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 Post subject: DCU 5e
PostPosted: Fri Jun 17, 2016 1:53 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4427
Batman
Superman
The Flash
Wally West (1987)
Wally West (1995)


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 Post subject: Re: DCU 5e
PostPosted: Fri Jun 17, 2016 1:53 pm 
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The Flash
Medium humanoid (human), neutral good
________________________________________________________________________________
Armor Class 20 (super speed)
Hit Points 95 (10d8 + 40)
Speed 1000 ft.
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STR 14 (+2) DEX 20 (+5) CON 18 (+4) INT 18 (+4) WIS 18 (+4) CHA 15 (+2)
________________________________________________________________________________
Saving Throws Dex +12, Con +11
Skills Investigation +11
Damage Resistances fire
Senses passive Perception 14
Languages Common
Treasure None
Challenge 20 (32,500 XP)
________________________________________________________________________________

Evasion If the Flash is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, the Flash instead takes no damage if he succeeds on the saving throw,. and only half damage if he fails.

Fast Healing The Flash recovers 5 hp every round.

Quick Reflexes The Flash may use a bonus action to use the Dash, Disengage or Dodge actions.

Superspeed. Flash can take any number of reactions in a round (although he can still make only one reaction per triggering event.) Only one of these reactions can be triggered by a creature with superspeed. His unarmored AC is 15+Dex modifier. He is invisible when he moves in the round. He can run up vertical surfaces or across liquid.


ACTIONS
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Multiattack. The Flash makes ten unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) bludgeoning damage.

Powerful Charge Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 95 (10d4 + 70) bludgeoning damage. A creature hit by Flash's powerful charge must succeed on a Constitution saving throw DC 19 or be stunned for 1d4 rounds. Flash must move towards his foe for at least 5000 ft. before using this attack. (This typically means he requires two rounds to set up this attack.)

Vortex. Ranged Weapon Effect: 100 ft. cone, Strength save DC 19. Effect 35 (10d6) bludgeoning damage and pushed to the edge of the cone.


REACTIONS
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Counterattack The Flash makes a melee attack against a creature who hit him and can move 50 ft.

Speed Dodge. The Flash moves 100 ft. when targeted with an attack. The attack has disadvantage against him. If the attack allows a Dexterity saving throw, the Flash has advantage on the save.

Vibrate When targeted with an attack, the Flash gains immunity to bludgeoning, piercing and slashing damage from non-magical weapons and resistance to acid, cold, fire, lightning and thunder damage, while also gaining the incorporeal movement quality. He cannot deal damage to corporeal creatures while vibrating.


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 Post subject: Re: DCU 5e
PostPosted: Fri Jun 17, 2016 11:24 pm 
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Superman
Medium humanoid (human), lawful good
________________________________________________________________________________
Armor Class 27 (natural, superspeed)
Hit Points 435 (30d8 + 300)
Speed 200 ft., fly 500 ft.
________________________________________________________________________________
STR 30 (+10) DEX 14 (+2) CON 30 (+10) INT 15 (+2) WIS 21 (+5) CHA 26 (+8)
________________________________________________________________________________
Saving Throws Str +19, Dex +11, Con +19
Skills Insight +14, Investigation +11, Perception +23
Damage Resistances acid, cold, fire, force, lightning, thunder
Damage Immunities bludgeoning, piercing and slashing from non-magical weapons not made from Kryptonite
Senses truesight, passive Perception 33
Languages Common
Treasure None
Challenge 30 (155,000 XP)
________________________________________________________________________________

Energy Immunity. If Superman takes less than 50 points of acid, cold, fire, lightning or thunder damage, he instead takes no damage.

Hardened Skin. A creature using a natural attack against Superman that is subject to his immunity takes the damage that would be dealt by the attack.

Mettle. If Superman is subjected to an effect that allows him to make a Strength or Constitution saving throw to take only half damage, Superman instead takes no damage if he succeeds on the saving throw,. and only half damage if he fails.

Super Senses Superman can see through materials other than lead. He can see or hear at distances of hundreds or thousands of miles. He has advantage on all perception checks.

Superspeed. Superman can take any number of reactions in a round (although he can still make only one reaction per triggering event.) Only one of these reactions can be triggered by a creature with superspeed. He can run up vertical surfaces or across liquid, which is nearly entirely irrelevant because he can fly. Seriously, like one storyline ever dealt with this.

Super Strength Superman's carrying capacity is measured in megatons, not pounds.


ACTIONS
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Multiattack. Superman makes four unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 75 (10d12 + 10) bludgeoning damage. A creature struck by Superman must succeed on a Strength save DC 27 or be pushed 1d10 x 10 feet and fall prone. Superman can suppress the push effect if he desires, or angle it into the air. A creature pushed into the air that cannot fly takes falling damage.

