Superhero

The superhero is a person with powers that far exceed what is normal. While they can use their powers for good or evil, most choose to fight for good. They require no weapons, as their rock-hard fists are enough to deal with any threat they come across. If their fists are not enough, they always have their innate magic to fall back on.

When creating a superhero, think of your origin story. What caused you to gain your powers, and why do you use them the way you do? How does your powers and spells manifest visually? How do they dress? Are they open about their powers, or do they only reveal them during times of great need? Answers to these questions will help flesh out your character.

Supernatural Magic

1st-level Superhero feature

You learn additional spells when you reach certain levels in this class, as shown by the table below. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Once per long rest, you can cast one of these spells for free.

Sorcerer LevelSpells gained
1Wrathful Smite
3Branding Smite
5Blinding Smite
7Staggering Smite
9Banishing Smite

Supernatural Physique

1st-level Superhero feature

You are blessed with a supernatural strength and agility. While you are not wearing armor, nor wielding any weapon or shield, you gain the following benefits:

  • Your unarmed strikes gain the Finesse property, and they deal 1d4 damage. This damage increases as you gain levels in this class: 1d6 at 6th level, 1d8 at 14th level, and 1d10 at 18th level. Your unarmed strikes are also eligible for use with weapon cantrips, such as Booming Blade.
  • You can make a single unarmed strike as a bonus action after casting a levelled spell using your action. You can also make this attack after using a spell-enabled action, such as the one granted by Dragon's Breath.
  • Your AC becomes 10 + your Dexterity modifier + your Charisma modifier, and you can use your Charisma in place of your Strength for Strength checks and saving throws.

Forceful Impact

6th-level Superhero feature

When you hit with an unarmed strike, you can spend a Sorcery Point to deal an additional weapon die plus your Charisma modifier of force damage.

In addition, you can attack twice with unarmed strikes when you take the Attack action, and you can replace one of those attacks with a cantrip. Your unarmed strikes are also considered magical for the purpose of overcoming resistance or immunity to non-magical damage.

Superior Endurance

6th-level Superhero feature

While you are benefiting from your Supernatural Physique, all bludgeoning, piercing, and slashing damage that you take is reduced by your proficiency bonus, to a minimum of 1 damage.

Mythical Speed

14th-level Superhero feature

Your walking speed increases by 10 feet and you gain a flight speed equal to your walking speed. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Additionally, Forceful Impact deals an additional weapon die of damage, and creatures hit by it have disadvantage on their next saving throw before the end of your next turn. This can be against an effect applied by the same attack.

Ultimate Form

18th-level Superhero feature

As a bonus action, you can empower your abilities, gaining the following benefits for 1 minute:

  • You gain advantage on all unarmed melee attacks.
  • When you take the Attack action, you can make an additional attack, and you can replace the bonus action attack from Supernatural Physique with casting a cantrip.
  • You gain resistance to all non-magical damage.
  • You gain advantage on all Charisma ability checks.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.


  • Gives more than the bladesinger, but on an arguably weaker chassis and less frontloaded.
  • L6 might be too much, either defensively or offensively
  • Fighting Initiate/Fighter dip for Unarmed Fighting is quite strong for damage.
  • No super problematic multiclasses, but viable ones include fighter, rogue, warlock, and bard.
  • Perhaps a bit too magic item independent, as it uses neither weapons nor armor, but no more than a monk.