Supernatural Strength
Supernatural Strength shapes a character's supernatural focus, training, and power set.
Power index
Supernatural Strength Powers
42 powers, grouped by tier. The rules needed for quick reference are shown directly in each row.
Tier 0
2
Strike with brute force. Make a melee power attack. On a hit, the target takes 1d10 bludgeoning damage, or weapon damage if higher. Unattended mundane objects take maximum damage from this power.
- Action
- Action
- Use
- At-Will
- Range
- Melee
- Duration
- Instant
- Effect
- 1d10
- Type
- Bludgeoning / Weapon
- Roll
- Attack

Your grip becomes crushingly strong. For the duration, add 1d4 to Athletics checks made to climb, hold, lift, carry, shove, grapple, or resist being disarmed.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- 1d4
- Type
- Strength / Skill
Tier 1
4
When an adjacent creature would fall, be dragged, be crushed by a mundane weight, or drop a heavy object, catch or stabilize it. Reduce any triggering falling, crushing, or collision damage by 1d8 + your STR modifier.
- Action
- Reaction
- Use
- At-Will
- Range
- 5 ft.
- Duration
- 1 Round
- Effect
- 1d8 + STR
- Type
- Reduction / Strength

Make a melee power attack against one creature or object within reach. On a hit, deal 2d8 bludgeoning damage. If the target is an unattended object, door, lock, weapon, shield, chain, or simple mechanism, you may also bend, crack, or jam it.
- Action
- Action
- Use
- At-Will
- Range
- Melee
- Duration
- Instant
- Effect
- 2d8
- Type
- Bludgeoning
- Roll
- Attack

For the duration, your carrying, pushing, dragging, and lifting capacity doubles. You have advantage on Athletics checks made to lift gates, move rubble, hold falling weight, bend bars, or force stuck objects.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- 10 Minutes
- Effect
- Double
- Type
- Strength / Utility

Choose one creature within reach. The target must make a STR save or be pushed 10 ft., knocked prone, or moved 5 ft. to a space you choose within reach. A creature larger than you has advantage on the save.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Melee
- Duration
- Instant
- Type
- Forced Movement
- Save
- STR
Tier 2
4
When you are grappled, restrained, chained, pinned, swallowed, trapped in mundane bindings, or held by physical force, make an Athletics check with advantage. On success, break free and may move 5 ft.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Type
- Escape / Strength
- Save
- STR

Choose one creature you are grappling. It must make a CON save, taking 2d8 bludgeoning damage and being unable to speak above a strained whisper until the start of your next turn on a failed save, or half damage only on a success.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Melee
- Duration
- Instant
- Effect
- 2d8
- Type
- Bludgeoning
- Save
- CON

Your carrying, pushing, dragging, and lifting capacity is permanently doubled. You count as one size larger for grappling, shoving, carrying, and determining whether you can move a heavy object.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- Double
- Type
- Strength

Throw a carried or nearby object of suitable size at a creature, object, or surface within range. Make a ranged power attack using STR. On a hit, deal 3d8 bludgeoning damage. The thrown object takes the same damage unless built to withstand impact.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 3d8
- Type
- Bludgeoning
- Roll
- Attack
Tier 3
4
Make a melee power attack against a creature, shield, armor, or natural armor within reach. On a hit, deal 4d8 bludgeoning damage, and the target’s AC is reduced by 1 until the start of your next turn if the target relies on physical armor or plating.
- Action
- Action
- Use
- At-Will
- Range
- Melee
- Duration
- 1 Round
- Effect
- 4d8
- Type
- Bludgeoning
- Roll
- Attack

Smash the ground, wall, floor, or surface beneath you. Creatures of your choice in the emanation must make a DEX save, taking 4d8 bludgeoning damage and falling prone on a failed save, or half damage only on a success. Loose objects are knocked aside.
- Action
- Action
- Use
- At-Will
- Range
- Self (15 ft.)
- Duration
- Instant
- Effect
- 4d8
- Type
- Bludgeoning
- Save
- DEX

When a gate, ceiling, boulder, vehicle, creature, bridge, or large object would fall, close, collapse, or move, hold it in place by force. For the duration, you can delay the movement if the object is not magically forced by a higher-tier effect.
- Action
- Reaction
- Use
- At-Will
- Range
- Touch
- Duration
- 1 Minute
- Type
- Strength / Support
- Save
- STR

Leap up to 40 ft. horizontally or 20 ft. vertically without a running start. If you land adjacent to a creature or object, your next melee attack before the end of this turn deals extra damage equal to your STR modifier.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- STR
- Type
- Movement / Strength
- Roll
- Attack
Tier 4
4
When a creature, vehicle, projectile, falling object, or charging enemy enters your reach, make an Athletics check against the triggering DC or attack roll. On success, stop its movement, reduce collision damage by 4d10 + your STR modifier, and leave it adjacent to you.
- Action
- Reaction
- Use
- At-Will
- Range
- Melee
- Duration
- Instant
- Effect
- 4d10 + STR
- Type
- Reduction / Strength
- Save
- STR

