured State:** If the target fails their saving throw against your Quirk, you can impose **frightened**, **prone**, or **deafened** on them until the end of your next turn.
- **Tactical Immunity:** You gain **advantage** on your next saving throw against an effect that would force you to become **paralyzed**, **charmed**, or **restrained**.
You can use this feature **once per short rest**.
\page
### **Master Strategist**
At 20th level, you gain the ability to target two creatures with your Quirk. When you use your Quirk, you can target **two creatures** within range. Each target suffers the effects of your Quirk, and you can **maximize one damage roll** against one of those targets.
Additionally, your Quirk effects now last for **one additional round**, making your influence on the battlefield more pronounced. If you target **more than one creature**, you can apply **one additional effect** to either target (from your Adaptive Utility or Enhanced Quirk Adaptation list) at no additional cost.
---
## **Quickstep Caster**
The **Quickstep Caster** excels at speed, using their Quirk to dash across the battlefield, striking with speed and precision, and evading attacks with remarkable agility.
---
### **Fluid Movement**
At 3rd level, your speed and agility allow you to outmaneuver your enemies. You gain the following benefits:
- Your **movement speed** increases by **10 feet**.
- You can take the **Dash action** as a **bonus action** on your turn.
Additionally, while you are under the effects of a **Dash**, you can treat any **difficult terrain** as normal terrain, allowing you to move through it without penalty.
---
### **Evasion Technique**
At 6th level, your quick reflexes allow you to dodge attacks more easily. When a creature makes an attack against you, you can use your **reaction** to impose **disadvantage** on the attack roll. If the attack misses, you can immediately **move up to half your speed** without provoking opportunity attacks. If you successfully evade an attack, you can make one **unarmed strike** as part of the same reaction.
---
### **Lightning Reflexes**
At 11th level, your speed and reflexes make you nearly impossible to pin down. You gain **advantage** on **initiative rolls**. Additionally, when you use your Quirk, you can **move up to your full speed** without provoking opportunity attacks, allowing you to reposition yourself swiftly, and you can take the **Dodge action** as a **bonus action**.
\column
### **Whirlwind Assault**
At 20th level, you are a blur of motion, overwhelming your enemies with speed and ferocity. As an action, you can move up to **your speed** in a straight line, passing through the spaces of any number of creatures. Each creature in the line must make a **Dexterity saving throw** against your Quirk’s **DC**. On a failed save, they take damage equal to your Quirk’s damage roll and are knocked prone. If a creature fails their save, they are also **pushed 10 feet** away from you and cannot take reactions until the start of their next turn.
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# Weapon Master Class
The **Weapon Master** class is the epitome of martial prowess and weapon mastery. These fighters excel in the art of combat, leveraging their Quirks to enhance their skills with a variety of weapons. Whether on the battlefield or in the arena, Weapon Masters are known for their versatility, tactical brilliance, and relentless drive to improve their combat capabilities. They adapt to any challenge and stand ready to protect, dominate, or pursue their own goals.
## Class Table
{{classTable,frame,decoration
#### Class Table
| Level | Proficiency Bonus | Features |
|:-----:|:-----------------:|:-----------------------:|
| 1st | +2 | Improved Durability, Weapon Mastery, Unarmored Mastery|
| 2nd | +2 | Combat Form |
| 3rd | +2 | Specialization, Extra Attack |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Extra Attack |
| 6th | +3 | Combat Technique |
| 7th | +3 | Weapon Mastery Upgrade |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | - |
| 10th | +4 | Extra Attack |
| 11th | +4 | - |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | - |
| 14th | +5 | - |
| 15th | +5 | Perfected Combat Form, Extra Attack |
| 16th | +5 | Ability Score Improvement, Comabt Technique |
| 17th | +6 | - |
| 18th | +6 | Ultimate Weapon Mastery |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Unstoppable |
}}
## Class Features
#### Hit Points
- **Hit Dice:** 1d10 per Weapon Master level
- **Hit Points at 1st Level:** 10 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Weapon Master level after 1st
\column
#### **Proficiencies**
- **Armor:** All armor
- **Weapons:** Simple and martial weapons
- **Tools:** None
- **Saving Throws:** Strength, Dexterity
- **Skills:** Choose two from Acrobatics, Athletics, Intimidation, Perception, History, Insight, or Survival
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) chain mail or (b) leather, longbow, and 20 arrows
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) a stealth infiltration suit or (b) utility support suit
### Improved Durability
At 1st level, your physical resilience is exceptional. You gain an additional hit die to their hit die total. This additional hit die will provide extra hit points equal to the die's maximum rolled result + your Constitution modifier at 1st, 3rd, 6th, 9th, 12th, 15th, 18th and 20th levels. This extraordinary vitality reflects your robust constitution and ability to endure hardships.
### Weapon Mastery
At 1st Level, choose one weapon type you are proficient with. You gain a +1 bonus to attack and damage rolls with that weapon type. This bonus increases to +2 at 5th level, +3 at 10th level and +4 at 15th level.
### Unarmored Mastery
Also at 1st level, due to your enhanced body and senses, you have mastered the art of fighting wearing next to nothing. You gain the listed benefits as long as you are unarmored
- As long as you are not wearing armor or wielding a shield, your AC becomes 10 + your Dexterity modifier + your Constitution modifier.
- Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases by 10ft at 5th and 10th level
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### Combat Form
At 2nd level, you have acquired your very own combat form. You gain two of the following combat forms of your choice:
- **Blind Warrior.** You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
- **Classical Swordplay.** While wielding a finesse weapon and no other weapons, you gain a +1 bonus to your attack rolls and AC so long as you are not wearing Armor or wielding a Shield.
- **Deadeye.** You gain a +2 bonus to attack rolls you make with ranged weapons.
- **Dual Wielding.** When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack.
- **Great Weapon Fighting.** You add your proficiency bonus to damage rolls with Heavy Weapons.
- **Improved Unarmored Defense.** You gain a +1 bonus to your AC while not wearing any kind of armor or shield.
- **Point-Blank Shooter.** When you make a ranged attack against a target within 5 feet of you, you do not have disadvantage in the attack roll. When you make an opportunity attack, you can replace its one melee attack with one ranged attack.
- **Sharpened Shot.** You gain a bonus to damage rolls you make using ranged weapons equal to your proficiency bonus.
### Extra Attack
Beginning at 3rd level, you can attack twice instead of once whenever you take the Attack action on your turn. This increases to three attacks at 5th level and four attacks at 10th level.
### Specialization
At 3rd level, choose a specialization that reflects your combat philosophy. This choice grants you distinct features at 3rd, 6th, 11th, and 20th levels.
### Ability Score Improvement
At 4th, 8th, 12th, 16th, and 19th levels, you can increase one ability score by 2 or two ability scores by 1 each. Alternatively, choose a Feat that represents additional training or specialized skills.
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### Combat Technique
At 6th level, you gain one **combat technique** that enhances your martial prowess, allowing you to execute devastating attacks. Choose one of the following:
- **Focused Strike**: Once per turn, when you hit with a weapon attack, you can add an additional damage die to that attack. If the attack is a critical hit, the extra damage die is doubled.
- **Quick Riposte**: When a creature misses you with an attack, you can use your **reaction** to immediately make one melee weapon attack against that creature. If the attack hits, it deals extra damage equal to **double your proficiency bonus**.
- **Powerful Charge**: When you move at least 10 feet straight toward a target and hit it with a melee weapon attack on the same turn, you deal additional damage equal to your level. If the target is larger than you, they must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked **prone**.
- **Lethal Precision**: When you score a critical hit with a melee weapon, you can roll one additional damage die for that attack. Furthermore, you can choose one of the following effects to apply on a critical hit:
- **Bleeding Wound**: The target takes additional damage equal to your Strength modifier at the start of their next turn.
- **Crippling Blow**: The target has disadvantage on the next attack roll they make before the end of their next turn.
- **Savage Crit**: Your critical hit range expands to 19-20. When you score a critical hit, the damage dealt is **maximized** for one of the damage dice (you choose which die to maximize), in addition to doubling all damage dice. If you score a critical hit against a creature with less than half their hit points, you can also force them to make a **Constitution saving throw** (DC = 8 + your proficiency bonus + your Strength modifier) or become stunned until the end of their next turn.
At 8th level and 16th level, you gain one additional combat technique.
### Weapon Mastery Upgrade
At 7th level, your weapon expertise becomes even more deadly. You gain a +2 bonus to damage rolls with your chosen weapon type, increasing your potency and ensuring that every blow you strike lands with terrifying force. Additionally, when you score a critical hit with your weapon, you can choose to deal maximum damage on three of the damage dice of your attack (instead of rolling it), allowing your critical strikes to reach their true potential.
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### Perfected Combat Form
At 15th level, you have mastered your combat form, creating a new personal improved version.
- **Perfected Blind Warrior.** You have blindsight with a range in feet equal to 10 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
- **Perfected Classical Swordplay.** While wielding a finesse weapon and no other weapons, you gain a +2 bonus to your attack rolls and AC so long as you are not wearing Armor or wielding a Shield.
- **Perfected Deadeye.** You gain a +3 bonus to attack rolls you make with ranged weapons.
- **Perfected Dual Wielding.** When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack. This attack is made with advantage.
- **Perfected Great Weapon Fighting.** You add your proficiency bonus twice to damage rolls with Heavy Weapons.
- **Perfected Improved Unarmored Defense.** You gain a +2 bonus to your AC while not wearing any kind of armor or shield.
- **Perfected Point-Blank Shooter.** When you make a ranged attack against a target within 5 feet of you, you have advantage in the attack roll. When you make an opportunity attack, you can replace its one melee attack with one ranged attack.
- **Perfected Sharpened Shot.** You gain a bonus to damage rolls you make using ranged weapons equal to your proficiency bonus added twice.
### **Ultimate Weapon Mastery**
At level 18, you have reached the pinnacle of weapon mastery, gaining the ability to channel the full potential of your weapon in ways that others can only dream of. Your skill, speed, and precision with weapons become unmatched, and you can wield them with a power that bends the rules of combat. You gain one of the following benefits:
- **Unstoppable Strike:** When you make an attack with your chosen weapon, you can choose to unleash an **Unstoppable Strike** as a reaction, drawing on your vitality. When you do, the damage of the attack is enhanced by an amount based on your current hit points: For every **10%** of your current HP, you can add **1d8** extra damage. This bonus damage can never exceed **6d8**.
- **Flawless Precision:** Once per short rest, you can guarantee the success of a crucial attack. When you make an attack roll with your chosen weapon, you can choose to **automatically roll a natural 20**. This guarantees that the attack hits, and you can roll damage normally (including modifiers). Additionally, you may reroll any damage dice that result in a 1 or 2.
- **Unyielding Combat Form:** Your mastery allows you to fight with unrivaled technique and speed. When you take the **Attack action**, you can make **one additional attack** with your chosen weapon and move your movement for every 10 feet you move you gain a +1 to your next attack (maximum of 10). This extra attack does not suffer any penalties and is treated as a normal attack. You can also choose to expend a **bonus action** to channel your weapon’s power, allowing it to become magically attuned for **1 minute**. During this time, you deal **maximum damage** on all successful hits.
### Unstoppable
At 20th level, you become a living force of nature. Due to this thrice per long rest you if you are not killed outright you drop to 5 hit points. Also your connection to your weapons and the battlefield is so profound that nothing can stop you. You have advantage on saving throws to resist being knocked prone, restrained, or moved against your will. Whenever you hit a creature with a melee weapon attack, you can choose to deal an additional two damage die and apply a secondary effect (choose two): push the target back 10 feet, reduce their speed to 0 for the rest of the turn, knock them prone, give them two ranks of bleed, or disarm them (force them to drop one item of your choice).
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# Specializations
### **Reckless Avenger**
The **Reckless Avenger** harnesses speed, ferocity, and relentless strikes to overpower enemies, overwhelming them with an unstoppable flurry of attacks.
#### **Reckless Mode**
At 3rd level, you can enter a state of heightened speed after hitting a creature with a weapon attack. For the next 1 minute, you gain the following benefits:
- **Increased Mobility**: Your movement speed increases by 30 feet, and you can take the Dash, Disengage, or Hide action as a bonus action.
- **Fast Act**: You have advantage on Dexterity saving throws for the duration, and enemies have disadvantage on opportunity attacks against you.
- **Swift Recovery**: You can make an additional attack with a melee weapon as a bonus action if you are within range of the target.
- **Unstoppable Assault**: Your attacks deal an extra damage die to structures and constructs, and your melee attacks ignore resistance to either bludgeoning, slashing, or piercing damage.
#### **Devastating Strike**
At 6th level, your attacks become even more brutal. When you hit a creature with a weapon attack, it deals additional damage equal to your Strength or Dexterity modifier. Additionally, the target cannot take reactions until the start of its next turn, leaving it vulnerable to follow-up attacks.
- **Enhanced Impact**: If the target is reduced to half its hit points or fewer by this attack, they must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
#### **Combat Prowess**
At 11th level, your battlefield awareness and mastery of combat flow make you a terrifying force. When you take the Attack action, you can use a bonus action to mark a target within 30 feet of you. For the next minute, that target is vulnerable to all damage from your attacks and ignores resistance to the damage type you deal. You can use this feature twice per short or long rest. Additionally, once per long rest, you can add your proficiency bonus to your damage rolls for the next attack against a marked target.
#### **Avatar of Destruction**
At 20th level, you can unleash your ultimate destructive potential. Once per long rest, you can enter the **Avatar of Destruction** for 1 minute, gaining the following benefits:
- You can make an additional two attacks as part of the Attack action.
- All attacks you make are considered critical hits on a natural 18, 19, or 20.
- All attacks deal **double damage** to structures and constructs.
- You can choose to apply the effects of **Devastating Strike** to any hit, making the target vulnerable and preventing reactions until the end of its next turn.
### **Eagle Eye**
The **Eagle Eye** is a master of ranged combat, precision strikes, and battlefield awareness, turning every shot into a deadly, calculated blow.
#### **Keen Shot**
At 3rd level, you gain proficiency in ranged weapons. When you make a ranged attack, you can add your proficiency bonus to the damage rolls and half your proficiency bonus (rounded down) to attack rolls. Additionally, you can ignore the disadvantage imposed for ranged attacks against creatures that are within 5 feet of you.
- **Target Weakness**: Once per turn, when you hit with a ranged weapon attack, you can choose to add your Wisdom modifier (or Dexterity modifier) to the attack roll or damage roll, whichever would be more beneficial.
#### **Sniper's Focus**
At 6th level, you can focus your aim to land precise, deadly shots. When you take the Attack action with a ranged weapon, you can choose to aim carefully. Until the end of your turn, you gain the following benefits:
- Make one ranged attack roll with **advantage**. If the attack hits, it deals an additional **3d10 damage** and ignores cover.
- If the target is within **half your maximum range**, you can reduce their AC by 2 against the attack for the duration of the turn.
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#### **Distance Strike**
At 11th level, your ability to strike from incredible distances allows you to take out enemies with devastating accuracy. Your ranged weapon attacks gain the following benefits:
- **Cover Bypass**: You can **ignore half cover and three-quarters cover** when making ranged attacks. Additionally, if the target is behind full cover, you can target them with a ranged attack if you can see any part of their body (e.g., a limb or head) sticking out.
- **Accurate Shots**: When making a ranged attack, you can add your **Wisdom modifier** (or Dexterity modifier, depending on the weapon) to the damage roll for that attack.
- **Penetrating Fire**: If you roll a natural 1 on an attack roll, your next ranged attack on the following turn deals **extra damage** equal to your proficiency bonus.
#### **Avatar of Precision**
At 20th level, you enter a state of perfect focus, mastering the art of ranged combat. Once per long rest, you can enter the **Avatar of Precision** for 1 minute, gaining the following benefits:
- **Critical Precision**: When you score a critical hit with a ranged weapon, you deal **additional damage equal to your proficiency bonus**. If the target is below half of their maximum hit points, the critical hit also **pushes them back 10 feet** and knocks them prone (if they fail a Strength saving throw, DC = 8 + your proficiency bonus + your Dexterity or Wisdom modifier).
- **Unmatched Accuracy**: You gain **advantage on all attack rolls** against creatures that are more than 35 feet away from you. Furthermore, any missed ranged attack that would have hit a creature at this distance instead **deals half damage** to that creature.
- **Focused Shot**: Once during this state, you can choose to **maximize** one of your damage rolls. This ensures that your most powerful shots land with full impact.
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## **Quirkweaver**
The **Quirkweaver** channels their quirk through their weapons, transforming them into deadly instruments of destruction. Whether wielding a sword, a bow, or other tools of war, you can infuse them with the raw power of your quirk to enhance your strikes and abilities. As you grow more proficient, your quirk enhances not just the damage of your weapons, but also their utility and effectiveness in a variety of situations, including applying debilitating conditions on your enemies.
### **Quirk-Enhanced Weapons**
At 3rd level, you learn to channel your quirk through your weapons, allowing them to carry the force of your abilities. When you make a weapon attack, you can choose to **infuse your weapon with your quirk**. Your weapon deals extra damage equal to your **quirk modifier** (such as Intelligence, Dexterity, or Charisma, depending on your quirk type). Lastly, you add a +2 to all quirk save DC and Weapon DC.
Additionally, you can use your quirk to modify the attack’s effect. Choose one of the following:
- **Elemental Infusion**: Your weapon deals extra **elemental damage** (such as fire, ice, or lightning) equal to your quirk modifier.
- **Force Amplification**: Your weapon strike can push, pull, or otherwise move the target. After hitting, you can choose to push or pull the target by 10 feet.
- **Condition Infusion**: Your weapon’s strike can impose one of the following conditions once per turn on the target (if they fail a Constitution or Dexterity saving throw, DC = 8 + your proficiency bonus + your quirk modifier). This can be used a amount of times equal to your 2 + your proficiency.
- **Paralyze**: The target is paralyzed until the end of the current turn.
- **Blinded**: The target is blinded until the end of your next turn and gains a minus 2 to hit checks.
- **Weakened**: The target’s Strength, Dexterity, or Constitution score is reduced by 4 (your choice) for 1 turn.
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### **Weapon Mastery Infusion**
At 6th level, your connection to your weapon and quirk deepens. You learn to push the limits of your quirk-infused attacks. When you hit with a weapon attack, you can choose to activate one of the following enhancements for the attack:
- **Quirk Overload**: For the next 1 minute, your quirk-enhanced weapon deals additional damage equal to **your proficiency bonus** (this can be force damage, elemental, or another type depending on your quirk).
- **Weapon Empowerment**: Your weapon temporarily gains special properties based on your quirk. Choose one:
- **Vibration**: Your weapon vibrates at high frequency, increasing the weapon’s **range** by 10 feet for ranged weapons or making melee strikes ignore resistance to physical damage for 1 minute.
- **Charged Strike**: Your weapon stores energy with each successful hit, causing your next attack to deal **double** your quirk modifier as additional damage.
- **Condition Infusion Surge**: After you hit, choose one of the following conditions to apply to the target (Constitution or Dexterity save DC = 8 + your proficiency bonus + your quirk modifier):
- **Stunned**: The target is stunned until the end of their next turn.
- **Knocked Prone**: The target falls prone and has disadvantage on attacks until the end of their next turn.
- **Disadvantage**: The target has disadvantage on their next saving throw.
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### **Advanced Quirkweaving**
At 11th level, your ability to weave your quirk with your weapon reaches new heights. Your weapon attacks gain the following benefits:
- **Adaptive Enhancement**: Choose one of the following benefits that persists as long as your weapon is infused with your quirk:
- **Elemental Amplification**: Your elemental damage is now increased by **2d6** on each attack, and creatures hit by your weapon are affected by your element’s secondary effect (e.g., burning for fire, freezing for ice).
- **Quirk Infusion Surge**: Your weapon attacks now trigger a secondary effect on a hit. You can either cause the target to be knocked **prone**, impose **disadvantage** on their next attack roll, or reduce their speed by 10 feet for 1 turn.
- **Condition Infusion Mastery**: After you hit with a quirk-infused weapon attack, you can impose a **condition** once per turn on the target for 2 rounds (Constitution or Dexterity saving throw, DC = 8 + your proficiency bonus + your quirk modifier):
- **Paralyze**
- **Poisoned**
- **Blinded**
- **Disadvantage on attack rolls**
### **Avatar of the Quirkweaver**
At 20th level, you become the true embodiment of your quirk’s power, transforming your weapons into extensions of your very essence. Once per long rest, as a bonus action, you can activate **Avatar of the Quirkweaver** for 1 minute. During this time:
- **Full Quirk Infusion**: Your weapon becomes **permanently infused** with your quirk for the duration. Every attack you make deals **maximum damage** for the duration, and your weapon's secondary effect is enhanced.
- **Elemental Mastery**: If your quirk is elemental, the damage type for your attacks changes to a more destructive form of your element. For example, fire becomes **explosive**, lightning becomes **chain lightning**, etc.
- **Unyielding Focus**: You can take an additional **reaction** per turn, which can only be used to make a weapon attack infused with your quirk.
- **Quirk Empowerment Aura**: You exude an aura of your quirk’s power. All allies within 30 feet of you gain **resistance** to your quirk’s damage type and have advantage on saving throws against effects related to your quirk.
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# Inventor Class
The Inventor class embodies the blend of technology and combat finesse, channeling ingenuity to create and utilize a variety of gadgets. Skilled in crafting mechanical wonders, Inventors can adapt to diverse situations, making them valuable allies or formidable foes in any encounter.
{{classTable,frame,decoration
#### Class Table
| Level | Proficiency Bonus | Features |
|:-----:|:-----------------:|:------------------------------:|
| 1st | +2 | Improved Durability, Blueprint Creation, Researcher |
| 2nd | +2 | Gadget and Vehicle Mastery|
| 3rd | +2 | Specialization, Intellectual |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | - |
| 6th | +3 | Quick Thinking |
| 7th | +3 | - |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Quick Witted, Specialization |
| 10th | +4 | - |
| 11th | +4 | - |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | - |
| 14th | +5 | - |
| 15th | +5 | Specialization |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | - |
| 18th | +6 | - |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Magnum Opus, Specialization |
}}
## Class Features
As an Inventor, you gain the following class features:
#### Hit Points
___
- **Hit Dice:** 1d6 per Inventor level
- **Hit Points at 1st Level:** 6 + Constitution modifier
- **Hit Points at Higher Levels:** 1d6 (or 4) + Constitution modifier per Inventor Level after 1st.
#### Proficiencies
___
- **Armor:** All Armor
- **Weapons:** Simple Weapons, Hand Crossbows, Heavy Crossbows
- **Tools:** Two Artisan Tools of your choice
- **Saving Throws:** Dexterity, Intelligence
- **Skills:** Choose three from Animal Handling, Quirk, History, Insight, Investigation, Medicine, Nature, Perception
\column
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A component pouch and a research book
- A Dagger and 5 darts
- A light crossbow and 20 bolts
- Two artisan tools of your choice
- (a) a Field Medic’s Pack or (b) a Scholar's Pack
- a utility support suit
### **Improved Durability**
At 1st level, your physical resilience is exceptional. You gain an additional hit die to their hit die total. This additional hit die will provide extra hit points equal to the die's maximum rolled result + your Constitution modifier at 1st, 3rd, 6th, 9th, 12th, 15th, 18th and 20th levels. This extraordinary vitality reflects your robust constitution and ability to endure hardships.
### **Blueprint Creation**
At 1st level the end of each long rest, you craft a number of items using the Blueprints in your Research Book, equal to your Inventor level + your Intelligence modifier (minimum of 1). Any unused items cease to function or spoil at the start of your next long rest (or 24 hours after it was crafted). Some blueprints have prerequisites, which you must meet to successfully craft them. Items created using your blueprints sometimes require attack rolls or saving throws. Whenever you or another creature uses an item created by your blueprints, you or that creature use your Intelligence modifier when setting the saving throw DC or attack roll for the item.
- **Item attack modifier =** Your Intelligence modifier + your proficiency bonus
- **Item save DC =** 8 + Your Intelligence modifier + your proficiency bonus
### **Researcher**
At 1st level the end of each short rest, you craft a number of items from the blueprints in your Research Book equal to your Intelligence modifier (minimum of 1). In addition, if an item would require you to make an attack roll by treating the item as an improvised weapon or it would have a set DC for its saving throw, you may use your Item attack modifier and Item save DC instead.
\page
### **Gadget and Vehicle Mastery**
At 2nd level, you gain proficiency with **Tinker’s Tools** and one additional tool of your choice (e.g., **Smith’s Tools**, **Navigator’s Tools**, etc.). You also gain proficiency with **vehicle operation** and **vehicle repair tools** (land, air, and sea vehicles). Your expertise extends not only to gadgets but also to vehicles, allowing you to craft, maintain, operate, and even enhance them with your blueprints.
