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==Generalist Epic Destinies== As their name suggests, these Epic Destinies are extremely open in origin. Many require at most belonging to a power source, but these have at most vague requirements (a feat, sufficient ability score, etc) or simply nothing more beyond being 21st level. ===[[Bahamut]]'s Vessel=== Those who crusade in the name of justice may attract the attention of the Platinum Dragon. To one who attracts his attention, he gifts a fragment of his divine might. What '''Bahamut's Vessel''' does with this power is up to them, but it is definitely likely that their goals will align with his in many ways. If this destiny permits, the vessel may be granted a place in his domain, but if a fatal incident occurs, the vessel will find that their duty is to sacrifice themselves to bring Bahamut back into the mortal world. This Epic Destiny is found in [[Dragon Magazine]] #378 in the "Channel Divinity: Bahamut's Champions" article and is available to ''any character who worships [[Bahamut]]''. At 21st level, you have the ''Blessed Awakening'' feature, granting +2 to either Strength, Wisdom, or Charisma. It also allows you to use an action point to use a Healing Surge and gain +2 to all defenses, effectively negating second wind. At 24th level, you gain the ''Courageous Presence'' feature. This gives allies within 5 squares a +2 bonus on saving throws, and grants a +2 to attack rolls and all defenses when targeted by a divine healing. At 26th level, there is the '''Seven Canaries''' daily utility power. These canaries circle you, each granting a separate gift and as an immediate interrupt, you can sacrifice one to gain a +4 bonus to all defenses against an attack targeting you. The benefits are as follows: :*Resist 15 cold :*Resist 15 fire :*Allies within 5 squares gain +1 to attack rolls, saving throws, and skill checks. :*You can use all your actions while dazed and stunning still allows you to make a standard action :*Your attacks deal 1d10 cold+fire damage :*You have a hovering fly speed equal to your speed :*Regeneration 2 At 30th level, you acquire the motherlode: the ''Platinum Rebirth'' feature. Once per day when you hit 0 HP, you restore all your health and turn into a large platinum dragon, replete with darkvision, resist 20 cold, resist 20 fire, a fly speed of 10 (hover), and all enemies within 5 squares take -2 to attack you - and this is all on top of being able to keep using your gear, with the exception of weapons. You also gain access to the '''Dragon Bite''' at-will (A melee attack with range 2 and deals 3d12+12 damage with a 1-square slide) and the '''Dragon Breath''' daily (close blast 5, hitting pushes enemies back 3 squares and save-ends immobilizes them while missing just pushes them back 1) that, when used, reverts you back to normal. ===Ceaseless Guardian=== The primary way for a protector to guard their charge, they must learn to exploit every opening and opportunity that their enemies open. Whether it is a reaction to the loss of a loved one or to ensure that no such thing may come to pass, always seeking to react faster than any opponent can act. They have sworn to always protect their allies and ensure their survival against all odds. This Epic Destiny was found in [[Dragon Magazine]] #387 and is available to ''Any Class of the Defender Role ([[Fighter]]s, [[Paladin]]s, [[Swordmage]]s, [[Warden]]s, [[Battlemind]]s).'' At 21st level, you have the ''Guardian Mindfulness'' feature, adding +2 to an ability score of your choice and adding +1 to your speed. At 24th level, you acquire the ''Impressible Defense'' feature, letting you take opportunity and immediate actions even when dazed or stunned. At 26th level, you get the '''Always Ready''' daily utility power, allowing you to replace your initiative score with that of the highest among your allies +1. In the event of any surprise attacks, you can take a full turn. At 30th level, you gain the '''Never Again''' at-will power, letting you spend 1 or 2 Healing Surges to heal a dead ally within close burst 5 back to life. ===Darklord=== The [[Shadowfell]] may be a dark and sinister plane, but it is still home to many, either because they were born there, or because they revel in the powers that the darkness can grant, or simply because they see a reflection of their own soul in its bleak and sinister environs. The '''Darklords''' seek to master the Shadowfell, binding themselves to its sinister magic and learning to shape it to their will. The mightiest of these will succeed, their history and their soul finding reflection in a strange and eerie kingdom that births itself from the cold mists of that realm, creating a place that they are blessed - or cursed - to rule forever more. This Epic Destiny is found in [[Dragon Magazine]] #372, in the article "Masters of the Planes", and is open to ''Any Character''. At 21st level, you gain the '''Stand in Two Worlds''' feature, which lets you use either the Planar Portal ritual ([[Prime Material]] to [[Shadowfell]] or vice-versa only) or the Sahdow Walk ritual for free once per day. At 24th level, you gain the '''Return from the Shadowfell''' feature, which lets you revive yourself after being slain at the start of your next turn, healing to full health and gaining concealment and phasing until the encounter's end. At 26th level, you gain the '''Shadow Stride''' Daily Utility power, which lets you teleport 20 squares as a move action, becoming invisible until either the encounter ends or you are hit by an attack when you reappear in your destination square. At 30th level, you gain the '''Thrall in Death''' feature, which lets you revive any enemy you slay as a dominated 1 hit point minion; all such death-thralls are destroyed at the end of the encounter. ===Deadly Trickster=== [[Rogue]]s, [[bard]]s, and other trickster types who reach the levels of the epic [[adventurer]] find themselves regarded with great distrust, for such power in the hands of one guided by a love of mischief above all else can save or doom with equal ease. Should such a '''Deadly Trickster''' use their powers for good, then they will go be remembered forever as beloved saviors - but if they use