Freezing Breath. Ranged Weapon Effect: 100 ft. cone, Strength save DC 27. Effect 35 (10d6) cold damage and 35 (10d6) bludgeoning damage and pushed to the edge of the cone.

Heat Vision. Ranged Weapon Attack: +11 to hit, range 1000 ft., one target. Hit: 55 (10d10) fire damage.

Collateral Damage. Melee or Ranged Weapon Attack: +19 to hit, reach 20 ft./range 200 ft., one target. Hit: 140 (20d12 + 10) physical damage and/or 70 (20d6) energy damage. The precise nature of this attack can vary. For instance, if Superman tears a sparking light pole from the ground to stab his foe, the attack can deal piercing and lightning damage. If he throws a liquid nitrogen tanker at a foe, it could be bludgeoning and cold. Flinging a car and exploding its gas tank on a foe might deal slashing and fire.

REACTIONS
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Counterattack Superman makes a melee attack against a creature who hit him and can move 25 ft.

Speed Dodge. Superman moves 50 ft. when targeted with an attack. The attack has disadvantage against him. If the attack allows a Dexterity saving throw, Superman has advantage on the save.


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 Post subject: Re: DCU 5e
PostPosted: Fri Jun 17, 2016 11:24 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4427
Batman
Medium humanoid (human), chaotic good
________________________________________________________________________________
Armor Class 25 (armor)
Hit Points 315 (30d8 + 180)
Speed 60 ft.
________________________________________________________________________________
STR 22 (+6) DEX 22 (+6) CON 22 (+6) INT 22 (+6) WIS 22 (+6) CHA 22 (+6)
________________________________________________________________________________
Saving Throws Str +15, Dex +15, Con +15, Int +15, Wis +15, Cha +15
Skills Acrobatics +24, Athletics +15, Deception +24, Insight +24, Intimidation +24, Investigation +24, Perception +24, Persuasion +15, Stealth +24
Damage Resistances bludgeoning, piercing and slashing, fire, cold, lightning
Senses blindsight 60 ft., darkvision, passive Perception 34
Languages All
Treasure Stuff
Challenge 30 (155,000 XP)
________________________________________________________________________________

Cunning Action Batman can take a bonus action on each of his turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Elusive No attack roll has advantage against Batman unless he is incapacitated.

Enhanced Preparation. If allowed to plan, Batman can take a reaction once per round on any trigger, as though he had readied an action for that moment. He gains advantage on whatever rolls he makes during this reaction. This does not use up his actual reaction for the round.

Evasion. If Batman is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Batman instead takes no damage if he succeeds on the saving throw,. and only half damage if he fails.

Frightful Presence When Batman shows himself, all creatures within 60 feet must succeed on a DC 23 Wisdom save or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Batman is within line of sight, ending the effect on itself on a success.

Reliable Talent Batman treats any roll of 9 or lower on skill checks as a 10.

Sneak Attack Batman deals an extra 35 (10d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Batman's that isn't incapacitated and Batman doesn't have disadvantage on the attack roll.

Uncanny Dodge When an attacker that Batman can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.


ACTIONS
________________________________________________________________________________

Multiattack. Batman makes six unarmed strikes or ranged weapon attacks.

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., two targets. Hit: 17 (2d10 + 6) bludgeoning damage. Batman can impose all of the following on a creature hit by his unarmed strikes. It must succeed on a Dexterity saving throw DC 23 or be knocked Prone. It must make a Strength saving throw DC 23. If it fails, Batman can push it up to 15 feet away from him. It can’t take reactions until the end of Batman's next turn.

Batarang. Ranged Weapon Attack: +15 to hit, range 200 ft., one target. Hit: 10 (1d8 + 6) slashing damage.

Exploding Batarang. Ranged Weapon Attack: +15 to hit, range 200 ft., one target. Hit: 10 (1d8 + 6) slashing damage and 45 (10d8) fire damage.

Smoke Pellets. Ranged Weapon Effect: Constitution DC 23, range 50 ft., 20 ft. radius. Effect: 21 (6d6) poison damage and area is heavily obscured. The damage can be lethal or nonlethal.

REACTIONS
________________________________________________________________________________

Counterattack Batman makes a melee or ranged attack against a creature who attacked him.

Opportunity Attack Making an opportunity attack does not use Batman's reaction.

Parry Batman adds 6 to his AC against one melee attack that would hit him. To do so, he must see the attacker.


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 Post subject: Re: DCU 5e
PostPosted: Sat Jun 18, 2016 4:45 am 
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Joined: Sun Oct 06, 2013 1:43 am
Posts: 501
Wouldn't it better represent Clark's vulnerability to magic if neither mettle nor energy immunity functioned against effects originating from spells? Alternatively, perhaps all saves made vs spells are made at disadvantage?

Is the Flash meant to represent Barry, Wally, or both/either?