- **Crafting Efficiency**: You can craft and maintain gadgets and vehicles more quickly. The time and gold required to create or repair gadgets or vehicles is reduced by **half**. If you are creating a vehicle, you can reduce the time by an additional 25% (for example, a land vehicle would typically take 20 days to build; with your expertise, it takes 15 days).
- **Tinker’s Precision**: You use your **Intelligence modifier** for attack rolls with gadgets and vehicle-related attack rolls. Your proficiency bonus is doubled for any ability check you make to craft, repair, or modify gadgets or vehicles.
- **Vehicle Mastery**: You are proficient in the operation of any vehicle you come into contact with, whether it’s a **land vehicle**, **airship**, or **watercraft**. You can add your **Intelligence modifier** to **vehicle-related skill checks** and saving throws, such as operating a vehicle at high speeds or maneuvering it through dangerous terrain. Additionally, when making vehicle-related attack rolls (e.g., using a weapon mounted on a vehicle), you use your **Intelligence modifier** instead of Strength or Dexterity.
- **Adapt and Overcome**: While operating a vehicle, you can use your action to repair it on the fly. As long as you have access to your **Tinker’s Tools**, you can spend one minute repairing a vehicle, restoring hit points equal to **1d8 + your Intelligence modifier** for each repair. This repair restores no more than half the vehicle’s total hit points.
- **Blueprint Infusion**: You can infuse your **blueprints** into vehicles, enhancing their performance with your unique designs. As an action, you can choose a vehicle within 30 feet of you and infuse it with one of your **blueprints** until used.
### **Specialization**
At 3rd level, choose a specialization that aligns with your inventive philosophy. This choice grants you unique features that evolve at 3rd, 6th, 9th, 15th, and 20th levels, showcasing your growth and mastery in your chosen path.
### **Ability Score Improvement**
At 4th, 8th, 12th, 16th, and 19th levels, increase one ability score by 2 or two ability scores by 1 each. Alternatively, choose a Feat that reflects additional training or specialized skills.
### **Quick Thinking**
At 6th level, your quick reflexes enable you to analyze situations rapidly. As a bonus action, gain advantage on one Intelligence or Dexterity-based skill check or saving throw of your choice, showcasing your adaptability under pressure.
### **Quick Witted**
At 9th level, once during your turn, if you would take the Use an Object action, you can use two items instead of one, as part of the same action. In addition, if an item has a set amount of uses, you gain an additional number of uses for that item equal to your proficiency bonus.
### **Magnum Opus**
At 20th level, your scientific breakthroughs along with your fast hands, have caused many to consider you a genius. Your Dexterity and Intelligence score increase by +4. Your maximum for these scores becomes 22. You also can turn **TWO** blueprints into a Magnum Opus blueprint. These blueprint add the following.
- 10ft of extra range.
- Two extra damage die.
- 15 extra hit points.
- +2 to hit and save DC.
- Ignores damage reduction.
{{note
##### Research Book
**Research Book**: As an Inventor, you tend to keep your notes and observations written down. You consult your research book whenever you wish to create an item associated with such blueprints. At 1st-level your research book starts with 2 blueprints (found at the end of this document), and whenever you gain a level in this class, you add one new blueprint to your book. You must be proficient in the blueprints required tool, and you must also the items prerequisites (if any), to be able to add that blueprint to your Research Book.
**Adding Blueprints**: You may also find blueprints out in the world from other Inventors. If you find a blueprint out in the world, copying it to your research book takes you 2 hours and 10 gp per blueprint, which represents material components you expend as you experiment with the item to master it.
**Replacing the Book**: You can copy blueprints from your research book into another book. For example, if you want to make a backup copy of your research book. This is just like copying a new blueprint into your research book, but faster and easier since you understand your notation and processes behind the research. You need to spend only 1 hour and 5 gp for each blueprint you copy. If you lose your research book, your research is lost, and filling it requires you to conduct new research and experiments, in which you reverse engineer any functioning unused blueprint items you have in your inventory. For each blueprint you record this way, you spend 50 gp per item. It is advised you keep multiple backups of your research in case you lose your research book.
}}
\page
## **Quirk Infuser**
The **Quirk Infuser** is a master of combining technology with their unique quirk abilities to create powerful gadgets. These gadgets can be imbued with the essence of their quirk.
### **Infused Gadgets**
At 3rd level, you gain the ability to imbue a gadget or weapon with a quirk effect. As a bonus action, you can infuse a weapon, piece of equipment, or gadget within 30 feet of you with a quirk-based effect. This effect lasts for 1 minute or until used. You can use this ability a number of times equal to 2 + your Intelligence modifier per long rest. Choose two of the Following Effects:
- **Damage Boost:** The infused weapon deals an extra 2d6 damage of your quirk's or weapons type (force, fire, slashing, lightning, etc.).
- **Special Effect:** Choose one effect from the following:
- **Knockback:** When the weapon hits, you can push the target back 10 feet.
- **Status Effect:** The target must make a Constitution saving throw or be stunned or poisoned until the start of your next turn.
- **Elemental:** The weapon deals elemental damage (choose fire, cold, force, or lightning).
- **Quirk Infusion:** You can infuse **ONE Emitter Type Quirk** into your gadget or weapon (If its a mutation type quirk check with your DM for rulings).
- **Speed Boost:** The infused item increases the wearer’s speed by 10 feet.
- **Teleportation:** The wearer can teleport up to 15 feet once per turn as there movement.
- **No Opportunity Attacks:** The wearer does not provoke opportunity attacks for the duration of the infusion.
- **Damage Reduction:** The wearer gains resistance to one damage type of your choice (e.g., fire, lightning, slashing).
- **Shielding Aura:** The wearer or one ally within 5 feet gains +1 AC.
- **Temporary Hit Points:** The wearer gains temporary hit points equal to your Intelligence modifier (minimum 1) at the start of each of their turns.
- **Light:** The infused item sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
- **Enhanced Strength:** The wearer gains advantage on Strength checks and Strength saving throws.
- **Environmental Protection:** The infused item protects the wearer from extreme temperatures, gas, or water-based environments.
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### **Enhanced Infusion**
At 9th level, your ability to enhance infused gadgets improves. When you use **Infused Gadgets**, you can choose to **enhance** the infusion, making it more powerful for 1 minute. Choose One of the Following Enhancements:
- **Damage Boost:** The weapon now deals an extra 2d6 damage of your quirk's type.
- **Enhanced Special Effect:** Choose one of the following upgrades:
- **Knockback:** The target is pushed back 20 feet instead of 10 feet.
- **Status Effect:** The target must make a Constitution saving throw or be **paralyzed** until the start of your next turn.
- **Elemental:** The weapon deals fire, cold, or lightning damage and causes ongoing damage (1d6 fire, cold, or lightning) at the start of the target's turn until it succeeds on a saving throw.
- **Quirk Infusion:** You can infuse **TWO Emitter Type Quirk** into your gadget or weapon if you have there 1 vial of there DNA (If its a mutation type quirk check with your DM for rulings).
- **Speed Boost:** The wearer’s speed increases by 20 feet.
- **Teleportation:** The wearer can teleport up to 30 feet once per turn.
- **No Opportunity Attacks:** The wearer can also move through the space of other creatures without provoking opportunity attacks.
- **Damage Reduction:** The wearer gains resistance to two damage types of your choice.
- **Shielding Aura:** The AC bonus increases to +2, and allies within 5 feet also gain resistance to one damage type.
- **Temporary Hit Points:** The wearer gains temporary hit points equal to twice your Intelligence modifier (minimum 2) at the start of each of their turns.
- **Light:** The item sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
- **Enhanced Strength:** The wearer gains advantage on all Strength checks and saving throws, and their carrying capacity is doubled.
- **Environmental Protection:** The wearer gains **resistance** to all environmental hazards and can breathe underwater.
\page
### **Quirk Synergy**
At 15th level, your ability to combine multiple infused gadgets reaches new heights. You can now infuse two objects or weapons simultaneously, with each infusion granting a different quirk-based effect. Additionally, you can create synergies between the two infusions, making their effects work together in new ways.
- **Attack + Movement Infusion:** Infuse a weapon with **Attack Infusion** and a pair of boots with **Movement Infusion**. The weapon’s knockback effect increases to 20 feet, and the wearer can immediately teleport up to 10 feet after each hit.
- **Protection + Utility Infusion:** Infuse a shield with **Protection Infusion** and a bracelet with **Utility Infusion**. The shield grants **resistance to fire** and gives the wearer the ability to breathe underwater, while the bracelet grants **advantage on Strength checks**.
- **Attack + Protection Infusion:** Infuse a sword with **Attack Infusion** and a cloak with **Protection Infusion**. The sword gains **extra elemental damage** and a **status effect** (stunning the target), while the cloak grants **resistance to slashing damage**.
### **Prototype Infusion**
At 20th level, your mastery over infusing gadgets allows you to create a **Prototype Infusion** once per long rest. This one-use infusion allows you to combine up to three different quirk-based infusions into a single item, which lasts for the entire duration of a combat encounter. Choose One of the Following Prototype Infusions:
- **Prototype of Destruction:**
- The infused weapon or gadget gains all the benefits of **Enhanced Attack Infusion**, the infused weapon deals **3d6**. Additionally, the target must make a Strength saving throw or be knocked prone.
- **Prototype of Speed:**
- The infused item grants **Enhanced Movement Infusion**, with the wearer’s speed increased by **40 feet** and the ability to teleport up to **60 feet** once per turn.
- **Prototype of Defense:**
- The infused item grants **Enhanced Protection Infusion**, with the wearer gaining **resistance to three damage types** and **temporary hit points equal to your Intelligence modifier** at the start of each of their turns. Allies within 10 feet also gain +2 AC.
- **Prototype of Versatility:**
- The infused item grants **Enhanced Utility Infusion**, allowing the wearer to **shed bright light** in a 40-foot radius, gain **advantage on Strength checks**, and **resistance to all environmental hazards** for 1 hour.
Once you use a Prototype Infusion, it cannot be used again until after a long rest.
## **Exo-Iron Infuser**
The **Exo-Iron Infuser** specializes in constructing and enhancing high-tech combat suits and weapons mid-battle, using their blueprints to rapidly deploy and repair powerful exo-armor. Whether they’re repairing their own suit or modifying it for their allies, the Exo-Armor Infuser is a versatile combatant who can adapt to any situation, ensuring they and their allies stay at peak performance.
### **Exo-Iron Suit**
At 3rd level, you gain the ability to infuse your exo-armor with blueprints and enhance its capabilities. As a bonus action, you can expend a hit die to repair or improve your exo-armor, infusing it with a blueprint you’ve created. While wearing it you are considered a construct
- **+2 AC**: The suit enhances its defensive systems, increasing your AC by +2 for the duration.
- **Flying Speed**: The suit’s jet thrusters activate, granting you a flying speed of 30 feet (or ground speed, depending on your choice).
- **Damage Absorption**: The suit can absorb up to **25 points of damage**. At the start of each of your turns, the suit regains **5 hit points**. Once the suit absorbs 25 points of damage, it powers down and becomes unusable until repaired or reactivated after a short rest. Any damage beyond the suit's limit is transferred to you.
- You gain resistance to bludgeoning and slashing damages.
Additionally, your **Iron Suit** comes equipped with **Integrated Weaponry**, allowing you to make weapon-based attacks. You can use your exo-suit’s built-in weaponry (such as **repulsor blasts**, **energy punches**, or other gadgets) to deal **2d6 damage** of a chosen elemental or force damage type (fire, lightning, force, etc.). And use your intelligence modifier for attack rolls and damages. If other creatures use your suit they use Dexterity or Strength.
\page
### **Adaptive Armor**
At 9th level, your exo-armor is equipped with an adaptive system that automatically adjusts to threats. As a reaction when you are hit by an attack, you can activate your armor’s defense protocols, adding your proficiency bonus to your AC against that attack. This may cause the attack to miss or reduce its effectiveness. Also you can restore hit points to yourself or an ally equal to the roll of the hit die + your Intelligence modifier. Additionally, you can use this feature to temporarily stabilize a damaged piece of your exo-armor or equipment, restoring **1d10 hit points** to any piece of machinery or a gadget you're currently wearing or wielding.
### **Overdrive**
At 15th level, you can push your exo-armor to its limits. As an action, you can activate **Overdrive** for 1 minute, pushing your combat suit’s systems into maximum output. During this time, your exo-suit gains the following benefits:
- **Advantage on attack rolls** made with any ranged or melee weapon integrated into your suit.
- **Increased movement speed** by 25 feet (or an additional 15 feet if flying).
- **Temporary bonus to damage:** Your suit's attacks deal an additional 3d6 damage of your exo-armor’s chosen damage type (force, fire, etc.).
Once you activate **Overdrive**, you cannot use this feature again until you finish a long rest.
### **Exo-Iron Vanguard**
At 20th level, you have mastered the design and function of your exo-suit to the point that you can summon a fully-equipped combat suit on command. As an action, you can deploy your **Exo-Armor Vanguard**, a fully functional battle suit that lasts for 1 hour. This exo-armor provides the following benefits:
- **+4 AC**
- **60-foot flying speed** (or ground speed, depending on your choice)
- You gain an **additional attack** as part of your attack action.
- The suit can absorb up to **50 points of damage** and regains 15 hit points on the start of your turn before its systems fail and it powers down. Any damage dealt beyond this is transferred to you, and the suit becomes unusable until repaired or reactivated after a short rest.
- **Integrated Weaponry**: You can use your suit to make **weapon-based attacks**, such as repulsor blasts, energy punches, or other gadgets that deal damage based on your choice (usually 4d8 of a chosen elemental or force damage type).
- You gain immunity to bludgeoning and slashing damages.
Once you summon your **Exo-Armor Vanguard**, you cannot use this feature again until after a long rest and does not stack with **Exo-Iron Suit**
## **Support Innovator**
The **Support Innovator** excels in enhancing the resilience and capabilities of their allies through inventive devices and specialized healing techniques.
### **Field Support**
At 3rd level, you can deploy a variety of supportive devices to bolster your allies. As an action, you create a **support field** in a 20-foot radius centered on you. Allies within this field gain **temporary hit points** equal to your proficiency bonus + your Intelligence modifier at the start of each of their turns. Additionally, when an ally within the field is **reduced to 0 hit points**, they can immediately make a **death saving throw** with advantage.
### **Enhanced Aid**
At 9th level, your healing abilities become even more potent. When you use any healing or temporary hit point ability, you restore **an additional 2d6 hit points**. Furthermore, the target gains **advantage on saving throws against being frightened or charmed** until the end of their next turn. Additionally, any healing you provide also removes one of the following conditions from the target (your choice): **blinded, deafened, paralyzed, or poisoned**.
### **Tactical Field Generator**
At 15th level, you can deploy a **Tactical Field Generator** that greatly amplifies the effectiveness of your team's abilities. As an action, you activate this large field for **1 minute**, creating a **protective and empowering zone** that affects all allies within a **30-foot radius**. While within the field, allies gain:
- **+2 bonus to attack rolls** and saving throws.
- **Advantage on saving throws against quirks** and harmful conditions.
- **All healing received** is increased by **an additional 2d6** hit points.
In addition, while inside the field, if an ally drops to 0 hit points, they can immediately use a **reaction** to regain hit points equal to your Intelligence modifier (minimum of 1), once per round.
\page
### **Ultimate Support Protocol**
At 20th level, you can activate the **Ultimate Support Protocol** as an action, providing a massive healing and empowerment boost to your team. For **10 minutes**, you and up to five allies within **60 feet** gain the following benefits (usable once per long rest):
- **Immunity to being frightened or charmed** for the duration.
- **Regain hit points equal to your proficiency bonus + 1/4 of level** at the start of each of your turns.
- **Advantage on all saving throws** against quirks and harmful effects.
- **Instant healing**: When an ally within range drops to 0 hit points, they immediately regain **hit points equal to your Intelligence modifier** (minimum of 1). This can happen once per turn, and the healing cannot be reduced or negated.
- Additionally, any **healing abilities** you cast within the duration of the protocol are **doubled**, and their effects last for **1 additional round**.
## Blueprint Creations
#### **Critical Strike**
___
- **Range:** Melee (Weapon's range)
- **Duration:** Instantaneous (1 minute)
- **Prerequisite:** 3rd level
- **Required Tool:** None
___
You imbue your weapon with **focused critical energy**, allowing you to strike with greater precision. For the next minute, you score a **critical hit** on rolls of **18-20** on the d20. Additionally, when you score a critical hit, you can roll **two additional damage dice** for the extra damage from the critical hit.
---
#### **Cryo Strike**
___
- **Range:** Melee (Weapon's range)
- **Duration:** Instantaneous (1 minute)
- **Required Tool:** None
___
Your strike carries the **frost of winter**, chilling your enemy to the bone. On a successful hit, you deal **1d6 cold damage** in addition to your normal weapon damage. The target must succeed on a **Constitution saving throw** or become **hindered by ice**, reducing its speed to **0** for **1 minute**. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
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#### **Explosive Strike**
___
- **Range:** 10-foot radius (Centered on the target)
- **Duration:** Instantaneous
- **Prerequisite:** 7th level
- **Required Tool:** None
___
You strike with such force that an **explosion of energy** erupts from your weapon. Each creature within **10 feet** of the target must make a **Dexterity saving throw**. On a failed save, creatures take **3d6 fire damage**. On a successful save, they take half as much damage. The explosion doesn’t affect the target of your melee attack.
---
#### **Scattered Strike**
___
- **Range:** Melee (Weapon's range)
- **Duration:** Instantaneous
- **Prerequisite:** 3rd level
- **Required Tool:** None
___
Your weapon explodes into a **shower of fragments** upon impact. When you hit a target, the force scatters across a **10-foot-cube area** centered on the target. Each creature in that area must make a **Dexterity saving throw** or take **4d6 piercing damage** on a fail.
---
#### **Pulsing Strike**
___
- **Range:** Melee (Weapon's range)
- **Duration:** Instantaneous (1 minute)
- **Prerequisite:** 13th level
- **Required Tool:** None
___
Your weapon crackles with **electric energy**, discharging with each strike. When you hit with this strike, you deal **4d6 lightning damage** in addition to your weapon damage. The target must succeed on a **Constitution saving throw** or be **stunned** until the end of your next turn. If the target is a **construct**, it takes an additional **6d6 lightning damage**, and if it fails the saving throw by 5 or more, it becomes **paralyzed** instead of stunned.
#### **Tempest Fury**
___
- **Range:** Melee (Weapon's range)
- **Duration:** Instantaneous
- **Prerequisite:** 7th level
- **Required Tool:** None
___
You unleash a fury of strikes with the force of a storm, each blow creating a shockwave that rends the air around you. When you activate **Tempest Fury**, you make **three melee weapon attacks** in rapid succession. Each attack hits all creatures within a **10-foot cone** of you, dealing **2d6 thunder damage** in addition to your weapon's damage. Each target must make a **Constitution saving throw** or be pushed **10 feet away** from you and knocked **prone**. If all three attacks hit the same target, the damage increases to **3d6 thunder damage** per hit, and the target is **stunned** until the end of their next turn.
\page
#### **Whirlwind Slash**
___
- **Range:** Melee (Weapon's range)
- **Duration:** Instantaneous
- **Prerequisite:** 2nd level
- **Required Tool:** None
___
With a single, fluid motion, you spin your weapon in a devastating arc. When you use this ability, you make a melee weapon attack against **all creatures** within a 10-foot radius of you. Each creature must make a **Dexterity saving throw** or take **3d8 slashing damage** (or equivalent based on weapon) and be knocked **prone**. On a successful save, they take half damage and remain standing. This attack does not provoke opportunity attacks.
---
#### **Vengeful Strike**
___
- **Range:** Melee (Weapon's range)
- **Duration:** Instantaneous
- **Prerequisite:** 9th level
- **Required Tool:** None
___
As a reaction to being damaged by a creature, you can channel your rage into a retaliatory strike. When a creature damages you, you may use your reaction to immediately strike back with a **critical hit**. This attack deals an additional **2d10 damage** of the same type as the damage you took (for example, if you took fire damage, the strike would deal extra fire damage). If the creature is within 10 feet of you, the damage increases by **1d6** for every 10 hit points you’ve lost since the start of the fight, up to a maximum of **3d6**.
---
#### **Spectral Cleave**
___
- **Range:** Melee (Weapon's range)
- **Duration:** Instantaneous
- **Prerequisite:** 7th level
- **Required Tool:** None
___
Your weapon becomes momentarily **ethereal**, allowing you to cleave through objects and creatures alike. When you use this ability, your melee attack strikes through all **non-magical barriers** (walls, doors, shields, etc.) in a straight line, dealing **3d8 slashing damage** to any creature or object in that line. The attack bypasses **resistance** to slashing damage and ignores **cover**. Creatures in the line must make a **Dexterity saving throw** or be knocked back **10 feet** and take the full damage. On a successful save, they take half damage and are not pushed back.
---
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#### **Blood Moon Strike**
___
- **Range:** Melee (Weapon's range)
- **Material Components:** 1 vial of blood which the blueprint consumes
- **Duration:** Instantaneous
- **Prerequisite:** 8th level
- **Required Tool:** None
___
You harness the power of the moon’s eerie glow to unleash a devastating strike. When you use this ability, you deal **5d6 necrotic damage** to your target in addition to your weapon's damage. The target must make a **Wisdom saving throw** or be cursed, suffering disadvantage on all saving throws until the end of their next turn. If the target is already cursed, the effect becomes **stunning**; they are stunned for **1 round** instead. If the target has **less than half their hit points**, the damage from this attack becomes **6d6** instead.
---
#### **Earthbreaker Slam**
___
- **Range:** Melee (Weapon's range)
- **Duration:** Instantaneous
- **Prerequisite:** 15th level
- **Required Tool:** None
___
You channel the full weight of the earth into a single, earth-shattering slam. When you use this ability, your weapon strikes the ground with such force that it causes **the earth to crack** beneath you. All creatures within a **10-foot radius** must make a **Strength saving throw** or be knocked **prone** and take **4d8 bludgeoning damage**. Creatures who fail the saving throw are also **immobilized** until the end of their next turn due to the debris and shockwave. On a successful save, creatures take half damage and are not knocked prone. This attack **damages the terrain**, leaving behind a **difficult terrain** zone until the end of the encounter.
#### **Tracking Bullet**
___
- **Item Type:** Ammunition
- **Range:** 150 feet
- **Material Components:** 1 piece of ammunition, which the blueprint consumes and three magnet.
- **Duration:** Concentration, up to 1 minute
- **Prerequisite:** 5th level
- **Required Tool:** Smith's Tools
___
When you fire this specialized **Tracking Bullet**, it **locks onto the target** with exceptional precision giving you a +1 to hit. Upon impact, the bullet releases a small **tracking device** that **adhere** to the target, leaving a subtle but unmistakable trail of energy. For the duration, you can track the target’s movements, even through walls or obstacles, as long as the target remains within **2 miles** of you. While the **Tracking Bullet** is active, you can see the target's position within this range, as if you were tracking them with an **undetectable** mark. The tracking signal is **invisible** to the target and cannot be sensed by any means.
\page
#### Blasting Shot
___
- **Item Type:** Ammunition
- **Range:** Self (15-foot cone)
- **Material Components:** 1 piece of ammunition, which the blueprint consumes and gun powder.
- **Duration:** Instantaneous
- **Required Tool:** Smith's Tools
___
Special ammunition for a ranged weapon. If you use this ammunition with a ranged weapon, rather than making an attack roll, you unleash a 15-foot cone of sound from it. Each creature in that area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is pushed 10 feet away from you. On a successful one, the target takes half as much damage, but it's not pushed.
#### Corrupted Shot
___
- **Item Type:** Ammunition
- **Range:** Self (The weapon's range)
- **Material Components:** 1 piece of ammunition, which the blueprint consumes.
- **Duration:** Instantaneous (1 minute)
- **Prerequisite:** 7th level
- **Required Tool:** Smith's Tools or Herbalism Kit
___
Special ammunition for a ranged weapon. Whenever you hit with an attack using this ammunition, the target must succeed on a Constitution saving throw, or be struck by a deadly poison that lasts for 1 minute. While the target is afflicted by this disease, it takes 3d6 poison damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the poison on a success.
#### Critical Shot
___
- **Item Type:** Ammunition
- **Range:** Self (The weapon's range)
- **Material Components:** 1 piece of ammunition which the blueprint consumes
- **Duration:** Instantaneous (1 minute)
- **Prerequisite** 4th level
- **Required Tool:** Smith's Tools
___
Special ammunition for a ranged weapon. Whenever you use this ammunition, you score a critical hit with rolls of 18-20 on the d20. In addition, you can roll two additional weapon damage die when determining the extra damage for a critical hit with this weapon.
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#### Cryo Shot
___
- **Item Type:** Ammunition
- **Range:** Self (The weapon's range)
- **Material Components:** 1 piece of ammunition, which the blueprint consumes, and a baseball size ball of ice.