their power to hinder and harm, then their names will become curses spat forever more. This Epic Destiny is found in the Player's Handbook 1 and is open to ''any character with either Dexterity 21 or Charisma 21 as well as training in either Acrobatics, Bluff, Stealth, or Thievery''. At 21st level, you gain the '''Sly Fortune's Favor''' feature, which lets you reroll a D20 roll of your choice 3 times per day. At 24th level, you gain the '''Trickster's Control''' feature, which means that if you roll an 18-20 for your first attack roll with a daily or encounter attack power, that power is not expended. At 26th level, you gain the '''Epic Trick''' Daily Utility power, which lets you spend a minor action to gain one of the following benefits: regain all hit points and healing surges, automatically save against all "save ends" effects on you, regain all expended encounter powers, or regain all expended daily powers - except this one; Epic Trick only recharges if you complete an extended rest. At 30th level, you gain the '''Trickster's Disposition''' feature lets you declare a D20 roll of the DM's to be an automatic 1, which cannot be re-rolled, once per day. ===Demigod=== In its way the purest and simplest of the Epic Destinies, '''Demigods''' are mortal adventurers who seek to carve out a place in the [[Astral Sea]]. Whether they will content themselves to serve another god or will strike out to make their own place in the pantheon is their business, but the way will always be long, hard and perilous. This Epic Destiny is found in the Player's Handbook 1 and is open to ''Any Character''. At 21st level, you gain the '''Divine Spark''' feature, which increases two ability scores of your choice by +2. At 24th level, you gain the '''Divine Recovery''' feature, which causes you to automatically regain hit points equal to half your maximum hit points the first time you are reduced to 0 hit points. This feature works once per day. At 26th level, you gain the '''Divine Regeneration''' Daily Utility power, which grants you Regeneration equal to your highest ability score until the end of the encounter as a minor action. At 30th level, you gain the '''Divine Miracle''' feature, which causes you to automatically recharge one Encounter power of your choice whenever you expend your last available Encounter power. Yes, you get to recharge a Encounter power of your choice when ''that'' one is spent too. And then another, and another... you can never run out of Encounter powers in the middle of a fight is what we're saying. ===Eternal Seeker=== The '''Eternal Seekers''' are cosmic vagabonds; free of the boundaries and guidelines of destiny itself, they are the ultimate free spirits, seeking only their own vision of what destiny may be. This Epic Destiny is found in the Player's Handbook 1 and is open to ''Any Character''. Its 21st level feature is '''Seeker of the Many Paths''', which lets them choose new class encounter or daily powers from ''any'' class they wish, although they don't gain class features that may be tied into those powers - an Eternal Seeker [[Fighter]] who learns a [[Wizard]] power or a [[Cleric]] power does not gain the ability to use Implements or Holy Symbols. Its 24th level feature is '''Eternal Action''', which means that when they spend an action point to take an extra action, they also gain a bonus action on their next turn, which does not benefit from their Action Point feature of their [[Paragon Path]]. It's 26th level feature is '''Seeker's Lore''', which grants them a 22nd level utility power from a class of their choosing. Its 30th level feature is '''Seeking Destiny''', which grants them the 24th level feature from another Epic Destiny of their choice. ===Emergent Primordial=== Introduced in '''Heroes of the [[Elemental Chaos]]''', the ''Emergent Primordial'' is a character who has become spiritually meshed with a Primordial, imbuing them with the power to tap into its elemental might. Their ultimate destiny is to either merge with it, or destroy it. Qualifying for this ED requires that the character have either ''the Elemental Origin'', the ''Born of the Elements feat'', or ''any Elemental power''. At 21st level, you gain the '''Primordial Rebirth''' feature: +2 to one ability score of your choice, Origin changes to Elemental, and you gain both Resistance 15 and +3 to damage rolls with your choice of either Acid, Cold, Fire, Lightning or Thunder. At 24th level, you gain the '''Primordial Rebirth''' feature... again. This is your "once per day, when you die" feature; regain HP equal to your Bloodied value, and all allies within 5 squares can spend a healing surge. Additionally, all allies within 10 squares with this Epic Destiny gain +20 temporary hit points and can shift 1 square as a free action. At 26th level, you gain the '''Primordial Form''' feature, your daily utility power. As a minor action, you can assume the form of a Huge Elemental, in which form you gain +2 Reach, Resist 5 to all damage, and a +4 damage rolls with melee attacks and attacks that have the Acid, Cold, Fire, Lightning or Thunder keywords. Finally, at level 30, you gain the '''Primordial Ascendance''' feature; when you score a critical hit or reduce a non-minion enemy to 0 hitpoints, each ally within 5 squares gains +10 temporary hit points and a +2 power bonus to attack rolls until the end of your next turn. ===Exemplar of Evil=== To become the '''Exemplar of Evil''' is to embrace evil in its countless faces: allies are to be sacrificed, champions are to be slain, and your every crime is to be of such legendary wickedness that there will be no argument on their wickedness. The legacy of such villainy is not one to be denied, for their name will be one that haunts the annals of history for generations to come. This Epic Destiny appeared in the Book of Vile Darkness and is available to ''Any Character of Evil Alignment''. At 21st level, you get the ''Ability Score Increase'' feature, lacking any fancy name but giving +2 to two ability scores of your choosing. At 24th level, you reach the ''Epic Evil'' feature. Whenever you kill someone, their body turns into a zone for a turn. Any enemies near or on it take -2 to attack and grant combat advantage to