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Shounen-Quest

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Edition Supplement

Character Creation:
- Create a character as you would normally
- All classes gain an Energy Pool. Adding the dice below plus their key ability
modifier at each level up. (Uses for Energy detailed below)
- Fighter, Monk, Wizard: 1d10 Per level
- Sorcerer, Warlock, Druid, Cleric: 1d8 per level
- Barbarian, Bard, Rogue, Paladin: 1d6 per level
- At a level when a class may select an Archetype, they may select one from any
other class instead.
- Optionally, should you be in a campaign where Armor is not really a thing, you
may choose to have AC scale with speed. Gaining a +2 bonus at 30ft, and
increasing by +1 every 20ft faster they can go. This changes based on their
different movement types and is lost if wearing actual armor.
Energy:
- Energy is a generic, open-ended word to describe the raw power a character has
to bring out into their abilities. It can go by any name as required by the
character. (Mana, Dark Energy, Reiatsu, etc.).
- All characters gain an Energy Pool, as detailed above, which can be used to
perform various abilities which will be detailed later on.
- A Character's energy pool completely refills after a long rest.
- A character may also spend a full round action to roll a number of their
Energy dice (the dice rolled on level-up for adding energy) equal to their
constitution modifier, and add that much back into their Energy Pool. This may be
done a number of times equal to half their character level (Minimum 1) before
requiring a long rest.
Using Energy
Energy Powers:
These powers can be used by anyone and contain the hallmark abilities of the
shounen genre.
Melee/Ranged Enhancement:
- By imbuing a weapon or projectile with energy, a fighter is able to deal
considerably more damage in an attack. By spending 5 energy, you may increase
the bonus of your weapon by +1, granting that bonus to your attack and damage
rolls. These bonuses can stack up to a maximum equal to your Key ability
modifier, and will last a number of rounds equal to your Wis modifier.

Energy Blast:
- The trademark ability of shounen characters; launching massive blasts of raw
energy at some unwitting super-villain.
- 1d6/5 pp blast up to Xd6, where X is your Character level (Range:
100 ft +10
ft/2pp). Extra may be spent to add additional modifiers (see DBZ RPG).
Perseverance:
- Anybody watching a shounen will probably notice that sometimes a character
just won't die, even when they really should have a long time ago. In honor of this
amazing power, a character may spend 25 energy to have any attack that would
reduce your Hp below 0 bring your Hp just to 0 instead.
Stubbornness:
- In the same vein as Perseverance, a character may use their energy to just make
themselves harder to kill. You may expend 10pp as a reaction to grant
yourself resistance to a single type of damage. This stacks with any other
instances of the resistance ( to and so on). The bonus lasts 1d4+1 rounds.
After Image:
- As an action, you may choose to leave a number of after-images behind as you
move.
- You may create a number of images equal to your Charisma modifier.
- Anyone wishing to attack you must make a perception check (DC 10 + your
level + the number of clones) or else attack one of them instead of you.
- Each image costs 5pp to make.
Magic:
-To those able to cast magic, energy provides a powerful fuel for the weaving of
spells. Any class able to cast spells pulls spells from their energy pool instead of
relying on their spell slots per day.
0Th Level: 1pp
1st Level: 3pp
2nd Level: 7pp
3rd Level: 11pp
4th Level: 15pp
5th Level: 19pp
6th Level: 23pp
7th Level: 27pp
8th Level: 31pp
9th Level: 35pp
- If a spell has concentration for it's duration, it reserves it's casting cost from your
energy pool.
Meta-magic:
- Energy can also be used to add various meta-magic effects to one's spells or
spell-like abilities. You can add a number of different effects equal to your
intelligence modifier.
- Careful Spell: If a spell has an area of effect, you may exclude targets from the

effect. Choose targets when casting the spell, it costs 2pp per target.
- Distant Spell: You may double the range of a spell for 5pp. If it's range is Touch,
you may spend 5pp to give it a range of 10ft.
- Empowered Spell: For 2pp you may re-roll a damage die, you must use the new
result.
- Maximized Spell: For 5pp per level of the spell you can maximize the damage
rolls of a spell.
- Extended Spell: For 5pp you may double the duration of a spell.
- Heightened Spell: For a spell with a saving throw, you may spend 5pp to give
your target disadvantage on the saving throw.
- Quickened Spell: You may reduce a spells casting time by half for 5pp. If it's
casting time is 1 action, it can be cast as your bonus action.
- Subtle Spell: For 5pp you may remove any somatic or verbal components from
the spell.
- Twinned Spell: For 10pp you may add an additional target to a spell.
- Widened Spell: For 10pp you may double the area of effect of a spell.
- Elemental Spell: For 2pp you may alter the elemental type of a spell. If a spell
fires multiple projectiles, you may pay 2pp per projectile to give each it's own
element.
- Additional uses may be created as the DM needs or requests.
Extra Races:
Angels:
Ability Score: +2 Wis and +2 Con, -1 Cha
Age: Angels are ageless and Born into full adulthood
Alignment: All Angels are Lawful. Evil angels are considered Fallen
Size: Angels range from 6 9 feet tall. They are seemingly weightless.
Speed: Base walking speed is 30ft. They have an additional fly speed of 40ft with
Average maneuverability.
Divine Radiance: All angels give off a holy light that can functions as a torch for
up to 30ft. Any evil creature within this light receives a -2 to all Attacks and saves.
These do not stack with other instances of this ability. Spells and Attacks used by
an Angel are considered Radiant when considering damage.
Fallen angels lose this ability.
Collective Might: Angels grow stronger the more of them there are. If 5 or more
angels are within 50ft of each other, they each gain a +1 to all Attack, damage,
saves and checks. This bonus increases by +1 at 4th, 8th, 12th, 16th and 20th level.
These bonuses do not stack with different instances of this ability.
Fallen Angels lose this ability.
Special Powers: At 5th level an angel may select an Ability Type and an Ability
that they qualify for from that type. They may select another ability at 8th, 13th and
18th level.
Fallen Angels may select two Ability Types and choose from either.
Higher Form: Gain Higher Form as a Bonus feat at 1st level.
Fallen Angels gain this feat again at 13th level.