- **Duration:** Instantaneous (1 minute)
- **Required Tool:** Smith's Tools
___
Special ammunition for a ranged weapon. If you hit with an attack using this ammunition, you deal an additional 1d6 cold damage with the weapon, and the target must succeed on a Constitution saving throw or be hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#### Explosive Shot
___
- **Item Type:** Ammunition
- **Range:** Self (10-foot radius)
- **Material Components:** 1 piece of ammunition, which the blueprint consumes, a ball of sulfur, and gunpowder
- **Duration:** Instantaneous
- **Prerequisite:** 7th level
- **Required Tool:** Smith's Tools
___
Special ammunition for a ranged weapon. Whenever you use this ammunition, rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 10-foot radius at a point within the weapon's long range. Each creature in that area must make a Dexterity saving throw. On a failed save, a target takes 5d6 fire damage. On a success, the target takes half as much damage.
#### Scattered Shot
___
- **Item Type:** Ammunition
- **Range:** Self (The weapon's range)
- **Material Components:** 1 piece of ammunition, which the blueprint consumes and steel scraps
- **Duration:** Instantaneous
- **Prerequisite** 3rd level
- **Required Tool:** Smith's Tools
___
Special ammunition for a ranged weapon. If you use this ammunition with a ranged weapon, rather than making an attack roll, the ammunition bursts into tiny pieces, spraying a 10-foot-cube area within the range of the weapon. Each creature in the area must succeed on a Dexterity saving throw, or take 3d6 piercing damage.
\page
#### Silenced Shot
___
- **Item Type:** Ammunition
- **Range:** Self (The weapon's range)
- **Material Components:** 1 piece of ammunition, which the blueprint consumes, and ashes from a burned leaf of mistletoe
- **Duration:** Instantaneous
- **Prerequisite** 5th level
- **Required Tool:** Smith's Tools
___
Special ammunition for a ranged weapon. If you are hidden and you either hit or miss with an attack roll using this ammunition, your position is not revealed.
#### Pulsing Shot
___
- **Item Type:** Ammunition
- **Range:** Self (The weapon's range)
- **Material Components:** 1 piece of ammunition, which the blueprint consumes and constructs oil
- **Duration:** Instantaneous (1 minute)
- **Prerequisite** 8th level
- **Required Tool:** Smith's Tools
___
Special ammunition for a ranged weapon. Whenever you use this ammunition, you deal an additional 4d6 lightning damage, and the target must succeed on a Constitution saving throw, or be stunned until the end of your next turn. If the creature is a construct it takes an additional 6d6 lightning damage, and if it fails the saving throw by 5 or more, it is instead paralyzed.
#### Rotting Shot
___
- **Item Type:** Ammunition
- **Range:** Self (The weapon's range)
- **Material Components:** 1 piece of ammunition, which the blueprint consumes, and rotted meat
- **Duration:** Instantaneous (1 minute)
- **Prerequisite** 15th level
- **Required Tool:** Smith's Tools
___
Special ammunition for a ranged weapon. Whenever you hit with an attack using this ammunition, the target must make a Constitution saving throw. On a failed save, the target takes 10d6 necrotic damage and is struck by a disease that lasts for 1 minute. On a success, the target takes half as much damage and is not affected by the disease. While the target is afflicted by this disease, the target cannot regain hit points for the duration. A target can repeat the saving throw at the end of each of its turns, ending the disease on a success.
\column
#### Powered Shot
___
- **Item Type:** Ammunition
- **Range:** Self (The weapon's range)
- **Material Components:** 1 piece of ammunition, which the blueprint consumes, and a magnet
- **Duration:** Instantaneous
- **Required Tool:** Smith's Tools
___
Special ammunition for a ranged weapon. Whenever you use this ammunition, you deal an additional 2d6 force damage on a hit, and if the creature is medium or smaller, it must succeed on a Strength saving throw or be knocked prone and gains one rank of bleed and concussed.
#### Acid Cocktail
___
- **Item Type:** Explosive
- **Range:** 30 feet
- **Material Components:** A small vial of acid, which the blueprint consumes
- **Duration:** Instantaneous (1 minute)
- **Required Tool:** Brewer's Supplies
___
A bottle that contains a boiling orange liquid. As an action, you can throw this to a creature you see within range. Make a ranged item attack against that target. If it hits, the attack deals 4d4 acid damage, and the target must succeed in a Dexterity saving throw, or be drenched with the acid for 1 minute. While the target is drenched in this acid, it takes 2d4 acid damage at the start of each of its turns. If the target or a creature within 5 feet of it uses an action to clear out the acid, or if some other effect washes the acid off (such as the targets being submerged in water), the effect ends.
#### Blood Cocktail
___
- **Item Type:** Explosive
- **Range:** 30 feet
- **Material Components:** A small vial of blood which the blueprint consumes
- **Duration:** Instantaneous
- **Prerequisite:**: 4th level
- **Required Tool:** Brewer's Supplies
___
A bottle that contains the blood of a creature. As an action, you can throw this to a creature you see within range. Make a ranged item attack against that target. If it hits, the attack deals 2d6 poison damage and the target must succeed on a Constitution saving throw, or become poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the condition on a success.
\page
#### Cryo Bomb
___
- **Item Type:** Explosive
- **Range:** 30 feet
- **Material Components:** A small bag of crystals
- **Duration:** Instantaneous
- **Prerequisite:**: 7th level
- **Required Tool:** Alchemist Supplies
___
An explosive device fused to detonate under specified conditions. As an action, you can throw this on a point you can see within range. Each creature within 10 feet of that point must make a Dexterity saving throw. On a failed save, the creature takes 3d6 cold damage and the target speed is halved until the end of your next turn. On a success, the creature takes half as much, but its speed is not halved.
#### Flash Bomb
___
- **Item Type:** Explosive
- **Range:** 30 feet
- **Material Components:** A metal container with assorted oils
- **Duration:** Instantaneous
- **Prerequisite:**: 3rd level
- **Required Tool:** Alchemist Supplies
___
An explosive device fused to detonate under specified conditions. As an action, you can throw this at a point you can see within range. Each creature within 10 feet of that point, must succeed on a Constitution saving throw or be blinded and deafened until the end of your next turn.
#### Force Bomb
___
- **Item Type:** Explosive
- **Range:** 30 feet
- **Material Components:** A black marble
- **Duration:** 1 minute
- **Prerequisite** 15th level
- **Required Tool:** Alchemist Supplies
___
An explosive device fused to detonate under specified conditions. As an action, you can throw this on a point you can see within range. A wave of energy erupts from that point covering a 30-foot radius. Each creature within that radius must make a Strength saving throw or take 7d8 force damage and be pushed 30 feet away from that point in a straight line and be knocked prone, on a failed save. On a success, the creature takes half as much damage and is not pushed.
\column
#### Gravity Bomb
___
- **Item Type:** Explosive
- **Range:** 30 feet
- **Material Components:** DNA from a Gravity user, which the blueprint consumes and a big ball
- **Duration:** 24 hours
- **Duration:** 1 minute
- **Prerequisite** 8th level
- **Required Tool:** Alchemist Supplies
___
An explosive device fused to detonate under specified conditions. As an action, you can throw this on a point you can see within range. A 30-foot-radius sphere of destructive gravitational force appears centered on that point. Each creature within that radius must make a Strength saving throw or take 3d10 force damage and be pulled straight toward the balls center, ending in an unoccupied space as close to the center as possible, on a failed save. On a success, the creature takes half as much damage and is not pulled. When the ball appears, unsecured objects within 30 feet of the ball are pulled toward the balls center, ending in an unoccupied space as close to the center as possible.
#### Fire Bomb
___
- **Item Type:** Explosive
- **Range:** 30 feet
- **Material Components:** A horn of gunpowder and oil
- **Duration:** Instantaneous
- **Required Tool:** Alchemist Supplies
___
An explosive device fused to detonate under specified conditions. As an action, you can throw this on a point you can see within range. Each creature within 10 feet of that point must make a Dexterity saving throw. On a failed save, the creature takes 3d6 fire damage and is knocked prone. On a success, the creature takes half as much but is not knocked prone.
#### Molotov Cocktail
___
- **Item Type:** Explosive
- **Range:** 30 feet
- **Material Components:** A flask of oil and parchment
- **Duration:** Instantaneous (1 minute)
- **Required Tool:** Brewer's Supplies
___
A bottle field with oil and parchment that you light on fire when you throw this item. As an action, you can throw this to a creature you see within range. Make a ranged item attack against that target. On a hit, the target takes 2d6 fire damage, and it ignites in flames for 1 minute. At the start of each of the target turns until the effect ends, it must make a Constitution saving throw or take 1d6 fire damage, on a failed save. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the targets being submerged in water), the effect ends.
\page
#### Poison Gas Canister
___
- **Item Type:** Explosive
- **Range:** 30 feet
- **Material Components:** Poisonous flowers and DNA from a Gas user, which the blueprint consumes.
- **Duration:** 24 hours
- **Duration:** Instantaneous (1 minute)
- **Prerequisite** 5th level
- **Required Tool:** Alchemist Supplies or Poisoner's Kit
___
A canister filled with poisonous gas. As an action, you can throw this on a point you can see within range. A swirling cloud of poisonous smoke appears in a 20-foot-radius sphere centered on that point. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until **MEDIUM** or **HEAVY** wind disperses it. When the cloud appears, each creature in it must succeed on a Constitution saving throw, or take 8d8 poison damage and become poisoned for 1 minute. A creature that is not within the clouds area, can repeat the saving throw at the end of each of its turns, ending the condition on a success. A creature must also make this saving throw when it enters the clouds area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
#### Sticky Bomb
___
- **Item Type:** Explosive
- **Range:** 30 feet
- **Material Components:** 1 foot of tape, which the blueprint consumes
- **Duration:** Instantaneous (1 round)
- **Prerequisite:** 4th level
- **Required Tool:** Alchemist Supplies
___
An explosive device fused to detonate under specified conditions. As an action, you can throw this to a creature you see within range. Make a ranged item attack against that target. If it hits, the bomb sticks to the target. The bomb's adhesive is potent. A creature or another creature within 5 feet of it can use its action to try to remove the bomb, in which case it must succeed on a Strength check (DC equals your Item save DC). At the start of your turn, if the bomb is still stuck to the target, it automatically detonates, dealing 5d10 fire damage to that target.
\column
#### Disabling Speaker
___
- **Item Type:** Gadget
- **Range:** Self (60-foot radius)
- **Material Components:** An assortment of gears and metal
- **Duration:** Instantaneous
- **Prerequisite:** 5th level
- **Required Tool:** Tinker's Tools
___
A gadget that can disable constructs. You can use this gadget as an action. The speaker lets out a loud white noise, which forces each construct that can hear it within 60 feet of you, to succeed on an Intelligence saving throw, or be stunned until the end of your next turn.
#### Element Proof Coat
___
- **Item Type:** Gadget
- **Range:** Self
- **Material Components:** An assortment of gears and metal
- **Duration:** Instantaneous
- **Required Tool:** Tinker's Tools
___
A coat capable of shielding you from harm. Whenever you take when you take acid, cold, fire, lightning, or thunder damage, you can use this gadget as a reaction. You have resistance to the triggering damage type until the start of your next turn.
#### Impact Reflector
___
- **Item Type:** Gadget
- **Range:** Self
- **Material Components:** An assortment of gears and metal and DNA from Reflect user, which the blueprint consumes.
- **Duration:** 24 hours
- **Duration:** Instantaneous
- **Prerequisite** 8th level
- **Required Tool:** Tinker's Tools
___
A gadget that creates a barrier made out of energy, capable of reflecting attacks. Whenever you are targeted by a ranged attack or a line effect, you can use this gadget as a reaction to reflect it. The attack or effect is then reflected at the attacker as though it originated from you, turning the attacker into the target.
\page
#### Extra Arms
___
- **Item Type:** Gadget
- **Range:** Self
- **Material Components:** An assortment of gears, metal, and oil which the blueprint consumes
- **Duration:** 1 minute
- **Prerequisite:** 15th level
- **Required Tool:** Tinker's Tools
___
A set of extra arms that you can wear on your back. You can use this gadget as an action. For the duration, the extra arms function as an additional pair of arms for you. You gain the following benefits for the duration:
- Your arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon.
- Whenever you hit a creature with an attack, you can grapple that creature with one of your extra arms as part of the same action, so long it's not holding anything.
- Immediately after you take the Attack action on your turn, you can make two weapon attacks as a bonus action.
- When you attack with your unarmed strikes they instead deal 1d8 bludgeoning damage, and you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
- You have advantage on Strength checks and saving throws and count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.
#### Iron Forged Wings
___
- **Item Type:** Gadget
- **Range:** Self
- **Material Components:** An assortment of gears and metal
- **Duration:** 1 minute
- **Required Tool:** Tinker's Tools
___
A pair of mechanical wings attached to a backpack. You can use this gadget as an action. For the duration, you gain 60 ft. flying speed.
#### Metal Claws
___
- **Item Type:** Gadget
- **Range:** Self
- **Material Components:** An assortment of gears and metal and gems of random color
- **Duration:** 1 minute
- **Required Tool:** Tinker's Tools
___
A pair of gloves with sharpened hooked claws. You can use this gadget as an action. For the duration, you gain 30 ft. climbing speed, and your unarmed strikes deal 2d6 + your Dexterity modifier slashing damage or as a bonus action you can switch the damage type to radiant.
\column
#### Protective Shield
___
- **Item Type:** Gadget
- **Range:** Self
- **Material Components:** An assortment of gears and metal
- **Duration:** Instantaneous
- **Required Tool:** Tinker's Tools
___
A gadget that you place on your arm, which expands into a small shield whenever you would be hit as a reaction. If you are hit with an attack and you have one free hand, you can activate this gadget as a reaction. You gain a +5 bonus to AC, including against the triggering attack, which lasts until the start of your next turn.
#### Regenerative Booster
___
- **Item Type:** Gadget
- **Range:** Self
- **Material Components:** A lizard tail, which the blueprint consumes.
- **Duration:** 1 minute
- **Prerequisite:** 4th level
- **Required Tool:** Herbalism Kit or Tinker's Tools
___
A syringe with a healing agent, that boost your natural regeneration. You can use this gadget as an action. You regain 2d6 + your Constitution modifier hit points at the start of each of your turns for the duration.
#### Two-Way Teleporter
___
- **Item Type:** Gadget
- **Range:** Self
- **Material Components:** An assortment of gears and metal and DNA froma Warp Gate user, which the blueprint consumes.
- **Duration:** 24 hours
- **Prerequisite** 7th level
- **Required Tool:** Tinker's Tools
___
A gadget that functions as a teleportation device. When you craft this gadget, you create an entrance and an exit beacon. You can as an action, place and activate the entrance or the exit beacon on the floor. A door made out of energy appears on each beacon when both beacons are activated. A creature can use its action to walk through one of the doors, instantly teleporting to the other door. The beacons only function if both of them are in the same plane of existence. Each beacon has 25 hit points, and if one of the beacons is destroyed, the other one is also destroyed. The gadget functions for the duration, or until you activate another set of beacons.
\page
#### Sprinting Shoes
___
- **Item Type:** Gadget
- **Range:** Self
- **Material Components:** An assortment of gears and metal
- **Duration:** 1 minute
- **Prerequisite** 3rd level
- **Required Tool:** Tinker's Tools
___
A gadget that you wear on the soles of your feet. You can use this gadget as an action. For the duration, you gain a +10 bonus to your speed, and you take the Dash and Disengage action as a bonus action, instead of an action.
#### Optics Enhancer
___
- **Item Type:** Gadget
- **Range:** Self
- **Material Components:** An assortment of gears and metal
- **Duration:** 1 minute
- **Required Tool:** Tinker's Tools
___
A pair of glasses that enhance your vision. You can use this gadget as an action. For the duration, you have darkvision for a range of 120 ft.
#### Portable Barricade
___
- **Item Type:** Gadget
- **Range:** 10 feet
- **Material Components:** An assortment of gears and metal
- **Duration:** 1 minute
- **Required Tool:** Tinker's Tools
___
A gadget that creates a barrier on the floor. You can as an action, throw this gadget to a point you can see within range. It creates an energy wall that is 10 feet high, and 15 feet wide, which lasts for the duration. Each creature behind the energy wall gains the benefits of half cover. The barricade has a number of hit points equal to 20 + your Inventor level + your Intelligence modifier.
#### Empathy Synthesizer
___
- **Item Type:** Gadget
- **Range:** Self
- **Material Components:** An assortment of gears and metal, DNA from a Brainwash user
- **Duration:** 1 minute
- **Prerequisite:** 7th level
- **Required Tool:** Tinker's Tools
___
A helmet with a small antenna. You can use this gadget as an action. For the duration, you have advantage on Insight (Wisdom) checks, and you can also speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language.
\column
#### Laser Barricade
___
- **Item Type:** Gadget
- **Range:** 10 feet
- **Material Components:** An assortment of gears, crystals, and focusing lenses
- **Duration:** 1 minute
- **Required Tool:** Tinker's Tools
___
A gadget that projects a barrier of intense energy in the form of a laser grid. You can, as an action, throw this gadget to a point you can see within range. Upon activation, it projects a laser wall that is 10 feet high and 15 feet wide, lasting for the duration. Each creature behind the laser barricade gains the benefits of half cover. The laser barricade has a number of hit points equal to 20 + your Inventor level + your Intelligence modifier. The laser grid deals **2d6 radiant damage** to any creature that passes through it or ends its turn within 5 feet of the barrier, with a Dexterity saving throw to reduce the damage by half.
#### **Lightning Barricade**
___
- **Item Type:** Gadget
- **Range:** 10 feet
- **Material Components:** Copper wire, crystals, and a power conduit
- **Duration:** 1 minute
- **Prerequisite:** 7th level
- **Required Tool:** Tinker's Tools
___
A gadget that generates a grid of electric energy, creating a high-voltage wall that discharges powerful bolts of lightning. As an action, you can throw this gadget to a point you can see within range. Upon activation, it creates a 10-foot-high, 15-foot-wide barrier of crackling lightning that lasts for the duration. Creatures behind the lightning barricade gain the benefits of half cover. The barricade has a number of hit points equal to 20 + your Inventor level + your Intelligence modifier.
**Infuse with Lightning:** You can also infuse any other gadget or blueprint you have with lightning energy as part of this activation. This infusion causes the target gadget to deal an additional **3d8 lightning damage** on a hit, and any creature that interacts with or is affected by the infused gadget must make a **Constitution saving throw**. On a failed save, the creature becomes **stunned** until the end of its next turn.
- **Lightning Damage:** Any creature that passes through or ends its turn within 5 feet of the barricade (or any infused gadget) takes **3d8 lightning damage**, with a Dexterity saving throw to reduce the damage by half.
- **Electric Surge:** Any creature that touches or passes through the barricade must also make a Constitution saving throw. On a failed save, the creature is stunned until the end of its next turn.
\page
#### **Grappling Hook Launcher**
___
- **Item Type:** Gadget
- **Range:** 30 feet
- **Material Components:** Steel cables, mechanical spool, and a sturdy hook
- **Duration:** 10 minutes (or until deactivated)
- **Prerequisite:** 4th level
- **Required Tool:** Tinker's Tools
___
This gadget shoots a reinforced steel grappling hook that can latch onto surfaces and extend a tether for movement or restraint. As an action, you can fire the grappling hook at a point within 30 feet. The hook attaches to the surface, creating a line that can support up to 500 pounds of weight. You can control up to **10 lines** at once, directing their movement within 10 feet of their original position. When you use the grappling hook, you can attempt to **restrain** a creature within range. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be **restrained** by the grappling lines. While restrained, the creature takes **1d8 bludgeoning damage** at the start of each of its turns.
- **Controlled Lines**: As a bonus action on subsequent turns, you can move any of the lines within 10 feet of their original position. The lines can be used to pull creatures towards you, bind multiple creatures together, or pull objects closer.
- **Multiple Targets**: If you want to restrain multiple creatures, you can launch up to **5 hooks** with the same action, each targeting a different creature within range. You must roll a separate Strength saving throw for each target.
- **Retract Mechanism**: As a bonus action, you can retract any of the lines or hooks, pulling them back toward the original point of launch. This can also be used to pull creatures or objects back toward you, moving them up to 10 feet per hook.
#### **Recon Drone**
___
- **Item Type:** Gadget
- **Range:** 100 feet (flight range)
- **Material Components:** Miniature motors, camera lens, wire, and lightweight frame
- **Duration:** Concentration, up to 10 minutes
- **Prerequisite:** 5th level
- **Required Tool:** Tinker's Tools
___
A small, flying drone designed for reconnaissance and tactical advantage. As an action, you can deploy the drone to a point you can see within range. The drone then flies up to 30 feet per round and remains active for the duration, providing you with a strategic view of the battlefield.
- **Reconnaissance Mode:** While the drone is active, you can use your action to control its movements and allow it to perform a scan. The drone has a camera feed that allows you to see through its perspective, granting you advantage on Perception checks within a 100-foot radius of the drone. Additionally, you can give the drone the ability to mark enemies or objects of interest; enemies marked by the drone have disadvantage on Stealth checks and have their location revealed to you and your allies.
- **Surveillance Burst:** As a bonus action, the Recon Drone can emit a burst of electronic interference, granting you the ability to disrupt enemy communications. Creatures within a 20-foot radius of the drone must make an Intelligence saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, they have disadvantage on all Wisdom and Charisma-based saving throws for 1 minute as the interference causes confusion.
#### **Snack Dispenser**
___
- **Item Type:** Gadget
- **Range:** 5 feet
- **Material Components:** Snack packets, cooling unit, small motor, button dispenser
- **Duration:** 10 uses
- **Prerequisite:** 4th level
- **Required Tool:** Tinker's Tools
___
A whimsical, yet practical gadget, the Snack Dispenser is designed to provide sustenance during long battles or downtime. As a bonus action, you can activate the dispenser to produce a snack, which can be anything from energy bars to simple fruit or crackers. The dispenser is limited by the number of uses it has left (10 uses per long rest), with each use providing one of the following effects:
- **Instant Refuel:** Choose one creature within 5 feet of the dispenser. The creature regains **2d6 + your Intelligence modifier** hit points. This effect is especially helpful to keep allies fighting longer without needing to rely on traditional healing methods.
- **Stimulant Snack:** The creature that consumes the snack gains **advantage on saving throws against exhaustion** or any condition that causes disadvantage on checks, for the next 10 minutes.
- **Taste of Home:** Once per long rest, as a reaction, you can use the Snack Dispenser to produce a snack with a nostalgic or calming effect. When consumed, the creature can remove one **Fear** or **Charm** effect currently afflicting them.
\page
# Chapter 4: Equipment
The world is filled with various shops and sellers ranging from town marketplaces to black markets. Supplies, equipment, and other goods or services may be provided in these places, allowing you to spend the money you earn throughout the campaign. In small town markets, you may be able to purchase a selection of food and simple equipment. In larger cities, you may find a larger selection of weapons, kits, gear, food, and materials. These supplies will help pirates, adventurers, and explorers prepare themselves for the open seas and any formidable islands they may encounter. In general, some rations, backpacks, rope, swords, guns, repair tools, and decent clothing and armor would be ideal purchases for any adventuring party looking to adequately prepare for their adventure.
If you manage to find a black market through the villian trade network, you may be able to find extremely rare and exotic, albeit very expensive, gear and items. In some cases, this gear may include cursed weapons, or other dangerous items that would normally be far too risky and pricey to sell to the average buyer.
## Starting Equipment
Every character starts with a selection of equipment and adventuring gear in their inventory. When creating your character, after selecting your class and background, you may decide to start with the equipment listed in your class's starting equipment or start with a set amount of **Yen (¥)** to spend on equipment of your choice listed in this chapter. If you opt to forgo taking your class's starting equipment, you may roll the amount of starting wealth which is 6d4x20.
## Super Suits
Super Hero suits are essential tools for heroes and villains alike. These suits enhance Quirk abilities, provide protection, and often include specialized gadgets and enhancements. These suits **DO NOT COUNT AS ARMOR!*** A standard suit comes with a **small utility pouch (+5 carrying capacity)**, and **basic medical gear (Medicine Kit)** for everyday needs.
A basic super suit costs 1000 Yen.
### Suit Features
**Basic Suit:** Each class gives a hero/villian a basic suit type:
- **Enhanced Mobility Suit:** Focuses on agility and speed, ideal for Quirks that require quick movements. While you have it on you gain a +5 to your movement speed.
- **Tactical Combat Suit:** Provides enhanced durability or combat versatility, suitable for Quirks that engage in direct confrontation. While you have it on you either gain two Damage Reduction or deal a extra two damage on hits.
- **Stealth Infiltration Suit:** Designed for covert operations and stealth missions, perfect for Quirks that excel in espionage or surprise attacks. While you have it on you have advantage on stealth checks and you do not make any noise.