Choose one creature you are grappling or one willing creature within reach. An unwilling target must make a STR save. On a failure, throw the target up to 30 ft. to an unoccupied space or into another target. It and any impacted creature take 5d8 bludgeoning damage and fall prone.
- Action
- Action
- Use
- At-Will
- Range
- Melee
- Duration
- Instant
- Effect
- 5d8
- Type
- Bludgeoning
- Save
- STR

For the duration, you may wield weapons, shields, improvised objects, and heavy tools as though they were one size category smaller for you. You may drag or carry one willing creature of your size or smaller without reducing your speed.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 10 Minutes
- Type
- Strength / Equipment
- Roll
- Attack

For the duration, your melee attacks and Supernatural Strength powers deal double damage to objects and structures, and you ignore the first 10 points of damage reduction or hardness from mundane materials.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- Double
- Type
- Siege / Strength
- Roll
- Attack
Tier 5
4
Lift, hold, brace, or move a massive nonmagical object such as a portcullis, boulder, wagon, collapsed beam, anchor, small boat, or stone slab. If the object is secured or resisted, make an Athletics check with advantage against the relevant DC.
- Action
- Action
- Use
- At-Will
- Range
- Touch
- Duration
- 10 Minutes
- Type
- Feat / Strength
- Save
- STR

You count as two sizes larger for grappling, shoving, carrying, pushing, dragging, and lifting. You can climb while carrying a creature or heavy object if the surface can bear the weight.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- 2 sizes
- Type
- Strength

Slam the ground, air, or a surface with enough force to create a shockwave. Creatures of your choice in the emanation must make a STR save, taking 6d10 bludgeoning damage and being pushed 15 ft. and knocked prone on a failed save, or half damage only on a success.
- Action
- Action
- Use
- At-Will
- Range
- Self (20 ft.)
- Duration
- Instant
- Effect
- 6d10
- Type
- Bludgeoning
- Save
- STR

Grapple one creature within reach using Athletics with advantage. While grappled this way, the target takes bludgeoning damage equal to your STR modifier at the start of each of its turns and has disadvantage on checks to escape unless larger than you by two or more sizes.
- Action
- Action
- Use
- At-Will
- Range
- Melee
- Duration
- 1 Minute
- Effect
- STR / round
- Type
- Grapple / Bludgeoning
- Save
- STR
Tier 6
4
When a wall, ceiling, bridge, vehicle, gate, creature, or object within reach would collapse, fall, or crush a space, hold it back. Creatures sheltered by you gain resistance to the triggering bludgeoning damage and have advantage on saves to escape the area.
- Action
- Reaction
- Use
- At-Will
- Range
- Touch
- Duration
- 1 Minute
- Type
- Strength / Protection
- Save
- STR

Leap, drop, or drive downward into one target within reach. Make a melee power attack. On a hit, deal 8d10 bludgeoning damage. If you moved at least 20 ft. or fell at least 10 ft. before the hit, the target must make a STR save or be knocked prone and stunned until the start of your next turn.
- Action
- Action
- Use
- At-Will
- Range
- Melee
- Duration
- Instant
- Effect
- 8d10
- Type
- Bludgeoning
- Roll
- Attack
- Save
- STR

Your Supernatural Strength powers ignore mundane penalties from awkward leverage, poor grip, fatigue, or uneven footing. You have advantage on Athletics checks, and your melee attacks count as siege attacks against mundane objects and structures.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Type
- Strength / Siege
- Roll
- Attack

Throw a boulder, tree, statue, wagon, chunk of wall, or similar massive object at a point within range. Creatures in a 10-ft. radius must make a DEX save, taking 8d10 bludgeoning damage and falling prone on a failed save, or half damage only on a success.
- Action
- Action
- Use
- At-Will
- Range
- 150 ft.
- Duration
- Instant
- Effect
- 8d10
- Type
- Bludgeoning
- Save
- DEX
Tier 7
4
Crush one object, structure section, restraint, construct, or heavily armored creature within reach. A creature must make a CON save, taking 10d8 bludgeoning damage and losing resistance to bludgeoning damage until your next turn on a failed save, or half damage only on a success. Objects take maximum damage.
- Action
- Action
- Use
- At-Will
- Range
- Touch
- Duration
- Instant
- Effect
- 10d8
- Type
- Bludgeoning
- Save
- CON

Attempt a legendary but physically grounded feat of strength: drag a ship, lift a huge gate, hold a collapsing tunnel, pull a monster down, bend a metal beam, uproot a tree, or break a stone seal. Make an Athletics check with advantage and add 1d10.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- 10 Minutes
- Effect
- 1d10
- Type
- Feat / Strength
- Save
- STR

Throw a creature you are grappling, a willing creature, or a massive object to a point within range. Unwilling creatures make a STR save. On failure, the thrown target and creatures within 10 ft. of impact take 10d10 bludgeoning damage and fall prone.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Instant
- Effect
- 10d10
- Type
- Bludgeoning
- Save
- STR

