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.