Super-Strength

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 Strength. You roll twice when making Strength checks, Strength saves, and Strength-based attack rolls and take the higher. This does not count as advantage. If you have advantage, roll one additional time.
  • Inhumanly Strong. You always win opposed Strength checks against opponents without Super-Strength.
  • Reliable Strength. When you roll a Strength check, you can take a roll of 6 instead.
  • Reserve of Strength. While this power is active, as a bonus action, you can add 1d4 + your proficiency bonus to one Strength check, Strength-based attack, or Strength saving throw DC. You cannot use this feature again until you have completed a short or long rest.
  • Heavier Load. Your carrying capacity is your Strength score x 2 tons. You can push, drag, or lift a weight in pounds up to twice your carrying capacity. While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.
  • Strong Acrobat. You can replace Dexterity for the Acrobatics skills with your Strength.

You must have the Great-Strength 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-Strength 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-Strength. You only retain the Great Athlete and Saving Strength feature from Great-Strength.

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

  • 4th level. You are considered Large when determining knockback. Additionally, when you roll a Strength check, you can take a roll of 8 instead.
  • 5th level. You are considered Large when determining what weapons you can wield. Additionally, when you roll a Strength check, you can take a roll of 10 instead. Also, you can use your Reserve of Strength feature twice.
  • 6th level. You are considered Huge when determining knockback. Additionally, when you roll a Strength check, you can take a roll of 12 instead.
  • 7th level. You are considered Huge when determining what weapons you can wield. Additionally, when you roll a Strength check, you can take a roll of 14 instead. Also, you can use your Reserve of Strength feature three times.
  • 8th level. You are considered Gargantuan when determining knockback. Additionally, when you roll a Strength check, you can take a roll of 16 instead.
  • 9th level. You are considered Gargantuan when determining what weapons you can wield. Additionally, when you roll a Strength check, you can take a roll of 18 instead. Also, you can use your Reserve of Strength feature four times.

Worrisome Threat. When you use the Intimidating Strength knack while this power is active, if you succeed at a Strength (Intimidation) check opposed by a single target's Wisdom save, the target considers you a threat. It has disadvantage on any attack rolls or ability checks made that don't target you when you are within 30 feet until you're incapacitated or the encounter ends.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License