- **Utility Support Suit:** Equipped with gadgets and tools for non-combat situations, beneficial for Quirks focused on support and utility. While you have it on you gain a +5 to your carrying capacity.
**Temporary Hit Points:** You gain 60 temporary hit points when wearing your Basic suit and two Damage Reduction. These temporary hit points and Damage Reduction represent the suit's protective capabilities and absorb damage before affecting your actual hit points.
**3. Suit Breakage:** When your Super Hero Suit's temporary hit points are at 30 it is considered tattered breaking one of your gear and once depleted, the suit is considered broken. Once broken, the following effects occur:
- You lose the temporary hit points provided by the suit. Meaning you will now take damage as normal
- You lose all your base suit features. And one side of your hero gear is broken.
Repairing the suit requires specialized tools and materials, and may take time depending on the extent of the damage ranging from 2-10 weeks and a DC 15 crafting check.
## Suit Customization and Upgrades
As characters progress, they can customize and upgrade their suits with additional features and enhancements. These upgrades can be applied at specific levels and are purchased with **Yen** or other in-game resources. The cost of these upgrades depends on their complexity and power.
\page
## **Defensive Upgrades**
### **Reinforced Plating**
Adds extra layers of durable material to the suit, increasing resistance to damage. Grants **+1 AC** and **resistance** to one type of damage (choose from bludgeoning, slashing, piercing, or energy). This costs 3000 Yen
### **Energy Shield**
Generates an energy field around the suit that absorbs a portion of incoming damage. Grants **temporary hit points** equal to double your Constitution modifier at the start of combat. This costs 4000 Yen
### **Adaptive Armor**
The suit automatically adjusts its plating to match the incoming damage type, reducing damage by 1d6 of the chosen type per hit. This costs 5000 Yen
## **Offensive Upgrades**
### **Energy Projectors**
Built-in energy blasters in the suit’s arms or chest that allow for ranged energy attacks. Deals **1d8 energy damage** on a hit, with a **range of 30 feet**. This costs 3500 Yen
### **Retractable Blades**
Hidden blades that extend from the suit’s gauntlets or legs, allowing for powerful melee attacks. You can make a **1d8 slashing damage** attack as a bonus action. This costs 2500 Yen
### **Homing Missiles**
Small, shoulder-mounted missile pods that lock onto targets within 25 feet. Deals **2d6 fire damage** and forces the target to make a DC 13 Dexterity saving throw to avoid being hit. This costs 5000 Yen
## **Utility Upgrades**
### **Cloaking Device**
A stealth feature that allows the suit to blend into the environment. Grants **invisibility** for up to 1 minute (once per long rest). This costs 4000 Yen
### **Sensory Suite**
A set of enhanced sensory equipment that increases perception. Grants **advantage on Perception checks** and the ability to see in **darkvision** up to 60 feet. This costs 2500 Yen
\column
### **Jet Boots**
Allows for brief bursts of flight. You gain a **hover speed of 15 feet** for up to 10 minutes per day. This costs 3000 Yen
### **EMP Pulse**
A defensive utility that emits an electromagnetic pulse to disable nearby electronics. Disables enemy technology, drones, or automated systems within a **30-foot radius** for 1 minute. This costs 3500 Yen
### Getting Into and Out of Your Super Suit
The time it takes to don or doff arm or depends on the armor’s category.
**Don.** This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor.
**Doff.** This is the time it takes to take off armor. If you have help, reduce this time by half.
Donning and Doffing Armor
Category |
Don |
Doff |
Light Armor |
1 minute |
1 minute |
Medium Armor |
5 minutes |
1 minute |
Heavy Armor |
10 minutes |
5 minutes |
Shield |
1 action |
1 action |
## Weapons In My Hero Academia D&D
In a My Hero Academia-themed D&D campaign set in a modern-day world, weapons are an essential part of combat and strategy. The following chart lists a variety of weapons, including firearms, melee weapons, and special gadgets, designed for a dynamic and contemporary combat system. These weapons are used by both Quirk users and non-Quirk users alike, and are often integrated into specialized suits or used by trained professionals such as police, security, and mercenaries.
\page
### **Ranged Firearms**
| **Weapon** | **Damage** | **Range** | **Properties** | **Cost (Yen)** | **Ammunition** | **Weight** |
|-------------------------|-------------------------|-----------------------|----------------------------------------------|----------------|-------------------------------|------------|
| **Handgun** | 2d6 Piercing | 30/90 feet | Light, Ammunition | 800 | 10 bullets per clip | 3 lb |
| **Assault Rifle** | 3d6 Piercing | 100/300 feet | Ammunition, Burst, Two-handed | 2,000 | 30 bullets per clip | 8 lb |
| **Shotgun** | 3d10 Piercing (Blast) | 20/60 feet | Ammunition, Reload, Two-handed, Spread | 2,500 | 6 shells per load | 7 lb |
| **Sniper Rifle** | 4d8 Piercing | 200/600 feet | Ammunition, Reload, Heavy, Two-handed | 4,500 | 5 rounds per clip | 14 lb |
| **Submachine Gun** | 4d4 Piercing (Burst) | 30/90 feet | Ammunition, Burst, Two-handed | 1,500 | 20 rounds per clip | 6 lb |
| **LMG (Light Machine Gun)** | 4d6 Piercing (Full Auto) | 100/300 feet | Ammunition, Full Auto, Heavy, Two-handed | 3,000 | 60 rounds per drum | 18 lb |
| **Revolver** | 3d6 Piercing | 30/90 feet | Light, Ammunition, Reload | 1,200 | 6 rounds per cylinder | 4 lb |
{{note
##### Firearms
All firearms in this setting apply a **Bleed effect** upon hitting a target. Each successful shot causes the target to suffer **1 rank of Bleed**. A creature can accumulate up to **3 ranks of Bleed**. Bleed damage stacks with additional hits, but once the target reaches 3 ranks, they cannot gain any further Bleed.
}}
### **Explosives**
| **Weapon** | **Damage** | **Range** | **Properties** | **Cost (Yen)** | **Ammunition** | **Weight** |
|---------------------------|----------------------|-----------------------|------------------------------------------------------|----------------|----------------|------------|
| **Grenade (Flash)** | N/A | 30 feet | Explosive, Area of Effect, Blinding | 500 | 1 use | 1 lb |
| **Grenade (Fragmentation)**| 4d6 Piercing | 20 feet | Explosive, Area of Effect, Fragile | 600 | 1 use | 1 lb |
| **Smoke Grenade** | N/A | 30 feet | Explosive, Area of Effect, Obscuring | 350 | 1 use | 1 lb |
| **EMP Grenade** | N/A | 30 feet | Explosive, Area of Effect, Technological Disable | 800 | 1 use | 1 lb |
| **Dynamite** | 5d6 Fire | 10 feet | Explosive, Area of Effect, Fragile | 1,200 | 1 use | 2 lb |
### **Melee Weapons**
| **Weapon** | **Damage** | **Range** | **Properties** | **Cost (Yen)** | **Ammunition** | **Weight** |
|-------------------------|-------------------------------|---------------|--------------------------------------------------------|----------------|----------------|------------|
| **Combat Knife** | 1d4 Piercing | Melee | Finesse, Light | 200 | N/A | 1 lb |
| **Katana** | 2d6 Slashing | Melee | Heavy, Two-handed, Finesse | 1,200 | N/A | 3 lb |
| **Tactical Baton** | 1d6 Bludgeoning | Melee | Versatile, Non-lethal, Finesse | 300 | N/A | 2 lb |
| **Chainsaw Blade** | 3d6 Slashing | Melee | Heavy, Two-handed, Special Damage (Bleed) | 2,800 | N/A | 15 lb |
| **Crowbar** | 1d8 Bludgeoning | Melee | Heavy, Special Damage (Break Objects) | 350 | N/A | 5 lb |
| **Reinforced Hammer** | 2d8 Bludgeoning | Melee | Heavy, Two-handed, Knockback | 1,500 | N/A | 12 lb |
| **Tactical Tomahawk** | 2d6 Slashing | Melee | Light, Throwing, Finesse | 900 | N/A | 2 lb |
| **Battering Ram** | 2d10 Bludgeoning | Melee | Heavy, Two-handed, Special Damage (Doorbreaker) | 2,500 | N/A | 30 lb |
| **Halberd** | 2d6 Slashing | Melee, Reach | Heavy, Two-handed, Reach | 1,800 | N/A | 10 lb |
| **Military Pick** | 1d8 Piercing | Melee | Heavy, Two-handed, Special Damage (Armor Piercing) | 1,400 | N/A | 8 lb |
| **Trench Knife** | 2d4 Piercing | Melee | Finesse, Light, Special Damage (Armor Piercing) | 500 | N/A | 2 lb |
| **Maul** | 3d6 Bludgeoning | Melee | Heavy, Two-handed, Special Damage (Crushing) | 2,300 | N/A | 15 lb |
| **Morningstar** | 2d6 Piercing + 1d4 Bludgeoning| Melee | Heavy | 1,400 | N/A | 7 lb |
\page
### **Properties**
- **Ammunition:** Requires specific ammo. If you run out, the weapon cannot be used until restocked.
- **Burst:** Rapid succession of shots. Requires successful attack roll for each shot.
- **Reload:** Must reload after a specified number of shots. Reload takes an action.
- **Heavy:** Difficult to wield, requires strength. Disadvantage on attack rolls if wielded by a small creature.
- **Two-handed:** Requires both hands to wield. Cannot use a shield or a second weapon while wielding a two-handed weapon.
- **Finesse:** Use Dexterity for attack and damage rolls, instead of Strength.
- **Special Damage:** Some weapons inflict additional effects like Lightning, Fire, or Force damage, causing ongoing effects.
- **Area of Effect:** Affects multiple creatures in a designated area. Affected creatures make saving throws to avoid damage or negative effects.
---
### **Customization & Upgrades**
- **Attachments:** Weapons can be customized with scopes, silencers, extended magazines, or other attachments, enhancing accuracy, stealth, or magazine size.
- **Weapon Licensing:** Depending on the campaign setting, certain weapons (especially military-grade firearms or energy weapons) may require permits or training to use legally.
---
### **Purchasing Notes**
- **Weapon Availability:** Some weapons may be rare, requiring connections or missions to acquire.
- **Upgrades and Mods:** Some weapons can be upgraded or modified to improve their effectiveness, damage, or special properties. Costs for upgrades depend on the weapon and modification type.
### Weapon Proficiency
Your race, class, and feats give you the ability to gain Proficiency in certain types of weapons. These types of weapons are categorized as **simple**, **martial**, **firearms**.
When you have proficiency in a weapon type, you can add your proficiency bonus to the attack roll. When you don't have proficiency in a weapon type, you do not add your proficiency bonus to the roll.
### Improvised weapons
When characters decides to use a tool or item that could be used as a potential weapon, the DM may allow them to use it as an improvised weapon. If a character is proficient with improvised weapons or if the improvised weapon is similar to a type of weapon, such as a club, the DM may allow the character to add their proficiency bonus to the attack roll.
When an improvised weapon is used, the damage die is a 1d4 (the damage type is decided by the DM based on the weapon). It may be used as a melee weapon or a thrown weapon depending on the weapon. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
### Special Weapons
Weapons with special rules are described here.
**Lance.** You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.
**Net.** A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are form less, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
## Custom Support Items in My Hero Academia D&D
Support items are specialized tools, gadgets, and equipment designed to augment Quirk abilities, provide tactical advantages, and aid heroes in combat, exploration, and other challenges. These items are crucial for both heroes and villains, offering unique benefits that complement Quirks and enhance the overall gameplay experience. Work with your DM when deciding how to make weapons and there fuctions. Here's a detailed guide to support items in MHA D&D
## Types of Support Items
### Enhancement Gear
- **Quirk Amplifiers:** Devices that boost the power, range, or duration of Quirk abilities.
- **Enhanced Weapons:** Specialized weapons imbued with Quirk-enhancing technology, such as energy blades or projectile launchers.
- **Power Gloves:** Gloves equipped with amplification modules that increase the strength and impact of melee attacks.
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### Utility Tools
- **Communication Devices:** Earpieces or wrist communicators that allow instant communication between team members.
- **Tracking Devices:** Miniature devices that track individuals or objects, useful for reconnaissance and tracking missions.
- **Lockpicking Tools:** Specialized kits or gadgets for bypassing locks and security systems.
- **Utility Belts:** Belts equipped with compartments for storing various tools, gadgets, and emergency supplies.
### Defensive Gear
- **Energy Shields:** Portable shields that generate energy barriers to block attacks or projectiles.
- **Reactive Armor:** Armor that automatically adjusts to incoming threats, providing resistance against specific types of damage.
- **Evasion Gadgets:** Devices that enhance agility and reflexes, aiding in dodging attacks or escaping dangerous situations.
### Medical Equipment
- **Healing Serums:** Injectable substances that provide immediate healing or temporary hit points.
- **Emergency Kits:** Kits containing bandages, antiseptics, and medical tools for field treatment of injuries.
- **Stimulant Patches:** Patches that provide temporary boosts to physical or mental abilities.
### Environmental Adaptation Tools
- **Breathing Apparatus:** Masks or respirators that filter toxins or provide oxygen in hazardous environments.
- **Climate Control Devices:** Devices that regulate temperature and humidity, ensuring comfort in extreme weather conditions.
- **Gravity Boots:** Boots equipped with anti-gravity technology, allowing users to walk on vertical surfaces or in zero-gravity environments.
In this system, items are categorized by their quality and complexity, allowing players to customize their gear according to their heroes’ needs and progression.
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## Item Tiers
- **Tier 1 (Basic)**: Early-level support items; simple gadgets or basic weapons. Requires 2k in resources and 2 weeks
- **Tier 2 (Advanced)**: Enhanced versions with added functionality and effects. Requires 4k in resources and 4 weeks
- **Tier 3 (Elite)**: High-end, powerful gear with significant enhancements. Requires 6k in resources and 6 weeks
- **Tier 4 (Pro)**: Top-tier equipment, used by the most experienced heroes or villains. Requires 8k in resources and 8 weeks
## Effects for Suits or Weapons
### Damage Die
- **Tier 1**:
- **Damage**: +2d6
- **Bonus to Hit**: +1
- **Tier 2**:
- **Damage**: +3d8
- **Bonus to Hit**: +2
- **Tier 3**:
- **Damage**: +5d10
- **Bonus to Hit**: +3
- **Tier 4**:
- **Damage**: +6d12
- **Bonus to Hit**: +4
---
### Damage Resistance/Immunity
- **Tier 1**: Choose **1** damage type resistance (e.g., Fire, Cold, etc.)
- **Tier 2**: Choose **2** damage type resistances.
- **Tier 3**: Choose **3** damage type resistances.
- **Tier 4**: Immunity to **1** damage type (Bludgeoning, Piercing, or Slashing).
## Speed Enhancements
### Fly Speed
- **Tier 1**: +20 feet
- **Tier 2**: +40 feet
- **Tier 3**: +60 feet
- **Tier 4**: +80 feet
### Climb Speed
- **Tier 1**: +20 feet
- **Tier 2**: +40 feet
- **Tier 3**: +60 feet
- **Tier 4**: +80 feet
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### Jump Distance
- **Tier 1**: +15 feet to long and high jumps
- **Tier 2**: +25 feet
- **Tier 3**: +35 feet
- **Tier 4**: +45 feet
### Dash Speed Boost
- **Tier 1**: +10 feet when dashing
- **Tier 2**: +20 feet
- **Tier 3**: +30 feet
- **Tier 4**: +40 feet
### Status Conditions
- **Tier 1/2**: Can be affected by conditions such as **Restrained, Grappled, Blinded, Deafened,** or **Prone** (max 4 rounds).
- **Tier 3/4**: Can be affected by **Stunned** or **Paralyzed** (max 2 rounds).
### Camouflage
- **Tier 1**: Advantage on stealth checks.
- **Tier 2**: Partial invisibility for 1 minute.
- **Tier 3**: Full invisibility for 10 minutes.
- **Tier 4**: Full invisibility, undetectable by quirks.
### Damage Reduction
- **Tier 1**: Reduce damage by 2.
- **Tier 2**: Reduce damage by 3.
- **Tier 3**: Reduce damage by 4.
- **Tier 4**: Reduce damage by 5.
### Cooldown Regulator
Reduces the duration of negative conditions or cooldowns affecting the wearer.
- **Tier 1**: Reduces condition or cooldown duration by 1 turn.
- **Tier 2**: Reduces by 3 turns.
- **Tier 3**: Reduces by 1 round.
- **Tier 4**: Reduces by 2 rounds.
### Suit HP by Tier
Each tier of suit has a specific amount of Hit Points (HP) that represent its durability. When a suit’s HP reaches 0, it becomes inoperable until repaired.
- **Tier 1 Suit HP**: 50 HP
- **Tier 2 Suit HP**: 100 HP
- **Tier 3 Suit HP**: 150 HP
- **Tier 4 Suit HP**: 200 HP
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## Crafting Costs & Time Requirements For Custom Items
### General Rules for Crafting Costs
- **Materials Cost**: Each item has a base cost in currency to acquire advanced materials (e.g., quirk-compatible alloys, energy sources).
- **Crafting Time**: Free time must be dedicated to crafting, with the number of weeks required reflecting the item’s complexity and tier and requires a DC crafting check noted in the tier.
- **Expertise Requirement**: Higher tiers often require the expertise of advanced support engineers or specialists.
- **Time Crunch Rule**: Characters proficient in crafting tools (like Tinker’s Tools) or with quirk-based crafting abilities can roll checks to reduce crafting time. A successful DC 22 crafting roll reduces the crafting time by 1 week.
### Crafting Costs and Time by Tier
#### Tier 1 (Basic)
- **Materials Cost**: 2,000 gp
- **Time Requirement**: 2 weeks of free time
- **Special Requirement**: Basic crafting tools or workshop access. You must have an Intelligence of 14 and are 1st level in the Inventor class.
- **DC**: 16
#### Tier 2 (Advanced)
- **Materials Cost**: 6,000 gp
- **Time Requirement**: 4 weeks of free time
- **Special Requirement**: Access to an upgraded workshop or mid-level support engineer. You must have an Intelligence of 16 and are 4th level in the Inventor class.
- **DC**: 18
#### Tier 3 (Elite)
- **Materials Cost**: 16,000 gp
- **Time Requirement**: 6 weeks of free time
- **Special Requirement**: Specialized crafting station or collaboration with a high-level support engineer. You must have an Intelligence of 18 and are 6th level in the Inventor class.
- **DC**: 20
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#### Tier 4 (Pro)
- **Materials Cost**: 51,000 gp
- **Time Requirement**: 8 weeks of free time
- **Special Requirement**: Access to a top-tier crafting facility and expert support engineers. You must have an Intelligence of 20 and are 10th level in the Inventor class. Must have an Intelligence of 18 to operate.
- **DC**: 22
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# Support Item Examples
Hero items exemplify the diversity and creativity in the My Hero Academia universe, providing specialized tools and equipment that amplify the capabilities of heroes with unique Quirks, enhancing their effectiveness in combat, rescue operations, and everyday heroics and villian activity. Down below is some cool items that can work well with certain quirks we chose some of our favorites but feel free to make your own.
## Support Item
{{note
##### Grenadier Bracers
*weapon, Rare (requires the explosion quirk, attunment)*
These grenades are placed on the wrist and stores your sweat to amplify the power of Explosion to their fullest potential. At the start of your turn if you have used your quirk you gain 1 charge to both of your grenades which both can have 5-10 charges. Once you have 10 charges, after hitting a attack you can pull out the grenade pin to release a massive powerful explosion using it in increments of five in a 60 foot long by 20 foot wide line if they are grappled or with 5ft of this range you deal a additional damage die or you can make it 30 ft cone every creature must make a Dexterity save vs Quirk Save DC dealing your explosion damage die + 1d8 for each charge pushing them back 60ft and half on a succsess pushing them back 30ft and if you are not attuned you get launched back 30 feet and take 2d4 force damage to your arm. Also as a action you can choose to launch or detonate the entire grenade out 60ft or on your wrist and have it expolde on a target as a bonus action action and when you do so it shatters into a million pieces breaking this item and pushes them back a extra 20 feet and deals a extra 2d8 damage. Afterwards you must charge them again and each grenade bracer have 25hp and can be targeted.
}}
{{note
##### Air Force Gloves
*weapon, Rare (requires the one for all quirk)*
A pair of gloves designed to help control the wind pressure of One For All. As a action you can shoot out a smash giving your smashes attacks at a 35ft range. Also when in the air you can give yourself a +10 movement speed for every percent you shoot it out at as a bonus action. Each air force glove have 30hp.
}}
{{note
##### Shoot Style
*armor, Rare (requires the one for all quirk)*
In order to reduce the strain on your arms you focus your new fighting style around using your legs. Your unarmed kicks now deal 1d10 bludgeoning damage and push the target back 5 ft. Also your unarmed kicks deal double damage to structures. And your legs now gets four damage reduction. Also you can now use your smash attacks at a 10ft range. Lastly when you use full cowling the DC decreases by 2.
}}
{{note
##### Sharpshooting Gear
*weapon, Rare (requires the electrification quirk)*
This basic sharpshooting kit includes 20 pointers, small disc-shaped projectiles that stick to targets, and a device you wear on your arm to shoot the pointers and send electricity towards them. As an action, you may shoot a pointer at a creature within 35 feet, making a ranged attack roll to stick to pointer to them. You then as an action send electricity into the pointer, dealing 2d8 + your Dexterity modifier lightning damage.
}}
{{note
##### **Ventilation System**
*Armor, rare (requires half hot half cold quirk)*
A sophisticated, wearable ventilation system designed to regulate the user’s temperature and enhance their comfort in extreme conditions. The ventilation system continuously maintains an optimal temperature for the user. At the start of each of your turns, you regain 1 hot point and 1 cold point.
}}
{{note
##### **Zero Gravity Helmet**
*Armor, rare (requires zero gravity quirk)*
This advanced helmet is designed to protect and stabilize the wearer in zero-gravity environments. It features an integrated stabilization system that uses gyroscopic technology to keep the wearer oriented and balanced. While wearing this helmet, your DC decreases by 3 and the daamge becomes 2d4 damage.
}}
{{note
##### **Navel Laser Belt**
*Armor, rare (requires navel laser quirk)*
This cutting-edge belt features a compact, integrated laser emitter housed in a sleek, adjustable module that fits around the wearer’s waist. Designed for precision and versatility and to help mitigae the pain of navel laser. While active you can use your quirk a additional 3 times before you start to take damage.
}}
{{note
##### Erasure Goggles
*weapon, uncommon (requires the erasure quirk)*
These advanced goggles is designed to protect and coceal the users eyes. While you have this on users cannot see your eyes and your DC decreases by two.
}}
\page
{{note
##### Trigger
*Drug, Legendary*
Trigger is a powerful drug that dramatically enhances Quirks, but is distributed exclusively by villainous organizations, making it illegal in many regions. The drug comes in two forms: pills and gas. When a creature is under the effects of Trigger for 2 minutes, they gain the following benefits below but, despite its powerful enhancements, Trigger carries severe consequences. After 2 minutes they instantly die unless knocked out before the end of the duration.
- **Enhanced Abilities:** All ability scores increase to 28.
- **Increased Speed:** Movement speed is doubled.
- **Heightened Damage:** The creature deals an extra three damage die on all attacks.
- **Damage Resistance:** The creature gains resistance to all damage types.
##### Variants:
1. **Pills:**
- Trigger pills can be ingested, providing a quick burst of power. Users can feel the effects almost immediately, but must be wary of the consequences.
2. **Gas:**
- Trigger gas is a far more dangerous form, capable of affecting an entire city block or larger area. When released, it spreads quickly, engulfing all creatures within a wide radius. Any creature that breathes in the gas gains the same benefits as with the pills, but the effects are amplified:
- **Wide Range:** The gas can affect all creatures within a 110,599 sq ft radius, turning an area into a chaotic battleground.
- **Environmental Impact:** The gas is toxic, causing lingering effects that may lead to a permanent state of exhaustion or health issues for those who survive its initial impact.
- **Desperation and Despair:** Those affected by the gas may enter a frenzy, attacking allies as well as enemies, amplifying the chaos it creates.
- **Backlash:** The Quirk backfires, dealing damage equal to half the creature’s total hit points to the user. This damage cannot be reduced or prevented.
- **Complete Loss of Control:** The Quirk activates uncontrollably, causing a massive area effect that affects all creatures within 100 feet radius. The creatures in the range take 10d10 damage and become incapacitated until the end of their next turn.
}}
{{note
##### Eraser Bullets
*item, Legendary*
When a bullet hits the victim, the drug destroys the Quirk almost instantly. The drug can also be nullified by stopping the spread through the blood system by dismemberment. When you make a ranged attack at a limb and hit a opponent with this bullet they have 2 rounds before they lose there quirk for good. If they cut off the limb where the bullet was shot they do not lose there quirk. To make more you must have someone with the rewind quirk and 3 months of studying and killing the user of rewind and making them come to back to life doing it again. You can also make a antidote which reverses the effect spending 6 months.