Demons:
Ability Score: +2 to any two ability scores
Age: Demons are ageless. When a demon is formed it can go from it's larval
stage to full growth in a matter of weeks.
Alignment: Demons are generally Evil.
Size: Demon sizes vary greatly depending on the kind of demon. From imps at
about 2ft tall, to Behemoths of nearly 40ft.
Desecrating Aura: All demons give off a dark aura with a radius equal to twice
their size. All good creatures within this aura get a -2 to all Attacks and saves. This
does not stack with other instances of this ability. This aura may be turned on and
off at will.
Special Powers: At 1st level a Demon may select an ability Type and one ability
that they qualify for from that type. They may Select another ability at 3rd, 7th,
11th, 15th and 19th level.
Higher Form: Gain Higher Form as a Bonus feat at 1st and 13th Level.
Half-Demons:
Ability Score: +1 To any two ability scores.
Age: Half-Demons are born as Humans are, but can live for several centuries.
Alignment: Half-Demons can be of any alignment, but tend towards Chaotic.
Size: Half-Demons tend to be close to humans in size, though can have more
bizarre body proportions as given by their parent demon.
Special Powers: At 3rd level a Half-Demon may select an ability Type and two
abilities that they qualify for from that type. They may Select another ability at 8th,
13th and 18th level.
Energy: Half-Demons gain an additional 2pp at each level
Higher Form: May take the Higher Form feat at any point they could gain a Feat.
Variant Human:
Ability Score: +1 to any two ability scores.
Age: Humans can live to be around 100 years old. Magically talented humans are
said to live considerably longer.
Alignment: Humans can be any alignment.
Size: Humans are medium creatures and range from 4.5 7.5 feet in height.
Extra Feats: Humans gain a Feat at 1st level and may take both a feat and a stat
increase at any point they could.
Energy: Humans gain an additional 1pp at each level up.
Higher Form: Can not naturally gain a Higher Form
New Feats:
Higher Form:
Prerequisites: Capable of having a higher form
Effects:
- A Higher Form represents the next stage of a beings power, conjured through
some magical musical number or copious yelling.
- A Character may enter their higher form as a Full-Round Action. Similar to spell
casting, this process may be interrupted. If you are dealt damage or otherwise

distracted you must make a Constitution save DC 10 or the damage taken


(whichever is higher), or cease the transformation.
- While in higher form you receive a +2 bonus to any two ability scores, chosen
when taking this feat. Every 3 levels after taking this feat, you may add an
addition +2 (divided as you choose) to your stats. Once you choose which stats to
raise, they cannot be changed.
- In higher form, you receive temporary Hp equal to you Con Score, and temporary
energy equal to 1/3 your total energy pool.
- While in Higher Form you may perform an additional action of each of your turns.
If you have multiple attacks, this can only be used to make one extra.
- In Higher Form your speed increases by 10ft. You may instead choose an
alternative movement form, such as flying or underwater, in place of this speed
bonus. If you do, you gain that movement at 30ft with average maneuverability.
- When you select a Higher Form you choose an Ability Type. You gain two abilities
from this type while you are in your higher form. You may gain a new ability from
the list every 4 levels after taking this feat
- You may select this feat multiple times. If you do, you may choose an alternate
form or an even higher form. If you chose alternate, you now have two forms
between which you may decide between. If you choose an even higher form, you
may only access it from the previous form and the bonuses from all previous
forms stack. This can only be done at 12th and 16th level.
Advanced Form
Prerequisites: Have had a Higher Form
- You can enter your higher form as a move action
- You add +1 to any two ability scores while in this higher form
- You may gain an additional ability from your type
- You gain 1.5x your Con score in bonus Hp in this form
- You gain your total energy as a bonus while in this form
- You may only apply this feat to one of your higher forms when you select it.
Cross-Discipline:
Prerequisites: human or half-demon
When you select this feat you may select an ability from another class or
archetype, provided you are of appropriate level and meet any prerequisites it
may have. (EX: You may not select a Channel divinity feature if you do not have
channel divinity).
HIGHER FORM ABILITY TYPE LIST
Higher Form Types:
- Each Higher Form has an ability type which governs its abilities. Here are the
types that will be used as themes for creating ability sets for people to use when
constructing their Higher Form.
Note:
- The abilities presented here are by no means all that Higher Forms can (or

should) be able to do. These are merely suggestions and a set formula. If you
desire a Higher Form to do something besides what is listed here, feel free to
speak with your DM about an ability and how to make it work.
Type Descriptions:
Barrier:
Barrier-based higher forms have the ability to shield their wielder from harm and
protect them from attacks.
Blood:
Blood-based Higher Form use the vitality of their wielder to unleash devastating
attacks, or drains the vitality of others to restore the wielder or her allies.
Darkness:
Darkness-based Higher Form can rob foes of their sight and cloud their senses.
Earth:
Earth-based Higher Form can make use of earth-shattering attacks or use acid to
scald their foes.
Fire:
These Higher Forms employ the destructive power of flame to devastate their
opponents.
Generic:
These are abilities any Higher Form can use, and give powers that aren't tied to
any specific type, and thus ANY higher form can choose from here without
specializing in Generic type.
Healing:
These Higher Forms, favored by the 4th division, specialize in healing others
instead of harming them.
Ice:
These Higher Forms attack with biting cold and frost, freezing their foes.
Light:
Light-based Higher Forms can illuminate areas with their brilliance and channel
and bend it to the wielder's desire.
Lightning:
These Higher Forms employ lightning to strike down their foes.
Magic:
Magic-based Higher Forms the Magic attacks of their wielder.
Oppression:

These Higher Form have a powerful aura that affects the air around all foes.
Poison:
Higher Form of the poison type are insidious and deadly. They use various poisons
to debilitate and destroy their targets.
Projectile:
Projectile Higher Form do not make use of the blade, but instead change their
shape and utilize airborne attacks.
Water:
These Higher Form make use of cunning illusions and mirages to confuse their
opponents, or unleash the wrath of the untamed waves in battle.