you. At 26th level, you get the '''Vile Reassembly''' daily utility power. This takes you out of play the moment you hit 0 HP and heals you like you spend a healing surge. At your next turn, you come back to fight again. At 30th level, you get the '''Victory at Any Price''' daily utility power. At any point when you hit an enemy with an at-will or encounter power, you can make one non-bloodied ally lose half their health so your attack automatically counts as a crit. ===Guardian of the Void=== The Shadowfell, being a plane of the dead, is the inevitable destinations of all entities mortal and divine alike. That said, however, it is not avoidable. Legend has it that there is a ritual called the "Echoing Void" that can grant immortality - but only through the sacrifice of millions of lives. Because of the very massive and overt signs that portend the ritual's performance, there is also an equal and opposite force that gathers to prevent it from completing. In some cases, the cosmos anoints certain individuals as a '''Guardian of the Void''', a being with power enough to stop the ritual and preserve the balance of life and death. By the time one becomes such a guardian, it is already clear that the ritual is well underway and time is of the essence to halt it. This Epic Destiny is found in Heroes of Shadow and is open to ''Any Character''. At 21st level, you get the ''Raven Guardian's Endurance'' feature, adding +2 to an ability score of your choice. This also grants you Resist 15 necrotic and Regeneration 5 whenever you are bloodied. At 24th level, you attain the ''Guardian's Recovery'' feature, which gives you a +2 bonus to death saves, though this can be improved by +1 for each additional Guardian of the Void within 20 spaces. At 26th level, you are granted the '''Soul of Destiny''' daily utility power. This gives you an aura 5 which allows anyone inside to sacrifice a healing surge to grant an amount of THP equal to their surge value as well as a +4 bonus to the next d20 roll they'll make. At 30th level, you reach the ''Guardian of Death'' feature, letting you immediately recover from death to max HP and teleport to a fellow Guardian of the Void once per day. ===Harbinger of Doom=== For whatever reason, you are an omen for disaster. You have shattered whatever bonds fate has placed for you and now you are free to spread misfortune to others. That said, these misfortunes are beyond your control, and thus you are forced to move to other places lest you harm those you are close to. Even if you reach some matter of ultimate doom, you will be thrown off by the skeins of fate and be thrown into a distant future where you will be forced to act as the herald of misfortune again. This Epic Destiny appears in the Player's Handbook 2 and is open to ''Any Character''. At 21st level, you get the ''Shield of Ill Fortune'' feature. This allows you to re-roll a nat 1 on an attack (though this can't be re-rolled if you roll a nat 1 aagain), while enemies who roll a nat 1 to attack you get stunned and slide 3 spaces to a place of your choosing. At 24th level, you gain the ''Master of Ill Fortune'' feature, letting you roll a save or spend a healing surge once per encounter when an enemy dies. At 26th level, you're given the '''Cloak of Doom''' daily utility power. This forces enemies within 3 spaces to grant combat advantage to your allies, become unable to teleport, and suffer 5 damage whenever they miss an attack. At 30th level, you reach the ''Doom's Reward'' feature, which grants you THP equal to half your level whenever you miss all your targets with an attack. ===Indomitable Champion=== There is a great war on the horizon that threatens the entire world. The '''Indomitable Champion''' is an individual with the skill, endurance, and power to stand a chance at turning back this war and secure a safe future. This Epic Destiny appeared in Heroes of the Fallen Lands and is open to ''Any Character''. At 21st level, you gain the ''Epic Heroism'' feature, giving +2 to two ability scores of your choice. At 24th level, you reach the ''Epic Resilience'' feature, giving +20 extra HP and +1 to all non-armor defenses. At 26th level, you have the '''Epic Tenacity''' daily utility power. Once per day when you reach 0 HP, you spend a healing surge and gain +5 to all defenses. At 30th level, you attain the '''Unmatched Defense''' daily utility power, allowing you to count one attack against you as having rolled a natural 1. ===Keeper of the Everflow=== The Everflow is a stream of souls within the Shadowfell that is meant to represent the cycle of life, death and rebirth. However, [[Nerull]] disrupted the flow by hoarding the dead souls for his purposes. The [[Raven Queen]] was able to undo some of the damage, and thus decided to judge the souls to wherever she sees fit. However, there is an order called the '''Keepers of the Everflow''' who seek to return the Everflow to its original state, even if this means enraging the Raven Queen herself. Her legions will stop at nothing to prevent the Keepers from accomplishing their agenda, preserving the flow of life as it is. This Epic Destiny appears in Heroes of Shadow and is available to ''Any Character''. At 21st level, you get the ''Enlightened Rebirth'' feature. This adds +2 to an ability score of your choice and swap around your origin every long rest. Your origin even grants a special benefit: *Aberrant: You gain Resist Psychic equal to 5+your level. You also get to deal psychic damage equal to a mental stat modifier whenever an enemy misses you with an attack that targets your Will. *Elemental: You gain Resist 10 to Acid, Cold, Fire and Lightning. Your attacks will ignore any resistance to these damage types. *Fey: You gain +1 to Reflex and Will and are immune to the Charmed condition. *Immortal: You gain Regeneration 5 whenever you are bloodied. All your at-will attacks that deal untyped damage now deal radiant damage instead. *Natural: You gain Resist 5 all and add +2 to all saving throws. *Shadow: You gain Resist 10 Necrotic. You also get to deal psychic damage equal to a mental stat modifier whenever an enemy misses you with an attack that targets your Will. At 24th level, you gain the ''Life Overflow'' feature, allowing