}}
{{note
##### Full Gauntlet
*item, Legendary (requires the one for all quirk)*
Full Gauntlet takes the form of a red wristband. There is a button in the center of the item that activates the glove and shapeshifts it to form fit around the user's forearm. Full Gauntlet grants one for all weilder the ability to use **THREE** fully-powered One For All smashes (100%) without injuring there limbs. The gauntlet can also stabilize the users if he uses a smash lower than 100%, allowing him to utilize a lot more power than normal while donning Full Cowl. The user can now use full cowling 10% higher.
}}
{{note
##### Capturing Scarf
*weapon, uncommon*
A capturing scarf is a cloth-like equipment made from carbon fibers and a special metal alloy. The user can shoot out a 45 ft scarf to ensare there enemeies on a hit the target is restrained.
}}
{{note
##### Hyper Density Seals
*weapon, uncommon*
Hyper Density Seals are small, stamp-shaped items that each weighed five kilograms. On a hit thy deal 2d12 damage and the target is pushed back 15 ft.
}}
{{note
##### Amplifer Jacks
*weapon, uncommon (requires the earphone jack quirk)*
Amplifier Jack are two small speakers on the forearm or on the knees that a Earphone Jack user can use to amplify there sounds.
}}
{{note
##### **Momo's Research Book**
*item (book), uncommon (requires the creation quirk)*
This book belonged to Momo Yaoyorozu, known for her vast knowledge and quick learning. It’s filled with detailed information on various subjects and strategies. While carrying or studying this book, you have advantage on History checks. The book's comprehensive and well-organized contents allow you to recall historical facts, strategies, and lore with exceptional clarity. Also, Once per long rest, you can spend 10 minutes reading the book to gain proficiency in a new skill or tool for 1 hour. The skill or tool must be something related to a subject covered in the book’s contents.
}}
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# Chapter 6: Customization & Feats
At the core of My Hero Academia D&D lies the rich tapestry of quirks—unique abilities that define characters and catalyze their heroic or villainous journeys. Whether you command fire, manipulate time, or possess a peculiar knack for transforming objects, your quirk serves as both a blessing and a challenge, a beacon of your character's identity and a tool for navigating the intricate webs of hero society. Customization is the cornerstone upon which your character's legend is built. Beyond the conventional boundaries of classes and races, My Hero Academia D&D empowers you to meticulously craft every facet of your character's persona. From the nuances of your quirk's mechanics to the intricacies of your character's backstory, motivations, and personal ethos, each decision adds layers to a narrative canvas awaiting your creative touch. Feats, in this world, transcend mere mechanical enhancements—they are milestones of achievement that define your character's evolution and prowess. More than static bonuses, custom feats in My Hero Academia D&D embody the essence of your character's growth, showcasing their mastery of combat techniques, the expansion of their quirk's capabilities, or the development of unique skills that set them apart on the battlefield or in the annals of villainy. Central to this section are the custom rules that empower both players and Game Masters to craft immersive and engaging experiences. These rules serve as a foundation for exploring the intricacies of quirks, introducing innovative combat maneuvers, and navigating the complex dynamics of hero society. They invite creativity, experimentation, and collaboration, offering a framework that supports diverse playstyles and encourages the exploration of unique character narratives. In My Hero Academia D&D, the boundaries of heroism and villainy are as fluid as the quirks that define them. Whether you strive to uphold justice as a beacon of hope, challenge the status quo as a rogue vigilante, or embrace the allure of chaos as a cunning antagonist, the custom rules and feats section invites you to embark on a journey where your choices shape the destiny of heroes and villains alike.
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## Expenses
Here's an expense chart for My Hero Academia Dungeons & Dragons. This chart includes various items and services that adventurers might encounter in their heroic or villainous endeavors These costs can vary based on the specific campaign setting, the availability of resources, and the level of economic development within the game world. Adjustments can be made by the DM to suit the needs and balance of their campaign. To determine the cost, the DM either choose or you take the gold cost and x it by 5.
| **Item/Service** | **Cost (yen)** |
|-----------------------------------|----------------|
| Basic Hero Costume | 5,000 |
| Advanced Hero Costume | 20,000 |
| Villain Costume | 10,000 |
| Gadgets/Equipment (basic) | 3,000 - 10,000 |
| Gadgets/Equipment (advanced) | 15,000 - 30,000|
| Medical Supplies (per use) | 500 |
| Quirk-enhancing Drug (single dose)| 2,000 |
| Quirk Analysis (basic) | 5,000 |
| Quirk Analysis (in-depth) | 15,000 |
| Training Session (per hour) | 2,000 |
| Personalized Training Program | 30,000 |
| Private Investigation Service | 10,000 - 50,000|
| Legal Representation | 20,000 - 100,000|
| Temporary Quirk Suppression | 10,000 |
| Villainous Hideout Rental | 50,000 - 100,000|
| Hero Agency Membership Fee | 50,000 |
| Hero Agency License Renewal | 100,000 |
| Black Market Information | 5,000 - 20,000 |
| Custom Quirk Modification | 100,000 |
| Mobile Base (basic) | 200,000 |
| Mobile Base (advanced) | 500,000 |
## Food And Lodging Expenses
Here's a food and lodging expense chart for My Hero Academia Dungeons & Dragons. This chart includes typical expenses adventurers might encounter for sustenance and accommodation These costs can vary depending on the location, season, and availability of amenities in the game world. Adjustments can be made by the Game Master to fit the specific campaign setting and economic conditions within their storyline.
| **Item/Service** | **Cost (yen)** |
|-----------------------------------|----------------|
| Simple Meal | 500 |
| Fancy Meal | 1,500 |
| Deluxe Meal | 3,000 |
| Inn (per night, basic) | 1,000 |
| Inn (per night, comfortable) | 3,000 |
| Inn (per night, luxurious) | 5,000 |
| Camping Supplies (per trip) | 1,000 |
| Travel Rations (per day) | 300 |
| Travel Pack (includes rations) | 1,500 |
| Hot Springs Visit | 2,000 |
| Personal Butler (per day) | 10,000 |
| Personal Chef (per meal) | 5,000 |
| Luxury Suite Rental (per night) | 10,000 |
| Traveling Caravan (per day) | 5,000 |
| Stable Accommodation (per night) | 800 |
| Guard Escort (per day) | 3,000 |
| Secure Safehouse Rental (per night)| 2,000 |
| Remote Wilderness Shelter | 500 |
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.
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## Feats
A feat defines how your character's abilities develop in relation to their fields of expertise over the course of the adventure. Many of these feats are very much necessary throughout this type of campaign as it provides tools for characters to deal with extreme powers. Additionally, many of these feats require certain unique prerequisites to be met before unlocking them, unless your class or race tells you otherwise. These prerequisites may be in the form of ability score minimums, already having certain feats unlocked, or being a certain race. There are two main categories for feats, listed below.
- **General:** These feats serve as generic improvements to various aspects of heroism, useful for most characters.
- **Skill:** These feats revolve around a specific skill (or set of skills). These feats can be used to gain mastery in a specific skill, as well as new abilities revolving said skill.
- **Fighting:** These feats allow a hero to acquire general improvements to there fighting styles, as well as specific advancements to various aspects of martial combat such as Fighting Stances or groups of weapons
## General
### **Action Surge**
**Category:** General
**Prerequisite:** Level 8+
You can push yourself beyond your normal limits for a moment.
- **Benefit:** Once per turn on your turn, you can take one additional action. After using this feature, you must finish a long rest before you can use it again.
- **Additional Usage:** Beginning at level 17, you can use this feature an additional time per long rest.
### **Advanced Study**
**Category:** General
You are an exceptional learner, capable of grasping complex concepts quickly.
- **Benefit:** Increase one Ability score by 1, to a maximum of 20.
- You gain proficiency in one skill of your choice that is one tier higher than your current highest proficiency. This does not count against your number of skill proficiencies.
- The next time you reach levels 4, 8, 12, or 16, you gain proficiency in an additional skill of one tier higher than your current highest proficiency.
\column
### **Agile Feint**
**Category:** General
Your agility allows you to outmaneuver opponents effectively.
- **Benefit:** Increase your Dexterity score by 1, to a maximum of 20.
- Reduce the weight of all Light Armors by 1 for you.
- You can use the Feint action, using Dexterity (Acrobatics) instead of Deception. You can perform the Feint action before making an attack as part of the same action.
- When a creature misses you with a melee attack, you can use your reaction to make an attack of opportunity against that creature.
### **Alert**
**Category:** General
Your awareness of your surroundings keeps you one step ahead.
- **Benefit:** You gain a +5 bonus to Initiative.
- You can add your Wisdom modifier instead of Dexterity to your Initiative bonus.
- You can't be surprised while you are conscious.
- You can sense any creature attempting to perform a move or action that requires preparation within 60 feet of you, giving you a sense of their intent.
- You have advantage on checks to detect hidden creatures.
- Other creatures do not gain advantage on attack rolls against you due to being hidden.
### Athlete
**Category:** General
You have undergone extensive physical training, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain a climbing and wall-running speed equal to your normal speed.
- Increase your maximum bulk by +5.
- Your Long Jump distance increases to 10 + your Strength score, and your High Jump increases to 5 + your Strength score.
- You have advantage on grapple checks against creatures whose Strength score is lower than yours.
.
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### Durable
**Category:** General
Your resilience makes you tough to take down:
- Increase your Constitution score by 1, to a maximum of 20.
- When you roll a Hit Die to regain hit points, the minimum you can regain equals twice your Constitution modifier (minimum 2).
- Your hit point maximum increases by an amount equal to twice your level when you gain this feat.
- Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
### Elusive Target
**Category:** General
Your agility keeps you out of harm’s way:
- Increase your Dexterity score by 1, to a maximum of 20.
- You may take the Hide action as a bonus action.
- Creatures do not gain advantage on attacks against you as a result of being restrained or prone.
- Once per long rest if you are subjected to an attack that requires a Dexterity saving throw, on a successful save, you take no damage and suffer no effects.
- When you are forcefully pushed more than 10 feet away, if you end your movement within 10 feet of cover large enough to hide behind, you may spend your reaction to move behind it and take the Hide action, attempting to conceal yourself as the dust settles.
### Gourmand
**Category:** General
**Prerequisite:** Chef Feat, Level 8+
You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects.
- As a bonus action, you can inspect a drink or plate of food within 10 feet of you and determine if it has been altered in any way and what it does, without needing to make a check.
- Over a short rest, if you prepare special food using the Chef feat, you enhance its flavor. Creatures that consume it become immune to the poisoned condition and gain resistance to poison damage until your next rest.
- During a long rest, you can spend a use of your Cooking Kit to prepare a meal that helps you and your allies recover. The meal serves up to six people, and each person who eats it regains 3 Hit Dice. Additionally, they increase their maximum hit points by 4d8 for the next 8 hours.
\column
### Close Combat Specialist
**Category:** General
**Prerequisite:** Proficiency in Martial Arts or a combat style, Level 4+
You have honed your skills in close-quarters combat, gaining the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- When making a ranged attack while within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.
- When a creature attempts to interrupt or clash your attack on your turn, they must attempt the ability check to interrupt or clash, increasing the DC by +2.
### Armor Mastery
**Category:** General
**Prerequisite:** Proficiency with Medium Armor, Level 4+
You have trained to master the use of heavy armor, gaining the following benefits:
- You gain proficiency with heavy armor. If you are already proficient, increase your Strength or Constitution score by 1, to a maximum of 20.
- Choose four damage types from the following list: Fire, Cold, Lightning, Force, Acid, Poison, Necrotic. Heavy armor you wear provides enhanced protection against those damage types.
### Helping Hand
**Category:** General
Your presence in a fight boosts your allies’ performance.
- You can use the Help action as a bonus action.
- When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet.
- You can help a creature with a skill check even if you are not proficient in that skill.
- You can assist two allies targeting the same creature within range when you use the Help action this way.
### Lightweight Armor Mastery
**Category:** General
**Prerequisite:** Proficiency with Light Armor, Level +4
You have trained to master the use of light armor, gaining the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- The AC of the light armor increases by +2 and you gain a +10 to your movement speed.
.
\page
### Inspiring Leader
**Category:** General
**Prerequisite:** Charisma 15+
You can spend 10 minutes inspiring your companions, bolstering their resolve to fight.
- Choose up to six friendly creatures (which can include yourself) within 30 feet who can see or hear you. Each creature gains temporary hit points and temporary energy points equal to your Proficiency bonus + your Charisma modifier. Additionally, each creature gains two Leader Dice, which are d4s. A creature can spend one Leader Die when making an attack roll, skill check, initiative, or saving throw, but not more than once per roll. A creature can gain the benefits of this feat no more than once per rest.
### Inspiring Presence
**Category:** General
Your presence on the battlefield inspires those around you.
- Increase your Charisma score by 1, to a maximum of 20.
- As an action, you can let out an inspiring battle cry. Choose a number of creatures that can hear you equal to your proficiency bonus. Each gains a bonus to their next skill check or attack roll equal to your Charisma modifier.
- As a bonus action, you can let out a reassuring shout, ending the frightened or charmed condition on yourself and a number of allies that can hear you equal to your proficiency bonus (minimum 1).
- As a reaction, when you or a creature you can see would make a saving throw, you can inspire them, granting proficiency in that saving throw if they do not already have it. This bonus lasts until the end of the current turn.
- Once you have used each of this feat’s abilities once, you must complete a rest before you can use them again.
### Maneuverable
**Category:** General
You thrive when you’re on the move.
- Your speed increases by 10 feet.
- When making a Dexterity saving throw on your turn, you gain a +2 bonus to the save.
- Once per turn, when you move at least 10 feet, you gain a 1d4 bonus to your next attack roll before the end of your current turn.
- When you make a melee attack against a creature, you do not provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
### Mobile
**Category:** General
You are exceptionally speedy and agile.
- Your speed increases by 15 feet.
- Your movement speed cannot be reduced below half as a result of effects. You can still be affected by conditions like being restrained or grappled.
- You gain advantage on saving throws and checks to resist being grappled or restrained.
### Armor Mastery
**Category:** General
**Prerequisite:** Proficiency with Medium Armor, Level 4+
You have trained to master the use of medium armor, gaining the following benefits:
- You gain proficiency with medium armor. If you are already proficient, increase your Strength or Dexterity score by 1, to a maximum of 20.
- Select six damage types from the following list: Earth, Wind, Fire, Cold, Lightning, Force, Acid, Poison, Necrotic. Medium armor you wear provides enhanced protection against the chosen damage types.
### Monkey's Grip
**Category:** General
**Prerequisite:** Level 4+
Your resourcefulness lets you use everyday objects in creative ways.
- Increase your Strength score by 1, to a maximum of 20.
- You are proficient with improvised weapons, and attacks with them count as enhanced for overcoming resistances and immunities.
- Once per turn, when you attack with an improvised weapon, you may add your Intelligence modifier to the damage roll.
- You can substitute components of a weapon attack with any item your DM considers a suitable alternative.
.
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### Quick Witted
**Category:** General
You thrive under pressure, always ready with a plan.
- Increase your Intelligence score by 1, to a maximum of 20.
- You can use your Intelligence modifier instead of your Dexterity modifier for Initiative checks.
- When you would make a Dexterity saving throw, you can choose to make an Intelligence saving throw instead. You can use this effect twice per long rest.
### Resilient
**Category:** General
Choose one ability score.
- Increase the chosen ability score by 1, to a maximum of 20.
- You gain proficiency in saving throws using the chosen ability score.
### Tough
**Category:** General
**Prerequisite:** Durable Feat
You possess the spirit of a true hero.
- Increase your Constitution score by 1, to a maximum of 20.
- You must now fail five death saving throws before you die.
- Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain hit points equal to the total (minimum of one).
- If you roll a natural 20 on a death saving throw, you regain hit points equal to your level.
### Dungeon Delver
**Category:** General
Your keen awareness helps you spot hidden dangers in challenging environments:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- You have advantage on Perception and Investigation checks made to detect hidden traps.
- You have advantage on saving throws made to avoid or resist traps.
- You have resistance to damage dealt by traps.
- You can search for traps as a bonus action instead of an action.
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## Skill
### Nimble Acrobat
**Category:** Skill
You move with agility and grace.
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency in Acrobatics.
- You reduce falling damage by half.
- Once per turn, when standing from prone due to a hostile creature’s effect, you do not spend movement and can make an unarmed strike or melee weapon attack against a creature within range.
- As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If successful, difficult terrain doesn’t cost you extra movement until the end of your next turn.
### Master Performer
**Category:** Skill
You excel at mimicry and drama.
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in Performance.
- When your Charisma (Performance) check exceeds a non-hostile creature’s Passive Insight by 5 or more, they gain 1 rank of Charm towards you until the end of the conversation (up to 2 ranks total).
- You can cast Voice Change without components and at no cost. When cast this way, you roll a d8.
- While performing, you can attempt to distract one humanoid you can see. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight). If you succeed, they have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks until you stop performing.
### Skilled Alchemist
**Category:** Skill
You have mastered the art of alchemy.
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency with the Alchemist Kit.
- As an action, you can identify any poison or consumable liquid within 5 feet, as if you had tasted it.
- During a short rest, you can create one set of Assassins Blood if you have an Alchemist Kit with at least one charge.
- During a short rest, you can enhance the potency of a poison, chakra, or blood pill using an Alchemist Kit charge, increasing its effectiveness.
.
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### Strongman
**Category:** Skill
You have honed your physical strength.
- Increase your Strength score by 1, to a maximum of 20.
- You gain Expertise in Athletics.
- Increase your maximum bulk by +10.
- Once per rest, you can make a Strength-based ability check, attack roll, or saving throw at advantage.
- Thrown weapons using Strength have double range increments.
### Cunning Burglar
**Category:** Skill
You are adept at stealth and thievery.
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency with a Security Kit or Sleight of Hand (your choice).
- Creatures more than 30 feet away from you have a -5 penalty on Perception or Insight checks while you use your Security Kit or make a Sleight of Hand check.
- Locks and security devices are always considered 1 rank lower for you.
- As a bonus action, you can attempt to pickpocket or pick a lock.
### Charming Persona
**Category:** Skill
You have a knack for winning people over.
- Increase your Charisma score by 1, to a maximum of 20.
- You gain Expertise in Persuasion.
- Spend 10 minutes gathering information in a new place to become aware of current rumors and important people.
- After 1 minute of conversation, make a Charisma (Persuasion) check contested by the target’s passive Insight. On a success, they gain 2 ranks of charm towards you for the next 10 minutes.
### Culinary Expert
**Category:** Skill
Your culinary skills are unmatched.
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency with a Cooking Kit or Survival (your choice).
- During a short rest, you can prepare special food that grants additional hit points equal to your Survival bonus, and temporarily increases maximum hit points by 10 for the next 8 hours.
- During a long rest, you can prepare a full-course meal that cures diseases and poisons, and grants advantage on the next two Constitution saving throws for the next 24 hours.
### Chemical Specialist
**Category:** Skill
You are a master of chemical compounds.
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency with the Alchemist Kit or Investigation (your choice).
- When making an Intelligence (Investigation) check, you reduce the DC by -2 if you have a charge of the Alchemist Kit.
- During a short rest, you can create one of several chemical items of base quality using a Forensics Kit.
- During a long rest, you can create White Water with an Alchemist Kit that grants various sensory benefits for one hour when consumed.
### Talented Craftsman
**Category:** Skill
You have a talent for crafting high-quality suits and equipment.
- Increase your Strength, Intelligence, or Wisdom score by 1, to a maximum of 20.
- Items crafted are worth double market value.
- When crafting suits, you do not require a specialized workshop.
- Reduce the crafting DC for suits by -2.
### Enhanced Reflexes
**Category:** Skill
You possess extraordinary reflexes.
- You gain a 1d4 bonus to Dexterity saving throws.
- Choose two Dexterity skills you have proficiency in; treat rolls of 9 or lower on d20s as 10 for checks using these skills.
- Increase your initiative by +5 and movement speed by +10.
- If a creature has disadvantage on an attack against you, you can force them to roll an additional d20 and take the lower result, usable twice per rest.
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### Heightened Awareness
**Category:** Skill
Your wisdom grants you exceptional perception.
- You gain a 1d4 bonus to Wisdom saving throws.
- You gain Expertise in one Wisdom skill you have proficiency in.
- Your passive Perception and Insight scores increase by +5.
- Use your action to gain exalted perception, reducing the DCs of illusions and deceptive effects targeting you by 5 for the next minute.
### Intellectual Genius
**Category:** Skill
Your intelligence sets you apart as a scholar.
- You gain a 1d4 bonus to Intelligence saving throws.
- You gain Expertise in one Intelligence skill you have proficiency in.
- Intelligence checks ignore penalties from creatures or effects.
### Charismatic Leader
**Category:** Skill
Your presence commands respect and influence.
- You gain a 1d4 bonus to Charisma saving throws.
- You gain Expertise in one Charisma skill you have proficiency in.
- Allied creatures within 20 feet cannot gain ranks of fear or charm; those with such conditions who speak to you for 1 minute become immune to gaining them again for 24 hours.
- As an action, you can impose your presence on a creature, giving them a -2 penalty to all Wisdom and Charisma checks against you while they remain non-hostile.
### Resilient Defender
**Category:** Skill
Your constitution grants you incredible fortitude.
- You gain a 1d4 bonus to Constitution saving throws.
- You cannot be poisoned or diseased by non-quirk means.
- Restoration effects that would restore hit points to you restore a minimum amount equal to half your level + your Constitution modifier.
- Add your Constitution modifier to death saving throws.
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### Legendary Strength
**Category:** Skill
You possess incredible physical strength.
- You gain a 1d4 bonus to Strength saving throws.
- You gain Expertise in one Strength skill you have proficiency in.
- You ignore the two-handed property of weapons you are proficient with.
### Insightful Empath
**Category:** Skill
Your understanding of others is unparalleled.
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain Expertise in Insight.
- You can use a bonus action to make an Insight check.
- After talking to a non-hostile creature for 10 minutes, you can discern their emotional state and any minor lies for the remainder of the conversation.
- Use your action to gain insight into a humanoid’s emotional state or if they are under any illusions within 30 feet.
### Confident Deceiver
**Category:** Skill
You have perfected the art of deception.
- Increase your Charisma score by 1, to a maximum of 20.
- You gain expertise in Deception.
### Historian
**Category:** Skill
Your extensive study of history grants you unique insights:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain Expertise in the History skill.
- Twice per long rest, when you take the Help action to aid another creature’s check, you can make a DC 15 Intelligence (History) check. On a success, that creature’s check gains a bonus equal to your Intelligence modifier. You regain one use of this feature on a short rest.
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### Investigator
**Category:** Skill
Your keen eye for detail helps you uncover clues:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in Investigation or a Forensics Kit (your choice).
- You can take the Search action or make an Intelligence (Investigation) check as a bonus action.
- When making an Intelligence (Investigation) check, if your result is 5 or higher than the DC, you gain additional information about the situation.
- By studying an area the size of a small room for 10 minutes, you can perceive echoes of the last 24 hours. This echo plays in your mind, allowing you to rewind, slow down, or speed up the scene. You can make Intelligence (Investigation) checks based on what you observe during this echo.
### Master of Disguise
**Category:** Skill
You have refined your ability to impersonate others:
- You gain proficiency with the disguise kit.
- You gain Expertise in Performance.
- You can make Charisma (Performance) checks in place of Deception checks.
- When mimicking a target, you have advantage on performance checks made to impersonate them.
- Reduce the time it takes to create a disguise with a disguise kit. Plain disguises take 1 minute, elaborate disguises take 10 minutes, and exquisite disguises take 1 hour.
### Practiced Adept
**Category:** Skill
You have acquired a variety of skills throughout your career:
- Increase an ability score of your choice by 1, to a maximum of 20.
- You gain proficiency in any combination of three skills or tools of your choice.
- You can take this feat multiple times.
### Practiced Expert
**Category:** Skill
You have refined your skills and tools to a higher level:
- Increase any ability score of your choice by 1, to a maximum of 20.
- You gain a +1 bonus in any two skills or toolkits you are proficient in. You cannot select the same skill or toolkit twice.
- You can take this feat multiple times.
### Quick Fingered
**Category:** Skill
Your nimble fingers excel at sleight of hand:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain Expertise in the Sleight of Hand skill.
- You can perform a Sleight of Hand check as a bonus action.
- You can pickpocket or plant something up to 30 feet away.
- As a reaction to a creature making a weapon attack targeting you, you can make a Dexterity (Sleight of Hand) check against their attack roll. On a success, you disarm them unnoticed, and their attack becomes an unarmed strike.