Until the end of this turn, when you move in a straight line, you can push through creatures, doors, furniture, rubble, barricades, and mundane walls weaker than stone. Creatures in your path must make a STR save or be pushed aside and knocked prone.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Round
- Type
- Movement / Strength
- Save
- STR
Tier 8
4
You count as three sizes larger for grappling, shoving, carrying, pushing, dragging, lifting, and resisting forced movement. If you can physically grip a surface or object, you can hang from it while carrying a heavy load.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- 3 sizes
- Type
- Strength

When a Huge or smaller creature, vehicle, boulder, falling structure, or massive projectile enters your reach, attempt to catch or stop it. Make an Athletics check against the triggering DC or attack roll. On success, its movement ends and damage to you and creatures behind you is reduced to 0.
- Action
- Reaction
- Use
- 1/Long Rest
- Range
- Melee
- Duration
- Instant
- Effect
- 0 damage
- Type
- Strength / Defense
- Save
- STR

Strike the ground or a surface and split force forward in a 60-ft. long, 10-ft. wide line. Creatures in the line must make a DEX save, taking 12d10 bludgeoning damage and falling prone on a failed save, or half damage only on a success. The line can crack mundane stone, earth, ice, or wood.
- Action
- Action
- Use
- At-Will
- Range
- Self (60-ft. line)
- Duration
- Instant
- Effect
- 12d10
- Type
- Bludgeoning
- Save
- DEX

Make three melee power attacks against one or more targets within reach. Each hit deals 5d10 bludgeoning or weapon damage. If two or more attacks hit the same Large or smaller creature, it must make a STR save or be knocked prone and pushed 20 ft.
- Action
- Action
- Use
- At-Will
- Range
- Melee
- Duration
- Instant
- Effect
- 5d10 / 5d10 / 5d10
- Type
- Bludgeoning / Weapon
- Roll
- Attack
- Save
- STR
Tier 9
4
Move, lift, drag, brace, or redirect a massive mundane object or structure section: a ship, tower gate, stone bridge span, fallen building face, giant statue, or similar weight. The feat must remain physically possible in the scene, though far beyond ordinary limits.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- Touch
- Duration
- 1 Hour
- Effect
- Massive
- Type
- Feat / Strength
- Save
- STR

Your Supernatural Strength powers ignore resistance to bludgeoning damage from objects, structures, constructs, and physically armored creatures unless they are divine, Artifact-grade, or story-protected. You cannot be disarmed, shoved, or grappled by mundane means unless you choose.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Type
- Strength / Immunity

Strike the world with catastrophic force. Creatures of your choice in the emanation must make a STR save, taking 16d10 bludgeoning damage and falling prone and being pushed 30 ft. on a failed save, or half damage only on a success. Mundane structures in the area crack or partially collapse at the GM’s discretion.
- Action
- Action
- Use
- 1/Long Rest
- Range
- Self (120 ft.)
- Duration
- Instant
- Effect
- 16d10
- Type
- Bludgeoning
- Save
- STR

Grapple one creature or hold one object, gate, bridge, vehicle, monster limb, or collapsing structure within reach. A creature must make a STR save or be restrained for the duration. While you maintain the hold, effects below Tier 9 cannot move the held target unless they move you first.
- Action
- Action
- Use
- At-Will
- Range
- Melee
- Duration
- 1 Minute
- Type
- Grapple / Control
- Save
- STR
Tier 10
4
When a massive physical disaster would crush, collapse, fall, flood, close, or move through a place you can touch, hold it back through impossible strength. While you remain conscious and stationary, you can delay the disaster long enough for escape, repair, or one decisive action unless opposed by Tier 10 force, divine power, or story conditions.
- Action
- Reaction
- Use
- 1/Long Rest
- Range
- Touch
- Duration
- Until Released
- Effect
- Disaster
- Type
- Strength / Protection
- Save
- STR

For the duration, you count as Gargantuan for carrying, grappling, shoving, and lifting; your melee Supernatural Strength powers deal an extra 4d10 bludgeoning damage once per turn; and you have advantage on STR saves and Athletics checks.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- 4d10
- Type
- Bludgeoning / Strength
- Roll
- Attack
- Save
- STR

Declare a mythic feat of strength tied to a door, mountain, monster, city, prison, weapon, burden, or impossible rescue. Define its principle with the GM: the lift no one survives, the blow that breaks a tyrant’s gate, the hand that holds back the sea, or the burden carried for a world. It can be opposed only by Tier 10 strength, divine intervention, or a story condition set when declared.
- Action
- Action
- Use
- 1/Ever
- Range
- Self
- Duration
- Until Resolved
- Effect
- Unique
- Type
- Strength / Story
- Roll
- Varies
- Save
- Varies

Make one melee power attack against a creature, object, or structure within reach. On a hit, deal 24d10 bludgeoning damage. If the target is an object or structure, this damage ignores mundane hardness and may destroy a wall, gate, bridge section, or similar obstacle at the GM’s discretion.
- Action
- Action
- Use
- 1/Long Rest
- Range
- Melee
- Duration
- Instant
- Effect
- 24d10
- Type
- Bludgeoning
- Roll
- Attack