BARRIER TYPE:
Armor:
- This causes your Higher Form to encase you in a suit of armor from one of the
standard armor types chosen at the selection of this ability. The armor is treated
like the basic version of its type for all intents and purposes, and you gain the
benefit of all of the bonuses and penalties for wearing the armor.
- This can also cause the materialization of a shield, but the same rules will apply.
You may still fight with your Higher Form while using this ability.
Enhanced Armor:
Requirement: Armor Ability
- This lets you designate either your armor or a shield (if present) and increase its
enhancement bonus by +1 for each five character levels you have.
- Alternately, you may give your armor a magical ability from the standard list
provided the bonus of the enchantment does not exceed the enhancement bonus
you can grant.
- Any armor effect noted is available for the armor, but scaling abilities such as
Fortification, Silent Moves, Spell Resistance, and Energy Resistance must be taken
multiple times, each time granting the next step of protection.
Defensive Surge:
- As a reaction you may spend 5pp to increase your AC by +3 against an attack.
- This may be taken multiple times, each additional time allowing you to add

another use of this ability to your reaction.


Greater Defensive Surge:
Requirements: Defensive Surge, Two other Barrier Abilities
- Instead of lasting for one attack, Defensive Surge lasts until the end of the
attack action targeting you.
Swift Reflexes:
- As a reaction to an attack that requires a Dexterity save, you may spend 5pp to
gain advantage on your Dexterity save against that attack.
Indomitable Will:
- As a reaction to an attack that requires a Wisdom save, you may spend 5pp to
gain advantage on your Wisdom save against that attack.
Mighty Fortitude:
- As a reaction to an attack that requires a Constitution save, you may spend 5pp
to gain advantage on your Constitution save against that attack.
Iron Body:
- Requirements: Armor Ability
- Your armor grants you resistance to one type of damage.
- This may be taken multiple times. If you choose the same damage type again, it
becomes an immunity to that type instead.
True Defense:
Requirements: At least three other Barrier abilities.
- You may take an extra reaction during each round.
Spell Resistance:
Requirements: Iron Defense, At least three other Barrier Abilities.
- Resistances of your armor apply to magical sources as well.
Shielding:
- Creates a glowing shield around you, granting a +1 bonus to AC.
- This may be taken multiple times. It's effects stack.
Ward:
- You may create a magical ward or energy around an area. Any creature passing
through the ward must make a Wisdom save (DC 8 + Con + Proficiency Bonus) or
else take 1d8 force damage for every two levels you have. Success for half
damage.
- The Ward requires concentration. You may not perform other actions while the
ward is active aside from movement and speaking.
- The ward reserves an amount of your energy pool. 10pp per 10ft radius sphere
or 20ft long, 5ft high wall.
- The ward will remain until dispelled.
Improved Ward:

Requirements: Wall Ability, One other Barrier Ability.


- When you create your ward, you may choose to create it as a wall of hardened
force. Creatures may not pass or look through the wall.
- Any creatures that comes in contact or physically attacks the wall must make
the same wisdom save as for a normal Ward. Creatures who succeed may safely
touch the barrier.
- You may see the area within 10ft of the barrier.
- Holding the solid barrier requires great concentration. You may not perform
actions while maintaining the ward.
- The ward has Hp equal to the amount of energy it reserves. You may repair it by
adding further energy.
- The ward remains until dispelled or destroyed.
Greater Ward:
Requirements: Ward, Improved Ward
- When creating your ward you may choose to form an invulnerable wall of force
instead.
- It deals no damage to those who touch it.
- The dimensions of the ward are halved.
- When maintaining the ward you may not perform other actions. You must make
a constitution save every 5 minutes (DC 5 + energy reserved). This save
increases by +2 after each successive save.
- The ward maintains until dispelled or concentration is broken.

BLOOD TYPE:
Wounding:
- When selecting this ability, choose a weapon. Reduce the weapons damage dice
by one step (d8 to d6, etc.) and whenever you deal damage with that weapon, it
deals an additional 1 Con damage.
- You may change the assigned weapon by focusing on the new weapon for an
hour.
Greater Wounding:
- Requirements: Wounding Ability
- Whenever you deal constitution damage you may choose to heal one Con
damage you have taken or gain 1d8 temporary Hp.
Bleeding Strike:
- You may take a Full-Attack action to try and make your target continue to take
damage from your attack.
- You may spend 5pp on your attack to have it deal 1d6 damage on the target's
next turn. You may spend 5pp more to increase the damage by 1d6 or increase
the duration by one round.
- This extra damage is stopped by any healing magic used on the target or the
next time they regenerate.
Tenacious Wound:

Requirements: Bleeding Strike Ability


- Damage dealt by Bleeding Strike can no longer be stopped by Healing magic.
Improved Bleeding Strike:
Requirements: Bleeding Strike
- You may perform a Bleeding Strike on each attack you could make during a
round. Each of these attacks deals one die less of damage.
Blood Magic:
- You can sacrifice your own blood in the place of Energy. 1 Hp is equivalent to
2Pp.
Blade of Blood:
Requirements: Blood Magic
- You may take 1 point of Con damage to increase an attack's damage by 2d6.
This may be done any number of times.
Improved Blade of Blood:
Requirements: Blade of Blood.
- You may take an additional 2 Con damage to extend the effects of Blade of Blood
to all of your attacks this round.
Vampiric Strike:
Requirements: Wounding Ability
- As a Full-Attack action with your Wounding weapon you may have one attack
drain Hp from it's target.
- Your attack drains an amount of health equal to the damage dealt. This
excludes any additional damage additives such as Sneak Attack or Smite.
- This may not be used with Blade of Blood.
Greater Vampiric Strike:
Requirements: Vampiric Strike
- You may apply Vampiric Strike to all attacks you make during a round, but you
only gain of the damage dealt.
Superior Vampiric Strike:
Requirements: Vampiric Strike, Greater Vampiric Strike
- You regain the total damage dealt as health when using vampiric strike and of
it with greater vampiric strike.
Blood Enhancement:
Requirements: Blood Magic
- You may bestow Blood Abilities to Projectile and Magical attacks and abilities at
effectiveness.
Vital Defense:

Requirements: Blood Magic


- As a Reaction, you may pay Health to increase your reaction time.
- You may pay 5 Hp to grant a +2 to AC or advantage on Dexterity saves. These
effects last until your next turn.