### Stealthy
**Category:** Skill
You know how to conceal yourself effectively:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain Expertise in the Stealth skill.
- You can perform the Hide action as a bonus action.
- If you are hidden, you gain a +20 bonus to your movement speed while sneaking.
- Creatures have a -5 penalty to Wisdom (Perception) checks made to search for you while you are hidden.
### Menacing
**Category:** Skill
You project an intimidating presence:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain Expertise in the Intimidation skill.
- You can attempt the Demoralize Skill Action as a bonus action.
- You can attempt the Demoralize Skill Action against the same creature up to three times before they become accustomed to your intimidating presence.
### Animal Trainer
**Category:** Skill
You excel at training and handling animals.
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain Expertise in Animal Handling.
- By spending 1 week of freetime with a normal animal, you can bond with it on a successful DC 20 Wisdom (Animal Handling) check.
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### Quirk Researcher
**Category:** Skill
Your deep understanding of quirks allows you to analyze and adapt:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain Expertise in the Qurik skill.
- You can use an Intelligence (Quirk) check to identify and understand quirks you encounter, gaining insight into their effects and weaknesses.
- When studying a quirk for at least 1 minute, you can make an Intelligence (Quirk) check against a DC determined by the DM. On a success, you gain information about the quirk’s properties, strengths, and potential vulnerabilities.
- You can apply your knowledge to create temporary countermeasures against quirks. As a bonus action, you can spend 1 minute preparing a strategy against a specific quirk you have studied, granting you advantage on saving throws against its effects for the next hour. You can use this feature once per long rest.
## Fighting
### Assassins Training
**Category: Fighting**
You have trained in stealth and precision, gaining the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency in knives and daggers. These weapons are considered your Assassin Weapons.
- When you deal damage with an Assassin Weapon, you can inflict the Bleeding condition on a target creature once per turn.
- You cannot be disarmed of your Assassin Weapons, and they cannot be broken while you wield them.
- When you take the attack action using an Assassin Weapon, you can make an Assassination Attack instead of an attack. Assassination Attacks deal maximum possible damage with the chosen weapon.
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### Bullseye Training
**Category: Fighting**
You have trained in marksmanship, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency in one set of ranged weapons, which are known as Bullseye Weapons.
- Weapon attacks made with a Bullseye Weapon ignore structures and constructs that would intercept damage, dealing damage directly to the target.
- You cannot be disarmed of your Bullseye Weapon, and they cannot be broken while you wield them.
- When you take the attack action using a Bullseye Weapon, you can knock two shots instead of one. For the rest of the turn, ranged attacks with your Bullseye Weapon deal double damage.
### Quirk Slayer
**Category: Fighting**
You have practiced techniques useful against those with unique abilities, gaining the following benefits:
- When a creature within your weapon’s range uses a Quirk, you can use your reaction to make an attack against them.
- When you damage a creature concentrating on a technique, they have disadvantage on checks to maintain concentration.
- You have advantage on saving throws against Quirks used by creatures within 10 feet of you.
### Go Beyond
**Category: Fighting**
**Prerequisite:** 16 or higher Constitution Score
You possess incredible tenacity in battle, allowing you to push through even the toughest challenges. You gain the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- When you are reduced to 0 hit points, you can rise back up to 1/4th your maximum hit points once per full rest, refusing to be taken down easily.
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### Raider Training
**Category: Fighting**
You have trained in aggressive combat tactics, gaining the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- You gain proficiency in one set of melee weapons known as Raid Weapons.
- Raid Weapons gain additional properties that enhance their combat effectiveness.
- You cannot be disarmed of your Raid Weapon, and they cannot be broken while you wield them.
- When you take the attack action with a Raid weapon, you can make a Raiding Attack that reduces the target's armor effectiveness temporarily.
### Brawler's Training
**Category: Fighting**
You have honed your skills in close-quarters combat, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- When you hit with an unarmed strike, you can choose to deal non-lethal damage.
- You can make an unarmed strike as a bonus action after you take the Attack action on your turn.
---
### Duelist’s Precision
**Category: Fighting**
You excel in one-on-one combat, gaining the following benefits:
- Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
- You gain proficiency with a chosen melee weapon.
- When you attack a creature that is the only target of your attack, you can add your proficiency bonus to the damage roll.
- You can use your reaction to impose disadvantage on an attack made against you by a creature within 5 feet of you.
### Striker
**Category: Fighting**
You have mastered the art of retaliation in battle. You gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- When a creature hits you with a melee attack, you can use your reaction to make a melee attack against that creature.
- If you hit with this attack, you deal an additional 1d10 damage once per long rest.
### Agile Fighter
**Category: Fighting**
Your training emphasizes speed and agility, allowing you to move gracefully in battle. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- Your movement speed increases by 10 feet.
- You can use your Dexterity modifier instead of your Strength modifier for attack and damage rolls with melee attacks.
- When you make a melee attack on your turn, you can take the Dash action as a bonus action.
---
### Grappler's Expertise
**Category: Fighting**
You have become adept at grappling and controlling your opponents. You gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain advantage on checks made to grapple or escape a grapple.
- When you successfully grapple a creature, you can deal 1d6 bludgeoning damage to it at the start of each of your turns while it is grappled.
- You can use your bonus action to maintain a grapple without needing to use your action.
---
### Combat Tactician
**Category: Fighting**
You have learned to analyze the battlefield and help your allies. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- When you hit a creature with a melee attack, you can grant an ally within 30 feet advantage on their next attack against that creature.
- You can use your reaction to grant an ally within 5 feet of you an additional reaction for an opportunity attack.
- You gain Expertise in the Insight skill, and your proficiency bonus is doubled for any ability check you make that uses this skill.
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## Adventuring & Missions
Delving into a villain's hideout, navigating the underground tunnels of Musutafu, or cutting through the urban sprawl of a bustling city are the adventures that define heroes in the My Hero Academia universe. Your character might uncover dark secrets, thwart villainous plots, engage in intense battles, or rescue civilians in peril. If all goes well, your hero will emerge with newfound fame, powerful rewards, and perhaps a few more enemies before launching into the next mission.
This chapter outlines the basics of the hero’s life, from movement mechanics to the intricacies of social interaction. Rules for resting and activities characters can pursue between missions are also covered.
### The Adventuring Cycle
The game follows a natural rhythm:
1. The gm describes the environment.
2. The players describe their intended actions.
3. The gm narrates the results of those actions.
Typically, the gm uses a map to outline the adventure, tracking the characters' progress as they navigate city blocks or wilderness areas. Gm notes, including keys to the map, detail what adventurers find in each new area.
### Time
Time management is crucial in a hero's journey. The gm determines how long tasks take, which can vary based on the situation. In enclosed environments, actions might be measured in minutes, while city or wilderness travel might be measured in hours. For longer journeys, a day scale works best.
In combat and other fast-paced scenarios, the game uses rounds, each lasting 6 seconds.
### Movement
Whether leaping across rooftops, darting through tight alleyways, or gliding down a street, movement plays a vital role in mha adventures. The gm can summarize movement without calculating exact distances: “You dash through the streets, arriving at the villain's lair just before nightfall.”
Sometimes, it's necessary to know exact movement times. The rules for determining travel time depend on speed, travel pace, and terrain.
#### Speed
Every character has a speed indicating how far they can move in 1 round. This number assumes short bursts of energetic movement typical in dangerous situations.
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### Travel Pace
While traveling, a group of heroes can move at a normal, fast, or slow pace, as shown in the Travel Pace table. The table states how far the party can move in a given period and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace allows for stealth.
#### Travel Pace Table
| Pace | Distance Per Minute | Distance Per Hour | Distance Per Day | Effect |
|--------|---------------------|-------------------|------------------|-----------------------------|
| Fast | 500 ft | 5 miles | 40 miles | -5 to passive perception |
| Normal | 300 ft | 3 miles | 24 miles | - |
| Slow | 200 ft | 2 miles | 16 miles | +5 to stealth |
### Difficult Terrain
The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open fields, or clear corridors. But heroes often face dense urban environments, steep slopes, or rubble-filled areas—all considered difficult terrain.
You move at half speed in difficult terrain—moving 1 foot in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day.
#### Jumping
Your strength determines how far you can jump:
- **Long Jump**: When you make a long jump, you cover a number of feet up to 5 + your strength score if you move at least 10 feet on foot immediately before the jump.
- **High Jump**: When you make a high jump, you leap into the air a number of feet equal to your strength score.
Each foot you clear on the jump costs a foot of movement. If you fall further than your initiated jump height, you take falling damage as normal.
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## Activity While Traveling
As heroes journey through the world, it’s crucial that they stay vigilant against potential threats. While some characters are on lookout for danger, others might engage in various tasks to assist the group’s progress. These activities can greatly impact the adventurers’ overall success in their mission.
### Marching Order
Establishing a clear marching order is essential for navigating both urban environments and treacherous landscapes. A well-defined order helps determine which characters are closest to potential hazards, making it easier for the gm to resolve situations such as traps, ambushes, or sudden attacks.
- **Front Rank**: Typically consists of characters with higher defenses or abilities that can absorb damage. These heroes often take the lead, scouting ahead to detect any threats before the rest of the group enters a dangerous area. Their position also allows them to spot hidden traps or enemies.
- **Middle Rank**: This rank usually includes support characters or those who can provide backup for the front line. They can react quickly to any developments, whether it’s supporting the front line with ranged attacks or casting jutsu that might change the tide of a conflict.
- **Back Rank**: Comprising characters who are more vulnerable or possess ranged abilities, the back rank keeps a safe distance from the front line while still being able to engage in combat. This rank is also responsible for monitoring the surroundings, ready to react if enemies attempt to flank the party.
In tight spaces, the marching order may need to shift. The gm may require players to rearrange their ranks to navigate through narrow corridors or crowded streets effectively.
### Stealth
When the party decides to travel at a slow pace, they can attempt to move stealthily. This strategy is crucial when they wish to surprise enemies or avoid confrontations altogether. Characters can make Dexterity (Stealth) checks to determine their effectiveness in sneaking by unnoticed.
- **Environmental Factors**: The environment plays a significant role in stealth. Urban areas may offer plenty of cover, such as alleys and rooftops, while dense forests provide natural camouflage. Conversely, open fields make stealth more challenging, as characters may be more visible to enemies.
- **Teamwork**: Characters can assist each other in stealth attempts. One hero might scout ahead, providing information on enemy positions, while others wait for the right moment to move. This cooperative approach can grant advantages on Stealth checks.
### Noticing Threats
The gm utilizes the passive Wisdom (Perception) scores of characters to assess whether anyone notices hidden threats in the environment. This can include traps, ambushes, or concealed enemies.
- **Rank-Based Awareness**: The gm may determine that only certain characters within a specific rank can perceive a threat, depending on their position and the surrounding conditions. For example, characters in the back rank may have a harder time spotting dangers if they are hidden from view or obscured by other obstacles.
- **Situational Awareness**: Characters can actively search for threats by making Wisdom (Perception) checks. This requires a character to forgo other actions, focusing solely on their surroundings. The gm may call for these checks in tense situations or when entering a new area.
### Other Activities
When characters aren’t focused on the immediate danger, they can engage in other helpful activities to aid the group’s journey.
- **Navigation**: Keeping track of the party’s route is vital, especially in unfamiliar territory. A character can attempt to prevent the group from getting lost by making a Wisdom (Survival) check when the gm calls for it. Success may mean the party remains on the right path, while failure could lead them into a less desirable area or cause them to take longer to reach their destination.
- **Foraging**: Characters may also choose to gather resources, such as food or medicinal herbs, while traveling. This can be done through a Wisdom (Survival) check, allowing the party to replenish supplies or gain benefits for future encounters.
- **Resting**: Depending on the pace and duration of travel, characters might need to take short rests. During this time, they can regain some stamina, use healing abilities, or share information about their mission. However, resting in dangerous territory requires caution, as it may expose the party to unexpected threats.
By actively engaging in these activities while traveling, heroes can enhance their chances of success in both combat and exploration, creating a richer, more immersive experience in their adventures.
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## The Environment
Adventuring in the world of heroes often means exploring dark, dangerous, and mysterious places. This section covers important ways characters interact with their environment, reflecting the unique challenges they face in their quests. For more unusual scenarios, the gm can refer to the Dungeon Master’s Guide.
### Falling
A fall from a great height poses a serious threat to heroes.
- **Fall Damage**: At the end of a fall, a creature takes 1d10 bludgeoning damage for every 10 feet it fell, up to a maximum of 50d10. For example, if a hero falls 30 feet, they take 3d10 damage.
- **Landing**: A creature that falls lands prone unless it has a way to avoid taking damage from the fall, such as a Quirk that allows for safe landings.
- **Fall Rate**: A falling creature descends at a rate of 500 feet per round.
### Suffocating
In environments where air is scarce, such as underwater or in a sealed area, heroes must be cautious.
- **Holding Breath**: A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
- **Survival After Breath**: Once a creature runs out of breath, it can survive for a number of rounds equal to its Constitution modifier (minimum 1 round). On the start of its next turn, the creature drops to 0 hit points and is dying. For example, a character with a Constitution of 14 can hold their breath for 3 minutes. If they begin to suffocate, they have 2 rounds to find air before reaching 0 hit points.
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### Vision, Light, and Special Senses
A hero's ability to perceive their environment is critical for avoiding danger and executing effective strategies in combat. Various factors can obscure vision.
- **Basic Vision Ranges**: In clear conditions, a character can see up to 1 mile. However, this range is reduced in adverse weather—500 feet in rain and 100 feet in light fog. At a distance of 500 feet, details like facial expressions become indistinguishable.
- **Obscured Areas**: An area may be lightly or heavily obscured:
- **Lightly Obscured**: In dim light or patchy fog, characters have disadvantage on Wisdom (Perception) checks relying on sight.
- **Heavily Obscured**: In complete darkness, dense fog, or thick foliage, vision is blocked entirely. Characters in such areas are effectively blinded.
- **Categories of Illumination**:
- **Bright Light**: Most creatures see normally in bright light, such as daylight or illumination from torches.
- **Dim Light**: Also known as shadows, dim light creates a lightly obscured area. This often occurs at the edges of bright light or during twilight.
- **Darkness**: Darkness constitutes a heavily obscured area, common at night or within unlit spaces like caves or abandoned buildings.
### Blindsight
Some heroes and creatures possess the ability to perceive their surroundings without relying on sight, known as blindsight.
- **Blindsight Mechanics**: A creature with blindsight can sense its environment within a specific radius. This ability allows them to act without needing a direct line of sight to other creatures, making it valuable in dark or chaotic environments.
Creatures lacking eyes, as well as those with enhanced senses or echolocation, typically have this ability, allowing them to navigate and react to threats in ways others cannot.
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## Food & Water
In the world of heroes, maintaining health and energy is crucial. Characters who neglect to eat or drink will suffer the effects of exhaustion. This exhaustion can’t be removed until the character consumes the required food and water.
### Food
- **Daily Requirement**: A character needs one pound of food per day to stay nourished. They can extend their survival by subsisting on half rations, which means eating half a pound of food each day counts as half a day without food.
- **Survival Days**: A character can go without food for a number of days equal to 3 + their Constitution modifier (minimum of 1). After this limit, they automatically suffer one rank of exhaustion for each day without food. Consuming a normal day’s worth of food resets the count of days without food to zero.
### Water
- **Daily Requirement**: A character needs one gallon of water per day, or two gallons in hot weather.
- **Consequences of Insufficient Water**: Drinking only half that amount requires a DC 15 Constitution saving throw; failure results in suffering two ranks of exhaustion at the end of the day. If a character has access to less water than required, they automatically gain one level of exhaustion. If they already have exhaustion levels, they take two levels instead.
## Interacting with Objects
Interacting with objects in the environment is typically straightforward. Players describe their actions to the gm, who narrates the outcome.
- **Simple Actions**: For example, pulling a lever might open a door, flood a room, or reveal a hidden passage. If the lever is rusted, a character might need to make a Strength check to force it.
- **Damage to Objects**: Characters can damage objects with their weapons and suits. Objects are immune to poison and psychic damage but can be affected by physical attacks. The gm determines an object’s Armor Class and hit points and may assign resistances or immunities to certain types of attacks (e.g., a club cannot effectively cut a rope).
- **Breaking Objects**: Objects automatically fail Strength and Dexterity saving throws and are immune to effects that require other saving throws. If an object’s hit points drop to zero, it breaks. A character can attempt a Strength check to break an object, with the gm setting the DC based on the task's difficulty.
## Resting
Even the most determined heroes need to rest. Shinobi require downtime to sleep, eat, recover their chakra, and tend to wounds.
### Short Rest
- **Duration**: A short rest lasts at least 1 hour, during which characters can eat, drink, read, or tend to wounds.
- **Regaining Hit Points**: Characters can spend one or more Hit dice at the end of a short rest, up to half their maximum number of each. For each die spent, the player rolls it and adds the Constitution modifier. This total is regained as hit points. Players may opt to spend additional dice after each roll.
### Long Rest
- **Duration**: A long rest lasts at least 8 hours, during which characters can sleep or engage in light activity, such as reading or standing watch for no more than 2 hours.
- **Interruptions**: If the rest is interrupted by strenuous activity (like walking, fighting, or casting Jutsu), characters must restart the rest to gain any benefits.
- **Regaining Hit Points**: At the end of a long rest, characters regain half their maximum hit points.
- **Limitations**: Characters cannot benefit from more than one long rest in a 24-hour period and must have at least 1 hit point at the start of the rest to gain its benefits. A long rest also counts as a single short rest.
### Full Rest
- **Duration**: A full rest lasts at least 24 hours, during which characters can sleep or engage in light activities, standing watch for no more than 8-12 hours.
- **Interruptions**: Similar to a long rest, if interrupted by strenuous activity, characters must restart the rest.
- **Regaining Hit Points**: After a full rest, characters regain all their maximum hit and chakra points, along with all spent Hit and Chakra dice. This rest also heals conditions that may linger, such as bleed.
- **Limitations**: Characters can only benefit from one full rest in a 96-hour period and must have at least 1 hit point at the start of the rest to gain its benefits.
\page
## Creating Missions
Designing your own mission can be thrilling and a bit daunting, but it allows you to infuse creativity and tailor experiences directly for your players and their characters. Here are some key aspects to consider when crafting your missions.
### Mission Plotting
You can start your mission creation in various ways. One approach is to begin with an antagonist, crafting a mission or series of missions that align with their motives and themes. Alternatively, you might find inspiration in a compelling location for exploration, then populate it with adversaries and challenges that fit the setting.
### Locations
Memorable settings can captivate players and spark their curiosity. When designing a locale, visualize it in detail and consider minor elements to enrich your descriptions. Include features such as:
- **Decorations**: What unique items or symbols adorn the space?
- **Natural Landmarks**: Are there notable geographical features nearby?
- **Wildlife**: What creatures inhabit the area, and how do they interact with the environment?
- **Sensory Details**: Describe peculiar smells, sounds, and temperature changes to create a more immersive experience.
Locations can also present environmental challenges like blizzards, puzzles, traps, or hazards. Ensure these challenges suit your adventure's theme, such as overgrown brambles in a ruined castle or Fuinjutsu traps in a cunning shinobi's tomb.
### Encounters
A solid set of encounters forms the backbone of your mission. These can range from combat scenarios to environmental challenges or social interactions. Some adventures have a clear progression with encounters occurring in a specific order, while others are nonlinear, allowing players to explore freely.
### Mission Budgets
Establishing a mission budget is crucial to prevent overwhelming your players. While it serves as a guideline, feel free to adjust based on your group's needs. Keep the following in mind:
- **Number of Encounters**: Estimate how many encounters will fit the mission.
- **Types of Encounters**: Decide on the mix of combat, social, and environmental encounters.
- **Enemy and Trap Design**: Choose appropriate adversaries and traps that fit the narrative.
- **Plot/Narrative**: Outline the mission’s story arc.
### Mission Ranks
In this system, missions are categorized into ranks, which help simplify narrative structure and clarify difficulty. The five mission ranks mirror Jutsu ranks: D-Rank, C-Rank, B-Rank, A-Rank, and S-Rank.
- **D-Rank**: For Genin, these missions are simple problem-solving tasks, typically without combat.
- **C-Rank**: Assigned to experienced Genin or low to medium-level Chunin, these missions may include minor combat.
- **B-Rank**: For experienced Chunin or Jonin, these missions may involve espionage and expected combat.
- **A-Rank**: Reserved for high-ranking shinobi, these missions are complex and may take a long time to complete.
- **S-Rank**: The most dangerous missions, intended for highly skilled Jonin or teams, often involving formidable foes.
### Mission Tiers
Each mission rank can be further divided into three tiers, affecting difficulty and rewards:
- **Trivial**: Very easy for its rank, reducing XP and enemy levels.
- **Moderate**: Standard difficulty, with no changes to XP or enemy levels.
- **Extreme**: Extremely difficult, increasing XP and enemy levels.
\page
## Mission XP/Money/Free Time Calculation
Setting a mission's rank and tier determines the experience (XP) budget, monetary rewards, and free time for players. This helps ensure balanced rewards and engaging gameplay.
### Mission Ranks
| Rank | XP | Money | Free Time | Typical Activities |
|---------|----------|------------------|---------------------|-----------------------------------------------------------|
| **D-Rank** | 300 | $50–200 | 2–5 days (1d4+1) | Basic tasks like community help or gathering info. |
| **C-Rank** | 600 | $200–500 | 3–8 days (1d6+2) | Investigating disturbances or providing security. |
| **B-Rank** | 900 | $500–1,500 | 5–11 days (2d4+3) | Conflict resolution, security details, or low-level espionage. |
| **A-Rank** | 1,200 | $1,500–5,000 | 7–16 days (3d4+4) | Protecting key figures or gathering sensitive intelligence. |
| **S-Rank** | 1,500 | $5,000–10,000 | 9–21 days (4d4+5) | Major threats or recovering high-value assets. |
---
## Purchasing Encounters
Once you have your XP budget, decide on the types of encounters to include. Encounters can range from combat to social interactions and environmental challenges.
### Encounter Types
#### Social Encounters
These encounters emphasize dialogue and negotiation, enhancing character interactions.
| Encounter Type | Cost | Description |
|------------------------|-------------------|--------------------------------------------------------------|
| **Hostile Encounter** | 10 XP × mission rank | Tense discussions with potentially hostile groups. |
| **Diplomatic Encounter** | 10 XP × mission rank | Negotiations with neutral parties to persuade or resolve issues. |
| **Intrigue Encounter** | 10 XP × mission rank | Conversations with untrustworthy characters for crucial information. |
#### Environmental Encounters
Challenges that test players' abilities to navigate obstacles.
| Encounter Type | Cost | Description |
|-----------------------------|-------------------|--------------------------------------------------------------|
| **Traps** | 5 XP × mission rank | Various traps requiring decisions on how to handle threats. |
| **Environmental Hazards** | 10 XP × mission rank | Navigating dangers posed by the environment. |
| **Puzzles** | 10 XP × mission rank | Complex puzzles that require critical thinking to solve. |
| **Stealth Encounter** | 25 XP | Moving discreetly through sensitive areas without attracting attention. |
#### Combat Encounters
These scenarios challenge players’ tactical skills and combat abilities.
| Encounter Type | Cost | Description |
|------------------------|-------------------|--------------------------------------------------------------|
| **Minions** | 1 XP | Low-level enemies purchased in bulk for minor skirmishes. |
| **Elite Enemies** | 5 XP × mission rank | More powerful foes that require strategic thinking. |
| **Boss Encounters** | 15 XP × mission rank | Major adversaries that demand all resources and skills from players. |
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## Social Interactions
In D&D adventures, social interactions with the world's inhabitants are as vital as exploring dungeons and battling monsters. Whether you’re persuading a thief to confess or charming a lord to spare your life, these interactions shape your adventure.
### NPC Attitudes
Nonplayer Characters (NPCs) can have varying attitudes toward players, which can be categorized as follows:
- **Friendly**: More likely to help or provide information.
- **Indifferent**: Neutral responses, neither hostile nor supportive.
- **Hostile**: Likely to obstruct or hinder progress.
## Social Interaction
Social interactions in D&D involve two primary aspects: **roleplaying** and **skill checks**. Mastering these components can significantly enhance your gameplay experience and deepen character development.
### Roleplaying
Roleplaying is the act of embodying your character and expressing their thoughts, actions, and speech. Your character's personality traits, quirks, and mannerisms shape how they engage with the world around them. Here are the primary approaches to roleplaying:
### Descriptive Roleplaying
Descriptive roleplaying involves articulating your character's actions, emotions, and attitudes in detail.
- **How to Do It**:
- Use vivid descriptions to convey your character’s feelings and intentions.
- Share specific actions that reflect your character’s personality.
- **Example**:
- **Elease (as Himari)**: “Himari looks down into her lap, her cheeks flushed. She avoids eye contact with the mercenary, her voice barely a whisper as she responds to his attempts at conversation.”
