Super-Dexterity

3rd-level ability increase (base power)

Activation Time: 1 action
Range: Self
Duration: 1 hour

This is a super-ability and grants you the following benefits:

  • Double Dexterity. You roll twice when making Dexterity checks, Dexterity saves, and Dexterity-based attack rolls and take the higher. This does not count as advantage. If you have advantage, roll one additional time.
  • Inhumanly Dexterous. You always win opposed Dexterity checks against opponents without Super-Dexterity.
  • Reliable Dexterity. When you roll a Dexterity check, you can take a roll of 6 instead.
  • Reserve of Dexterity. While this power is active, as a bonus action, you can add 1d4 + your proficiency bonus to one Dexterity check, Dexterity-based attack, or Dexterity saving throw DC. You cannot use this feature again until you have completed a short or long rest.

Improved Defensive Roll. For the duration, you can use your reaction to avoid attacks targeting you. Instead of calculation your Armor Class as 10 + your Dexterity modifier, you can make two Dexterity checks, using the higher result as your AC until the beginning of your next turn. Whatever the lowest roll, you can take a roll of 6 instead. You cannot use this feature while wearing medium, heavy, or exo armor. In light armor, you can add any additional armor bonus to AC above 10.

  • Dexterous Movement. You can replace Strength for the Athletics skills when climbing, jumping, or swimming with your Dexterity.
  • Dexterous Strike. Your unarmed strike is considered a light, finesse weapon for the duration.

You must have the Great-Dexterity base power to take this as a base power. You do not recover the power slot or prepared power that you gave up for Great-Dexterity but must give up an additional 3rd-level power slot and prepared power to take this as a base power.

The benefits of this power do not stack with Great-Dexterity. You only retain the Great Acrobat and Saving Dexterity features from Great-Dexterity.

At Higher Levels. When you activate this power using a power slot at higher levels, you gain additional benefits.

  • 4th level. When you roll a Dexterity check, you can take a roll of 8 instead. When using Improved Defensive Roll, the minimum is 6.
  • 5th level. When you roll a Dexterity check, you can take a roll of 10 instead. When using Improved Defensive Roll, the minimum is 8. Also, you can use your Reserve of Dexterity feature twice.
  • 6th level. When you roll a Dexterity check, you can take a roll of 12 instead. When using Improved Defensive Roll, the minimum is 8.
  • 7th level. When you roll a Dexterity check, you can take a roll of 14 instead. When using Improved Defensive Roll, the minimum is 10. Also, you can use your Reserve of Dexterity feature three times.
  • 8th level. When you roll a Dexterity check, you can take a roll of 16 instead. When using Improved Defensive Roll, the minimum is 10.
  • 9th level. When you roll a Dexterity check, you can take a roll of 18 instead. When using Improved Defensive Roll, the minimum is 12. Also, you can use your Reserve of Dexterity feature four times.
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