DARKNESS TYPE:
Dark-vision:
- You gain Dark-vision out to 60ft.
- You may bestow Dark-vision to allies. By reserving 5pp per target, you may grant
them dark-vision until you choose to remove it or leave your higher form.
Darkness:
- You may shroud yourself and an area around you in Inky darkness, similar to the
darkness spell. Non-magical light can not pierce this darkness.
- The aura of darkness reserves 5pp per 10ft radius around you and requires
Concentration.
Shroud:
Requirements: Darkness
- You coat yourself in Darkness, cloaking yourself from unwanted eyes.
- You may reserve 10pp. As long as you keep it reserved you have advantage on
Stealth checks.
- You may bestow this effect on others, but it reserves 15pp per target instead.
Cloud Vision:
- You may shroud a targets eyes in shadow as an action. They must make a
Wisdom save (DC 8 + Wis + Proficiency Bonus) or be blinded. This costs 10pp and
lasts for 1d4 rounds.
- You may spend 5pp to extend the duration by an additional 1d4 rounds or to
increase it's DC by 2.
Sleep:
- Allows you to cast the Spell Sleep.
- You may target a number of creatures equal to half you Hit Dice.

Nightmare:
Requirements: Sleep
- This Higher Form ability allows you to cause horrendous nightmares upon your
target. It functions exactly like the 5th level Wizard spell with the same cost in
energy.
Improved Nightmare:
Requirements: Nightmare
- You may use Nightmare a waking person (causing them to have nightmares

when next they sleep).


- They do not gain bonuses to their save by being awake.
Black Tentacles:
Requirements: Three Darkness Abilities
- You learn the spell Black Tentacles.
- You may spend 5pp to increase the length of the tentacles by 10ft, increase the
area of effect radius by 10ft, increase their Strength by +1 or increase their
damage by 1d6.

EARTH TYPE:
Acid Blade:
- You coat your weapon in acid, causing it to deal Acid damage.
- You are not harmed by your own acid.
Acidic Nature:
- You, your equipment and things you summon are resistant to acid.
- You may take this again to gain immunity.
Corrosive Blade:
Requirement: Acid Blade
- You may spend 5pp to add an additional 1d4 of acid damage to your weapon
attacks. These bonuses last until your next turn.
- You may add a number of dice up to half your character level.
Greater Corrosive Blade:
Requirements: Corrosive Blade
- Corrosive blade adds d6's instead
Superior Corrosive Blade:
Requirements: Greater Corrosive Blade
- Corrosive Blade adds D8's instead.
- On a critical hit, you may cause your acid to shoot out in a burst, dealing the
extra damage to everything within a 10ft radius from you.
Lingering Acid:
Requirements: Corrosive Blade or Acid Wave
- Your acid lingers on the target. When you hit someone with your Corrosive Blade,
they must make a Constitution Save (DC 8 + Wis + Proficiency Bonus) or take half
that damage again next turn.
Acid Wave:
- You may fire your Acid out in a Line.
- 10pp deals 2d6 acid damage to everything in a 30ft line from you.
- 5pp for an additional 1d6 or damage or 10ft of range.
Shattering Strike:
- You slam down on the earth with all your force, cracking it and shooting out

rubble.
- As an attack action, you may strike the earth with your weapon. You may spend
10pp to shake the earth within a 20ft radius of you. Everyone in the radius must
make an Athletics check (DC 8 + Str + Proficiency bonus) or be knocked prone.
- Unless made of particularly strong materials, the area effected becomes difficult
terrain.
- Your movement is unaffected by rocky terrain.
- You may extend the radius effect by 10ft for an additional 10pp.
Earthen Stride:
Requirement: Shattering Strike
- Whenever you are standing on earth, stone or cement, the ground raises you up
onto a 5ft pillar. This pillar sinks into the ground and a new one emerges if you
move out of the previous square.
- The ground around these pillars in a 5ft radius is effected as if by your Shattering
Strike.
- This ability reserves 10pp. You may increase the size of the pillars or the broken
area radius by 5ft for an additional 10pp reserved.
Earthen Keep:
Requirements: Earthen Stride
- The pillars raised by Earthen Stride do not sink into the ground after you leave
their area.
- You may suppress this part of the ability as you wish.
Manipulate Earth:
- You learn the spell Stone Shape.
- You may increase the area effected by 10 cu.ft for 5pp.
Move Earth:
Requirements: Manipulate Earth
- You learn the spell Move Earth.
Earthquake:
Requirements: Shattering Strike, Move Earth, Two other Earth abilities
- You learn the spell Earthquake
Terra Diver:
- You gain a burrow speed equal to your land speed in soft dirt, sand, or clay.
Greater Terra Diver:
Requirements: Terra Diver
- When making a charge from a point underground, you gain +2 to hit. - you gain
tremor-sense out to 20ft.
- You can burrow through packed dirt and similar materials.
Perfect Terra Diver:

Requirements: Greater Terra Diver


- When making a charge from underground, you deal an additional 5 damage for
each Earth ability you possess.
- Your tremor-sense increases to 30ft
- You may burrow through solid rock.

FIRE TYPE:
Fire Blade:
- Attacks you use deal Fire damage.
- You are not harmed by your own flames.
Fire Form:
- You, your equipment and things you summon are resistant to fire.
- You may take this again to gain immunity.
Flame Blade:
- You may spend 5pp to add an additional 1d4 of Fire damage to your weapon
attacks. These bonuses last until your next turn.
- You may add a number of dice up to half your character level.
Greater Flame Blade:
Requirements: Flame Blade
- Flame Blade adds D6's instead.
Superior Flame Blade:
Requirements: Greater Flame Blade
- Flame Blade adds D8's instead.
- On a critical hit, you may have your weapon shoot its flames out in a 10ft burst.
Dealing it's extra damage to everything in the area.
Fire Shield:
- You learn the spell Fire Shield.
Swift Fire Shield:
Requirements: Fire Shield
- You may cast Fire Shield as a Reaction.
Igniting Touch:
Requirements: Fire Form
- You give off a powerful Aura of heat in a radius equal to your energy pool divided
by 5.
- Any flammable objects within this area are set alight if they remain within the
are for more than 2 rounds.
- Creatures in this area take 1d8 Fire damage each turn they remain inside it.
- You are unaffected by extreme cold while this is active.
Cauterize Wounds:

- This allows you to cauterize your wounds with your fire, preventing you from
bleeding.
- As an action, you may spend 5pp to convert 1d6 of damage you have taken to
nonlethal.