- **Tips**:
- Focus on emotional nuances: What is your character feeling?
- Consider how others perceive your character’s actions and words.
- Add sensory details to create a vivid scene (e.g., body language, tone of voice).
\column
### Active Roleplaying
Active roleplaying brings your character to life through voice and physicality, creating a more immersive experience.
- **How to Do It**:
- Speak in your character’s voice and adopt their mannerisms.
- Use gestures or movements to reinforce your character’s actions.
- **Example**:
- **Elease (as Himari)**: In a soft, hesitant tone, she says, “Oh, um, hi. I don’t know why you’re sitting here, but I’m not really interested.” [Elease lowers her gaze and fidgets with her hands.]
- **Benefits**:
- Creates a more engaging atmosphere.
- Prompts dynamic responses from both players and NPCs.
### Reactive Roleplaying
Reactive roleplaying involves adjusting your character’s behavior based on NPC reactions and the GM’s portrayal of their mood and personality.
- **How to Do It**:
- Pay attention to how NPCs respond to your character's actions.
- Use the information provided by the GM to adapt your character's approach in real time.
- **Example**:
- If an NPC reacts positively to flattery, your character might become more confident. If the NPC is defensive, your character may choose to back off.
- **Tips**:
- Observe NPCs for clues about their motivations, fears, and desires.
- Tailor your character's responses to foster a favorable outcome.
\page
### Skill Checks
Social interactions often involve skill checks to determine the outcome of conversations or negotiations.
- **Types of Skill Checks**:
- **Persuasion**: To convince an NPC to see things your way.
- **Deception**: To lie or mislead an NPC.
- **Intimidation**: To threaten or coerce an NPC.
- **Insight**: To understand an NPC’s motives or feelings.
- **How to Use Skill Checks**:
- Communicate your character's intent to the GM.
- Roll the appropriate skill check based on your character's actions and the situation.
- **Tips**:
- Consider your character's strengths and weaknesses when deciding which skill to use.
- Roleplay your character's approach before rolling to add depth to the interaction.
### Interaction Strategies
Interactions can mirror real-life dynamics. Here are strategies to effectively engage with NPCs:
- **Offer What They Want**: Provide something the NPC values.
- **Play on Fears**: Use threats to gain compliance.
- **Appeal to Emotions**: Tap into sympathies or aspirations.
{{note
##### Conversely, Be Cautious
Insulting a proud warrior or speaking ill of a senator's allies can lead to failure in persuasion. By understanding the nuances of social interactions and employing various roleplaying techniques, you can enhance your gameplay experience and foster richer narratives within your campaign.
}}
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\page
## Free Time
Between adventures, adventurers need time to rest, recuperate, and prepare for their next challenges. This free time is also an opportunity to perform various tasks, such as crafting equipment, conducting research, or spending hard-earned Ryo.
### Managing the Passage of Time
The GM can handle the passage of time in different ways:
- **Minimal Description**: The GM might simply declare that a certain amount of time has passed, allowing players to describe their character’s activities in general terms.
- **Detailed Tracking**: Alternatively, the GM may keep track of time more precisely, detailing events and developments occurring outside the players' perception.
---
## Gaining Free Time
**Free Time** is a measure of time between missions and adventures, typically provided in weeks (a 7-day period).
- **Minimum Free Time**: Players are usually granted at least 1 week of free time after each mission or adventure.
- **Time Allocation**: During this period, players can dedicate 8-10 hours per day to a chosen activity, with the remaining hours for rest, socializing with NPCs, or other minor tasks.
---
## Lifestyle Expenses
During free time, you choose a lifestyle quality, which affects how others perceive and interact with your character.
- **Lifestyle Costs**: The cost of maintaining a particular lifestyle is described in Chapter 5.
- **Impact on Interactions**:
- A wealthy lifestyle may help you influence nobles more easily.
- A life of poverty might hinder your interactions with higher social classes.
\column
## Free Time Activities
When determining what your character does during free time, the GM may prompt players for their activities. Free time is measured in weeks, and each activity requires a certain number of weeks to complete.
- **Daily Commitment**: At least 8-10 hours of each day must be dedicated to the chosen activity for the week to count.
- **Non-Consecutive Weeks**: Free time weeks do not need to be consecutive. Players can continue the same activity longer or switch to a new one if they have additional weeks available.
- **Custom Activities**: Players can propose activities not covered in this guide; discuss them with the GM for approval.
### Free Time Activity Example: Carousing
**Carousing** allows you to spend time socializing with different social classes, costing 10, 50, or 250 Ryo per week for lower, middle, or upper classes, respectively.
- **Access to Social Classes**:
- **Upper Class**: Requires either access to local nobility or a disguise to mingle with them.
- **Benefits**:
- Throughout the week, you engage in parties and social events, gaining contacts within the chosen class. Examples include:
- **Lower Class**: Criminals and informants.
- **Middle Class**: Soldiers and tradespeople.
- **Upper Class**: Nobles and influential figures.
This activity is excellent for gathering allies and information, especially if your character excels in charisma and seeks to establish connections. By utilizing free time effectively, players can enhance their characters' stories, build relationships, and prepare for future adventures in a meaningful way.
\page
# Special Rulings
## Conditions
### Bleeding
**Max Ranks:** 10
A bleeding creature has suffered a minor abrasion to their flesh, causing slow blood loss if untreated.
- **Damage:** At the start of their turn, a bleeding creature takes 1d4 necrotic damage for each rank of Bleed they have. (this can apply to limbs)
- **Stopping the Bleed:** As an action, a bleeding creature may attempt to stop the bleeding by succeeding on a DC 15 Medicine check.
- **Out of Combat:** Outside of combat, every 10 minutes, a creature suffers the effects of this condition as if a turn has passed in combat.
### Concussed
**Max Ranks:** 5
A Concussed creature has experienced a traumatic blow causing their mental acuity to momentarily decrease as they find themselves struggling to use complex technique.
- A Concussed creature suffers a -2 penalty to all of their Save DCs for each rank it has.
- A Concussed creature suffers a -2 penalty to all Intelligence based checks, attack rolls and saving throws and checks for each rank it has.
- A Concussed creature moves at half speed for 2 rounds.
- A concussed creature cannot gain the benefit of a Rest.
A creature can spend its Action if it has a Medicine kit to make a DC 18 Medicine check, ending this condition on a success.
### Freeze
**Max Ranks:** 5
A Chilled creature becomes overwhelmed with cold,
causing their body to shiver and become numb, affecting
their stamina and movements as their skin blisters.
- A Chilled Creature has its body and nerves overwhelmed by cold. Once per turn when they willingly move any number of feet, they take 1d6 cold damage for each rank they have.
- A Chilled creature’s speed is reduced by 5 feet for every rank it has.
- A creature takes a -1 Penalty to all Dexterity based Checks & Saving throws, for each rank they have.
- A creature resistant or Immune to Cold Damage also has resistance or immunity to this condition.
This condition lasts for the duration of the effect that inflicted it or 1 minute has passed, whichever comes first.
### Burned
**Max Ranks:** 5
A Burned creature feels an agonizing searing pain begin to swell upon them, as well as flames catching onto them.
- A burned creature or object takes 1d6 fire damage for each rank it has, at the start of each of their turns.
- A burned a creature takes a -1 Penalty to all Dexterity based Checks & Saving throws, for each rank they have.
- A creatures that are immune to fire damage is immune to this condition.
This condition lasts for the duration of the effect that inflicted it or 1 minute has passed, whichever comes first. Creature can spend an Action to make a DC 15 Dexterity (Survival) Check to put out the flames. On a successful check, the condition ends or submerging themselves fully into a body of water.
### Shocked
**Max Ranks:** 5
A Shocked creature’s nervous system has been flooded with electricity, causing muscle spasms and brain fog.
- A Shocked creature who takes a reaction, takes 1d6 Lightning damage, for each rank it has, once per turn.
- A Shocked creature who takes a Reaction to use there quirks must first make a DC 8 Flat check. On a failure they cannot use there reaction and for rank of shocked beyond the first, increase this DC by +1 (Max DC 13).
- A creature resistant to Lightning damage makes their flat check at advantage and also has resistance to this condition. A creature immune to Lightning damage has immunity to this condition.
A creature can spend an Action to make a DC 15 Constitution (Survival) Check to ground themselves, dispersing the electricity in their body ending this, condition.
\page
## **Collision**
When a character collides with a structure (such as a wall, building, or large object), they must make a saving throw to determine the severity of the impact.
- **Saving Throw:** The character must make a Dexterity saving throw (DC 16). On a fail they gain 2 ranks of bleed and one rank of concussed and there Arms, Legs, Torso, and Head take 1d4 damage and they/structure take damage equal to how many feet they moved subtracting the 1st 10 and last 10 feet they move, on a success they take only 1 rank of bleed and suffers no other condition or damage.
#### **Removing Bleed/Concussed Ranks**
- **Resting:** A character can spend a short rest to attempt to stabilize and reduce their bleed/concussed ranks. They must succeed a DC 15 Medicine check. By succeeding they lose one rank of bleed and or concussed.
- **Healing:** Any healing quirk or ability can remove one rank of bleed immediately, regardless of the amount healed.
- **Medical Aid:** A successful Medicine check (DC 13) made by another character can stabilize the injured character, removing one rank of bleed and concussed.
#### Structure Size
Structure Size functions as the health/hit points (HP) for buildings and other structures. The HP value determines how much damage a structure can withstand before it collapses. Structures are classified into five different sizes, representing well-built buildings. Note that only the walls of a building can take damage; if the total damage to multiple walls exceeds the structure's hit points, the entire structure will collapse and you take half the excess damage.
#### Structure Sizes and Hit Points
- **Extra Small**: 200 Hit Points
(e.g., tool shed, scout post, approximately 200 sq ft)
- **Small**: 500 Hit Points
(e.g., 1-story home, cottage, approximately 500 sq ft)
- **Medium**: 1,000 Hit Points
(e.g., 2-story home, small office, approximately 1,000 sq ft)
- **Large**: 1,500 Hit Points
(e.g., mansions, compounds, approximately 2,000 sq ft)
- **Huge**: 2,000 Hit Points
(e.g., castles, palaces, approximately 4,000 sq ft)
- **Gargantuan**: 2,500 Hit Points
(e.g., castle cities, mountain fortresses, approximately 16,000 sq ft)
\column
## New Equipment Packs
The starting equipment you receive from your background includes a collection of useful gear, compiled into a pack. The contents of these packs are listed below. If you are purchasing your starting equipment, you can buy a pack for the price shown, which may be more economical than acquiring the items individually.
#### Scholar's Pack
**Cost:** 200 Yen
**Contents:** A notebook, 5 empty journals, writing utensils, a recording device, 5 days of field rations, and a thermos.
#### **Inventor's Pack**
**Cost:** 350 Yen
**Contents:** A research book, a set of smith's tools, a magnifying glass, a notebook with pockets for sketches, 10 feet of wire, 5 mechanical gears, four empty vials, 5 days of rations, and a portable crafting kit.
#### **Survivalist Pack**
**Cost:** 250 Yen
**Contents:** A lightweight tent, a map of the region, 2 flint and steel, 5 days of high-energy rations, a fishing rod with 10 hooks, 50 feet of rope, a multipurpose knife, a water purification filter, and a heat-resistant cooking pot.
#### **Diplomat's Pack**
**Cost:** 300 Yen
**Contents:** A fine leather briefcase, a set of formal attire (tailored for comfort), a set of two letters of recommendation, 5 days of high-class rations, a translation device (small, portable, and accurate), a map of political factions, and a small, enchanted communication orb (allows for short-range telepathy to a known individual).
#### **Field Medic’s Pack**
**Cost:** 450 Yen
**Contents:** A medical kit containing 4 bandage wraps (heal 1d6), antiseptic, surgical tools, and healing salves, a portable defibrillator (1 use), a small first-aid manual, a set of healing potions (2 vials that heal 2d6), a syringe with a tranquilizing serum (1 dose must make a DC 13 Constitution or be incapacitated), 5 days of nutritional protein rations, an insulated medical thermos that keeps medicine or food warm for up to 12 hours, a combat-ready multi-bandage strip (can heal minor wounds on the go 1d8), and a tranquilizer dart gun (with 3 darts on a hit you deal 2d4 damage must make a DC 13 Constitution or be paralyzed).
\page
## New Mechanic: Team Attacks
**Team Attacks** trigger when two or more allied creatures attack at the same time. This can happen in several ways:
1. **Sequential Attacks**: If one creature and another creature act consecutively in the initiative order, they can both use a Full-Turn Action to perform a team attack.
2. **Assisted Action**: One creature can prepare their action to assist another in a team attack. On the assisting creature’s turn, they use their reaction to aid the attack, while the other creature attacks normally.
3. **Will of Resolve**: Spend a Will of Resolve to allow you or a teammate to assist in the attack instantly. Both can spend their Will of Resolve to do this; otherwise, it costs an action for the creature who did not expend a Will of Resolve.
To qualify for a team attack, the attack must deal damage or inflict a condition. All team attacks automatically trigger relevant effects (if applicable), or increase the damage roll or Save DC by 2. If only one of the attacks succeeds, the benefits of the team attack do not trigger. If three or more creatures participate in a team attack, you may choose from any applicable benefits.
Team attacks activate only once, regardless of how long the effects last. Any saving throw caused by a team attack can be replaced with the original type of saving throw (if applicable). All team attacks treat critical hits as normal hits against any creature that did not participate in the team attack.
### Types of Team Attacks
Here are the various interactions for team attacks:
#### Melee Attack Interactions
- **Melee on Melee**: When a creature is hit by two melee attacks, they have an improved critical threat range of +2 and must make saves (if any) at disadvantage.
- **Melee on Ranged**: When a creature is hit by a melee attack and a ranged attack, they are knocked back 30 feet. If they collide with a solid surface, they take falling damage equivalent to that distance. They must also make a Constitution saving throw against the highest DC or be dazed.
- **Melee on Line**: When a creature is hit by a melee attack and fails a saving throw from a line attack, the line carries on the strength of the melee attack, applying half the melee damage to every creature in the path.
- **Melee on Cone**: When a creature is hit by a melee attack and fails a saving throw from a cone attack, they take maximum possible damage from the cone.
- **Melee on Cube**: When a creature is hit by a melee attack and fails a saving throw from a cube attack, any condition ranks increase by 2 (excluding exhaustion).
- **Melee on Cylinder**: When a creature is hit by a melee attack and fails a saving throw from a cylinder attack, the damage die of the cylinder is increased by one step (d4 > d6 > d8 > d10 > d12).
- **Melee on Sphere**: When a creature is hit by a melee attack and fails a saving throw from a sphere attack, the attack is treated as a critical hit.
#### Ranged Attack Interactions
- **Ranged on Cone**: When a creature is hit by a ranged attack and fails a saving throw from a cone attack, they are vulnerable to the cone's damage.
- **Ranged on Cube**: When a creature is hit by a ranged attack and fails a saving throw from a cube attack, they cannot benefit from bonuses to AC or temporary hit points from abilities or traits until the end of their turn.
- **Ranged on Cylinder**: When a creature is hit by a ranged attack and fails a saving throw from a cylinder attack, the attack circles around the edge of the cylinder, allowing you to make ranged attacks against everyone within 5 ft. of the edge.
- **Ranged on Line**: When a creature is hit by a ranged attack and fails a saving throw from a line attack, each creature within 5 ft., excluding the creature who activated this team attack, must make a Dexterity saving throw, taking half the total damage that activated the team attack on a failed save.
- **Ranged on Ranged**: When a creature is hit by two ranged attacks, a line forms behind the creature at the angle of the attack. A 5 ft. wide line forms that is half the length of the maximum range of the longest attack. Creatures in the line must make a Dexterity saving throw, taking damage on a failed save and half on a successful one.
- **Ranged on Sphere**: When a creature is hit by a ranged attack and fails a saving throw from a sphere attack, the sphere’s area is reduced by 10 ft., and all creatures roll a 1-5 on the saving throw fail, regardless of bonuses.
\page
#### Line Attack Interactions
- **Line on Cone**: When a creature fails a saving throw from a line attack and a cone attack, the line is treated as if it had been enhanced by one rank.
- **Line on Cube**: When a creature fails a saving throw from a line attack and a cube attack, reroll all 1s and 2s for damage rolls, taking the second result.
- **Line on Cylinder**: When a creature fails a saving throw from a line attack and a cylinder attack, they must make a Constitution saving throw or become incapacitated until the start of their next turn.
- **Line on Line**: When a creature fails a saving throw from two line attacks, the width of both lines increases by 5 ft., and they are knocked back the length of the longest line.
- **Line on Sphere**: When a creature fails a saving throw from a line attack and a sphere attack, their movement speed is reduced to 0 until the end of their next turn.
#### Cone Attack Interactions
- **Cone on Cone**: When a creature fails a saving throw from two cone attacks, the cone’s length increases by 10 ft., and they are knocked prone.
- **Cone on Cube**: When a creature fails a saving throw from a cone attack and a cube attack, they have disadvantage on all attack rolls until the end of their next turn as they become disoriented.
- **Cone on Sphere**: When a creature fails a saving throw from a cone attack and a sphere attack, they cannot take reactions until the start of their next turn.
- **Cone on Cylinder**: When a creature fails a saving throw from a cone attack and a cylinder attack, they are concussed and make their next saving throw at disadvantage.
#### Cube Attack Interactions
- **Cube on Cube**: When a creature fails a saving throw from two cube attacks, they must make a Constitution saving throw or be stunned until the start of their next turn.
- **Cube on Sphere**: When a creature fails a saving throw from a cube attack and a sphere attack, they are pushed to the edge of the largest area of effect and take additional damage equal to the highest proficiency bonus.
- **Cube on Cylinder**: When a creature fails a saving throw from a cube attack and a cylinder attack, there is a shockwave, and they become dazed until the end of their next turn.
\column
## New Mechanic: Ultimate Move
An **Ultimate Move** is a powerful technique that a hero relies on in critical situations. It represents their trump card, a last resort that showcases their true potential.
### **Designating an Ultimate Move**:
Choose one attack or ability from your character's known abilities to designate as your Ultimate Move. You can change this choice when you level up. You can only use your Ultimate Move once per full rest.
### **Effects of the Ultimate Move**:
When you use your Ultimate Move, you gain the following benefits:
1. **Increased Damage**: Your Ultimate Move deals an additional two damage die on a successful hit.
2. **Expanded Area of Effect**: If your Ultimate Move has an area of effect, increase its radius by 20 feet.
3. **Extended Duration**: If your Ultimate Move has a duration increase its duration by 2 rounds.
## Hacking Rules
**Hacking** is a specialized skill used to manipulate technology, access secure systems, and gather information in your My Hero Academia D&D game.
### Hacking Skill Check
- **Roll**: Make an Intelligence check.
- **DC**: Set by the DM (typically 15 to 22 based on system complexity).
- **Advantage**: Use tools, gadgets, or technology-related Quirks for advantage on the roll.
### Hacking Challenges
Some systems may include additional obstacles:
- **Firewalls**: Require an additional check to bypass.
- **Encryption**: Solve a puzzle or riddle to proceed.
- **Counter-Hacks**: Opposing characters or security systems can attempt to counter your hack, requiring a contested roll.
### Time Limit
- **Action Requirement**: Hacking typically requires a five minutes.
- **Complex Systems**: May require more time.
\page
### Hacking Outcomes
Depending on your roll, the results may vary:
**Success**:
- Gain full access to the system:
- Retrieve sensitive information (DM decides details).
- Disable security measures (alarms, cameras) for 1 minute.
- Control devices (doors, lights, drones) for one action.
**Partial Success** (5 or more below DC):
- Limited access:
- Retrieve basic information (DM decides).
- Disable a security measure but trigger an alert (DM decides).
**Failure**:
- The hack fails, triggering alarms or alerting security.
- You are locked out for a number of rounds equal to double your Intelligence modifier (minimum of 1).
## Quirk Training
In the world of My Hero Academia, honing your Quirk is essential for a hero's growth. This section outlines how you can spend your free time training your abilities to gain permanent buffs and develop new techniques.
### Training Your Quirk
You can spend your free time training specific moves or aspects of your Quirk. Training sessions require focused effort, and the benefits gained can enhance your abilities over time. You can dedicate time to practice your Quirk, focusing on improving a specific move or effect. Each training session requires **five weeks** of free time. During this period, you must make a check using one of the following skills: **Quirk**, **Athletics**, or **Intelligence**. The DC for this check is **18**. **On a successful check**, you can choose one of the following permanent buffs for your Quirk. You can do this **five** times a campaign:
- **Range Increase:** Increase the range or speed of your Quirk by 10 feet.
- **Damage Boost:** Gain one extra damage die to one of your moves or mutations (ex Tail).
- **Cost Reduction:** Increase the duration of your quirk by one.
- **Area of Effect:** Increase the area of effect of your Quirk by 5 feet.
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### Level-Up Advancements
At 10th and 20th levels, you have the opportunity to expand your Quirk further:
- **New Move Development:** At these levels, you can create a new move or modification for your Quirk. This new move can have unique effects, provide additional utility, or enhance your combat capabilities.
**Creating a New Move:**
When developing a new move, consider the following guidelines:
- **Mechanics:** Outline how the new move works, including its range, area of effect, damage, and any special conditions.
- **Limitations:** New moves should have balanced drawbacks or requirements, ensuring they fit within the framework of your existing abilities.
- **Narrative Justification:** Reflect on how this new technique relates to your character’s growth and story, integrating it into your journey as a hero.
### Tracking Progress
Keep track of your training sessions and the permanent buffs you gain. These enhancements can significantly impact your effectiveness in battle and can help you adapt to various challenges you face as a hero. Your dedication to training not only shapes your abilities but also reflects your growth and commitment to becoming the best version of yourself.
## Read the Enemy
As a Action, you can attempt to read your enemy's intentions. Make a Wisdom (Insight) check against the target's Charisma (Deception) check.
**On a successful check, you gain the following information:**
- **Combat Strategy:** Insight into their preferred attack style (melee, ranged, or abilities).
- **Weakness:** One vulnerability or condition that could be exploited.
- **Current State:** Determine if they are frightened, limbs injured, hit points or otherwise affected by conditions.
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## Evasion
**Prerequisite:** This ability is available to characters with access to reactions. And have a 15 or higher in Dexterity.
**Mechanic Overview:**
When you are targeted by a save, melee, or ranged attack, you can use your reaction to execute an evasive maneuver that allows you to reposition yourself and or move back out of the attack range
### **Activation:**
- **Reaction:** You may use your reaction when targeted by an attack.
- **Movement:** You can move up to 10 feet in any direction to try and get out of the range of attacks. You can divide this movement into increments of 5 feet (5 or the full 10 feet).
### **Limitations:**
- **Limit:** You can only activate **Evasion** A amount of times per day equal to your 1 + your dexterity modifier.
- **Conditions:** This ability cannot be used if you are incapacitated or otherwise unable to take reactions or move.
### **Clash Mechanic**
In the world of *My Hero Academia* (MHA), combat is often dynamic and explosive, with characters constantly using their Quirks to defend, counter, and overpower each other. The **Clash Mechanic** reflects this intense, back-and-forth nature of combat, allowing characters to actively engage with and challenge incoming attacks, much like the duels and confrontations seen in the anime and manga.
When used correctly, the **Clash Mechanic** can be a game-changer in a fight, reflecting the high stakes and skill of MHA-style combat.
### **Steps for Clash:**
#### **Declare Clash:**
When an attack is made against your character (whether physical or Quirk-based), you can use your **reaction** to attempt a **Clash**. This must be declared before the attack roll is made, and you must have a valid way of opposing the attack (such as a weapon, a shield, or a Quirk that can block or redirect the attack).
**Example:** You’re being targeted by an enemy’s Quirk attack, and you have a defensive Quirk or ability that might intercept or counter the incoming effect. You can declare you’re attempting a **Clash** to try to negate or reduce the impact of the attack.
#### **Roll for Clash:**
Both the attacker and the defender roll a **d20** and add their respective modifiers:
- The **defender** adds their **Proficiency Bonus** (or another relevant modifier, such as Strength or Dexterity for physical defenses, or an appropriate Quirk modifier if relevant).
- The **attacker** rolls with their usual modifiers (attack bonus, etc.).
If the defender’s total equals or exceeds the attacker’s total, the **Clash is successful**.
#### **Compare Rolls:**
After both rolls are made, compare the total results:
- **If the defender’s Clash roll equals or exceeds the attacker’s roll**, the Clash is successful.
- **If the attacker’s roll exceeds the defender’s**, the Clash fails, and the attack proceeds as normal.
**Example:**
- Defender rolls a 15, adds their Proficiency Bonus (+3), for a total of 18.
- Attacker rolls a 17, adds their Attack Bonus (+4), for a total of 21.