you to resurrect at your bloodied value with all conditions ended once per day. Whenever you do so, you can also switch your origin and gain 5 THP for any other Keeper of the Everflow in your party. At 26th level, you achieve the '''Lore of the Wheel''' encounter utility power, letting you or a fellow Keeper of the Everflow within burst 5 to use any skill as if they have proficiency and add +5 to all checks. At 30th level, you get the ''Turn the Wheel'' feature. Whenever you crit an enemy with a Daily power, they're restricted to only normal attacks until the end of your next turn. Whenever you kill an enemy, you can then reincarnate them as a natural creature with no memory of their life - though you have no hand in guiding their reincarnation. ===Keybearer=== The [[multiverse]] is a source of endless fascination to those who can understand the scope of it. The '''Keybearers''' are those whose love of exploration meant that their awareness of the [[plane]]s was a source of purest joy, promising them an infinity of realms to explore as they see fit. For the mightiest of these mystical travelers, soon, even the planes are not enough. Alien planets, alternate realities, even time itself can open up for the most determined Keybearer. This Epic Destiny is found in [[Dragon Magazine]] #372, in the article "Masters of the Planes", and is open to ''Any Character''. At 21st level, you gain the ''Portal Mastery'' feature, which lets you cast either Linked Portal or Planar Portal for free 1/day and lets you, 1/day, respond to being killed by healing to your bloodied value and teleporting to a permanent teleportation circle whose sigil sequence you have memorized on whichever plane you prefer. At 24th level, you gain the ''Traveler's Tricks'' feature, which lets you teleport 5 squares as a free action whenever you roll an 18+ on an attack roll. At 26th level, you gain the '''Reality Distortion''' Daily Utility power, which lets you spend a standard action to create a close burst 3 zone that lasts until the end of your next turn, but which can be sustained until the end of your next turn again with a standard action. This zone moves with you when you move, ensuring you remain at its center. While you remain in this zone, you gain an extra move action but any other creature that starts its turn within the zone must roll 1d6 to see what happens to it: #The target blinks out of existence until the start of its next turn. When it reappears, it returns to the space it left or the closest available space. #The target is dazed and immobilized until the start of its next turn. #The target is slowed and weakened until the start ofits next turn. #The target gains vulnerable 15 to all attacks until the start of its next turn. #The target grants combat advantage to all targets and takes a –5 penalty to all saving throws until the start of its next turn. #The target blinks out of existence until the start of its next turn. When it reappears, it returns to the space it left or the closest available space. At 30th level, you gain the ''Unfettered Passage'' feature, which grants you the Phasing trait; you ignore difficult terrain and can move through obstacles and other creatures, but must end your movement in an unoccupied space. ===Lord of Chaos=== In the ancient days of the world, a race known as the [[Reigar]] - a [[human]]-like people who revered personal freedom, expression, and artistry above all things, and who were all natural [[Wild Mage]]s - abandoned the material realms to pursue the power that could be found in the [[Elemental Chaos]]. Here, they learned to master the purest form of chaos magic, the power to create, transform, and destroy with purest thought. This discovery elevated them to a race of living godlings; self-centered, capricious, and driven only by their desire to experience new sensations and outdo each other in creative works. The brightest of the Reigar foresaw that this would ultimately doom them to dwindle and stagnate, and so they crafted a hyper-spell of their own design; a sentient, self-guiding force that would seek out brilliant and worthy souls and gift them with the powers of the Reigar, allowing them to preserve the race by preserving their spirit. Such '''Lords of Chaos''' are one in a million; brilliant, beautiful, willful and creative all at once, enough to be considered worthy heirs to the Reigar. Those Lords of Chaos who survive to master their powers go on to achieve many things, always drawn to the challenge of shaping and ordering their own private universe. This Epic Destiny is found in Heroes of the Elemental Chaos and is open to ''Any Character''. At 21st level, you gain the '''Awakening''' feature, which transforms your Origin to Immortal (if it wasn't already) and gives you +2 Charisma. It also allows you to create a singular ''shakti'', part artistic sigil and part tool, a token of pure chaos-stuff that you can turn into a +5 magic weapon, +5 magic armor, +5 implement, or +5 amulet of protection at will, choosing whichever form suits you best. Your shakti turns to dust if somehow removed from you, but you can recreate it as a minor action. The value of its tool settings increases to +6 at 26th level. At 24th level, you gain the '''Rapid Reincarnation''' feature, which lets you, once per day, choose to dissolve your body into golden motes of light and revive at a point of your choosing up to 1 mile away with hit points equal to your bloodied value instead of taking a death saving throw. Reviving when you use this feature takes between 1 minute and 1 hour. At 26th level, you gain the '''Whim of Creation''' Daily Utility power, which lets you use a minor action to remove difficult terrain, create difficult terrain, or create nondamaging weather conditions of your choice in a close burst 5. Whichever effect you desire, it lasts as long as you wish. At 30th level, you gain the '''Master of Chaos''' feature, which lets you teleport yourself or the triggering enemy up to 10 squares as a free action whenever you bloody an enemy or score a critical hit against an enemy. ===Lorekeeper=== When a '''Lorekeeper''' gathers enough knowledge, there comes a point where they are a living repository of all sorts