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===Primal Epic Destinies=== Membership in these Epic Destinies is only open to those who follow the paths of Primal Magic; [[Druid]], [[Seeker]], [[Shaman]], or [[Warden]]. ====Fang of the World Serpent==== Among the primal spirits, the World Serpent's duty is to guard the earth from the many dangers within. However, when a menace is to be eliminated, the Serpent cannot destroy, for that is not its purpose. Instead, it falls upon the '''Fang of the World Serpent''', a living manifestation of the World Serpent's venom, to strike down this threat and protect the earth. This Epic Destiny appeared in Primal Power and is open to ''Any Primal Character''. At 21st level, you gain the ''Serpent's Fury'' feature, making a melee attack made after another primal melee attack add your Strength modifier to damage. At 24th level, you reach the ''Rampant Slaughter'' feature, allowing you to make two free melee attacks when you score a crit or bloody an enemy with a primal melee power - fortunately, only one of these free attacks need target the target of the last attack. At 26th level, you get the '''Serpent's Retaliation''' daily utility power. This is a stance that gives +2 to speed and attack rolls against an enemy that hits you. At 30th level, you have the ''Serpent's Resilience'' feature. At any time an enemy scores a crit against you, they must re-roll that attack roll again with a -5 penalty; if they still hit it remains a crit, but if it misses it's now just a normal hit and you spend a healing surge. ====Fury of the Wild==== The enemies of nature are many: aberrations from beyond that corrupt, demons that destroy, and mortals who seek to impose their own rule upon the untamed wilds. The '''Fury of the Wild''' is what happens when a being understands the pain of nature itself and thus goes on a warpath of destruction in order to restore nature's purity. Perhaps these furious ones may die knowing that they have brought calm to the world, but more likely their wrath will transcend mortality and become a crazed berserker spirit. This Epic Destiny appeared in Primal Power and is available to ''Any Primal Class''. At 21st level, you gain the ''Fury's Strength'', giving +2 to either Strength or Wisdom. At 24th level, you have the ''Land's Fury Feature. Whenever you score a crit, all unbloodied enemies within 10 squares take damage equal to 10+Strength or Wisdom modifier. At 26th level, you gain the '''Fury's Form''' encounter utility power. Whenever you get bloodied, you gain THP equal to your level and a +2 bonus to attack rolls, defenses, and movement. On top of this, all attacks against unbloodied creatures add extra damage equal to your Strength or Wisdom modifier. At 30th level, you have the ''Unstoppable Fury'' feature, letting you re-roll an at-will attack against an unbloodied enemy, but you have to take the latter result. ====Glorious Spirit==== Among the primal spirits that protect the world are those legendary heroes who stand as exemplars to their descendants. These are the '''Glorious Spirits''', the tireless champions who have faced countless enemies in triumph. With enough victories under their belts, they may one day finally die and be welcomed to the afterlife, welcomed by their fellow ancestral spirits and given the chance to guide their descendants. This Epic Destiny appeared in Player's Handbook 2 and is open to ''Any Primal Class''. At 21st level, you get the ''Worthy Foe'' feature. Once per encounter, you can deem the closest enemy as a sworn enemy and your attacks that turn ignore resistances and insubstantial. Each turn, one attack you make towards this foe deals +2d8 extra damage and if you kill them, you spend a healing surge. At 24th level, you acquire the ''Seeker of Foes'' feature, letting you immediately teleport next to an opponent once an encounter. At 26th level, you get the '''Spirit Steed''' at-will utility power. Whenever your worthy foe moves somewhere within 6 squares of you, you can immediately fly over to their side, ignoring opportunity attacks. At 30th level, you gain the ''Bearer of Doom'' feature, making any attacks that target the worthy foe but miss count as un-expended. ====Honored Ancestor==== There are those who share an incredibly close bond with the ancestor spirits. The reason for this is because they themselves are reincarnations of ancestor spirits and thus are able to sense the spirits in all things. These '''Honored Ancestors''' have taken mortal form in order to accomplish a legendary task, though the intentions of it are not always what they seem. This Epic Destiny appeared in Primal Power and is available to ''Any Primal Class''. At 21st level, you get the ''Spirit Guide'' feature and become immune to surprise and lo longer grant Combat Advantage for being flanked, dazed, or prone. At 24th level, you gain the ''Spirit Migraiton'' feature, enabling you to teleport 5 squares when you use an action point. At 26th level, you have the '''Spirit Warning''' encounter utility power. This forces an enemy that hits you to re-roll their attack with a -5 penalty and an inability to crit. At 30th level, you get the ''Spirit's Protection'' feature. Once per day when you hit 0 HP, you can spend a healing surge to recover that amount of HP with additional HP equal to your Wisdom or Charisma score. ====Master Hierophant==== Druids, while capable of harnessing the power of nature itself, are not aware of just how interconnected the energy of all live is. Those that