Monstrous!




Character creation

This supplement adapts Dungeons & Dragons Fifth Edition into a multigenre RPG by importing structural elements from Mutants & Masterminds Third Edition while keeping the core 5e mechanics.

Characters are no longer defined by class spell lists or fixed progression features. Instead, they are built using:

* Classes (resource chassis)
* Power Points (PP)
* Advantages
* Expanded skill system

Attributes
You begin play with the following array of ranks. You assign each to one of your attributes as you see fit: +2, +2, +1, +1, +0, -1

At your discretion you may reduce one of your +2 to +1 to increase a lower stat to 1 higher, but don't have to.

Attribute Cap: 4 + 1/4 level.

Attributes remain relevant for:

* attack rolls (STR/DEX weapons)
* AC (DEX or armor)
* saving throws
* skill checks

They do not directly determine supernatural abilities.

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# 3. Classes (Resource Framework Only)

Classes do not grant spellcasting or unique feature trees. Instead, they define durability, skill access, and Power Point economy.

## Warrior
* HP: 10 + CON per level
* Skills: 6 + INT (1/3 of which get expertise, round down). Must select at least 6 of the following: athletics, guard, brawn, prowess, intimidation, fortitude, stamina, immunity, toughness.
* PP: 8 per level
* Attributes: +2 Str, +1 Con (or vice versa) and +1 any other of your choice
* Saves: STR, CON, +1 choice

## Rogue
* HP: 8 + CON per level
* Skills: 10 + INT (1/3 of which get expertise, round down)
You must select at least 6 from the following: acrobatics, Stealth, Piloting, speed, finesse, Legerdemain, Marksmanship, flexibility, deception.
* PP: 6 per level
* Attributes: +2 Dex, +1 Wis (or vice versa) and +1 any other of your choice
* Saves: DEX, WIS, +1 choice

## Mage
* HP: 6 + CON per level
* Skills: 8 + INT (1/3 of which get expertise, round down)
* PP: 10 per level
* Attributes: +2 Int, +1 Cha (or vice versa) and +1 any other of your choice
* Saves: INT, CHA, +1 choice

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# 4. Skills

Skills are replaced with an expanded list inspired by Mutants & Masterminds Third Edition.

* Proficiency uses standard 5e mechanics
* Expertise applies to ⌊1/3 of proficient skills⌋
* All characters gain broader skill access than base 5e

Skills represent trained competence, not superhuman effects.

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# 5. Power Points (PP)

PP replaces:

* class features
* spellcasting
* supernatural abilities

PP is spent only on:

* Powers
* Advantages

PP is not used for:

* attributes
* skills
* saving throws
* core 5e combat math

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# 6. Powers System

Powers are modular effects (from M&M design) adapted into a 5e damage-and-conditions framework.

## Power Modes

### At-Will (Half Rank)

* Power functions at half rank (round up)
* Usable every turn

### Full Power

* Usable 3 times per short rest
* Functions at full rank

### Heroic Surge

* Spend Inspiration
* Power functions at full rank +2 ranks

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# 7. Powers and Effects

Powers replace spellcasting and supernatural class features.

Examples:

* Super Strength modifies lifting, shoving, and damage
* Energy blasts deal rank-based damage
* Flight replaces movement limitations
* Control effects impose 5e-style conditions

All effects use standard HP, damage, and condition rules instead of Toughness saves.

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# 8. Advantages

Advantages are PP-purchased passive or tactical upgrades.

They replace:

* feats as class features
* combat feature trees
* special attack modifiers

They enhance:

* action economy
* combat options
* survivability
* power interactions

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# 9. Saving Throw Expertise

* Characters may gain Expertise in a saving throw they are already proficient with via feat
* No additional benefits are granted
* This deepens defensive identity without expanding coverage

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# 10. Feats

* Gain 1 feat every 4 levels
* Feats are the primary method of increasing ability scores
* Feats may also grant structural or passive improvements

Feats do not grant PP or powers.

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# 11. Combat Conversion

This system replaces M&M’s Toughness-save structure with 5e-style combat resolution:

* Attacks deal damage directly to HP
* Healing restores HP directly
* Conditions follow standard 5e rules
* No Toughness saves or damage condition tracks

Defensive abilities instead modify:

* AC
* saves
* damage reduction
* or power-based effects

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# 12. System Identity

This hybrid system preserves 5e’s mechanical foundation while layering superhero customization on top:

* 5e engine = combat resolution (attack, AC, HP, saves, conditions)
* Classes = resource scaling (HP / skills / PP)
* Skills = expanded competence system
* PP system = all superhuman abilities
* Advantages & Powers = superhero customization layer

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# End of Supplement

This conversion creates a superhero RPG built on the familiar structure of 5e, while enabling freeform character design and modular power expression inspired by Mutants & Masterminds-style point-buy systems.