So, a non-magical martial in 5e who can
1. Move so fast they teleport up to 500' as a bonus action
2. Can hit the ground producing a 50' area of effect. Creatures other than you in that area of effect take 10d8 damage and fall prone; they can make a strength saving throw to take half damage and not fall prone.
3. Has a movement speed of 200'.
4. By taking an action, can charm any creature they talk to. Whenever the charmer or their allies damages them or their allies, they get a wisdom save against the charm.
5. Does not take damage from falling.
6. Can jump up to 100'.
7. Whenever they hit a creature, can move up to half their speed and attack a creature they have not attacked yet this turn. If it is an ammo weapon, this uses a new ammo. If it is a thrown weapon, use the first creature's location for the origin of this new attack. These are all extra attacks beyond the usual number.
8. Regains 1 HP per expended HD per turn. Can spend a HD to increase this healing rate by the roll plus your constitution bonus.
9. Rolls initiative twice. Acts on both initiative counts.
10. Has Dexterity bonus extra reactions.
11. Can expend a reaction to being hit to move half your speed. If this makes you an invalid target to the attack, the attack misses.
12. Can expend a reaction to making a saving throw to move half your speed. If this makes you an invalid target to the effect triggering the saving throw, the effect no longer applies.
13. Can throw energy blasts using their determination. As an action, pick a location you have line of effect to within 100'. All creatures within 20' of that location must make a dexterity saving throw or suffer 8d6 fire damage (1/2 damage if they succeed). Unattended objects in the area that are flamable catch fire.
is totally not supernatural?
Got it.