Spoiler: Empowered
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Hit Points
Hit Dice: 1d8 per Empowered level
Hit Points At 1st Level: 8+Constitution modifier
Hit Points At Higher Levels: 1d8 (5)+Constitution modifier

Proficiencies
Armor: All
Weapons: All
Skills: Any Two
Saves: Strength, Dexterity

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
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Level Proficiency Bonus Class Features Improved Mobility
1 +2 Unarmored Defense, Path To Perfection +0 ft
2 +2 Flawless, Improved Mobility (Dash) +5 ft
3 +2 Bonus Proficiencies, Precision Strike +5 ft
4 +2 Ability Score Increase +5 ft
5 +3 Extra Attack +5 ft
6 +3 Path Feature, Improved Mobility (Withdraw) +5 ft
7 +3 Bonus Proficiencies, Precision Strike +1d4 +5 ft
8 +3 Ability Score Increase +10 ft
9 +4 Expertise, Path Feature +10 ft
10 +4 Improved Mobility (Dodge), Precision Strike +1d6 +10 ft
11 +4 Bonus Proficiencies, Improved Critical +10 ft
12 +4 Ability Score Increase +10 ft
13 +5 Path Feature, Precision Strike +1d8 +10 ft
14 +5 Improved Mobility Improvement, Casual Mastery +15 ft
15 +5 Bonus Proficiencies, Improved Mobility (Attack) +15 ft
16 +5 Ability Score Increase +15 ft
17 +6 Path Feature, Expertise +15 ft
18 +6 Bonus Proficiencies, Precision Strike +1d10 +15 ft
19 +6 Ability Score Increase +15 ft
20 +7* Perfection +20 ft


Class Features

Unarmored Defense: While not wearing armor and not using a shield, your Armor Class is equal to 10+your Proficiency bonus+your Dexterity modifier.

Path To Perfection: Choose your path to perfection: Path To Enlightenment, Path To Godhood, or Path To Victory.

Flawless: Starting at 2nd level, add half your proficiency bonus (rounded down) to any ability check you aren't proficient in. This bonus supcedes (does not stack with) similar abilities.

Improved Mobility: Starting at 2nd level, add the bonus in the Efficient Mobility column to your land speed. Additionally, you may take the action(s) specified in parentheses as a Bonus Action. Starting at 14th lvl, you may run on walls or across liquid surfaces without falling, although you must end your movement on a surface that can support you.

Bonus Proficiencies: At levels 3, 7, 11, 15, and 18 you become proficient in either one saving throw or two ability checks of your choice.

Precision Strike: Starting at 3rd level, you may add your proficiency bonus to your damage rolls whenever you make a weapon attack. Starting at 7th level, whenever you make an attack roll with advantage, you gain +1d4 damage; you also gain this bonus damage die if you score a critical hit, regardless of whether you had advantage or not. This bonus damage die increases one step at levels 10, 13, and 18.

Ability Score Increase: 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.

Expertise: At 9th level, and again at 17th level, select two ability checks you are proficient in; you now add your proficiency bonus to those ability checks twice instead of once.

Improved Critical: Starting at 11th level, you score a critical hit when you roll a 19 or 20 on the die.

Casual Mastery: Starting at 14th level, whenever you attempt an ability check you are proficient in, if your d20 roll would be 9 or less, it counts as 10.

Perfection: Starting at 20th level, you have advantage on all attack rolls, ability checks, and saving throws. Additionally, your proficiency bonus is now +7 instead of the normal +6.


Spoiler: Path To Enlightenment
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Some people are born powerful, the creative forces of the universe flowing in their veins; some people are handed that power, blessed by the universe with unnatural gifts. And some people, like you, achieve that level of awesome power through a mindnumbingly brutal amount of training, practice, and pain.

Body, Mind, Soul: Select either Constitution or Wisdom when you gain this feature at 1st level; you may substitute that attribute's modifier in place of either your proficiency bonus or your Dexterity modifier when determining your AC due to Unarmored Defense; you may also use this stat to determine your attack and damage bonuses for weapon attacks. You may change around what values are substituted whenever you like, but the choice between Constitution and Wisdom cannot be changed after it is made.

Practiced Kata: Starting at 1st level, your unarmed strikes deal 1d4 damage. At levels 5, 11, and 17, increase this base damage die by one step. If you have levels in Monk, the levels from that class and this one stack to determine your unarmed strike die.

Ki Healing: Starting at 7th level, you can spend an action to move a portion of your ki through another's body, cleansing and healing them. You begin each day with a pool of Ki Healing points equal to your Empowered level times 5. You may use these points to heal HP damage 1 point per HP healed; you may also spent 5 points to cure the target of one disease or neutralize one poison affecting it, 20 points to relieve it of a persistent condition, or 40 points to relieve a target of one level of exhaustion. Finally, if you are at least 13th level, by spending 100 points and taking a level of exhaustion, you may raise from the dead a target who is willing/able to return and has not been dead for longer than 1 hour. This pool of points recharges after a long rest.