of knowledge. If anyone ever has a problem or a question, they will turn to this veritable genius to hear what wisdom they hold, for it may be the answer to any great crisis that arises in the land. This Epic Destiny appeared in Player's Handbook 2 and is available to ''Any Character with either Intelligence 21 or Wisdom 21 as well as training in two Knowledge skills (Arcana, Dungeoneering, History, Nature, Religion)''. At 21st level, you get ''Lorekeeper's Wisdom'' feature, which lets you re-roll knowledge checks as well as giving a +2 bonus to damage against enemies that are covered under your trained skills (meaning if you're trained in Arcana, you add this bonus to attacks against elementals, fey, and shadow creatures, and so on). At 24th level, you get the ''Lorekeeper's Cunning'', allowing you to re-roll any skill check for a ritual and double the time any non-creation ritual takes in exchange for halving the cost needed for it. You also gain a +2 bonus to hit against any enemies covered under your trained skills. At 26th level, you get the '''[[Truenamer|True Name]]''' encounter utility power. For one turn, you reveal the weaknesses of an enemy and your allies all get to add your Intelligence or Wisdom modifier to any damage rolls against that enemy. At 30th level, you find the ''Lorekeeper's Revelation'' feature, letting you turn two daily utility powers to encounter utility powers (or lets you retrain utility powers until you get two daily utility powers to do so). ===Prince of Hell=== [[Baator]] offers a siren call to many souls, tempting them to risk their immortal existences for temporal power. That's not enough for those who would call themselves '''Prince of Hell'''. They will not merely take the power that the Nine Hells offer, they will turn that power on the [[devil]]s themselves, carving out their own demesne in which to reign. It's a risky gambit... but, it's not impossible. This Epic Destiny is found in [[Dragon Magazine]] #372, in the article "Masters of the Planes", and is open to ''Any Character''. At 21st level, you gain the '''Infernal Form''' feature, which grants you +2 Charisma, Resist Fire 20 + 1/2 level, the Darkvision racial trait, and the Immortal Origin. At 24th level, you gain the '''Hellfire Master''' feature, which means your fire attacks ignore fire resistance, and you can choose to apply the Fire keyword to one encounter attack power of your choice at the end of each short rest. Powers that already had an elemental damage keyword now do both types of damage. At 26th level, you gain the '''Infernal Allies''' Daily Utility power, which lets you summon four Legion Devil Legionnaires within a close burst 3. These devils act according to your orders (free action) on your initiative count, and they gain a +2 bonus to attack rolls as long as you are conscious and alive. Each devil remains until it is killed, until you dismiss it (a free action), or until the end of the encounter. At 30th level, you gain the '''Brimstone Step''' feature, which grants you a teleport speed of 5 and causes all creatures adjacent to you when you teleport away to take 10 fire damage. ===Prison of the Winds=== The dominion of [[Hestavar]] in the [[Astral Sea]] is famously scarred by the [[Dawn War]], as a [[Archomental|Primordial]] of storms and wind named Heur-Ket assaulted the place and has been trapped there every since. To maintain the bindings, mortal [[adventurer]]s of great power are used to seal away a small but crucial fragment of the Primordial's essence. But there have been many of these ''Prisons of the Winds'' over the eons; all have succumbed to Heur-Ket's power and been unraveled from within, discorporating under the relentless assault on their very soul. But new Prisons continue to step forth, and ultimately, there will come one who will either destroy the Primordial totally - or set it free to ravage the [[multiverse]] again. This Epic Destiny is found in [[Dragon Magazine]] #371, in the article "[[Hestavar]]: The Bright City", and is open to ''Any Character''. At 21st level, you gain the '''Essence of Heur-Ket''' feature, which grants you +2 Constitution, +2 Dexterity, and +2 Speed. At 24th level, you gain the '''Storm Surge''' feature, which lets you, once per day, use a free action when dropped to 0 hit points to spend a healing surge (or gain HP equal to your Constitution score, if you haven't got any left) and unleash a blast of wind which pushes all creatures within 5 squares of you a number of squares equal to your Constitution modifier before knocking them prone. At 26th level, you gain the '''Fury of Heur-Ket''' Daily Utility power, which lets you enter a stance as a minor action in which you gain a fly (hover) speed equal to your land speed and can choose to either push an adjacent enemy squares equal to your Constitution modifier or knock it prone when you hit it with a melee attack. At 30th level, you gain the '''Storm Form''' feature, which causes you to become Insubstantial when you are bloodied and lose this trait when you stop being bloodied. ===Planeshaper=== The [[Astral Sea]] abounds in dominions; proto-worlds and godly kingdoms, fashioned from the raw stuff of the soul itself. To the '''Planeshaper''', this is an opportunity like nothing else: the chance to breathe life into a world entirely of their own vision. Whilst they start small, for those few who have the greatest drive (and luck), eventually, they may see themselves as progenitors to whole new worlds. This Epic Destiny is found in [[Dragon Magazine]] #372, in the article "Masters of the Planes", and is open to ''Any Character''. At 21st level, you gain the '''Ultimate Adaptation''' feature, which grants you +2 Intelligence and lets you designate one encounter power at the end of each extended rest; this designated power can be used twice per encounter. At 24th level, you gain the '''Astral Critical''' feature, which allows you to temporarily banish any enemy you inflict a critical hit against to your astral seed, removing them from the battlefield until the start of your next turn. At 26th level, you gain the '''Planar Refuge''' Daily Utility power, which lets you spend a standard action to teleport yourself and each willing ally