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Aspect Codex
Supernatural Agility is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
On this page
Supernatural Agility has 42 powers ready for character sheets, including 39 with VTT hooks.
Power list
42 linked powers can be browsed from this aspect.
Sheet use
42 powers can sit on character sheets.
VTT hooks
39 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Supernatural Agility has 42 powers ready for character sheets, including 39 with VTT hooks.
Supernatural Agility defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Move up to 10 ft. without provoking opportunity attacks. This movement can pass through a creature’s reach, across uneven ground, or around a small obstacle, but cannot pass through solid barriers.
When you would fall prone, slip, lose balance, or take falling damage, twist into control. Add 1d4 to the triggering DEX save or Acrobatics check, or reduce falling damage by 1d8 + your DEX modifier.
Your speed increases by 10 ft. for the duration. You also have advantage on Acrobatics checks made to move through crowds, narrow paths, rubble, furniture, or uneven terrain.
When an attack you can see hits you, roll 1d6 and subtract it from the attack roll, potentially causing the attack to miss. If it still hits, reduce the damage by your DEX modifier.
Flip, slide, vault, or spin into a strike. Make a melee power attack. On a hit, the target takes 2d8 weapon or bludgeoning damage, and you may move 5 ft. without provoking opportunity attacks.
When you fall, jump, are pushed off an edge, or are dropped, reduce falling damage by 2d8 + your DEX modifier and land on your feet if not incapacitated. You may move 5 ft. after landing.
Until the start of your next turn, attack rolls against you have disadvantage if you moved at least 10 ft. this turn. This benefit ends early if your speed becomes 0 or you are incapacitated.
Until the end of this turn, you can move along vertical surfaces and across liquids during your movement. You fall or sink if you end your turn unsupported.
When you are targeted by an area effect, trap, line, cone, or burst, move up to half your speed before resolving the effect. If this movement gets you out of the area, you are unaffected. Otherwise, you have advantage on the triggering DEX save.
Leap up to 30 ft. horizontally or 15 ft. vertically without provoking opportunity attacks. If you land within melee reach of a creature, your next melee attack before the end of this turn deals extra damage equal to your DEX modifier.
When you make a DEX save to take half damage, take no damage on a success and half damage on a failure. If restrained or incapacitated, you cannot use this power.
Move up to your speed in a straight or curved path. You ignore difficult terrain during this movement and may pass through spaces occupied by creatures one size larger than you or smaller, but cannot end in an occupied space.
When you are airborne, falling, thrown, knocked back, or jumping, redirect your momentum. Move up to 20 ft. in any direction that does not pass through solid objects and reduce any collision or fall damage by 3d8 + your DEX modifier.
Make two quick melee power attacks. Each hit deals 2d6 weapon or bludgeoning damage. If both attacks hit the same target, it must make a DEX save or be knocked off balance, granting advantage to the next attack against it before your next turn.
For the duration, your walking speed increases by 20 ft., difficult terrain does not cost extra movement, and you have advantage on saves and checks against being knocked prone, grappled, shoved, or restrained by physical means.
When an attack, power attack, or targeted effect you can see would hit you, move up to 15 ft. without provoking opportunity attacks and impose disadvantage on the triggering roll. If the roll misses, you may leave a brief afterimage in your old space until your next turn.
Move up to twice your speed. During this movement, you may run across walls, ceilings, ropes, creatures, shields, branches, or falling debris without falling until the movement ends. If you pass within melee reach of a creature, you may make one melee power attack against it, dealing 4d8 weapon or bludgeoning damage on a hit.
When a creature misses you with an attack, step into its blind angle. Until the start of your next turn, that creature has disadvantage on opportunity attacks against you, and your next melee attack against it has advantage.
You move with blurred precision. For the duration, attacks against you have disadvantage if you moved at least 20 ft. since the start of your last turn, and you add your DEX modifier to initiative checks and Acrobatics checks.
When a creature within reach misses you with an attack, make one melee power attack against it. On a hit, the target takes 5d8 weapon or bludgeoning damage, and you may move 10 ft. without provoking opportunity attacks.
Move up to three times your speed. During this movement, you ignore difficult terrain, can move across vertical surfaces or liquids, and do not provoke opportunity attacks from creatures you pass if you do not attack them.
When you must pass through a narrow gap, closing door, collapsing space, blade field, crowd, or threatened area, make a DEX save or Acrobatics check with advantage. On success, pass through without taking damage, triggering opportunity attacks, or being stopped.
Your Supernatural Agility powers ignore mundane difficult terrain, unstable footing, and narrow footing penalties. Your speed increases by 10 ft., and you have advantage on saves against being knocked prone or restrained by nonmagical physical effects.
When you are targeted by a ranged attack, projectile, trap, or visible line effect, impose disadvantage on the triggering attack or gain advantage on the triggering DEX save. If you succeed or the attack misses, you may move up to 20 ft.
