#My Hero Academia system
5 messages · Page 1 of 1 (latest)
If you’re looking to implement My Hero Academia quirks into dnd, the easiest way is to treat each quirk as a custom feat. Basically, every player gets one unique quirk-based feat that works like official ones already implemented into the game.
For example:
** 1. Explosion (Bakugo)** Once per short rest, cast Burning Hands (Dex save, fire damage).
At level 5+, you can choose to cast Fireball instead (once per long rest).
2. Hardening (Kirishima) As a reaction, reduce incoming damage by 1d8 + CON (usable prof. bonus times/day).
Gain resistance to non-magical bludgeoning/piercing/slashing damage for 1 minute once per long rest.
3. Engine (Ida) Dash as a bonus action prof. bonus times/day.
Add +10 ft movement speed while using this feat.
Balancing:
- Limit strong effects to once per short/long rest.
- Use spell mechanics to simplify (ex., "like Shield", "like Mage Hand").
- For scaling, allow stronger effects at levels 5, 11, and 17.
Yada-yada and so on. I think this would be easiest option. You’ll need to home-brew these feats for your players depending on what they want, or you can give them a list to choose from. Keep in mind, if this is a common feature for a lot of people to have in the world like it is in the show, you’ll have a lot of work on your hands. Maybe make it a rare privilege to have a quirk in your world.
Good luck 
I know this thread is a couple weeks old, but I like what xdetail said. I think the only thing is that you want to kinda rework the game. I would say treat the player characters more like monster statblocks, and use some sort of milestone system rather than level. When I say monster statblock i just mean a lot of the time they are a lot more niche than player characters which have many options and subclasses.
Otherwise I would just do what xdetail said with the featlike quirks and get rid of magic in your world, so that characters only play martial classes, i think specifically rogue and fighter make the most sense to me because they dont have abilities that are non-physical. Though most of the characters are unarmed or use their quirks to attack, so that would be important to balance because weapons normally do more damage than unarmed strikes