within a close 5 burst to your astral seed; you reappear in the space you vacated at the start of your next turn, but you can spend a healing surge and recharge one encounter power. At 30th level, you gain the '''Shape Reality''' feature, which grants you an aura 10 in which you can reshape reality as you see fit. Once during each of your turns, you can alter the environment in any of the following ways by spending a minor action: * Change the temperature. Creatures that start their turns within your aura automatically take 15 cold damage or 15 fire damage (your choice). You can spend another minor action to return the temperature to normal, eliminating this damaging effect. * Permanently transform any squares of difficult terrain within your aura into normal terrain. * Permanently transform any squares of normal terrain within your aura into difficult terrain. * Create breathable air in any or all squares. * Fill 9 unoccupied squares with a solid surface, such as stone or wood. If you fill a square with a solid surface that is not attached to another surface (in other words, you create a stone slab 5 squares up in the air), the surface hovers in place. ===Punisher of the Gods=== Vengeance is a power that surpasses all others, at least so preach those who attain the mantle of '''Punisher of the Gods'''. So dedicated are they to the grim business of bloody retribution that even the gods admire their stalwart dedication to punishment, raising them up as slayers of their enemies, and perhaps, in a distant future, to the ranks of the gods themselves. This Epic Destiny is found in [[Dragon Magazine]] #372, in the article "Masters of the Planes", and is open to ''Any Character''. At 21st level, you gain the '''Immortal Curse''' Encounter Power, which lets you designate one nonminion enemy that you have damaged within a close burst 10 as a free action. Whenever you score a critical hit against the target of your immortal curse, you gain 1 action point. You must use this action point before the end of your next turn, and doing so does not count toward the once per encounter restriction on spending action points. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power. At 24th level, you gain the '''Devourer of Fate''' feature, which grants you a +5 bonus to saving throws against save-ends effects caused by the target of your Immortal Curse, and lets you make a saving throw when the target of your Immortal Curse makes an attack that could reduce you to 0 HP; if this save succeeds, that attack inflicts no damage and you can spend a healing surge. At 26th level, you gain the '''Repel Legions''' Daily Utility power, which lets you create a Close Burst 3 zone of destruction and repulsion that lasts until the end of your next turn as a standard action. You can use a minor action to sustain the zone until the end of your next turn. This zone moves with you, always keeping you at its center. An enemy that starts its turn within the zone takes 15 radiant and necrotic damage and is pushed 3 squares away from you. If an enemy starts its turn within the zone and ends its turn adjacent to you, you can push that enemy 5 squares as a free action. At 30th level, you gain the '''Bringer of Dooms''' feature, which causes you to automatically inflict maximum damage when you hit the target of your Immortal Curse. ===Radiant One=== While most who study the stars are driven mad and fall into the clutches of things beyond them, a '''Radiant One''' manages to uncover a greater truth. They become stars in their own right, aware of the cosmos, but vulnerable to the depredations of those beyond them. Perhaps, if they survive long enough, they may enter their place amongst their fellow stars. This Epic Destiny appeared in [[Dragon Magazine]] #366 in the "Wish Upon a Star" article and is available to ''Any Character of 21st Level'' At 21st level, you acquire the ''Starborn'' feature, giving Resist fire+radiant equal to 10+level and deal additional fire+radiant damage equal to your Intelligence modifier whenever you hit while having combat advantage. At 24th level, you gain the ''Starburst'' feature. Once each day when you hit 0 HP, you immediately spend a Healing Surge and fire+radiant damage equal to your surge value to all enemies within 3 squares. At 26th level, you get the '''Star Flesh''' daily utility power. This adds your Intelligence modifier to all your defenses and lets you roll a saving throw against any ranged, area, or burst attack for the chance to utterly negate it. At 30th level, you gain the ''Starry Rift'' feature, allowing you to act again during a turn once per day. ===Raven Knight=== The '''Raven Knights''' are a prestigious order that serves as the personal champions of the [[Raven Queen]], protecting the Shadowfell from its many enemies and ensuring that it remains in her hands. Those who take this path may eventually fade from memory, but their glory will forever remain as you spend your life in her service. This Epic Destiny appeared in [[Dragon Magazine]] #380 in the "Channel Divinity: The Raven Queen's Champions" article and is available to ''Any Character who worships the [[Raven Queen]]''. At 21st level, you get the ''Sorrowborn'' feature, granting a +2 to Constitution, Dexterity and Speed as well as Darkvision and changing your origin to Shadow. You also gain the ''Bleak Visage'' feature, making adjacent enemies take a -2 penalty to hit you. At 24th level, you gain the ''Shadow Rush'' feature, turning you Insubstantial and Phasing when you run or charge and keeping you that way until the end of your next turn. At 26th level, you learn the '''Dark Scythe''' daily utility power. This transforms a weapon or implement of your choosing into a scythe, retaining its features but also dealing an additional +2d10 necrotic damage. In addition, it lets you heal as if you spent a Healing Surge every time you kill a non-minion enemy and a once per encounter ability to inflict Weakened (save ends) on an enemy you hit. At 30th level, you gain the ''On Sorrow's Wings'' feature, letting you teleport 10 spaces whenever you spend an Action Point for another action. ===Sage of the Swan Tower=== With devotion to [[Ioun]], one with enough esteem may be granted