Move up to twice your speed through hostile spaces without provoking opportunity attacks. Choose up to three creatures you pass within reach. Make a melee power attack against each chosen creature, dealing 4d8 weapon or bludgeoning damage on a hit.
When you fall, are hurled, or collide with a surface, reduce the damage by 6d10 + your DEX modifier. If reduced to 0, you may rebound up to 30 ft. to a surface or space you can see.
For the duration, your speed increases by 30 ft., opportunity attacks against you have disadvantage, and once per round when an attack misses you, you may move 15 ft. without provoking opportunity attacks.
When a creature you can see moves, attacks, or triggers a hazard within range, move up to your speed before the trigger resolves. You cannot pass through solid barriers, but may cross walls, liquids, and occupied spaces during this movement.
Move at least 30 ft. in a straight or curving path, then make one melee power attack. On a hit, the target takes 8d10 bludgeoning damage and must make a STR save or be pushed 30 ft. and knocked prone.
You can stand, run, fight, and recover balance on ropes, branches, narrow rails, moving vehicles, water surfaces during your movement, rubble, collapsing floors, or shifting creatures without checks unless the surface is magically hostile or impossible.
Move up to five times your speed. During this movement, you may cross vertical surfaces, liquids, collapsing debris, and occupied spaces, and you do not provoke opportunity attacks. At the end, choose one creature you passed within reach; it must make a DEX save or take 10d10 bludgeoning damage from your passing strike.
When an attack, trap, wall, falling object, or collapsing structure would hit or trap you, move up to 30 ft. to a space you can see. This is movement, not teleportation; you must trace a possible path, but may pass through spaces no wider than 1 inch during it.
For the duration, your movement creates disruptive wind and pressure. Hostile creatures treat the emanation as difficult terrain, ranged weapon attacks against you have disadvantage, and once per turn when you move at least 20 ft., one creature within the emanation must make a STR save or fall prone.
When you fail a DEX save, are hit by an attack, or would be trapped by a physical hazard, treat the save as a success, cause the attack to miss, or escape the hazard to an unoccupied space within your speed that you could plausibly reach.
Your speed increases by 20 ft. You ignore all mundane difficult terrain, falling damage from nonmagical falls, and penalties from narrow, unstable, slippery, or moving surfaces. Effects that reduce your speed below half require Tier 9 or higher magic, divine power, or story protection.
For the duration, your movement speed doubles, you can move across any surface that can physically support even an instant of contact, and once per turn when you move at least 30 ft., your next attack before the end of that turn deals an extra 5d10 bludgeoning or lightning damage.
When any effect you can perceive would hit, restrain, banish, petrify, crush, disintegrate, or otherwise physically overwhelm you, move up to your speed before it resolves. If this movement can take you outside the effect or behind valid cover, the effect misses you.
Move up to four times your speed. Choose up to six creatures you pass within melee reach. Each must make a DEX save, taking 10d8 weapon or bludgeoning damage on a failed save, or half on a success. You do not provoke opportunity attacks during this movement.
For the duration, attack rolls against you have disadvantage, you have advantage on DEX saves, you ignore opportunity attacks, and once per round when you would take damage from a visible physical source, reduce it by 10d10 + your DEX modifier.
Move up to one mile along a physically traceable route you could theoretically traverse. You may run across water, walls, ceilings, falling debris, and enemy spaces during the movement. Creatures of your choice you pass within reach must make a DEX save, taking 12d10 bludgeoning damage on a failed save, or half on a success.
When you would fail a DEX save, be hit by an attack you can perceive, or be caught by a physical hazard, you instead succeed, the attack misses, or you escape to any unoccupied space within twice your speed that you could plausibly reach. You may also immediately stand and end prone, grappled, or restrained on yourself.
Take a mythic step tied to a race, escape, rescue, duel, impossible journey, or path no one has crossed. Define its principle with the GM: the step that outruns death, reaches the falling child, crosses the collapsing bridge, escapes the perfect prison, or arrives before the first blow. It can be ended only by Tier 10 movement magic, divine intervention, or a story condition set when taken.
Rush - Kaida Sol
New Students / Supernatural Agility
Profile details are still being written.
Solar - Ralos
EVILs / Supernatural Agility
Ralos, known as Solar, is a birdfolk speedster and former Centrum hero whose fall became one of Jericha’s sharpest symbols of corrupted glory. Once celebrated as the fastest alive and a protector within the Centrum Security Forces, he descended into cruelty after Centrum’s collapse, joining EVILS as a shock enforcer in Malevolus Krane’s circle. His Witchborn supernatural agility lets him move, react, and strike with devastating velocity, turning momentum into Violince before targets can breathe. Chaotic Evil and dishonorable, Solar now leaves fear where admiration once stood. His daughter I.J. may yet become the legacy he failed to deserve.