Difference between revisions of "Adept (5A)"
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=== Uncertain Location === | === Uncertain Location === | ||
− | At 17th level, while you are hidden, invisible, or otherwise not directly observed, you may use a bonus action to | + | At 17th level, while you are hidden, invisible, or otherwise not directly observed, you may use a bonus action to move to a spot you can see within a distance up to your walking speed. This movement ignores all obstacles, including walls, as long as you can see the destination. You may use this feature a number of times equal to your Charisma bonus, regaining all expended uses when you finish a short or long rest. |
== Investigator (Intelligence) == | == Investigator (Intelligence) == |
Revision as of 13:20, 9 June 2023
Starfox's 5th Edition Fan Page |
- This is a work in progress.
This class is a reply to the Savant class using other abilities instead of Intelligence.
A marvel displays exceptional abilities in a specific ability, to the degree they seem marvelous or even supernatural. Displaying such abilities aurouses attention, and many marvels have a background in circus and show business. As a dventurers, they leverage their specific abilities to the advantage of their team, each havin their own peculiar ways to be useful.
Marvelous Heroics
As a marvel, you can do things others simply can not. Your area of ability migh not be very wide, but you can usually find an angle where your skills shine.
Creating A Marvel
The first decision when making a marvel is deciding yous subclass. A strongman is totally unlike a daredevil, and though they may have similar backgrounds, the way they do things is completely different. Second, why are you adventuring? Most marvels can have a decent life as showmen or otherwise exploiting their special talents, why seek out even more danger than your job already has?
Quick Build
Quickly building a marvel
Class Profile
Hit Points
- Hit Dice: 1d8 per marvel level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per marvel level after 1st
Proficiencies
- Armor: None
- Weapons: Simple weapons.
- Tools: Choose one set of tools.
- Languages: Any one common language.
- Saving Throws: Charisma, your Act Ability (see Act below)
- Skills: Choose two from
History, Nature, Religion, Insight, Survival, Performance.
Equipment
You start with the following equipment, in addition to the equipment granted by your background.
- a set of traveller's clothes
- an entertainer's pack
- (a) a melee weapon you are proficient with
- (a) a simple ranged weapon
- (a) one set of artisan's tools
Alternatively you can start with 4d4 x10 gp or 100 gp.
Multiclassing
Prerequisite: 13 in your Act Ability.
Marvel Table
Level | Proficiency Bonus |
Marvel Dice |
Features |
1st | +2 | — | Act, Versatile Defense |
2nd | +2 | — | Analyzed need, Act ability |
3rd | +2 | — | Marvel Tricks |
4th | +2 | — | Ability Score Improvement |
5th | +3 | — | Extra Attack |
6th | +3 | d6 | Act ability |
7th | +3 | d6 | Intelligent Caution |
8th | +3 | d6 | Ability Score Improvement |
9th | +4 | d6 | Focused Defense |
10th | +4 | d6 | More Tricks |
11th | +4 | d8 | Act ability |
12th | +4 | d8 | Ability Score Improvement |
13th | +5 | d8 | More Marvel Dice |
14th | +5 | d10 | Act ability |
15th | +5 | d10 | Clockwork Mind |
16th | +5 | d10 | Ability Score Improvement |
17th | +6 | d12 | Act ability |
18th | +6 | d12 | Mindful Soul |
19th | +6 | d12 | Ability Score Improvement |
20th | +6 | d12 | Ultimate Schema |
Class features
As a marvel, you gain the following class features.
Act
Your act defines what kind of marvel you are. Your act gives you unique features at 1st level and again at 2nd, 6th, 11th, 14th, and 17th level.
Act Ability
Each act is linked to a certain ability score, called your Act Ability, which is used to calculate many values. Depending on which act you choose, you will have one primary ability score that many of your class features will be based on. This is called your Act Ability and used in many calculations.
Versatile Defense
You use your act ability to improve your defensive posture, using confidence and amazing ability to guide attacks away from yourself. Beginning at 1st level, while you are wearing no armor and not using a shield, your AC equals 10 + your Proficiency Bonus + your Act Ability.
Marvel Tricks
At 3rd level, you can use marvel tricks. You can use one trick one time, regaining the ability to use a trick at the start of your next turn. Each use can be any one trick you know. Using a trick is not an action unless the description says otherwise.
Tricks and the Action Economy A trick requires no action to use unless the description specifically says so. Most tricks can only be used in certain circumstances, often along with some other action such as an Attack, but using the trick itself does not require any action. Some tricks do require an action, as given in the description of each trick. |
Some of your tricks require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:
- Trick save DC = 8 + your proficiency bonus + your Act Ability
You know a number of tricks equal to your Act Ability Bonus (minimum one trick). You can chose the tricks listed below, or other tricks available from your act. When you finish a long rest, you can replace the tricks you know with the same number of other tricks from this list or from your act.
- Diversion. You distract a creature who is attacking you or a creature within within 30 feet of you just as it is about to attack, giving it disadvantage on that attack roll.
- Marvelous Escape. You can to reroll a saving throw that you have failed. If you do so, you must use the new roll.
- Off-Balance. When you damage a creature with a weapon attack, you can force the target to make a Dexterity saving throw. On a failure, it is either knocked prone or moved up to 10 feet in a direction of your choice. This movement can trigger attacks of opportunity. Until the start of your next turn, the target moves at half speed and has disadvantage on ability checks.
- Sidestep. When you are missed by an attack and there is another creature (not the attacker) within 5 feet of you, you can force the attacker to make an Intelligence saving throw. On a failure, the attack is redirected to strike a creature of your choice within 5 feet of you, but not back at the original attacker. Make a new attack roll and apply it against the new target.
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. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Marvel Dice
At 6th level, you gain a pool of dice you can use to improve your chances. You have a number of d6 equal to your Proficiency Bonus. After you make an attack roll, saving throw, or ability check, you can spend a die from your marvel pool and add the result to your roll. Your act gives you additional ways to spend dice from your marvel pool. You regain one Marvel Die each time you finish a short rest. You recover all Marvel Dice when you finish a long rest.
The size of your Marvel Dice improve as you increase your level as a marvel, becoming d8 at 11th level, d10 at 14th level, and d12 at 17th level.
Unconventional Escape
At 7th level, when you fail a saving throw against a spell or effect that deals damage, you can use your reaction to reroll using your Act Ability saving throw against the same difficulty. You can use this feature a number of times equal to your proficiency bonus. Expended uses are recharged at the end of a long rest.
