You gain the Ability to Channel a large amount of energy throughout your body granting you increased Physical Power. As an action, you can assume your heroic form. For 1 minute (3 minutes at lvl 5, 6 minutes at lvl 9, 12 minutes at lvl 13, 24 minutes at lvl 17, 1 hour at lvl 20) while in this form you gain the following benefits:
- Advantage on Dexterity Checks and Saving Throws
- Your walking speed is increased by 1D10 ft and jump distance is doubled
- You have resistance to bludgeoning damage
- Advantage on Strength Checks and Saving Throws
Texas Smash
Starting at lvl 6 your ability to channel One for All has reached the point where you are able to focus it into devastating attacks. While you are in your hero form you can use your action, to make a single empowered unarmed attack. On a hit the target takes 3d6+profficiancy bonus Bludgeoning damage (3d8 at 10th lvl, 3d10 at 15th lvl, and 3d12 at 20th lvl).
"I Am Here"
After reaching lvl 6, when an ally within 10ft of you is targeted with a melee attack you can use your reaction to move next to your ally and impose disadvantage on the attack. If the attack still hits you may choose to take the damage instead of having it dealt to your ally.
Symbol Of Peace and Justice
After you reach lvl 11 the first time you assume your Hero form each day, you may cast Heroism (at lvl 2). Your form still maintains all other restrictions and benefits including duration.
Plus Ultra
Starting at lvl 11, you may use your action to use Texas Smash at one tier above your current tier. This may only be used once per short rest. You also gain advantage against being Stunned, Charmed, Frightened, Knocked Back, and Paralyzed for 5 minutes.
United States of Smash
By the time you reach lvl 17 you have learned to focus your power into a single earth shattering blow. As an action in your hero form, you can choose to spend your action to make a single unarmed strike against a creature within range. On a hit the target takes 10d10+45 force damage. However, if the target has less then 150hp remaining they instantly die.
Once you make this attack, whether you hit or miss, you instantly loose your hero form and gain 2 points of exhaustion. DC25 CON Save to maintain your hero form but you will still gain the 2 points of exhaustion.
Blackwhip
Starting at lvl 11, you gain a new ability called Blackwhip. Blackwhip grants the user the ability to produce up to 4 energy tendrils from any part of their body and command them at will. They have a range of 15 feet.
Ensnare
You may use your action to attempt to ensnare your target(s) (grapple) with your tentacles.
Whip
You may use your action to make a ranged attack with your tentacles. 1 tentacle per action. Add STR bonus to damage roll.
Shield
As a reaction, you may use Blackwhip's tentacles inside your body as reinforcement to your muscles and bones. Gain +2 AC, Immune to bludgeoning damage. A bonus action must be used to remove Blackwhip from your muscles and bones before it can be used offensively again.
Previous Versions
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10/18/2022 3:40:02 PM
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3
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3
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Coming Soon
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