If you wish to spend more points than are currently in your pool, or wish to not use up so many Ki Healing points, you may substitute your own HP for Ki Healing points. The usual rules for massive damage apply; you can very well kill yourself attempting this if you're too low on HP.

Indomitable Soul: Beginning at 10th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 17th level. Additionally, you gain a Fighting Style of your choice.

Soaring Spirit: Starting at 13th level, you gain the ability to fly under your own power, at a speed equal to twice your Improved Mobility speed bonus.

True Enlightenment: Your understanding of your own body, mind, and soul grants you capabilities beyond that of mortals. Select three cantrips; you can cast these spells at-will. A number of times per long rest equal to your highest attribute modifier, you may cast a spell from any list of a level no greater than one fifth your Empowered level. Once per long rest, you may cast a spell from any list of a level no greater than one third your Empowered level.


Spoiler: Path To Godhood
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You've got godblood flowing in your veins - a bit of it, at least, but probably a lot. You've got the potential in you to tear the world asunder and rebuild it anew, but you've yet to unlock your full potential.

Body, Mind, Soul: Select either Constitution or Charisma when you gain this feature at 1st level; you may substitute that attribute's modifier in place of either your proficiency bonus or your Dexterity modifier when determining your AC due to Unarmored Defense; you may also use this stat to determine your attack and damage bonuses for weapon attacks. You may change around what values are substituted whenever you like, but the choice between Constitution and Charisma cannot be changed after it is made.

More Than A Mortal: Starting at 1st level, add twice your Empowered level to your maximum HP total.

Inner Divinity: Starting at 7th level, you may reduce the damage you take from any source by your proficiency bonus. Additionally, whenever you spent Hit Dice to recover HP during a short rest, add your Proficiency bonus to the total number of HP restored in that rest (this is per rest, not per HD spent).

Divine Intervention: Beginning at 10th level, you can call on your divine parent (or the spark of divine power inside of you) to intervene on your behalf when your need is great. Imploring this aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Empowered level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any thematically appropriate cleric domain spell would be appropriate.

If you successfully gain intervention, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.

Powerful Strike: From 13th level onward, Precision Strike grants you an additional bonus damage die of the same size.

Demigod: Starting at 17th level, whenever your HP is reduced below half of your maximum HP, you regenerate 5+your Constitution modifier HP at the beginning of each of your turns until you are no longer below half health.


Spoiler: Path To Victory
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Are you a precognitive, peering into the immediate future? Are you blessed by Karma and Fate? Have you realized life is a simulation that you're capable of hacking into and altering? Who can say for sure. What's undeniable is how virtually untouchable you are, how difficult you are to fight, how everything seems to go your way.

Body, Mind, Soul: Select either Intelligence or Charisma when you gain this feature at 1st level; you may substitute that attribute's modifier in place of either your proficiency bonus or your Dexterity modifier when determining your AC due to Unarmored Defense; you may also use this stat to determine your attack and damage bonuses for weapon attacks. You may change around what values are substituted whenever you like, but the choice between Intelligence and Charisma cannot be changed after it is made.

Victory: Starting at 1st level, you start every day with a pool of Victory dice, which are a number of d20s equal to your Empowered level. Whenever a creature you can see or hear rolls a d20 for any reason, you may add a Victory die to their dice pool to either aid them (give them advantage) or hurt them (disadvantage); spending a Victory die in this way takes no action. No individual roll can be influenced by more than one Victory die. If the target is already rolling multiple dice for their roll (from possessing advantage/disadvantage), your Victory die changes the number of dice rolled in whatever direction you would prefer to change it (thus, you could help an advantageous ally roll 3d20b1, or hinder an advantageous enemy and turn their 2d20b1 back into 1d20).

Uncanny Dodge: Beginning at 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. Alternatively, you may use your Reaction and spend a Victory die to act as if the source of damage didn't affect you at all (including for the purposes of anything else it might do).

10: Starting at 10th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. 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.

Eternally Victorious: Starting at 13th level, you regain half your maximum Victory dice pool (rounded down) when you take a short rest. Additionally, spending a Victory die on Uncanny Dodge no longer costs your reaction.

Undefeatable: From 17th level onward, anybody rolling an attack roll, saving throw, or ability check directly in opposition to you (rolling to attack you, to save against a spell you cast, to escape your grapple) rolls with disadvantage. Whenever you start an encounter with less than your full number of Victory dice remaining, you gain 4 Victory dice (to a maximum of your normal daily maximum Victory dice).


Not quite sure what to do for starting equipment yet, but I had to run an errand and figured I'd get this up. I'm sure it's horribly broken, and I'm sure at least a couple helpful souls will be able to help me fix that. I also feel like Enlightened's 17th lvl feature isn't great, but it's what I thought of at the time and I've yet to think of something better.