Mob Defense
Starting at 9th level, when you are facing more than one enemy you’re able to use them against each other. As long as there’s more than one enemy within 30 feet, you can use a bonus action to choose a creature within range. Until the start of your next turn, it has disadvantage on attack rolls against you and you have advantage on saving throws against its effects.
Double Tricks
At 10th level, you can use two tricks in the same round, but you cannot use the same trick twice. You can only do this once, and regain the ability to use two tricks in one round after taking an action to prepare. You continue to regain the ability to use one trick at the start of each of your turns, as before.
In addition, you learn two more tricks of your choice.
Regain Marvel Dice
At 13th level, when you roll initiative, you regain two Marvel Dice, not to exceed your maximum.
Perfect Escape
At 15th level you can use the Unconventional Escape ability against all effects, not only those that casue damage.
Mindful Soul
At 18th level, you can overcome all types of obstacles. You can choose to make saving throws with advantage. You can use this ability a number of times equal to your Proficiency Bonus, regaining all uses with a long rest.
Ultimate Marvel
At 20th level, your capabilities transcend the normal limitations mortals face. You have advantage on all ability checks and saving throws using your Act Ability.
Acts
Acts are the different paths of expertise pursued by marvels, each a unique focus with its own range of abilities.
Academic (Intelligence)
Hobgoblins are not always hostile. They respect displays of strength and adore banners. So let's put Yorik's shield on a pole and present ourselves boldly rather than skulk back here. Even if we have to fight them, they will fight more honorably if we face them openly.
An academic has a deep understanding of many subjects, allowing them to cross-reference information and see solutions that combine many fields of knowledge. They are masters of quickly finding solutions. The academic is perhaps closest to the general idea of what a marvel is; a scholar or sage who goes out into the wider world in pursuit of knowledge. They might be known as advisors, scholars, sages, administrators, or armchair detectives.
Act Ability
Your Act Ability is Intelligence.
Academic Proficiencies
When you choose this act at 1st level, you gain proficiency with Arcana, History, Nature, and Religion.
Academic Understanding
At 1st level, as a bonus action, you can observe a creature you can see to learn its creature type and any tags the creature has. If creatures of the target's type have a typical alignment, you learn that alignment. In addition you learn all its permanent damage immunities, damage resistances, damage vulnerabilities, and condition immunities. If a creature has any temporary abilities from this list, of if it temporarily lacks any of these abilities, you do not learn this.
Exploit Weakness
At 2nd level, with alchemist's supplies in hand, you can spend a bonus action to change the damage type of a weapon you touch. For the next minute, the weapon inflicts your chosen damage type.
What damage types you can change into depends on your level.
- At 2nd level you can make the weapon inflict magical damage without changing the damage type.
- At 6th level you can make the weapon inflict magical Bludgeoning, Piercing, or Slashing damage.
- At 11th level you can make the weapon inflict Force, Poison, or Thunder damage.
- At 14th level you can make the weapon inflict Acid, Cold, Fire, or Lightning damage.
- At 17th level you can make the weapon inflict Necrotic, Psychic, or Radiant damage.
Academic Tricks
At 3rd level you can choose these tricks only available to Academics.
- Create Instability. When you hit an enemy with an attack, you can use this trick to create an instability in the creature. The target must make an Intelligence saving throw, or it suffers disadvantage on all saving throws until the start of your next turn.
- Create Opening. When you hit an enemy with an attack, you can use this trick to create an opening. The target must make an Intelligence saving throw, or all attacks against the creature have advantage until the start of your next turn.
- Create Weakness. When you hit an enemy with an attack, you can use this trick to create a vulnerability or weaken a resistance in the target for the next minute. The target must make a Constitution saving throw. If it fails, choose one damage type. If the creature lacks resistance or immunity to the chosen damage type, it gets vulnerability to this damage. If it has resistance to this damage, it loses that resistance. If the creature has immunity to this damage, it now has resistance to that damage instead. The effect ends at the start of your next turn. When this ability affects a creature, any previous uses of this ability on that creature end.
- Find Opportunity. Choose a creature you see and an immediate objective towards that creature, such as defeating, escaping, bypassing, or befriending it. You learn an action that (in the GM's estimation) would be a good way of achieving this immediate goal, and if you follow this advice, you have advantage on attack rolls or ability checks to act this out until the start of your next turn. You can use Find Opportunity on behalf of another, in which case they get the advantage instead of you as long as they follow the recommended course of action. The suggested action is always something that can be done or at least started within the next round, but not necessarily something you are good at or eager to do.
DM Tips on Find Opportunity and Suggested Actions The actions proposed by Find Opportunity are usually straightforward, geared towards exploiting an enemy's weakness. Find Opportunity plays on individual quirks in the target making the proposed action easier than similar actions done another way. Sometimes the suggested actions may require special equipment or be humiliating, you and allies might be unable or unwilling to follow such advice, but it is still a useful clue.
It is important to note that the DM should not tell the players what to do. Find Opportunity should not lay out what to do, only how. That is why the objective given in Find Opportunity needs to be specific. The players should set their own objectives. Even if the plan is just to charge, then Find Opportunity can give them final details on how to make that plan work. Another aspect of Find Opportunity is that it allows the GM to flesh out the opposition. If Find Opportunity recommends befriending a dwarf king by crawling on all fours, it is a clue to the king's sensitivity on stature. |
Academic Dice
At 6th level, when you can spend a Marvel Die on an action to harm, observe, or defend against a creature, you learn additional information about the target. Read the Marvel Die and learn information as given below.
- What attacks the creature has and the damage each attack.
- What Armor Class the creature has, any reactions it can use, and what saving throws it is proficient in.
- What spells the target knows (if any). In the case of creatures that prepare spells, you learn what spell lists they can pick spells from.
- What skills the target knows.
- The target's point of origin, native terrain, and what languages it speaks (if any).
- On a result of six or more, you get to chose what information you learn.
Polymath
At 11th level, you can cram a subject to bring out latent knowledge. During a long or short rest, choose a skill, tool, musical instrument, language, or vehicle you lack proficiency in. You can pick a language you have never before encountered. You gain that proficiency and retain it until you end of your next long or short rest.
Wide Application
At 14th level, when you use the Academic Understanding, Academic Tricks, or Academic Dice abilities, you learn which creatures that you see (if any) have identical statistics to the target, and all identical targets within 30 feet of your target also suffers the effect when you use academic tricks against any one of them.
Stroke of Genius
At 17th level, when you make a d20 check, you can choose to not roll and instead treat the result as a if you rolled a 20 on the die. You can use this three times, and regain the ability at the end of a long rest.