GENERIC ABILITIES:
- These abilities are available to anyone, regardless of their chosen type.
Ability Increase:
- Increase one of your ability scores by +2. This ability may be taken multiple
times.
Speed:
- This gives you an additional +10 to one movement speed. It may be taken
multiple times.
Improved Self:
- You Gain proficiency in a save of your choice.
Skillful:
- You become proficient in three skills of your choice.
True Sight:
- You gain advantage against Illusions.
Flight:
- This gives you the ability to fly at your normal speed with average
maneuverability.
- You may take this ability multiple times, each time increasing the
maneuverability by one step.
Improved Energy Blast:
- Increase the die size of your energy blast by one stage.
Awareness:
- You gain a +5 to your passive perception.
- You may not be caught by surprise.
Superior Awareness:
Requirement: Awareness
- You gain Blind-sight out to 10ft.
Perfect Awareness:
Requirement: Superior Awareness
- You may see through darkness of any kind
- You gain Blind-sight out to 30ft

HEALING TYPE:

Improved Power:
- Whenever you cast a heal spell or use First Aid, increase the die size of
recovered health by one stage.
- Your Lay on Hands pool is equal to you Paladin level x7 instead of x5.
Increased Potency:
- You may cast Healing spells as if they were one level higher without increasing
the casting cost.
Increased Proficiency:
- Double your Proficiency bonus for Medicine and checks related to healing.
Regeneration:
Requirement: One other Healing ability
- For 50pp you may regrow a limb on yourself or another.
- The process takes one day.
Healing Aura:
Requirements: Three other Healing abilities
- You may reserve any amount of energy. You and allies within 10ft of you gain
Health regeneration equal to the amount reserved divided by 10.
Chain Healing:
- When you cast a Healing spell you may have it effect an additional target.
Healing Attack:
- You may convert any damage dealt by one of your attacks into Healing energy.
When you hit a target with the attack they heal that much damage instead of
losing it.
Pain Release:
Requirements: Healing Attack
- Whenever you heal you add 1 temporary energy to your pool for each 1 Hp you
healed.
- As an action you may spend all of your temporary energy to deal one large
attack to any creature within 30ft of you. It deals 1 damage per temporary energy
used.

ICE TYPE:
Ice Blade:
- Cold power flows through you. Your attacks deal Cold damage.
- You cannot be harmed by your own cold.
Ice Form:
- You, your equipment and things you summon are resistant to cold.

- You may take this again to gain immunity.


Frost Blade:
- You may spend 5pp to add a D4 of Cold damage to your attacks. This bonus lasts
until your next round.
- You may add a number of dice equal to half your level rounded up.
Greater Frost Blade:
Requirements: Frost Blade
- Frost blade add D6's instead
Superior Frost Blade:
Requirements: Greater Frost Blade
- Frost Blade adds D8's instead.
- On a crit you may have your weapon fire off a burst of cold in a 10ft radius.
Dealing it's extra damage to all in the area.
Freezing Touch:
- You select one weapon when you choose this ability. Whenever you deal damage
with the chosen weapon reduce it's damage by one die, and it deals 1 strength or
dexterity damage.
Ice Armor:
- You may cast Armor of Agathys
Snow Storm:
Requirements: Two Ice abilities
- You may cast the spell Ice Storm
Ice Trail:
- Wherever you walk you leave a trail of Ice behind you. Creatures stepping on the
Ice must make a Dexterity save (DC 12) or else fall prone.
- To use this ability, you must reserve 10pp.
Expanded Ice Trail:
Requirements: Ice Trail
- While Ice trail is active you may use it create a ramp into the air. While moving
at such an angle, you move at your movement speed.
- Other creatures may use this ramp, but must succeed a Dexterity save (DC 8 +
2/10 degrees of ramp). Or else slide down it.
Seal Wounds:
- This allows you to freeze over your wounds with ice, preventing you from
bleeding.
- As an action, you may spend 5pp to convert 1d6 of damage you have taken to
nonlethal.

LIGHT TYPE:
Illumination:
- You may emit an aura of brilliant light.
- You reserve 5pp to illuminate a 20ft radius sphere. You may increase this as
needed for 5pp more per 20ft.
Blinding Flash:
Requirements: Illumination
- As an action you may fire off a brilliant flash of light to blind others.
- For 10pp per 15ft radius you may fire a burst of light centered on you. All
creatures in this area must make a Dexterity save (DC 8 + Wis + Proficiency
bonus) or be blinded for 1d4 turns.
Improved Blinding Flash:
Requirements: Blinding Flash
- When you make an attack, you may choose to use Blinding Flash as part of the
attack.
Bestow Illumination:
Requirements: Illumination
- You may cast Continual Light for no energy cost.
Faerie Fire:
- You may cast the spell Faerie Fire
Brilliant Energy:
- Your weapons deal Radiant damage.
Bend Light:
- You may reserve energy to manipulate the shape and intensity of light around
you.
- Reserve 10pp per 20ft radius.
Improved Bend Light:
Requirements: Bend Light
- You may cast the spell Hallucinatory Terrain
Shining Laser:
Requirements: Improved Bend Light
- allows you to bend and focus light into searing beams of power. As a standard
action, you may focus any bright light you could Bend into a ranged attack.
- You may spend 5pp for 1d8 radiant damage in a 50ft line. You may add 5pp to
add additional damage or 15ft more range.
- You may add additional damage a number of times equal to half your character

level.
Improved Shining Laser:
Requirements: Bend Light, Shining Laser
- You may perform as many shining laser attacks as you have normal attacks.
- Your laser attacks may move around corners as long as they do not exceed their
total range.
Sun-sword:
Requirements: Shining Laser, Brilliant Energy
- You may choose to wrap your light around your weapon, adding it's damage to
your normal attack.

