In my last batch of Dungeons & Dragons superheroes, I included one supervillain. Here are a few more, for your roleplaying adventures.

Magneto
Race: Mountain Dwarf (Arcane-Touched)
Class: Wizard (Graviturgy or Transmutation)

  • Dwarves are intrinsically tied to metal, stone, and craftsmanship.
  • Graviturgy represents attraction, repulsion, and control of mass, a good mechanical translation of magnetism without modern physics.
  • Transmutation reinforces his ability to reshape metal, weapons, and terrain.
  • Wizardry also emphasizes Magneto’s intellect, planning, and ideological certainty rather than brute force.
  • Signature ability: Metal Dominion – can disarm entire armies by wrenching steel from their hands.

Loki
Race: Changeling or Eladrin
Class: Warlock (Archfey) / Bard (College of Whispers)

  • Changelings embody literal shapeshifting, while Eladrin represent emotional transformation and Fey capriciousness.
  • Both races reinforce Loki’s role as someone who cannot be pinned down, physically or morally, and whose very nature is instability.
  • Archfey warlocks gain power from ancient, inscrutable entities, perfect for a trickster godling bound to higher Fey courts.
  • College of Whispers allows Loki to weaponize secrets, fear, and narrative manipulation rather than direct confrontation.
  • Signature ability: Silver Tongue – deals psychic damage through whispered lies.

Red Skull
Race: Undead (Revenant or Lich-bound Human)
Class: Oathbreaker Paladin / Death Cleric

  • Red Skull represents the death of humanity in service of ideology. Making him undead externalizes that transformation: his ideals outlived his flesh.
  • A revenant fits his relentless obsession.
  • A lich-bound human fits his use of forbidden relics to transcend mortality without becoming fully independent.
  • Oathbreaker reflects betrayal of moral law, while Death Cleric reinforces his use of necromancy, relic worship, and cult leadership.
  • Signature ability: Aura of Zealotry – allies cannot be frightened or charmed.

Green Goblin
Race: Goblin (Alchemically Altered)
Class: Artificer (Alchemist) / Rogue (Arcane Trickster)

  • Goblins already embody chaos, cunning, and volatility. By enhancing one through alchemical mutation, the Green Goblin becomes a what-if brilliant goblin amplified past sanity.
  • Alchemist artificers create volatile elixirs, mutagens, and bombs. Goblin magic distilled into science-adjacent fantasy.
  • Rogue levels emphasize mobility, cruelty, and surprise attacks.
  • Arcane Trickster adds illusion and misdirection, reinforcing his love of spectacle and psychological warfare.
  • Signature ability: Mad Elixirs – explosive potions, mutagens, fear toxins.

Doctor Octopus
Race: Human
Class: Wizard (Conjuration) / Artificer (Battle Smith)

  • A brilliant arcanist whose body was permanently fused with four sentient arcane constructs, originally designed to aid research in dangerous planar breaches.
  • Conjuration governs control, summoning, and battlefield manipulation, ideal for autonomous arcane limbs.
  • Battle Smith allows intelligent constructs and mechanical companions that blur the line between tool and partner.
  • Signature ability: Arcane Limbs – autonomous grappling arms with limited sentience.