access to the Halls of Enlightenment. This is not enough however. They seek to uncover more about the universe and demystify the unknown. With enough persistence, they will finally be recognized as a '''Sage of the Swan Tower''' and join the timeless sages. This Epic Destiny appeared in [[Dragon Magazine]] #397 in the "Channel Divinity: Ioun: The Sages of the Swan Tower" article and is available to ''Any Character who worships [[Ioun]]''. At 21st level, you gain the ''Expert in Your Field'' feature, granting you +2 to either Intelligence or Wisdom as well as letting you re-roll checks in one skill you are trained in (Pick between Arcana, Dungeoneering, History, Nature, or Religion). At 24th level, you get the ''Divine Arcana'' feature, giving you combat advantage with a divine power if you used an arcane power last turn, while using a divine power also grants combat advantage for your next arcane power. At 26th level, you have the '''Knowledge Applied''' encounter utility power. This lets an ally re-roll a skill check, ability check, or saving throw with a bonus equal to your Intelligence modifier or Wisdom modifier. At 30th level, you reach the ''Secret of the Pillars'' feature, letting you roll an Intelligence or Wisdom check once per encounter when you take damage and reduce the damage taken by that amount. ===Shiradi Champion=== At certain occasions, the Queen of the Summer Court of fey will anoint a certain few warriors to protect her domain and charges. These are the '''Shiradi Champions''', peerless warriors dedicated to the Queen of Summer and beholden to no other archfey. While fey-born species tend to be chosen for his weighty role, a non-fey being could still be a possible candidate, drawing admiration from the fey who see this champion as worthy to join them. This Epic Destiny appeared in Heroes of the Feywild and is open to ''Any non-evil character of 21st level''. At 21st level, you attain the ''Fey Anointment'' feature, adding +2 to one ability score of your choosing, rendering you immune to charm and blindness effects, giving you Fey Origin, and darkvision. At 24th level, you get the ''Armor of Stars'' feature, giving +1 to AC and Reflex. However, if you are adjacent to fellow Shiradi Champions, this is upped to a +2 bonus. At 26th level, you gain the '''Audience with the Queen''' daily utility power. This removes you from play. While you are away, you can either return at the start of your next turn for up to two benefits, or wait until the end of the turn for all three of them. Fellow Shiradi Champions within 5 squares of you when you return all gain THP equal to your Charisma modifier+half your level. The benefits are as follows: ::*Recover HP equal to your bloodied value ::*Gain +2 to all attack and skill checks for the rest of the encounter. ::*Fellow Shiradi Champions gain a +2 bonus to saving throws when adjacent to you until the end of the encounter. At 30th level, you have the ''Everlasting Champion'' feature. Once per day upon hitting 0 HP, you immediately recover your bloodied value in HP, raise up as a free action, and add extra radiant damage to all attacks equal to your Charisma Modifier for the rest of the encounter. ===Storm Sovereign=== Many beings see and respect the power of the storm, but none are as dedicated to mastering it as the '''Storm Sovereign''', the ultimate controller of wind, thunder, and lighting. Those who survive to attain the peaks of their powers are ultimately compelled to abandon the mortal realm for the [[Elemental Chaos]], where they can embrace their full elemental might and ascend to the ranks of the [[Archomental|Primordials]]. This Epic Destiny is found in [[Dragon Magazine]] #372, in the article "Masters of the Planes", and is open to ''Any Character''. At 21st level, you gain the '''Stormborn''' feature, which grants you +2 Constitution as well as Resist Lightning and Resist Thunder 15 + 1/2 your level, and changes your Origin to Elemental. At 24th level, you gain the '''Thunder and Lightning''' feature, which lets you react to being slain once per day by discorporating into a storm of elemental fury. You heal to one-half hit points and gain the insubstantial and phasing qualities. You gain an aura 5, and when enemies begin their turns inside that aura they automatically take 15 lightning and thunder damage, and you can slide that enemy 3 squares. You can use encounter and at-will powers, but you cannot use daily powers, activate magic items, or perform rituals. If you die in elemental storm form, you are dead. At the end of the encounter, after a short rest, you reconstitute yourself from the base elements. Your current hit point total is unchanged, but you no longer experience the other benefits and drawbacks from being in elemental storm form. At 26th level, you gain the '''Scion of Chaos''' Daily Utility power, which lets you make a close burst 5 as an immediate interrupt when an enemy makes an attack against you. You choose a new target for the attack, which must be within the burst and the reach or range of the attack. Additionally, the attack roll for that attack is now considered to be a natural 20, regardless of what the original roll was. At 30th level, you gain the '''Cyclone's Master''' feature, which grants you a Fly Speed equal to your Speed +2, the Hover trait, an Aura 5 that negates the thunder & lightning resistances of any other creature that enters or begins its turn within it, and lets you change the damage typing of your attacks to lightning or thunder at will. ===Thief of Legend=== Stories abound of [[rogue]]s who could achieve impossible feats of thievery. Tales are told of thieves who could steal the crowns from the heads of kings and queens without their royal victims noticing, move so stealthily that death itself couldn't notice them, and outwit gods - thieves who could steal laughter, memories, the color of a painting! You are one of these impossible rogues. You are a '''Thief of Legend''' - and you will prove it, or die trying. This epic destiny appeared in the article "Old Souls: Heroes of Legend Reborn" in Dragon #388, and is open to ''Any character Trained in Stealth and Thievery''. At 21st level, you gain the '''Uncanny Prowess''' feature, which grants you +2 Dexterity and +2 to one other ability score of your choice. At 24th level, you gain the '''Steal Back The Soul''' feature; when you die, after 1 hour, your body and possessions vanish. 