Adversary (Dexterity)
“I can’t let you do that,” said the small, unassuming fellow, brushing back his thin hair and wrapping one hand about the top of his walking stick as the brutes turn to face him, their would-be victim dangling in the air. One of the hobgoblins lashes out with an axe but misses, the short man pushing the weapon’s haft ever so slightly and leaning slightly to the side. The next thug stabs in a vicious thrust but his target steps to the right, lashing out with a cane to strike the attacker’s knee and diverting the assault into the hobgoblin holding the victim aloft. As they look upon him with new regard the little man squares himself once more and nonchalantly asks, “shall we begin?”
As an Adversary you are a master of violence. Most warriors work towards maximum force, but adversary marvels approach fighting from a different mindset, seeking to control a battle through intelligent application of force. Rather than try to overpower an opponent they maneuver them into a perilous position by way of a superior intellect. Whether you choose to do that up close or at range, you are as effective as any standard warrior and what’s more, because of your subtleties you are easily underestimated.
An adversary might be a militant scholar, fencing-master, or sophisticated duelist. Others may call themselves armed companions or warriors of romance. Some work as bodyguards or discreet enforcers, usually hiding such duties under an air of sophistication. Individual adversaries defy expectations in many ways but are rarely are as flamboyant as the typical swashbuckler, seeing violence as an abhorrent but necessary skill to master.
Act Ability
Your Act Ability is Dexterity.
Adversary Proficiencies
When you choose this act at 1st level, you gain proficiency with martial weapons and light armor. In your hands a mace gains the finesse property, and you can use various canes and sticks as if they were a mace. Many adversaries sport a handsome cane that functions as a mace while appearing to be nothing but an accessory. Another fancy option is the cane sword, a cane that conceals a dagger, rapier, or shortsword, with the larger weapons needing a longer cane.
Smart Defense
Beginning at 1st level, while you are wearing light armor and not using a shield, add your Prociciency Bonus to your Armor Class.
Studied Target
At 2nd level, you can spend a bonus action studying a creature. For the next minute, you gain a +1 bonus to weapon damage rolls and attack rolls made against the target. You may only have one Studied Target at a time. This bonus increases to +2 when you reach 11th level in this class, and again to +3 at 17th level.
Adversary Tricks
At 3rd level you can choose these tricks only available to Adversaries.
- Affront. On your turn, use this trick to force all creatures within 30 feet to make a Charisma saving throw. On a failure, the target’s attention is drawn to you and it has disadvantage any attack or Perception roll it makes against anyone but you until the start of your next turn. You can use this outside of your turn, but then you only affect a single creature.
- Blinding Strike. Use this trick when you damage a creature with a weapon attack. The target must make a Constitution saving throw or be blinded until the start of your next turn. A creature that successfully saves against this trick automatically succeeds at the saving throw to avoid blindness for the next hour.
- Pin Down. Use this trick when you damage a creature with a weapon attack. The target must make a Dexterity saving throw or it's speed is reduced to zero until the start of their next turn. They cannot gain any bonus to speed while this is in effect. When you see a creature moving, you can use this trick as a reaction to make a weapon attack against them, and if you inflict damage, they must save or have their movement stopped as above.
- Tangled Dance. Use this trick at any time. Until the start of your next turn, your AC increases by 1 for each enemy within 30 feet of you (to a maximum bonus equal to your Proficiency Bonus).
Tacticia
At 6th level you can use dice from your marvel pool to improve weapon attacks. After rolling for an attack, you can spend a Marvel Die and add the result to both the attack roll and damage of the attack. This is an extra damage die and is rolled twice on a critical hit as damage dice usually are.
Exploit Patterns
At 11th level, when you make a weapon attack, you can add your Proficiency Bonus to the damage inflicted. This is in addition to the Strength or Dexterity bonus you normally get.
Subject Mastery
At 14th level your weapon attacks score a critical hit on a roll of 18–20. Any weapon with the finesse property you wield also gains the reach property while in your hands.
Disable
At 17th level, you learn how to immobilize an enemy. When you score a critical hit with a weapon attack, you can force the target to make a Constitution saving throw. On a failure, the target is paralyzed for a number of rounds equal to your Intelligence modifier. At the end of each of its turns, the target can make a Constitution saving throw, ending the effect on itself on a success.
Coordinator (Charisma)
Our line of attack is on the right, with Arthorn leading. I will follow, and Dirgie will cover us with arrows from the left. I will call out any opening I see. We must keep Ilum safe at the rear so he can be ready to use a spell if things turn sour, but likely he can conserve power by using only cantrips. After all, this is just an early skirmish - I expect much tougher opposition later on.
Coordinators are skilled experts who use their knowledge to guide other people. While their talents might seem magical, Coordinators need no incantations to achieve the seemingly impossible. As a Coordinator you are best at supporting teammates, using your abilities to make your companions more effective.
A typical role for a coordinator is a mastermind, military officer, noble, official, or courtier.
Act Ability
Your Act Ability is Charisma.
Coordinator Proficiencies
When you choose this act at 1st level, you gain proficiency with Insight, Intimidation, and Persuasion.
Cooperation
At 1st level, you can assist an ally as long as that ally can clearly hear you, typically 30 feet, but can be further with the help of things like the Message spell. You can use the Help action as a bonus action or as a reaction when an ally is taking an action. You can always use the Help action, even if you are unable to perform the action you are assisting.
Tactical Eye
At 2nd level, when you see a creature within 100 feet, you learn its level or Challenge Rating, no action required. If the creature is disguised or in an altered form, you learn the pretended strength of the assumed identity, but if you later penetrate the disguise you learn the real Challenge Rating.
Coordinator Tricks
At 3rd level you can choose these tricks only available to Coordinators.
- Coordinated Move. Use this trick as you move. Allies within 30 feet can use a reaction to move up to their speed. Both you and allies that move do not trigger attacks of opportunity for this movement.
- Coordinating the Attack. When you hit a creature with a weapon attack, you leave the target vulnerable. An ally within reach of the target can use their reaction to attack it with advantage. At 6th level and higher on a hit they add your Marvel Die to the damage. This does not spend a die from your Marvel Dice pool.
- Precipitous Rescue. You can activate this trick as a reaction when an ally within 30 feet of you fails an ability check, attack roll, or saving throw. The ally may reroll their saving throw. At 6th level and higher on a hit they add your Marvel Die to the reroll, and if this was an attack roll and hit, you also add the result of the Marvel Dice to the damage inflicted. This does not spend a die from your Marvel Dice pool.