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 Post subject: Re: DCU 5e
PostPosted: Sat Jun 18, 2016 5:59 am 
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Joined: Thu Mar 07, 2013 6:45 pm
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Probably. One of the issues Superman has in Dnd stats is that there's magic all over the place here. I was focused mainly on his powers, not his weaknesses.

I was aiming for CW Barry with the stat block but it could be any Flash. 5e lacks the nuance that made differentiating between ten speedsters pertinent in d20.


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 Post subject: Re: DCU 5e
PostPosted: Sun Jun 19, 2016 9:57 am 
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Joined: Tue Jan 28, 2014 3:17 pm
Posts: 31
I'm digging all the 5E work on the site, fellas! This thread in particular.

I would suggest considering a bump to Legendary for some of these guys, though. Give them some Legendary Actions in lieu of/in addition to the Reactions. The principle difference being that Reactions are 1/round (unless otherwise noted, obviously) and work on specific triggers, where Legendaries are 3/round and generically work "after another creature's turn", regardless of what they did. Like, maybe Bats can make a Wisdom (Perception) check as a Legendary Action, giving him a radar-like ability to keep track of stealthy foes. Superman can probably do the same thing, now that I think of it.

A further extension of this would be Lairs. The Batcave, for instance, is the last place you'd want to fight Batman. If you think he's tough in the streets... whew.

Example: Batman's lair takes one of the following actions on initiative count 20 each round; Batman cannot use the same ability two rounds in a row:
• Batman's security system beams supersonic paralytic waves at his enemies. Creatures that can hear must make a DC 23 Constitution saving throw or be deafened and stunned until initiative count 20 on the following round.
• Bats erupt from the shadows, plaguing one creature that Batman can see within 60 feet. That creature is smothered by bats if they fail a DC 23 Dexterity saving throw, suffering disadvantage on ability checks, attack rolls, and saving throws until initiative count 20 on the following round.
• Batman is at home in the shadows, and teleports to an unoccupied space within 60 feet that he can see.


This place is starting to really look like the old DF from back in the Oughts. All we need is Amiel, Dyson, and a bunch of unlicensed elves... :)

_________________
Et Earello Endorenna utulien. Sinome maruvan ar Hildinyar tenn’ Ambar-metta!


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 Post subject: Re: DCU 5e
PostPosted: Sun Jun 19, 2016 11:04 am 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4427
Yeah Batman should be legendary. I rushed on him and Supes to get them out before I left, but I got sick and just posted what I had.

Probably make all the big three legendary.


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 Post subject: Re: DCU 5e
PostPosted: Sun Jun 19, 2016 10:16 pm 
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Posts: 1248
All I want is Aquaman.


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 Post subject: Re: DCU 5e
PostPosted: Mon Jun 27, 2016 5:46 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
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Alright, so we have Superman at 30 Strength, despite that being lower than he has clearly demonstrated. I think it might be time to duck back into the old super strength levels before this gets under way.

Super Strength

A creature with super strength gains +1 die of damage for every level of superstrength.
A creature with super strength increases their lifting capacity for every level of superstrength.

Normal: Str score x 15 = pounds carried (You can lift twice this)
Level 1: Str score x 100 = pounds carried
Level 2: Str score x 1 = tons carried
Level 3: Str score x 10 = tons carried
Level 4: Str score x 100 = tons carried
Level 5: Str score x 1000 = tons carried
Level 6: Str score x 10,000 = tons carried
Level 7: Str score x 100,000 = tons carried
Level 8: Str score x 1,000,000 = tons carried
Level 9: Str score x 10,000,000 = tons carried
Level 10: Str score x 100,000,000 = tons carried

Super Speed

A creature with super speed adds their speed level to their Armor Class, and to damage dealt by melee weapon attacks.
A creature with super speed can take an additional number of reactions in a round (although it can still make only one reaction per triggering event) equal to their super speed level.
Against a creature with an SSL equal to your own, you are limited as normal to one reaction per round.
Against a creature with an SSL higher than your own, you cannot take reactions.

A creature with superspeed is typically invisible when moving to creatures without superspeed.

Creatures with super speed often have other abilities as well, such as evasion and uncanny dodge. These are individual abilities, not inherent to superspeed itself.

A creature with super speed gains a +4 bonus on initiative checks per level. When using the Dash action, a creature with superspeed is able to take additional movement as listed below.

Normal: x2
Level 1: x3
Level 2: x5
Level 3: x10
Level 4: x100
Level 5: x1,000
Level 6: x10,000
Level 7: x100,000
Level 8: x1,000,000
Level 9: x10,000,000
Level 10: x100,000,000

6750 feet per round = speed of sound (SSL 4: 70 ft.)
13,500 = Mach 2 (SSL 4: 140 ft.)
33,750 = Mach 5 (SSL 5: 35 ft.)
6b feet per round = speed of light (SSL 10: 60 ft.)


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