In this case, the Clash fails, and the attacker’s attack proceeds as normal.
#### **Resolution of Clash:**
**Successful Clash:** If the defender wins the Clash, they can either completely **mitigate** the attack or **reduce its effectiveness** in some way, depending on the nature of the attack and the abilities involved. Some options for success include:
- **Negating the Damage:** The attack fails to land, and no damage or effect occurs.
- **Reducing Damage:** The defender takes **half damage** from the attack (or a lesser amount, depending on the specifics of the Clash).
- **Countering the Effect:** The defender gains a **temporary advantage** on their next action against the attacker, such as advantage on their next attack roll, or can immediately make a **reaction** attack or Quirk use.
- **Disrupting Special Effects:** If the attack has additional effects (such as poison, paralysis, or other conditions), the defender may prevent these effects from applying or may force the attacker to reroll a saving throw.
**Example of Success:** A character uses a Clash against an incoming blast of fire. The defender succeeds in the Clash and can negate the fire damage entirely, or they may take half damage and gain advantage on their next attack against the fire-wielder.
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**Failed Clash:** If the defender loses the Clash, the attack proceeds as normal. The defender suffers the full damage or effect of the attack, including any additional conditions or consequences.
**Example of Failure:** A character attempts to Clash with a lightning strike but fails. The full damage from the strike is dealt to the defender, and they may suffer additional effects such as being stunned or paralyzed, depending on the nature of the attack.
### **Usage Limit:**
To maintain balance, characters can attempt a **Clash** a **limited number of times** per rest:
- **Twice per Short or Long Rest.** This limitation ensures that players cannot rely on the Clash mechanic excessively, encouraging strategic use and proper timing.
### **Additional Clash Options & Variants:**
To reflect the diverse and creative nature of Quirks in *My Hero Academia*, the Clash mechanic can be expanded with specific options, such as:
**Quirk Clash:** If both the attacker and defender are using Quirks in the Clash, the GM can determine the effect based on the compatibility and nature of the Quirks involved. For example, two fire-related Quirks could lead to an explosive back-and-forth clash, with each side gaining a chance to redirect or absorb the attack.
**Enhanced Clash (At Higher Levels):** Once a character reaches a certain level (such as 10th or 15th), they may gain the ability to perform an **Enhanced Clash**, where they can Clash three times per rest, or potentially make an additional Clash with increased damage mitigation or a bonus to their Clash roll.
**Elemental Clashes:** If the attack or the defense involves elemental damage (e.g., fire, ice, electricity), the nature of the element could influence the outcome of the Clash. For example, an ice-based attack might be easier to counter with a water-based Quirk, while a lightning strike might be negated by an electrical resistance.
### **Strategic Use of Clash:**
Encourage players to use **Clash** not just for defense but also offensively, to disrupt opponents’ attacks at critical moments:
**Deflect or Block:** A Clash could allow you to redirect an opponent’s ranged attack, sending it in a different direction or back toward them.
**Timing:** Timing a Clash right before an enemy’s most powerful attack could make all the difference, turning the tide of a fight.
**Teamwork:** Allies can assist in “clashing” together by supporting one another’s actions, adding layers of strategy to the encounter.
### Quirk Evolution Mechanic
**Quirk Evolution** allows a character to unlock new, powerful abilities as their Quirk matures and grows stronger. This process is a transformative event that can drastically change how a character uses their Quirk.
#### **How It Works:**
1. **Triggering Evolution**: When you reach **Level 15**, **Level 18**, or **Level 20**, your Quirk has the potential to evolve, based on your character's growth and experiences. Work with the DM to determine the narrative reason for the evolution.
2. **Choosing Your Evolution**: You can choose one of the following evolutionary upgrades for your Quirk:
- **Increased Potency**: Your Quirk’s damage or effect is doubled, or its range/duration is significantly increased (e.g., if it was a 30-ft range, it now becomes 60-ft).
- **New Ability**: Your Quirk gains an entirely new function or power that complements your current ability (e.g., if you have a fire Quirk, you might gain the ability to fly using fire jets).
- **Supercharged Effect**: Once per long rest, you can use your Quirk at **maximum power**. For a short period (1 minute), the Quirk becomes even stronger, adding an additional effect (e.g., a freezing Quirk might create an icy storm that slows all enemies within range).
3. **Cost of Evolution**: To balance the power, the Quirk Evolution comes with a cost—either **a temporary weakness** (e.g., you take 1d6 damage every time you use the evolved Quirk) or **a cooldown period** (e.g., you cannot use the evolved Quirk again until after a long rest).
This mechanic introduces a sense of progression and excitement to Quirks, allowing players to feel like their powers grow and change as they reach higher levels, making them more dangerous and versatile in combat.
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# Quirk Evolution: "Aberrant Ascendance"
In the world of My Hero Academia, Quirk evolutions are a rare and mysterious phenomenon where a character’s Quirk transcends its original form, often unlocking terrifying new abilities and unimaginable power. One of the most notable evolutions of Quirks is the **Aberrant Ascendance**, a twisted transformation that comes in two distinct forms: **Natural** and **Experimental**. These transformations are reminiscent of the horrific mutation seen in characters like Tomura Shigaraki, where the line between human and monster blurs, and a Quirk user becomes a walking embodiment of their own power. The **Aberrant Ascendance** pushes the user’s Quirk and body beyond natural limits, granting them godlike abilities at a steep cost.
#### Natural Evolution
A **Natural Evolution** occurs when the user’s inherent potential is unlocked and amplified by their continued use of their Quirk, allowing it to evolve and mature. This evolution is a natural, organic process, often resulting from years of intense training, personal growth, or a deep connection with their Quirk. The changes are not as outwardly dramatic as other forms of evolution, but they result in a significant enhancement to the Quirk’s power and versatility without physically distorting the user’s body.
Upon undergoing **Natural Evolution**, the user’s **Quirk-related abilities** undergo a significant improvement, while their physical stats receive minor enhancements. This evolution enhances the **range**, **potency**, and **versatility** of the user’s Quirk, allowing them to interact with their environment in more strategic and powerful ways.
### Benefits of Natural Evolution
1. **Improved Physical Stats:**
- The user gains **+2 to Constitution** and **+2 to Dexterity**, and there maximums become 22. This boosts their **stamina**, allowing them to endure more in battle, and improves their **reflexes**, making them faster and more responsive to threats.
2. **Increased Quirk Damage:**
- The user’s **Quirk damage** increases by **two damage die**. For example, if their Quirk previously dealt **1d8** damage, it would now deal **3d8**. This boost applies to all damage dealt by their Quirk or attacks that are infused with their Quirk.
3. **Extended Range:**
- The user’s Quirk now has an extended **range**. Depending on the nature of their Quirk, this could manifest in a variety of ways:
- If their Quirk involves energy projection (such as a blast of fire or electricity), their range increases by **20 feet**.
- If their Quirk involves manipulating objects or the environment, they can now control them **20 feet farther away**, providing greater flexibility and options in combat.
4. **Expanded Area of Effect:**
- The **area of effect** of the user’s Quirk is enhanced. If their Quirk has an area-based effect (such as a wave of energy, a blast, or an environmental manipulation), the affected area increases by a **20-foot radius**. This enables the user to affect more targets or a larger area during combat.
5. **Increased Duration of Effects:**
- The **duration of lasting effects** from the user’s Quirk increases. If their Quirk involves debuffs, buffs, or any persistent effects, such as causing enemies to be weakened or allies to gain strength, those effects last for an additional **two rounds**.
#### Experimental Evolution
The **Experimental Evolution** is a highly unstable and dangerous transformation induced through external manipulation, scientific experimentation, or forced enhancement of a Quirk. This forced evolution allows the user to gain enormous power, but at great risk to both their body and mind. This transformation occurs when a Quirk user undergoes invasive processes such as genetic modification or Quirk-altering technology, resulting in the user becoming a terrifying powerhouse that can access multiple Quirks simultaneously.
To trigger **Experimental Evolution**, the user must meet the following requirements:
- Be at least **Level 15**.
- Possess **multiple Quirks**.
Once these criteria are met, the user undergoes the painful and chaotic process of evolution, gaining extraordinary abilities and horrifying mutations.
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### Benefits of Experimental Evolution
Upon achieving this evolution, the user’s physical stats are boosted to **22** across the board (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma). Additionally, the user’s body undergoes severe mutations, granting them the ability to grow **an unlimited number of limbs**, each with its own unique properties and combat advantages. These limbs become extensions of the user's will and are capable of enhancing their Quirk abilities in a variety of ways.
The benefits of having these new limbs are vast and grant the user exceptional control over their environment and powers. These benefits include:
1. **Unlimited Range for Quirks:**
The user can cast and channel their **Quirks** through any of their limbs. This gives them the ability to project their Quirks across **unlimited range**—whether to attack enemies from far distances or manipulate their surroundings. The limbs act as perfect conduits for any of the user’s abilities, increasing both their effectiveness and versatility in combat.
2. **Multiple Attacks:**
The user gains the ability to make a number of attacks equal to their **Strength or Dexterity modifier** (whichever is higher), representing the number of limbs they have active at once. These attacks can be used to overwhelm opponents, making the user a threat with both physical and Quirk-based abilities. With an almost **unlimited number of limbs**, the user becomes capable of launching rapid flurries of attacks in a single turn.
3. **Damage Boost:**
All damage rolls while in this state are increased by the user’s **proficiency bonus**, allowing for substantial damage output in combat. The limbs are not only extensions of the user’s strength but also amplifiers of their Quirk energy, making each strike more powerful than the last.
4. **Defensive Benefits:**
- **Damage Reduction:** The user can use their limbs to cover their body, granting them a **damage reduction**. This protective layer of limbs reduces all incoming damage by **half** (rounded down) when the limbs are actively covering the user.
- **AC Boost:** The limbs provide an additional layer of defense. While the limbs are covering the user’s body, they add a **+2 bonus to the user’s Armor Class** (AC), making them much harder to hit. The limbs can form a protective barrier, deflecting blows and absorbing some of the impact.
- **Damage Absorption:** The limbs can absorb damage meant for the user, effectively acting as a shield. Each limb can absorb up to **half** of the damage dealt to the user, and once a limb reaches half of its maximum hit points, it will "shatter" and cease to function until it regenerates (which can be done during a short or long rest).
5. **Improved Mobility:**
The presence of multiple limbs drastically increases the user's mobility, enhancing both their physical speed and maneuverability.
- **Climbing Speed:** The user gains the ability to climb vertical surfaces with ease, using their extra limbs to climb at their regular movement speed.
- **Hovering:** The user can use their limbs to levitate, granting them a **hover speed** equal to their **movement speed**. This allows the user to float above the ground, evading ground-based attacks and gaining an advantageous position in battle.
6. **Enhanced Reactions:**
The user gains **two additional reactions** per round, allowing them to respond quickly to threats. These reactions could be used to counter an incoming attack, block damage, or manipulate the battlefield with their Quirks, giving them incredible tactical flexibility in combat.
7. **Multiple Quirk Activation:**
During the **Experimental Evolution**, the user can activate **multiple Quirks** at once. The limbs can simultaneously channel different Quirks, allowing the user to use various abilities in a coordinated manner. This opens up unique combinations, like using a defensive Quirk for protection while casting offensive Quirks through multiple limbs.
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### Drawbacks of Experimental Evolution
While the **Experimental Evolution** offers vast benefits, it is not without its severe risks and drawbacks. The user’s body and mind are under constant strain as a result of the transformations, and the power comes at a high cost:
1. **Mental Strain:**
The chaotic nature of the mutation leads to extreme **psychological strain**, causing the user to experience **hallucinations**, irrational behavior, and moments of **complete loss of control**. The user’s mental state may fluctuate wildly, making it difficult for them to think clearly or make rational decisions. This could cause them to make reckless attacks or engage in erratic behavior during combat or social situations.
2. **Physical Deterioration:**
The body is not designed to withstand the constant pressure of maintaining multiple Quirks and numerous limbs. **Physical deformities** such as disfigurement, muscle atrophy, organ failure, or necrosis can occur over time. The user’s body is constantly at risk of breaking down under the stress of the transformation. The longer the user stays in this state, the greater the toll it takes on their body, potentially leading to **death** if the mutations are pushed too far.
3. **Mutations May Break Down:**
The limbs and mutations, while powerful, are unstable. They may start to **break down** or lose functionality over time, particularly after extended use. If the user continues to overexert themselves, the limbs may become less reliable, unable to channel Quirks effectively, or even detach from the user entirely. The user will then need to spend time regenerating or healing the limbs before they can use them again.
4. **Quirk Rejection Risk:**
Due to the artificial nature of the transformation, there is a risk that the user's **mutations may be rejected** by their body entirely. This could result in **permanent damage** to the user’s organs or limbs, loss of mobility, or even death. The user must constantly monitor their state and ensure they do not push the transformation too far.
## Roleplaying and Target Achievement XP Mechanic
In a My Hero Academia-inspired D&D campaign, character growth is not just about combat. It's about how well the players embody their characters, engage with the narrative, and pursue personal goals. The Roleplaying and Target Achievement XP system rewards players for impactful roleplaying, achieving milestones, and personal development, ensuring the characters evolve not only in power but in depth and story.
To encourage players to go above and beyond, the XP system is set with a higher maximum of **35 XP** per session, ensuring that the more a player immerses themselves in their character and the game world, the more they are rewarded. This includes roleplaying, personal milestones, flashbacks, and in-game actions that align with the character's growth.
### 1. **Roleplaying XP (Max 35 XP)**
Roleplaying XP is awarded for players who actively engage in character development, contribute meaningfully to the story, and fully embody their character’s motivations, emotions, and personal growth. This encourages players to roleplay thoughtfully and interact dynamically with the world and other players.
- **Personal Growth or Transformation (5-10 XP):** When a character undergoes a significant personal transformation or growth arc, this is rewarded with **5-10 XP**. This could involve a shift in the character’s outlook, overcoming a major flaw, or changing how they interact with the world. This is a major milestone in the character’s development.
- **Example:** A character who was once driven by vengeance learns to embrace forgiveness, or a hero who is afraid of failure takes a brave leap to save a city.
- **Deep Engagement with the Story (4-8 XP):** If a player engages deeply with the story, contributes creative ideas, or plays a key role in advancing the plot or uncovering new narrative threads, they earn **4-8 XP**. This rewards players for being proactive in the story, pushing the narrative forward and interacting meaningfully with NPCs, quests, and story arcs.
- **Example:** A character uncovers a hidden conspiracy, or creates a plan that saves their allies from a trap, leading to new revelations in the story.
- **Flashbacks and Character Backstory (6-10 XP):** Flashbacks reveal personal memories, deepening the emotional connection to the character’s past. These flashbacks can be triggered by stress, milestones, or combat situations, and they must be relevant to the current situation to earn this high XP reward. Flashbacks can unlock new insights into the character’s motivations or fears.
- **Example:** A flashback reveals the moment your character learned the importance of teamwork, leading them to make a crucial decision in the present that helps their team.
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- **Strong Player Interactions (3-7 XP):** Engaging in meaningful, emotional, or complex interactions with other players can earn **3-7 XP**. This could be a heartfelt conversation, resolving a conflict, or deepening relationships. The better the dialogue and emotional engagement, the higher the XP reward.
- **Example:** Two characters confront past issues in a moment of tension, leading to resolution and a stronger bond.
### 2. **Target Achievement XP (Max 35 XP)**
Target Achievement XP rewards characters for accomplishing specific goals, overcoming significant challenges, or completing meaningful in-game objectives. These achievements should be connected to the character’s personal journey or the overarching narrative of the campaign.
- **Achievement of Personal Goals (6-12 XP):** When a character achieves a major personal goal—whether it's tied to their backstory, ambitions, or quest—the reward can be between **6-12 XP**. These milestones could be directly related to the character’s growth and arc.
- **Example:** A character finally controls their chaotic Quirk, defeats a villain that has haunted them, or completes a personal mission that ties directly to their past.
- **Milestones in the Story (6-10 XP):** If the character accomplishes a major objective that moves the story forward or achieves a narrative milestone—such as defeating a powerful enemy, recovering a critical artifact, or making a key alliance—they earn **6-10 XP**. These rewards can also come from moments where the character’s action changes the course of the campaign.
- **Example:** The team succeeds in stopping a villain’s world-ending plan, or a character negotiates peace between warring factions.
- **Heroic Deeds (4-8 XP):** If the character performs a heroic or self-sacrificial act that fits within their moral code, they earn **4-8 XP**. These deeds should be risky, noble, or brave, demonstrating the character’s growth as a hero.
- **Example:** A character risks their life to save civilians from a collapsing building or helps an NPC in a dire situation despite the personal cost.
- **Combat Achievement and Tactical Mastery (3-6 XP):** Characters who excel in combat—whether through skillful use of their Quirk, creative tactics, or overcoming difficult odds—earn **3-6 XP**. This rewards characters who think strategically and adapt to challenging situations, making the most of their abilities in combat.
- **Example:** A character uses their Quirk in a creative way to defeat a seemingly invincible foe, or they lead a team to victory using brilliant tactics.
- **Rescue and Protection (3-5 XP):** When a character rescues or protects someone important—whether an NPC, ally, or even a civilian—they earn **3-5 XP**. These actions are tied to the character’s development as a protector, and the higher the stakes, the higher the reward.
- **Example:** The character sacrifices their safety to protect innocent lives, or saves a key NPC from imminent danger, enabling the next step in the story.
### Flashbacks and Recollection of Past Events (Max 6 XP)
Flashbacks can also tie into both Roleplaying and Target Achievement XP. If the flashback reveals crucial backstory or impacts the current events of the campaign, players earn XP for using these moments to drive their character forward.
- **Triggering a Flashback (2-4 XP):** Flashbacks that are triggered during intense situations or meaningful decisions provide valuable insight into the character's motivations, fears, or past. Flashbacks can also be linked to overcoming past trauma or personal growth.
- **Example:** A flashback during a critical fight reveals how the character learned to deal with failure, affecting how they respond to their current situation.
- **Emotional Flashbacks (4-6 XP):** If a flashback reveals deep emotional turmoil, growth, or a pivotal moment in the character's past, they earn **4-6 XP**. These flashbacks help the player understand their character better, driving future actions in-game.
- **Example:** A flashback shows the moment the character was betrayed by someone close, explaining why they trust so few people and why they might hesitate in the current mission.
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### Example Scenario:
**Player's Total Roleplaying XP: 34 XP**
- **Flashback Moment** (4 XP): While engaging in a difficult moral decision, the character has a flashback to their childhood when they first learned what it meant to be a hero. This flashback solidifies their current decision to risk their life for others.
- **Heroic Deed** (5 XP): The character saves a group of civilians during a villain attack, fighting through the chaos and risking their life in the process.
- **Personal Growth** (6 XP): After a tough battle, the character overcomes a long-standing fear of failure, learning to trust themselves and their team more than ever before.
- **Deep Engagement with Story** (7 XP): The player uncovers a hidden aspect of their character's past during a tense conversation with an NPC, advancing both their personal story and the main plot.
- **Flashback: Emotional Growth** (8 XP): The character remembers a painful loss from their past, and this emotional breakthrough leads them to act decisively in a current battle, further defining their heroic resolve.
**Player's Total Target Achievement XP: 35 XP**
- **Milestone in Story** (8 XP): The player helps defeat a major antagonist, directly contributing to the progress of the campaign's primary objective.
- **Achievement of Personal Goal** (7 XP): The character successfully overcomes their Quirk's unpredictability, gaining full control over their powers for the first time.
- **Heroic Deed** (5 XP): The character risks their safety to save an ally, even at the cost of exposing themselves to harm.
- **Combat Achievement** (5 XP): The character defeats a powerful foe using a brilliant, tactical use of their Quirk.
- **Rescue and Protection** (5 XP): The player protects a key NPC from harm, which ensures the success of an important mission.
At the end of the session, this character has earned **69 XP**, a combination of **Roleplaying XP** and **Target Achievement XP**.
---
### Maximum XP for the Session:
- A player can earn up to a maximum of **35 XP** for each session, combining both **Roleplaying** and **Target Achievement** XP. This cap encourages players to engage fully with both combat and narrative, enriching their roleplaying experience.
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This system ensures that players are continuously rewarded for their creativity, emotional depth, and contributions to the world of My Hero Academia. By blending these different forms of XP, you foster an environment that values both character-driven storytelling and the excitement of completing personal and group objectives.
## **Debris Damage: Environmental Hazard**
In the chaotic, high-stakes battles of the My Hero Academia world, the environment plays a crucial role in combat. **Debris Damage** represents the hazards created when battles tear apart buildings, streets, and other structures, causing rubble, shattered glass, and falling objects to become weapons of their own. Characters who aren't paying attention to their surroundings or fail to avoid the debris can find themselves taking unexpected damage.
#### **How it Works:**
- **Triggering Debris Damage:**
- Debris Damage occurs when large structures are damaged, objects are thrown, or explosive Quirks tear up the environment. Any major disruption in the environment, such as destroying a building wall, knocking over heavy furniture, or even a large explosion, can send debris flying across the battlefield.
- When a significant portion of the environment is destroyed, the DM may choose to trigger a **Debris Damage** roll to see if characters in the area are affected.
- **Damage Roll:**
- **Debris Damage** is resolved as **2d4 bludgeoning damage**, representing falling debris like chunks of concrete, bricks, metal scraps, or heavy objects. The damage can vary depending on the size of the destroyed environment. The DM may choose to increase the damage based on the intensity of the destruction (e.g., 4d4 for larger debris or if a building collapses). Characters within a **20-foot radius** of the debris must make a **Dexterity saving throw** (DC 13) to avoid the incoming rubble. On a successful save, they take **half damage** (rounded down). On a failed save, they take full damage If the character is **prone** or **restrained**, they automatically fail the saving throw. If the debris is significant enough, the environment may become difficult terrain for 1d4 rounds, reducing movement speed by half due to rubble or broken glass.
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# Credits
Dear friends, fans, and fellow adventurers,
I want to take a moment to express my deepest gratitude to each and every one of you who has taken the time to check out our MHA D&D project. Your support and enthusiasm mean the world to us, and we are incredibly grateful for the opportunity to share our passion with such an amazing community.
Creating this homebrew has been a labor of love, and we couldn't have done it without the inspiration and contributions from so many talented creators Such as the One Piece D&D 5e System and to all the other homebrewers out there who have shared their content, ideas, and creativity, thank you. Your work has not only enriched our project but has also inspired us to push the boundaries of what is possible in the world of MHA-themed tabletop gaming for there amazing content and amazing work and for some ideas you can check them out in the links below!
To the players who have embraced this new adventure, thank you for your excitement, your feedback, and your dedication. Your enthusiasm fuels our creativity and drives us to continuously improve and expand upon the world we've created together.
I also want to extend a special thank you to our playtesters and collaborators. Your insights, suggestions, and constructive criticism have been invaluable in shaping this project into something truly special. Your willingness to roll with the punches, try new things, and help us refine our ideas has made all the difference.
Last but certainly not least, a heartfelt thank you to the creators of My Hero Academia for giving us such an incredible world to explore and draw inspiration from. Your storytelling, character development, and world-building have captivated audiences around the globe, and we are honored to pay tribute to your work through our own creative endeavors.
In closing, thank you. Thank you for believing in us, for supporting us, and for joining us on this epic journey. Whether you're a player, a creator, a fan, or simply someone who stumbled upon our project out of curiosity, please know that your presence is deeply appreciated. Here's to many more adventures together in the world of MHA D&D!
With gratitude and excitement, **Judson Manifold**, And Friends.
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* **My Hero Wikidot** - [Read this to learn more about the My Hero Wikidot!](https://www.dandwiki.com/wiki/Category:My_Hero_Academia_franchise)
* **One Piece 5e** - [Read this to learn more about One Piece 5e!](https://homebrewery.naturalcrit.com/share/ItlMSW6ztZTm)
* **Jujutsu Kaisen Supplement** - [Read this to learn more about Jujutsu_Kaisen_Supplement!](https://www.dandwiki.com/wiki/Jujutsu_Sorcerer_(Jujutsu_Kaisen_Supplement)#Jujutsu_Sorcerer)
* **D&D Beyond** - [Read this to learn more about D&D Beyond!](https://www.dndbeyond.com/)
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# My Hero Academia
In a world where nearly 80% of humanity possesses extraordinary powers known as Quirks, society has undergone a radical transformation. Heroes and villains alike shape the course of everyday life, their clashes leaving indelible marks on the world.
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Create your own character and enter a realm of endless possibilities, where you can be whoever you want to be. Whether you prefer to fight, sneak, charm, or craft your way through the game, you’ll find a style that suits you. The only limit is your imagination.
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Embark on a thrilling journey across a vast and varied world, where quirks and mystery await you at every turn. Encounter strange quirks and ancient secrets, and forge your own destiny with your choices. The world is yours to shape and explore. Now go beyond plus... ULTRA!
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