LIGHTNING TYPE:
Lightning Blade:
- Your weapons deal Lightning damage.
Lightning Form:
- You, your equipment and creatures you summon are resistant to lightning.
- You may take this again for immunity.
Crackling Blade:
- You surround your weapon in lightning, increasing it's damage.
- For 5pp you may add a D4 to your weapons damage.
- You may add a number of dice equal to half your character level.
Greater Crackling Blade:
Requirements: Crackling Blade
- Crackling Blade adds D6's instead.
Superior Crackling Blade:
Requirements: Greater Crackling Blade
- Crackling Blade adds D8's instead.
- On a crit, you may have your weapon fire lightning in a 10ft burst from you.
Dealing it's extra damage to all in the area.

Lightning Bolt:
Requirements: Two Other Lightning Abilities
- You may cast the spell Lightning Bolt.
Arcing Bolt:
Requirements: Lightning Bolt
- You may cast the spell Chain Lightning.
Thunderstorm:

Requirements: One other Lightning Ability


- You may cast the spell Call Lightning centered on you.
Stunning Strike:
- You may use the skill Stunning Strike as a Monk.
- The strike costs 5pp instead.
Supercharge:
Requirements: Three Other Lightning Abilities
- You strike yourself with three bolts of lightning (as from Call Lightning) to
supercharge your abilities. This damage cannot be prevented.
- You gain +10 to all movement speeds, +1d10 Lightning damage on all attacks
and you may take an additional action on each of your turns (You may only make
one extra attack during this extra action).
- To activate this form, you must reserve 30pp. You may remain in this form for a
number of minutes equal to your constitution modifier.
- You may use this ability multiple times, it's effects stack. Each successive
activation decreases the time you can stay in this form by half.
Black Cloud Duelist:
Requirements: Thunderstorm, Lightning Bolt
- While Lightning Storm is active, or you are in an area of natural lightning, you
may choose to have Lightning strike you instead of at random.
- When this lightning strikes you, you may use Lightning Bolt as a bonus action.
Legend of the Storm:
Requirements: Black Cloud Duelist
- Whenever you are struck by lightning while a Thunderstorm is active, you may
forgo Black Cloud Duelist's bonus to teleport to any square within the storm's
radius.
- When you teleport you may make a bonus attack against an available target.

MAGIC TYPE:
Spell Blast:
- You may convert any spell slots you have available to fire off a blast of raw force
as a ranged spell attack.
- The blast costs the same as a spell from that level would and deals 2d6 damage
per level of the spell slot used.
- It has a range of 30ft and can be modified by Meta-magic.
Spell Explosion:
Requirements: Spell Blast
- When you use Spell Blast, you may have it deal 2D6 less damage but to
everything in a 20ft radius burst centered at a point within it's range. Creatures in
the area make a Dexterity save against your spell save DC for half damage.

Spell Range:
Requirements: Spell Blast
- Increase the base range of Spell Blast by 30ft. This may be taken multiple times.
Spell Line:
Requirements: Spell Blast
- When you use Spell Blast, you may have it deal 2D6 less damage but to
everything in a line equal to it's range. Creatures in the line make a Dexterity save
against your spell save DC for half damage.
Spell Cylinder:
Requirements: Spell Blast, Spell Explosion
- You may have your Spell Blast deal 2d6 less damage but to everything in a 20ft
radius, 40ft high cylinder centered at a point within it's range. Creatures in the
area make a Dexterity save against your spell save DC for half damage.
Spell Cone:
Requirements: Spell Blast, Spell Line
- You may have your spell Blast deal 2d6 less damage but to everything in a cone
of half the spell blast's range. Creatures in the area make a Dexterity save against
your spell save DC for half damage.
Elemental Blast:
Requirements: Spell Blast
- When you take this ability, choose a damage type. Your spell blast may deal
damage of that type if you wish.
Incanting:
- You may choose to double the casting time of a spell to empower it with
additional incantations.
- You may double the casting time as many times as you wish, each time
increasing it's casted spell level by +1.
- If a spell has a cast time of less than 1 action, it becomes 1 action. A cast time of
1 action becomes 1 turn, and so on from there.
Focus Blast:
Requirements: Spell Blast, three other Magic abilities
- Increase the damage of spell blast by +1d6 per spell level.

OPPRESSION TYPE:
Oppressive Aura:
- You emit a powerful presence which pushes on the wills of those around you.
This Aura has a radius of 5ft per character levels you possess.
- Whenever a creature enters your aura, they must make a Wisdom save (DC 8 +
Con + Proficiency) or else fall under it's effects.
- Creatures with HD equal to your level rounded down

automatically fail this save.


- Creatures with greater than your HD to your HD receive
half the effect on success.
- Creatures UP to 5 HD greater than you have no effect on
success.
- Creatures greater than 5 HD above you are unaffected.
- Creatures under the effect of your aura receive one level of exhaustion as long
as they remain within it.
- Under no circumstances may an Oppression effect ever remain if the target
leaves the affected area or the oppression is shut down. If the user is stunned,
knocked unconscious, brought below 0 hp or level drained, the suppress effect
ends.
- The user is not affected by their own aura; however, this does not protect him
from an oppression aura of another.
- No effect from an oppression aura may be lethal. Even if a target is reduced to
negative con the target is just incapacitated, and will regain their con or other stat
once the oppression has passed.
- You may have a number of abilities active on this Aura equal to your character
level.
Soften Armor:
- Any under the effects of your aura receive -1 to AC.
- For each instance of this effect, reserve 5pp.
Suppress Ability:
- Those effected by your aura receive a -2 to a single physical stat chosen when
activating this ability.
- For each instance of this effect, reserve 5pp.
Suppress Attack Speed:
Requirements: Two other Oppression Abilities
- Those effected by your aura receive a -1 penalty to attacks.
- For each instance of this ability, reserve 5pp
Tyranny:
Requirements: three other Oppression Auras
- Those effected by your Aura have one increased exhaustion stage.
- For each instance of this ability, reserve 15pp
Suppress Magic:
Requirements: Three Other Oppression abilities.
- Those effected by your aura have an amount of their own energy pool reserved
equal to what you reserve for this ability.
- You may reserve any amount of energy for this effect.
Suppress Movement:
- Those effected by your aura have their movement speed reduced by 10ft to a
minimum of 5ft.