24 hours after this, you reappear alive and at full hitpoints at a safe place of your choosing, that is familiar to you, and that is on the same plane where you died. In addition, when you reduce a creature to 0 hit points or fewer, you can steal something intangible from that creature, such as the color of the creature’s eyes or its memories of its kingdom. The mechanical effects of this theft, if any, are left to the Dungeon Master. At 26th level, you gain the '''Impossible Theft''' Daily Utility power. When you touch an unattended object or vehicle, you can teleport it to a safe location of your determination (which must A: be a place that you have been, B: be on the same plane, and C: cannot result in harm to any creature or the target) as a standard action. Finally, at 30th level, you gain the '''Undetectable Thief''' feature, which grants you a passive Stealth score equal to 10 + your Stealth modifier. Any creature that has a passive Perception lower than your passive Stealth score, or that has an active Perception check result that does not equal or surpass your passive Stealth score, cannot see you unless you choose to let that creature see you. ===Twilight Tribune=== When one dies, their souls enter the Shadowfell and enter Letherna to reach their final destination. However, there are those mortal spirits that refuse this destiny and haunt the realms as all sorts of spectral entities. To combat these affronts, the [[Raven Queen]] established the '''Twilight Tribunes''', fearless heroes invested with the power to banish these undead menaces and send them to face their proper judgment. This Epic Destiny appeared in Heroes of Shadow and is open to ''Any Character'' At 21st level, you get the ''Twilight's Insight'' feature, granting +2 to Wisdom and darkvision. At 24th level, you have the ''Twilight Cloak'', rendering you insubstantial whenever you use second wind or total defense. At 26th level, you get the '''Tribune's Authority''' daily utility power. This is a stance that renders you insubstantial with a fly speed equal to your land speed. If anyone attacks you or a fellow Twilight Tribune within 10 squares, you gain combat advantage against the enemy. At 30th level, you attain the ''Tribune's Judgment'' feature. Any damage you take from an non-minion enemy melee attack has a 50% chance to reflect half that damage back. Anyone you kill also cannot be raised or turned into undead. ===Unyielding Sentinel=== Every [[adventurer]] has some role to play in conflict. Yours is to hold the line. You will die before you let them get past. In fact, you probably have died before retreating, maybe more than once. It doesn't matter. Your duty, your destiny, is to plant yourself on that spot when your allies need you and hold the line. You are the unflinching shield of those in your charge, and your resilience can never be doubted. In the greatest conflict of the quest, you shall be the rock of the eternal shore, and your enemies will crash against you and be broken. If this requires you to break as well, then what of it? Live or die, your story will be told forever, for none will forget that you held the line. This epic destiny appeared in the article "Old Souls: Heroes of Legend Reborn" in Dragon #388, and is open to ''Any Class with the Defender role ([[Fighter]], [[Paladin]], [[Swordmage]], [[Warden]], [[Battlemind]])''. At 21st level, you gain the '''Stalwart Guard''' feature, which grants you +2 Constitution and +2 to one other ability score of your choice. At 24th level, you gain the '''Unbreakable''' feature, which lets you roll twice when you make saving throws (including death saving throws) and pick the result to use. At 26th level, you gain the '''Undying Vanguard''' Daily Utility power. As a minor action, you can enter the Undying Vanguard Stance. Until the stance ends, you cannot be subjected to forced movement unless you choose, you do not grant combat advantage, you automatically reduce all ongoing damage to 0, and you are immune to the auras of your enemies if you choose to be. Finally, at 30th level, you gain the '''Vigor of Battle''' feature, which lets you regain hit points as if you'd spent a healing surge by dropping a non-minion enemy to 0 hit points. You only gain this healing once per round, even if you kill multiple enemies in that round. ===Wild Hunter=== When hounds are unleashed and rush out with their masters astride, there can be no doubt that a Wild Hunt has been called. Originally called about by [[firbolg]]s who seek to punish oathbreakers and traitors, there are those who become '''Wild Hunters''' by learning the traditions and in turn become agents of unrelenting justice. This Epic Destiny appeared in Heroes of the Feywild and is available to ''Any Character at 21st level''. At 21st level, you get the multifold ''Soul of the Hunter'' feature. This makes you of fey origin, you gain +2 to either Strength or Dexterity, and you get a +2 bonus to Perception and Insight checks. At 24th level, you get the ''Strike of the Hunter'' feature. This works on only one encounter attack power. Once per encounter, that attack deals an additional save-ends 10 ongoing damage. You also gain combat advantage against anyone taking ongoing damage, be it from you or not. At 26th level, you have the '''Hounds of the Wild Hunt''' feature. This summons two hounds of the hunt, each with a land and fly speed of 8, use your healing surge for their HP, and use your defenses with +2 to AC and Reflex. Like other summons, they waste a healing surge if they both die. These hounds unfortunately lack any attacks, instead being two flanking points whom you can move again with a minor action. At 30th level, you reach the ''Avatar of the Wild Hunt'' feature. Once per day, when you hit 0 HP, you become the Avatar of the Wild Hunt. You regain HP up to your bloodied value, you recharge all your encounter powers, you become large with a reach of 1 and your at-wills all crit on an 18 or higher.
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