- Prepared Partner. When you are within 5 feet of a willing ally and either of you is attacked or subject to a single-target effect, you can switch location with that ally. This movement does not trigger attacks of opportunity. If you were the target, it now targets your ally. If ally was the target, it now targets you.
Coordination Dice
At 6th level, you can use Marvel Dice to assist allies.
- After an ally within 30 feet makes an attack roll, saving throw, or ability check, you can spend a die from your marvel pool and add the result to their roll.
- When you or an ally within 30 feet is hit by an attack, you can spend a marvel die and add the result to their Armor Class until the start of your next turn, possibly turning the hit into a miss and protecting from further attacks.
- After a failed group check, you can spend a Marvel Die and spend the points among your allies' skill checks to allow the group check to succeed.
Battue
At 11th level, you can effectively coordinate with your allies to keep track of an attack concealed and invisible enemies. Allies within 30 feet of you gain blindsight with a range of 5 feet.
Omnipresent Coordination
At 14th level, Marvel Tricks with a range of 30 feet and the Focused Defense, Informed Coordinator, Coordination Dice, and Battue abilities have their range increased from 30 feet to 100 feet. Battue now gives blindsight with a 10 foot range.
Confound Advantage
At 17th level, enemies you can see within 100 feet of you never have advantage, nor can enemies within this range use advantage to negate disadvantage.
Daredevil (Dexterity)
A stampede! A stampede between us and our quarry? Challenge accepted!
A daredevil is a master of daring deeds. What others see as impassible, the daredevil sees as opportunity. Exploiting the most advantageous position in combat or maneuvers, a daredevil loves any situation where there is an elusive objective to pursue.
Act Ability
Your Act Ability is Dexterity.
Daredevil Proficiencies
When you choose this act at 1st level, you gain proficiency with Acrobatics and all vehicles.
Jockey
Starting at 1st level, you master maneuvering in terrain and the piloting of all vehicles. You can use Dexterity for all ability checks involving vehicles. You can use Dexterity (Acrobatics) instead of Strength (Athletics) to climb, jump, or swim.
Skip and Jump
Starting at 2nd level you can to ignore difficult terrain resulting from vegetation or uneven ground. At 6th level you can ignore all difficult ground, including that caused by magic and water—you can swim and climb at full speed.
Daredevil Tricks
At 3rd level you can choose these tricks only available to daredevils.
- Never Tell Me the Odds. When you fail an ability check or saving throw in combat, you can fall prone and then make another roll, using Dexterity (Acrobatics). If this second check succeeds, you succeeded at the task.
- Rush. You take the Dash, Disengage, or Dodge action as a free action.
- Snag. A free action on your turn you grab an object, either from the ground or from an opponent. An opponent is allowed a Dexterity saving throw against your trick save DC to keep possession of the object. If an object requires some kind of check or save to be picked up, you can use Dexterity (Acrobatics) instead of whatever ability check or saving throw you would normally use. The object cannot weigh more than 2 pounds times your Strength score.
- The Bigger They Are. When you hit an opponent with an attacks, or an opponent makes a melee attack against you, you can force them to make a Dexterity saving throw against your trick DC or fall prone. This also reduces their speed to zero until the start of their next turn. A prone opponent suffers disadvantage on melee attacks.
Daredevil Driving
At 6th level, you ignore difficult ground when driving a vehicle or riding a mount. You can use Dexterity (Acrobatics) instead of Wisdom (Animal Handling) on any ability check to ride a mount. You can use a bonus action to mount or dismount any vehicle or mount, or to end the Grappled or Restrained conditions.
Daredevil Dice
Heroic Leap
Beginning at 11th level, when you have to take a saving throw against an area effect, you can use your Dexterity saving throw instead of what saving throw you'd normally use. When you pass a Dexterity saving throw against an area effect, you can move up to your speed as a reaction. If you do so, you avoid all effects of that area effect, even if you would ordinarily suffer some result even on a successful saving throw.
Know the Path
Starting at 14th level, when you are seeking an object or person you have seen since your last long rest, you can use this ability to get an intuitive sense of how to get to it. This sense of direction lasts until you start a long rest. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination. You cannot discern the location of an object this way if the object has not been moved in the last year. You can select one object or person to pursued, and can use the power again after a long rest.
Freedom
At 17th level, you become immune to the Grappled, Paralyzed, Petrified, Prone, Restrained, and Stunned conditions and to effects that would otherwise restrain you or your soul, such as the Magic Jar, Soul Cage, Forcecage, and Imprisonment spells.
Infiltrator (Charisma)
Oh, you work for the mayor? Here, have another drink. What is he like? Is it true he has a safe hidden behind a picture of his prize pig? Oh, the vanity!
Infiltrators do investigative work like talking to locals, direct reconnaissance of enemy agents and facilities, infiltration, and even a fair bit of brawling in back alleys. A broad skill set is required—an infiltrator must be able to sneak in and out of places, blend into the local populace, escape pursuit, and fight competently.
An infiltrator might be known as a con-man, spy, crook, or tourist.
Act Ability
Your Act Ability is Charisma.
Infiltrator Proficiencies
When you choose this act at 1st level, you gain proficiency with Deception, Stealth, and thieves’ tools.
Instant Native
Starting at 1st level, you gain the ability to quickly blend into communities you operate in. You gain proficiency in an additional language. Whenever you finish a long rest, you may exchange this language for a different one, but the language you choose must be one widely spoken in the place you rested.
Ad Lib
Starting at 2nd level, you develop an ability to fake proficiency in abilities you do not have. You can perform routine tasks even when it would normally require a proficiency, such as a tool, musical instrument, or weapon. But you can't do difficult tasks or make actual tests. When another ask you about a skill or task or inspect your work, you can use Charisma (Deception) instead of whatever skill or ability you are supposed to be using.
When you use the Help action to assist tasks, you can help with actions you could not do yourself. If you wish, you can make an Charisma (Deception) check as a part of the Help action. Onlookers who fail an opposed Wisdom (Insight) check will believe you were the one doing the task, and that the one actually doing the task was only helping you. Even the person you helped might believe your skill made all the difference, but has advantage on the Wisdom (Insight) check to see through your trick.
Infiltrator Tricks
At 3rd level you can choose these tricks only available to infiltrators.
- Getaway. You can use this trick as an action to perform both the Dash, Escape, and Hide actions all in the same round.