- For each instance of this ability, reserve 10pp


Oppressive Aura Perfection:
Requirements: Four Other Oppression Abilities
- While your aura is active, you press down on the air itself, making it hard to find
breath.
- Those within your aura, including those who have passed your save, begin to
suffocate. This is still effected by the No Lethal effects rule.
Selective Oppression Aura:
Requirements: Two other Oppression abilities
- You may shape the area effected by your aura. It must have the same total area,
and must be continuous starting from you.

POISON TYPE:
Excrete Poison:
- When you take this ability, choose an ability score.
- As a move action you may spend 10pp to coat your weapon in a deadly poison
for one attack.
- When you deal damage to a target with this weapon, they must make a
Constitution save (DC 8 + Wis + Proficiency) or be poisoned.
- The poison deals 1 initial ability damage to your chosen ability score. If they fail
their Constitution save, they will take an additional 1 damage every round,
repeating the save once a round until they pass.
- You may take this ability multiple times, creating a new poison each time.
Increased Potency:
Requirements: Excrete Poison
- When you create your poison, you may spend an additional 5pp to increase the
DC of the save by +1 or to increase the initial poison damage by one step. (1 to
1d2, 1d2 to 1d3, 1d3 to 1d4, 1d4 to 1d6, and so on).
- This only applies to one type of poison at a time.
- You may spend the additional energy a number of times equal to half your level.
Swift Coat:
Requirements: Excrete Poison
- You may apply one type of poison as a bonus action on your turn.
- You may take this multiple times. Each time allows you to apply an additional
poison per action.
Lingering Poison:
Requirements: Excrete Poison
- When you coat a weapon in poison, you may spend 5pp to increase the number
of attacks it will stay on the weapon for by +1.
Versatile Poison:
Requirements: Excrete Poison

- You may change the way your poison is inflicted (ingestion, contact, etc.)
- You may only choose one per poison.
Inhaled Poison:
Requirements: Versatile Poison
- Instead of coating in object with your poison, you may choose to have it linger as
a cloud of vapor.
- The cloud has a radius of 5ft, and any creature entering that area must make a
Constitution save or be effected by the poison.
- The cloud lasts for one round.
- For 10pp you may expand the clouds radius by 5ft, or increase it's duration by
one round.
Strange Toxin:
Requirements: Excrete Poison
- You may have your poison add an additional effect.
- You may choose one: Fatigued, Dazed, Shaken or Sickened.
Improved Strange Toxin:
Requirements: Strange Toxin
- You may have your poison add another additional effect, or increase the severity
of the one it has.
- Fatigued to Exhausted, Dazed to Stunned, Shaken to Frightened, and Sickened to
Nauseated.
Greater Strange Toxin:
Requirements: Improved Strange Toxin
- You may add another effect from either list of Strange Poison effects.
- Even if a target succeeds their first Constitution save, they must make another
on their next turn or be effected by the poison anyways.
Evil Poison:
Requirements: Five other Poison Abilities
- If a target fails their save against your poison, they become paralyzed until the
poison wears off.
Murderous Flower of Eden:
Requirements: Evil Poison
- If a target is killed by your poison, or has had your poison in them for at least 3
rounds when they die, they release a cloud of the same poison with radius 10ft
from the body.

PROJECTILE TYPE:
Ranged Form:
- Your weapon can transform into a ranged form as a bonus action during your
turn.
- While in this form it gains a range of 50ft for it's damage, but can not be used in
melee

Line:
- You may fire your ranged attack at everything within a 100ft line for 10pp. You
may double this range for an additional 10pp.
- Creatures in this line may make a Dexterity save (DC 8 + Dex + Proficiency) for
half damage.
- You do not gain your strength bonus when attacking like this.
Cone:
- You may fire your ranged attack at everything within a 30ft Cone for 10pp. You
may double this range for an additional 10pp.
- Creatures in this cone may make a Dexterity save (DC 8 + Dex + Proficiency) for
half damage.
- You do not gain your strength bonus when attacking like this.
Burst:
- You may fire your ranged attack at everything within a 10ft radius burst centered
on you for 10pp. You may double this range for an additional 10pp.
- Creatures in this area may make a Dexterity save (DC 8 + Dex + Proficiency) for
half damage.
- You do not gain your strength bonus when attacking like this.
Cylinder:
Requirements: Burst, One other Projectile Ability
- You may fire your ranged attack at everything within a 20ft radius, 40ft high
cylinder for 20pp. You may double this area for an additional 20pp.
- Creatures in this area may make a Dexterity save (DC 8 + Dex + Proficiency) for
half damage.
- You do not gain your strength bonus when attacking like this.
Shaping:
- When firing your attack over an area, you may select 5ft areas of safety for an
additional 5pp per space.
Increased Mass:
- Your projectiles are unnaturally heavy. They deal an additional die of damage,
but only work at their normal range.

WATER TYPE:
Water Breathing:
- You may breath unaided underwater.
- You gain a swim speed equal to your movement speed.
- You may reserve 5pp per target to grant another these same benefits.
Water Walk:
- You are constantly under the effects of the spell Water Walk, but you may choose
not to move to the surface of the water if you are submerged.

