Tuesday, February 17, 2015

D&D Young Justice: Superboy

So I've been procrastinating putting up my BiFrost homebrew materials until I've talked more about exactly how I want the world to be. Until then, I'm just tuning Young Justice characters into D&D character, mostly because they are actually a pretty good example of an adventuring party (besides missing a healer, which luckily isn't necessary in 5e.) I've already done Aqualad and Miss Martian, and this week I'm going to tackle a tough one: Superboy.

Now Superboy is special. He was grown in a lab, and since then has learned to how to be a teammate and generally a good guy. He's got daddy issues (always fun), anger issues, and just general issues. His powers are mostly coming from his Kryptonian genes. He is resistant to damage and super strong. He isn't super well trained but has recently started picking up some training with Black Canary. Most of his fighting is built around his strength and his durability. Later in the show he gains more superman powers like laser eyes, flight, and super speed. However, this can be called a magic item rather than a class capability.

Given the anger issues and focus on strength we are going to go Barbarian. He will always be strong, but get even stronger when he really cares. Now, super people punch things, no weapons for them; however, the standard unarmed attack is measly and so is the tavern brawler feat. I'm thinking of making a Path of Strength for the barbarian that would increase unarmed damage and give big jumps, but so many of what the Totem Warrior abilities work well, Bear for the first two choices for resistance and strength, and eagle for the last ability for the jumping. Heck it even gives him his connection to Wolf. However, I wanted to keep the flavor for all the characters appropriate, and it isn't his connection to the spirits that makes him strong, but instead his own amazing strength. However, I can pull a lot of similar things that still fit. Maybe even give them sooner since it isn't a choice.

Alright, background should be Hermit? What does "grown in a tube" count as? I should probably come up with something like a Foundling or a Born Yesterday background, but they take so much work to do correctly. Hermit it is. Trapped in stasis, alone, learning...it's close enough.

Now for his race. I could do one of two things: A) Use the human or variant human, B) Make a Kryptonian race and give them big bonuses to Strength and Constitution and resistance to all damage except from magical sources. This could be extremely overpowered in a low-magic world, but actually pretty darn balanced in a magic heavy world or campaign. Or even just magic uncommon. Commoners couldn't bring you down easily, but rich people and magical things (most things) would have an advantage against you unless you destroyed them quickly.

Kryptonian
Ability Score Improvement. Your Strength and Constitution scores increase by 4.
Resistance. You gain resistance to all damage which doesn't come from a spell or magic attack.
Kryptonite Sensitivity. While within 30 feet of kryptonite, you lose the benefit of your Resistance race trait and you gain disadvantage on attacks, checks, and saves.

...oh Jesus. This is terrible. Kryptonite could show up in your games as little or as often as you'd like, which I guess has a good comic book feel. I think he'll just have to be super depowered from the show. What then to make his race? Half-elf fits the half-something/daddy doesn't love me vibe. Oh...oh....half-orc. You may think I'm crazy, but I don't care because then that means Superman is a full-blooded Orc with sunlight sensitivity. Some people would freak out about Superman not being human looking though. Let's be honest here, Kryptonians are sorcerer like people who get scorching ray from their eyes and cone of cold eventually and bonuses to Str and Con.

In fact...
Kryptonian (Second attempt)
Ability Score Improvement. Your Strength and Constitution scores increase by 4.
Resistance. You gain resistance to all damage that doesn't come from a spell or magic attack.
Kryptonite Sensitivity. While within 30 feet of kryptonite, you lose the benefit of your Resistance race trait and you gain disadvantage on attacks, checks, and saves.
Solar Powered Superhero. You can cast the x-ray vision spell once per day. When you reach 5th level, you can cast the scorching ray spell once per day. When you reach 11th level, you can also cast the cone of cold spell once per day. Charisma is your spellcasting ability for these spells. If you haven't been in the sun for 24 hours

Oh man, I'm way off task because this wouldn't work for Superboy, only Superman.
I think we'll just do a human, or half-orc if you're okay looking funny. God, it is boring, but it works.
Well Superboy is a bit boring, so it fits.
Alright, now for the new barbarian path. Path of the Brawler? Sure.

Path of the Brawler
Some barbarians find their power, not in violence or spirits, but instead in the strength of their arms. The Path of the Brawler is a path of pure power and an expression of peak physical condition. You do not rely on weapons to destroy your enemies, and your rage only strengthens your resolve to destroy your enemies.

Powerful Blows
When you choose this path at 3rd level, you learn to strike forcefully. Your unarmed strikes deal 1d6 damage instead of the usual amount. While raging they instead deal 1d8 damage.

Massive Leap
At 3rd level, when you adopt this path, you gain the ability to make amazing jumps. While raging, your jump distance is doubled and you gain advantage on all checks related to jumping.

Iron Body
At 6th level, your proficiency with brawling has increased the hardness of your body. Your unarmed attacks count as magical for the purpose of overcoming damage reduction. In addition, when you begin a rage you gain a number of temporary hit points equal to your barbarian level.

Shockwave
At 10th level, you gain the ability to create a shockwave when you land. As a bonus action when landing from a jump, you can force all adjacent enemies to make a Dexterity saving throw against a difficulty equal to 8 + your proficiency bonus + your Strength modifier; on a failed save the creatures are knocked prone and take and take 5d10 force damage, on a successful save the creature still takes damage but remains standing. This ability recharges at the end of a short or long rest.

Knockout
At 14th level, you can use a bonus action to knock a Large or smaller creature prone when you hit it with an unarmed strike.

There we go. I will likely revisit this later once I do some testing with it, but I like how it looks. Now let's put it all together.

Connor Kent
Level 1 Variant Human Barbarian
Background: Soldier
Str 16 (+3), Dex 14 (+2), Con 16 (+3), Int 10 (+0), Wis 10 (+0), Cha 8 (-1)
HP 15, AC 15, HD 1d12
Saves: Str +5, Con +5
Speed: 30 feet
Languages: Common, Orc, Elvish
Skills: Animal Handling +2, Athletics +5, History +2, Intimidation +1, Perception +2

Unarmed Strike +5, 1d4+3 bludgeoning, can use bonus action on hit to attempt a grapple
Scimitar +5, 1d6+3 slashing, light
Dagger +5, 1d4+3 piercing, 20/60 range
Javelin +5, 1d6 piercing, 30/120 range

Feat: Tavern Brawler
Rage 2/day
Unarmored Defense

Gear: An insignia from those who created you, a monsters head, a set of common clothes, a shortsword, a dagger, an explorer's pack, four javelins.

Leveling up: Get Strength and Constitution up first followed by Dexterity and Wisdom for those amazing senses and reflexes. Choose the new path I made and enjoy punching and jumping things to death.

Since he was given some weapons, I figured we might as well use concealable ones that would let him do other kinds of damage. Also, I changed his background to soldier; the skills fit better and he was created to be a soldier. I still think half-orc superboy with full-orc superman sounds amazing. Or you could use elves and half-elves, but then the improved strength is harder to get. Heck, I still love that Superman isn't even a man. Humans are odd.


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