- Hindering Strike. When you hit a creature with a weapon attack, you can use this trick to reduce its speed to 5 feet until the end of your next turn. You have the option to not deal damage with this attack.
- Quick Change. When you are not directly observed by hostile creatures you may spend an action to make a significant change to your appearance. You can use Charisma (Deception) to assume a new identity as a part of this trick, as long as the disguise is only a matter of head and clothes. For the next minute, you have advantage on Dexterity (Stealth) checks to hide and Charisma (Deception) checks to hide your identity.
- Vanish. You can use this trick as a bonus action to take the Hide action as long as you have sufficient concealment.
Infiltrator Dice
At 6th level, you can use Marvel Dice to in new and interesting ways.
- You can use a Marvel Die die to add to the save DC of an effect used by you or an ally within 30 feet.
- When you do not have concealment enough to hide, you can spend a Marvel Die. The number rolled is the number of turns you can hide without having anything to hide behind.
Learn the Layout
Also at 6nd level, you gain a much greater sense of your surroundings. When you enter a structure, you are immediately aware of any non-hidden exits out of that building within 100 feet. When you pass within 30 feet of a secret door in your line of sight, the DM makes an Intelligence (Investigation) check for you to find it.
Rigorous Training
Beginning at 11th level, whenever you fail an ability check, attack roll, or saving throw, you may immediately reroll the check. You must use the new roll. You may use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Tremorsense
Starting at 14th level, your already formidable situational awareness rises to preternatural levels. You gain tremorsense with a range of 30 feet.
Uncertain Location
At 17th level, while you are hidden, invisible, or otherwise not directly observed, you may use a bonus action to move to a spot you can see within a distance up to your walking speed. This movement ignores all obstacles, including walls, as long as you can see the destination. You may use this feature a number of times equal to your Charisma bonus, regaining all expended uses when you finish a short or long rest.
Investigator (Intelligence)
When his manservant was questioned we were told that the Duke had arrived at sundown yet all signs indicated that he died hours earlier. This would suggest a shapechanger or possibly an illusion masquerading as the duke, making the Duke’s son—a known mage—a possible suspect. However when speaking with the servant I noticed something peculiar: he spoke the local dialect, yet his idioms suggest he comes from Ophar. Far be it from me to judge someone based on their origin, but Ophar is infamous for cults of the Abyssal Lords. Add into that the slight yellowing of his hand from the use of sulfur, his curious aversion to our cleric, and it became clear he was a demonologist. A mystery solved but not the last—for he is not the murderer!
Investigators are exemplars of the notion that knowledge is power. They use their cunning to aid in endeavors—sometimes by solving mysteries and other times more militantly as they help allies to find a foe’s weaknesses. They have a sharp eye and a background that lets them assemble clues into a picture of events and who did what.
An investigator might be called a detective, sleuth, magistrate, inquisitor, bounty hunter, or truth-sayer.
Act Ability
Your Act Ability is Intelligence.
Investigator Proficiencies
When you choose this act at 1st level, you gain proficiency with Insight, Investigation, and thieves’ tools.
Weave and Bop
At 1st level, when you take the Dodge action in combat you set up to deliver a counter attack. Until the start of your next turn, when an opponent makes an attack against you and misses, you can spend a reaction to attack that opponent with advantage on your attack roll.
Analyzed Need
At 2nd level, when you finish a short or long rest you can choose a skill. When making an ability check using that skill, you use Intelligence instead of the ability score it normally uses. This lasts until you use this ability again. You can always choose Intelligence as the ability score to use with tools.
Investigator Tricks
At 3rd level you can choose these tricks only available to Investigators.
- Analyze Move. When an enemy within 30 feet hits with an attack, you can force that opponent to re-roll and accept the second result.
- Exploit Opening. When an ally attacks a creature in your reach, you can make a melee attack with advantage against that same creature.
- Find Weakness. Use this trick at any time. Select a creature within 30 feet. You learn any damage resistances, damage immunities, and condition immunities the creature has, as well as identifying which of its saving throws is the worst.
- Preempt. When another creature is about to take its turn, you can use this trick as a reaction to take an action, including movement. This occurs outside your turn; you cannot take a bonus action and you do not recover your reaction or the ability to use a trick.
Investigation Dice
At 6th level, when observing a creature, you can spend a Marvel Die and learn information about the target. You always learn what languages the target speaks (if any), what items they are carrying, what natural attack they can use, and what armor they are wearing. In addition roll a marvel die and learn additional information as given below.
- The target’s alignment.
- If the target is disguised or capable of changing their form or appearance
- If the target has spells or magical abilities. Also and what spells the target is under (if any).
- What skills the target is proficient in.
- The target's point of origin, native terrain, and the approximate location (within 1 mile) they have spent most of their time in the last three days.
- On a result of six or more, you get to chose what information you learn.
If there is no significant information gained for the die result, such as if you rolled a two and no spells were cast the last three days, the GM may let you reroll this or the Investigating the Scene roll.
In addition, your skill and breadth of knowledge allows you to see the commonalities of all languages. You can translate any language, even one you have never heard of. Spend an action and roll a Marvel Die to translate a number of pages of text or rounds of speech equal to the result of the marvel die. If you do this during a long or short rest, you translate ten times as much.
Sucker Punch
At 6th level, when you have advantage on an attack roll and hit, you can add your Marvel Die to the damage. This does not spend a die from your Marvel Dice pool.
Investigating the Scene
At 11th level, you can spend a marvel die and learn information about the location you are in, up to 100 feet in radius. You always learn this information:
- What this place is normally used for and what kind of people frequents it.
- If an attack was made or a spell was cast in the last three days, you know that this happened but not what specific spell, attack, perpetrator or target.
In addition, roll a Marvel Die and learn the corresponding information, below. You learn the described information and when these events happened.
- A brief description of all significant events in the last three days.
- The three highest-level spells cast in the last three days.
- Weapons attacks made here in the last three days.
- General description of creatures who visited in the last three days. If you are acquainted with these creatures, you identify them.
- A piece of or personal item from a significant creature who visited the location in the last three days. Useful for divination spells and physical evidence.
- Identify a creature that frequents the area and can be a possible witness.
- You spot any hidden construction, secret doors, hidden caches, and traps, even those who have been discharged or destroyed. You also learn when these things were used or triggered.
- On a result of eight or more, you get to chose what information you learn.
Observations In Darkness
At 14th level, you gain blindsight with a range of 10 feet.
Dodge Disadvantage
At 17th level, you never have disadvantage. if you have advantage, you cannot have your advantage cancelled by a disadvantage.