- You may reserve 10pp per target to grant this bonus to others.
Create Water:
- You may cast the spell Create Water.
Control Water:
- You may cast the Spell Control Water.
Animate Water:
- You may transform water into an Elemental under your control.
- You may reserve 20pp to create an elemental. Each additional 20pp you reserve
increases the size of the elemental up to Elder.
Stream:
Requirements: Control Water
- You may cast the spell Gust of Wind, but instead of wind, the medium used is
water.
Whirlpool:
Requirements: Control Water, Two other Water abilities.
- You may cast the spell Whirlwind, but instead of wind, the medium used is water.
Crushing Wave:
- As a move action you may surround your weapon in churning water.
- Any creature hit by your attacks takes additional damage. You may reserve 10pp
per each additional d4.
- While in this state, your weapon deals bludgeoning damage instead of any other
type.
- You may add a number of dice equal to half your character level.
Greater Crushing Wave:
Requirements: Crushing Wave
- Crushing Wave adds D6's instead.
Superior Crushing Wave:
Requirements: Greater Crushing Wave
- Crushing wave adds D8's instead.
Mirage:
- You may cast the spell Phantasmal Force

Greater Mirage:
Requirements: Mirage
- You may cast the Spell Improved Phantasmal Force
Superior Mirage:

Requirements: Greater Mirage


- You may cast the Spells Spectral Force and Mirror Image
Perfect Mirage:
Requirements: Superior Mirage
- You may cast the spells Programmed Illusion and Hallucinatory Terrain.
Deadly Mirage:
Requirements: Mirage, Two other Water abilities
- You may cast the spell Shadow Monsters, though the creatures summoned are
formed of mist.
Blending Waves:
Requirements: Blending Waves
- You may cast the spell Invisibility.
- You may take this ability again, if you do you learn Improved Invisibility.
Blurred Reality:
Requirements: Mirage, Two other Water abilities
- Creatures that fail the checks to see through your illusions become partially
effected by them.
- They may receive damage from sources in the illusion, but at severity.

WEAPON TYPE:
Change Form:
- When you take this ability you may choose another type of weapon. As a bonus
action you may transform your weapon into this other type and vice versa.
- You may not turn a melee weapon into a ranged weapon and vice versa.
- Any enchantments carry over through the transformation

Increased Reach:
- This improves the reach of a weapon by 5 feet. You still threaten the area
adjacent to you when you take this ability.
Combat Maneuver:
- You gain two combat maneuvers of your choice and 2 superiority Dice (d4's)
- You may take this ability multiple times, only gaining the additional maneuvers.
Advanced Combat Maneuver:
Requirements: Combat Maneuver Ability
- You gain an additional Superiority Dice
- Your superiority dice increases by one stage (D4 to D6)
- You may take this ability multiple times.

Special Material:
- You may transform your weapon into a different material.
- Choose one material when you take this feature. You may transform it as a free
action.
- You may take this multiple times, choosing a new material each time.
Increased Damage:
- This increases the damage of your weapon by one step (1d6 to 1d8, 1d8 to
1d10, 1d10 to 2d6, and so on).
Weapon of Heaven:
- Your weapon's enhancement bonus increases by +1.
- You may instead choose an enhancement with up to a +1 Bonus.
Improved Weapon of Heaven:
Requirements: Weapon of Heaven
- You may add an Enhancement to your weapon of up to +2.
- This may be taken multiple times, each time increases the enhancement you can
take by +1.
God-slayers Edge:
Requirements: Weapon of Heaven, Three other Weapon Abilities
- Your weapon may bypass any resistances that apply to it.
- Immunities that apply to it are only considered resistances.

WIND TYPE:
Wind Blade:
- You surround your weapons in churning winds.
- Whenever you hit a target with your weapon attack, they must make a Dexterity
Save (DC 8 + Wis + Proficiency) or be pushed back a number of squares equal to
your Con modifier.
- Your weapons deal one stage of damage less (D8 to D6, etc.)
Wind Form:
- You surround your body in gale force winds.
- You may reserve 15pp to gather winds around you. Any creature coming within
5ft of you must make a dexterity save (DC Wis + Proficiency) or be pushed back
5ft.
- Non-magical projectiles have a 50% chance of being deflected. This applies to
your own projectiles leaving the area.
- You may reserve 15pp to increase the range by 5ft, 10pp to increase the
distance they are pushed back by 5ft, 5pp to increase the DC of the save by +1.
Hurricane Blade:

Requirements: Wind Blade


- You may add 5pp to any attack you make to add an additional D4 of force
damage to your attacks for the rest of the round.
- You may add a number of dice equal to half your character level.
Greater Hurricane Blade:
Requirements: Hurricane Blade
- Hurricane Blade adds D6's instead.
Superior Hurricane Blade:
Requirements: Greater Hurricane Blade
- Hurricane Blade adds D8's instead.
- On a crit, you release a torrent of wind in a 10ft burst from you. Dealing the
extra damage to all in the area.
Control Weather:
Requirements: Three other Wind Abilities
- You may cast the spell Control Weather
Gust of Wind:
- You may cast the spell Gust of Wind
Whispering Wind:
- You may cast the spell Message.
Wind Wall:
- You may cast the spell Wall of Wind.
Wind Walk:
- You may cast the spend Wind Walk.
Gaseous Form:
- You may cast the spell Gaseous Form
Hurricane:
Requirements: Four Wind Abilities
- You may cast the spell Storm of Vengeance

Higher ABILITIES:
These abilities may only be selected by a Higher Form.
Tempo:
Requirement: Three Other abilities
- Every time you make an attack and miss, you gain +1 to damage, which stacks
with itself. This bonus fades when combat ends.
Furious Blade:
- You may use the Action Surge feature of the Fighter.

Pounce:
- You may make a full-attack action on a charge.
Violent Whirlwind:
- As a full round action, you may choose to make a single melee attack against
every target in range of you. This does not differentiate between friend and foe.
Vital Pierce:
- When you score a critical hit, increase the damage modifier by x1.
Arcing Projectiles:
Requirement: Projectile Type
- Your projectiles may arc around corners.
- They ignore cover.
Negate Defenses:
Requirement: Three other abilities
- If an ability you would cast in higher form would be negated by a successful
save, it instead is only reduced to half-effectiveness.
Steady Defense:
Requirements: Two other abilities
- You may treat a save you make as a 10. This may only be done once per round.
Steady Offense:
Requirement: Three other abilities
- You may treat one attack roll on each of your turns as if your rolled a 10.
Mystic Regeneration:
- You regain 1d4 energy per round.
- You may take this multiple times, each time increases the energy restored by
1d4.
Magic Enhance:
Requirements: Magic Type
- Select a Meta-magic modifier. The costs of this modifier are halved.
Strengthen Fortitude:
- If you gain Temporary HP, you gain 1.5x that amount instead.
Enhanced Healing:
Requirements: Three other Healing Abilities
- All healing spells you cast while in your higher form have their dice rolls
maximized.

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