Ironman (Constitution)
So, the plan requires me to drift with the current in the sewer, imitate a corpse as i float by the checkpoint, fill my mouth with sewer water, and squirt this at the guard, who we know is squeamish? Excellent plan!
As an ironman, male or female, you have trained your endurance and resilience to be able to survive what would kill others in minutes. As an ironman, you might be known as a food taster, survivalist, courier, runner, or boozer.
Act Ability
Your Act Ability is Constitution.
Ironman Proficiencies
When you choose this act at 1st level, you gain proficiency in the Survival skill. You can use Constitution (Survival) for Survival checks.
Survivor
At 1st level, you can survive under extreme conditions much longer than others. Add your Marvel level to you Constitution bonus for such things as surviving without air, food, or water. You add your Proficiency Bonus to the result of each of your Hit Dice, both when gaining a new Marvel level and when you spend a Marvel Hit Die to recover hit points on a short rest.
Immune
You become immune to more and more conditions as you advance in level.
- At 2nd level, you become immune to the blinded, deafened, and poisoned conditions.
- At 6th level, you become immune to the Frightened or Stunned conditions. You cannot be put to sleep and are immune to disease.
- At 11th level you become immune to the charmed and incapacitated conditions (except when unconscious or paralyzed) and to exhaustion.
- At 14th level you become immune to the paralyzed and petrified conditions.
Ironman Tricks
At 3rd level you can choose these tricks only available to ironmen.
- Invincible. At the start of your turn you can use this trick to end all of the following conditions affecting you: Charmed, Grappled, Incapacitated, Prone, and Restrained. You also end any effect causing damage over several rounds.
- Last Man Standing. At the start of your turn you can expend a Hit Die to recover hit points.
- Shrug it Off. When you are affected by a spell or ability that allows a saving throw and has a lasting effect, you can use this trick at the start of your turn to make a Constitution saving throw against the save DC of the spellcaster or against the effect in question. If you succeed at this saving throw, the effect ends.
- Trap Weapon. When an enemy hits you with a melee weapon attack, you can trap that weapon in your body, including a natural attack. The enemy must make a Dexterity saving throw or become grappled by you. You do not need to use a hand for this grapple. As long as they are grappled by you, they cannot use the trapped weapon, and you have advantage on weapon attacks against them.
Ironman Dice
At 6th level, you an ironman spend a marvel dice in unique ways.
- Spend a a Marvel Die to re-roll a failed saving throw. Make a Constitution saving throw against the original difficulty, adding the marvel die to the result. If this is better than your original saving throw result, use the new result instead.
- At the start of your turn you can spend a Marvel Die to end an ongoing effect. Roll the Marvel Die. On a result of 5 or higher the effect ends.
Bite the Bullet
At 11th level, when a nearby ally takes damage or suffers a harmful effect, you can take the effect on yourself. The ally must be within 5 feet times you Proficiency Bonus. You do this after the result of the effect is known. The ally avoids the effect entirely. The effect now targets you, beginning the process again, with the usual attack roll, saving throw, and effect.
Escape Death
At 11th level, you take a number of hit points from a single attack equal to your level, you can use a reaction to move twice your speed, ignoring difficult terrain. If this gives you total cover against all opponents, your opponents loses track of where you are, as if you successfully used the Hide action.
Can You Take It?
At 14th level, when an enemy forces you to take a saving throw, you can use a rection to force that enemy to make the same type of saving throw against your trick saving throw DC. If the enemy fails this saving throw, they suffer a limited version of the same effect they used on you. If the effect has a duration, the effect only lasts until the end of their next round. If the effect does damage, they only suffer half damage. This does not reduce the effect on you in any way.
Back for Seconds
At 17th level, when you die, typically by failing three death saving throws, you can resurrect yourself at the start of your turn. If this happens during an ongoing battle, you resurrect yourself immediately. If your death happened outside of combat or the combat ends because you died, you resurrect yourself after one hour. Back for Seconds restores you to a number of hit points and then gives you the benefits of a short rest. You have the option to end any ongoing effects on you.
Physic (Wisdom)
The tiny needle slid into the wizard’s gut as the physic gently slapped his face. “What in the hells?!,” cried the mage. “Why are you sticking a needle in me?” “Because you were stuck dead by a spell and I needed to reset your humors to bring you back,” she replies with an unnerving calm. “I was dead?” he asks, aghast. “Yes.” The physic answers, a bit frustrated. “Well, only temporarily.” Rubbing at his temples, the mage continues, “and you brought me back...from the dead?” “Yes.” She gestures behind her with one thumb. “Now try and keep up. The others are trying to kill that lich by themselves and it is not going well.”
The study of the body calls to some people. These marvels want an understanding of life beyond magic, taking to wandering battlefields or back alleys in search of suffering to heal with nothing more than their hands and knowledge. Physic knowledge can seem esoteric — the relationship of natural humors, the importance of different organs to various functions, and the correct use of herbs may look like a magic, but is not.
As a Physic your role is primarily that of a healer, and though you have access to poisons and other forms of attack your abilities primarily focus on keeping your allies alive.
Mundane Healing in the Game Magical healing in the game is cheap and effective, and to compete mundane healing needs to be the same. The two main branches of mundane healing is the exemplar Physic and the rogue Chirurgeon. To merit having two branches, they have to be different, which is expressed in the different classes they belong to. The Physic is focused on medicaments and the balance of the humors. From the Savant, it inherits stunts, and defense. The Chirurgeon is focused on the healing power of the knife, surgery. From the rogue it inherits sneak attack, cutting enemies with a surgeon's precision. The fencer Medico is a less proficient mix of the two styles. |
A physic might be known as a doctor, apothecary, wise woman, herbalist, acupuncturist, or healer.
Act Ability
Your Act Ability is Wisdom.
Physic Proficiencies
When you choose this act at 1st level, you gain proficiency with Medicine, the herbalists' kit, and the poisoner’s kit. You can use a healer's kit without expending any charges.
Physic ’s Care
At 1st level, you can optimize the effects of a short rest. You and any friendly creatures that take a short rest can add your Proficiency Bonus in addition to their Constitution Bonus to each of the Hit Dice they spend to recover hit points. In addition, you can remove one condition or a level of exhaustion from each resting creature. You can affect a number of creatures equal to your Medicine bonus. Undead, constructs, and the dead cannot benefit from this ability.
Balancing the Humors
At 2nd level, you can spend an action to identify maladies and rout them from a creature within 5 feet. Treating a disease or condition requires a successful Medicine check. If the effect allows a saving throw use the saving throw DC as the DC for this ability. Otherwise use a DC of 12. If the Medicine check fails, you cannot attempt to use this ability on this particular creature again until it finishes a long rest. You can only remove effects that affect a living target. Undead, constructs, and objects cannot benefit from this ability.
At 2nd level you can remove a disease and the paralyzed, poisoned, and stunned conditions, as well as any effect on the patient's body that will do damage to the target on later rounds. You cannot negate damage from the environment this way.
At 6th level, you can treat the blinded, charmed, and deafened conditions as well as any effect that can be removed with the Lesser Restoration or Dispel Magic spells. With this and higher level effects of Balancing the Humors, you can only remove effects from living creatures, even if Dispel Magic can remove an Alarm spell, you cannot use Balancing the Humors to remove it as Alarm does not directly affect a living body.
At 14th level, you can reduce the target’s exhaustion level by one, remove the frightened, or petrified condition, any reduction in maximum Hit Points, as well as any condition that can be removed by the Remove Curse or Greater Restoration spells.
At 17th level you can remove any conditions or effects that can be removed with the Wish spell.
Physic Tricks
At 3rd level you can choose these tricks only available to Physic's.
- Always With a Tonic. You ready and administer a potion to yourself or an ally within 5 feet without spending an action. At 6th level, you may instead use the Physic Dice ability as a free action.
- Opening Wounds. Use this trick when you attack a creature with a weapon attack and the creature is missing any of its Hit Points. You have advantage on the attack roll. At 6th level you can add your Marvel Die to the damage. This does not spend a die from your Marvel Dice pool.
- Rescue the Suffering. You can use an action to activate this trick. You gain the benefits of the Dash and Disengage actions, and if you move within 5 feet of a willing creature no more than one size category larger than you, you can pull that creature along as you move. You can only move one creature with this ability.
- Sinister Hand. When you hit with a weapon, you can inject the target with a poison in your possession. If the poison allows a saving throw, use your marvel save DC if that is better than the poison's save DC. If you use no other poison with Sinister Hand, you can use a poison that does d4 poison damage with no saving throw. At 6th level and up, this poison does your Marvel die in damage. This does not expend one of your marvel dice.
Physic Dice
At 6th level, you can take an action and spend a marvel die to heal a creature you touch. Roll the marvel die and add your Medicine modifier, the target recovers Hit Points equal to the result. Undead and constructs cannot benefit from this ability.
Ailment Exposure
At 11th level, countless minor exposures to ailments of all kinds have made you immune to poison damage, the poisoned condition, and all forms of disease, infection, or infestation.
Resuscitate
At 14th level, you can revive the dead if you reach them soon enough. You can spend an action touching a creature that has recently died. Make a Medicine check with a DC equal to the number of rounds the creature has been dead. On a success, the creature returns to life with Hit Points equal to the result of your Medicine check. A creature can only benefit from Resuscitate once between long rests. Undead and constructs cannot benefit from this ability.
Healer's Touch
At 17th level, you can use an action or a bonus action to touch a willing creature. You can use this twice on the same turn by using both an action and a bonus action. The creature spends a hit die and adds your Medicine bonus to the hit points recovered. You can spend a Marvel Die when using this ability, allowing a second roll to recover additional hit points equal to your Marvel Die + the target's Constitution bonus + your Medicine bonus. If the target has no hit dice to spend, it can only recover healing from your Marvel Die. Constructs and undead cannot benefit from this ability.
Immunity
Also at 17th level, you become immune to the paralyzed, petrified, and stunned conditions. Choose one of acid, cold, fire, lightning, necrotic, psychic, radiant, or thunder damage. You gain immunity to the chosen damage type. When you finish a long or short rest, you can exchange this damage immunity with immunity to another type of damage from this list.
Sage (Wisdom)
You all saw that the old and feeble king was surrounded by twelve advisors. They were all occupied with their own plots and plans. But there were two factions, that of Olar and Yrko. Olar was the tall man in black robes, he is interested in status. Yrko the woman in red with the magnificent earrings, she is interested in wealth. These are the two we have to deal with.
A sage is a wise man or woman. Well educated, but with a focus on understanding people and communities over understanding the natural world.
A sage might be known as a councilor, lawyer, judge, teacher, philosopher, or cenobite.
Act Ability
Your Act Ability is Wisdom.
Sage Proficiencies
When you choose this act at 1st level, you gain proficiency with History, Insight and Persuasion. When you make a History or Persuasion check, you can use Wisdom instead of what ability you'd normally use.
Sage’s Insight
At 1st level, you have insight into people's personality, including your own. You are immune to the charmed and frightened conditions. As an action, you can remove the charmed and frightened condition from all allies within 5 feet times your Proficiency Bonus who can see or hear you.
Sage Gestures
At 2nd level, you can communicate basic ideas to creatures with an Intelligence of 3 or more even if you lack a common language. You can communicate such things as friendly intent, need for basic things such as food or water, that you want to cross the creature's territory, or that you are willing to pay. You can understand similar basic replies. This allows you to use the Persuasion skill against creatures even if you don't share a common language.
Sage Tricks
At 3rd level you can choose these tricks only available to Sages.
- Pierce Defense. When you hit with a weapon attack, you can turn that attack into a critical hit.
- Preempt Opponent. When an enemy within 30 feet takes an action, you can give them disadvantage on their attack roll and your allies advantage on saving throws against the actions of that creature until the end of the current turn.
- Sage Advice. As a free action you use the Help action to give an ally within 30 feet advantage on a check.
- Stand Fast. When you or an ally within 30 feet would be moved and/or knocked prone, you can use this trick to prevent this.
Sage Dice
At 6th level, you have unique ways to spend your Marvel Dice.
- When you fail an ability check, you can expend a sage die to make a Wisdom check and add the Marvel Die to the result. Add the same tool and skill bonuses you did for the initial check. Use the new result if it is better.
- When you take the Help action, you can add a Marvel Die to the check of the ally you are helping.
Sage's Insight
At 11th level, you can spend a bonus action to observe a creature within 100 feet to learn its motivations and relationships to other creatures present. You learn the following.
- The creature's alignment. If alignment is not used, this gives a very brief description of the target's motivation.
- The creature's attitude to each other creature within 30 feet of the target.
- The target's ability scores.
- What skills and languages the target knows.
- The names of actions listed on an NPC's character sheet.
- If the target can cast spells.
Judgement of the Sage
At 14th level, you can negate a creature's action. After the actions of a creature within 100 feet have been resolved, you can declare those actions null and impossible. This negates all results of that action, restoring the situation to what it was before the action was taken. Any movement made and abilities used are not restored. If you use this to negate the effect of a dragon flying overhead and using its breath weapon, you do negate the effect of the breath, but the dragon's movement remains and the use of the breath weapon is still expended. You can use this ability once, and regain it at the end of a long rest.
Law's of the Sage
Also at 17th level, you can take an action to proclaim a law. All enemies within 100 feet who can hear you are bound by this law for the next 10 minutes. Choose a combat action. Typical choices are the Attack or Cast a Spell actions, but other actions are possible, even actions specific to a creature such as using a breath weapon. Any creature taking that action suffers disadvantage and any saving throws against the effects caused by that creature have advantage until the end of that creature's current turn. You can use this ability once, and regain it at the end of a long rest.
Strongman (Strength)
The giant is standing on the grillwork trap door of the pit, the only exit, watching his pet wolves fight our heroes below. "Pitiful tiny ones, this pit will be your doom!". "Not so fast, you are not as strong as you think!" says the big guy in a leotard, incredibly lifting the trapdoor and giant together, causing the huge creature to fall.
A strongman (male or female) is a master of strength and leverage, able to lift the heaviest loads and wrestle the mightiest of creatures. Breaching doors and even walls, tossing opponents about, and carrying their friends to safety on their shoulders.
A strongman might be known as a smith, lumberjack, carnie, bruiser, doorman, or footman. Famous strongmen from legend and fiction include Chewbacca, Heracles, Prince Lothar from the Mandrake comic series, Samson, and Thor.
Act Ability
Your Act Ability is Strength.
Strongman Proficiencies
When you choose this act at 1st level, you gain proficiency and expertise with Athletics. Double your proficiency bonus on all Athletics checks.
Feats of Strength
At 1st level, when you have to make a Strength check, add your marvel level to the result of that check. Also add your Marvel level to your Strength when calculating encumbrance.
Master Grappler
At 2nd level, your grappling improves in several ways, and continues to improve as you advance in level.
- Creatures you grapple are restrained instead of grappled.
- The first creature you grapple with does not require a free hand. If you simultaneously grapple more than one creature, each creature after the first does require a free hand.
- At the end of your turn, you can toss one or more of the creatures you grapple up to 10 feet into an empty space, where they land prone.
- At 6th level a creature you Grapple or Shove takes bludgeoning damage equal to your Marvel Dice + your Strength bonus.
- At 14th level you can Grapple or Shove a creature up to two size categories larger than you.
- At 17th level you can Grapple or Shove a creature of any size.
Strongman Tricks
At 3rd level you can choose these tricks only available to Strongmen.
- Blitz. You make a Shove as a free action on your turn.
- Casual Strength. Use this when you move. Until the end of your current turn you can make Strength and Strength (Athletics) rolls to affect the environment as free actions. This allows you to bash open doors and barriers, escape from webs, and similar Strength feats by simply walking through them. You must still make Strength checks as usual, but you do not need to take any action to do so. A failed Strength check costs 5 feet of movement and means you cannot use Casual Strength against this barrier again until the end of your current turn.
- Fastball Special. Use this trick against an ally within 5 feet of your own size or smaller. You throw the target 30 feet. This movement does not trigger attacks of opportunity, does not inflict any damage, and your ally lands on their feet even if they started their turn prone. If the ally lands within reach of an enemy, they can take a reaction to make a melee weapon attack and gain advantage on this attack. At 5th level the thrown ally can be Medium in size even if you are Small. At 11th level the ally can be Large in size. At 14th level the thrown ally can be Huge. At 17th level the thrown ally can be of any size.
- Make Way! Use this trick when moving. You can move into the space of other creatures, and creatures do not count as difficult ground. An enemy whose space you move into must make a Strength saving throw against your trick DC. If they succeed, your movement stops, you failed to move into their space and expend 5 feet of movement failing to do so. You can try to move into their space again if you have sufficient movement remaining. If they fail, you push them 5 feet away and can continue moving. If there is not sufficient space for them to be moved, they fall prone instead. A creature that you could not grapple or shove has advantage on this saving throw.
Strongman Dice
At 6th level, you learn to use Marvel Dice to in new and interesting ways.
- When you throw a weapon, creature, or object, you can roll a Marvel Die, multiply the result by 5 feet, and add this distance to the range of the thrown weapon or the maximum distance of the throw. You can continue to spend Marvel Dice like this until you achieve the desired range.
- When handling a heavy weight, you can roll a Marvel Die and multiply the weight you can handle by the result of the die. On a die roll of two, you still double your capacity. You can continue to spend Marvel Dice like this until you achieve the desired weight. This lasts until the end of your next turn.
Monster Hammer
At 11th level, when grappling an enemy, you can use that enemy as a weapon as a bonus action. The grappled creature takes bludgeoning damage equal to your Marvel Die + your Strength bonus and continues to be grappled. Select a space equal to the grappled creature's space adjacent to you. Any creature in the space must make a Strength or Dexterity saving throw (their choice) against your trick save DC. Those who fail fall prone and take bludgeoning damage equal to your Marvel Dice + your Strength bonus. Your allies and creatures of a larger size than the grappled creature have advantage on this saving throw.
Monster Toss
At 14th level, when grappling an enemy, you can throw that enemy up to 30 feet as a bonus action. There can be other creatures in the space where the creature lands. The grapple ends and the tossed creature lands prone and takes bludgeoning damage equal to your Marvel Die + your Strength bonus. Any creature in the space where the grappled creature lands suffers the effect of Monster Hammer.
Monster Swing
At 17th level, when grappling an enemy, you can use that enemy as a weapon as a bonus action. The grappled creature takes bludgeoning damage equal to your Marvel Die + your Strength bonus and continues to be grappled. Any creature within a radius equal to the grappled creature's space suffers the effect of Monster Hammer.
Note on Very High Strength DCs
A high level strongman can make Strength checks up to the 50 range. As a rule of thumb, anything just barely possible to a human has a Strength DC of 20. DC 25 can bash through a log wall or iron door or pull a chain out of a wall. 30 can break half a foot of brick or stone or half an inch of iron. 35 can break a foot of masonry or an inch of metal. 40 can break through 5 feet of stone of half a foot of metal. 45 can break through 10 feet of stone or a foot of metal. 50 can do ridiculous things, such as toppling a stone budling or pull a 10 boulder out of solid stone.