reach the rank of '''Master Hierophant''' realize that the primal spirits are but the latent power hidden in all living things, just like the elements. Though these powerful druids know how to hybridize primal and elemental magic, they are also very aware that being careless with this power could also spell the undoing of reality. This Epic Destiny appeared in [[Dragon Magazine]] #396 in the "Class Acts: Hierophant Druids" article and is only available to ''Druids''. At 21st level, you get the ''Epic insight'' feature, gaining +2 to Wisdom and one other ability score and becoming fluent in Primordial. At 24th level, you reach the ''Epic Transcendence'' feature. You are now immune to aging and disease. You also gain the power once each encounter to enter suspended animation. You can no longer act, but you gain regeneration 5 and the ability to make a save at the start and end of each turn until the encounter ends or you decide to stop it. At 26th level, you gain the '''Elemental Transmogrification''' daily utility power. You can turn into a huge elemental of one type: ::*Air: You now only have a hovering fly speed of 10 and can turn invisible whenever nobody is next to you until you attack. ::*Earth: You take -1 to speed but gain a burrow speed of 5 and can phase through earth. ::*Fire: You gain +4 to speed and a clumsy fly speed of 6. Whenever you're hit, all nearby foes take 10 fire damage. ::*Water: You are aquatic with a swim speed of 6. You also get +2 to hit non-aquatic enemies in water and the ability to slide enemies when you get hurt. At 30th level, you gain the ''Elemental Ascension'' feature, letting you take two types whenever you use Elemental Ascension and immediately giving you 50 HP the first time you hit 0 HP each day. ====Master of the Eternal Hunt==== A [[seeker]]'s duty is to hunt down those that would despoil the natural world, be they mortal, primordial, or god. Though their first missions may have been menial in scope, they eventually gain the attention of the primal spirits, who told of even greater threats. No matter who these threats are, there were always more to take their place. Eventually, a '''Master of the Eternal Hunt''' realizes that their hunt must go beyond the realms of men to places beyond the reach of the Primal Spirits and, perhaps, transcend mortality in order to continue this endless hunt. This Epic Destiny appeared in Player's Handbook 3 and is exclusive to ''[[Seeker]]s''. At 21st level, you gain the ''Relentless Hunter'' feature, increasing your Wisdom by +2 and negating all cover and concealment used by enemies within 10 squares. At 24th level, you gain the ''Faultless Tracker'' feature, giving darkvision and tremorsense 10. At 26th level, you reach the '''Relentless Step''' encounter utility power. Upon hitting an enemy with a seeker power, you and one ally teleport to two spots within 5 squares of an enemy. At 30th level, you attain the ''Deathless Hunter'' feature. Once per day when you hit 0 HP, you immediately regain 1 HP and get resist all 20 against your killer's attacks. However, once that enemy dies, you're back to 0 HP. ====Mythic Spirit==== The greatest of the primal spirits are immortalized because people always tell and retell their stories of epic bravery. Though these '''Mythic Spirits''' are not the great spirits, they have appeared time and again alongside them. Each of their stories sees them taking part in monumental tales, and as time passes they become even more ingrained into the narratives of the spirits. Eventually, it might seem that they were always meant to be one of the spirits, to last beyond their mortal lifespan. At 21st level, you get the ''Foretold Destiny'' feature, adding +2 to one ability score and getting +2 to saving throws while not bloodied. At 24th level, you gain the ''It is Written'' feature, letting allies adjacent to you make a saving throw when you pass yours. At 26th level, you have the '''Fate Averted''' daily utility power. This allows you to teleport a dying ally to your side and raise them back to their bloodied value (with an additional +1 HP) and let them make a free basic attack. At 30th level, you get the ''Mythic Rebirth'' power, allowing you to immediately use second wind while you're dying without needing to make death saves. ====Perfect Guardian==== Those [[Warden]]s whose powers have become one with nature itself have become '''Perfect Guardians'''. The primal spirits they have fought for now entrust them with even greater power in exchange for their unyielding vigilance against their enemies. This Epic Destiny appeared in Primal Power and is exclusive to ''[[Warden]]s''. At 21st level, you acquire the ''Beast Strike'' feature. Now one attack each turn can prone an enemy or deal 2d8 damage to prone enemies (upped to 2d10 if they're marked by you). At 24th level, you get the ''Eyes of the Sentinel'' feature, letting you see invisible creatures within 5 squares and getting a 5+ bonus to perception checks to see invisible creatures. At 26th level, you get the '''Perfect Guardian's Pounce''' encounter utility power. This interrupts an attack on an ally, making you take the blow as you shift up to double your speed to a space adjacent to the enemy and marking them. At 30th level, you get the ''Perfect Mark'' feature. This lets you mark all adjacent enemies as a free action. You can then stack on a second mark on an enemy, making that enemy take a -5 penalty to all attacks on your allies instead of -2. ====Primal Avatar==== The primal spirits are vast in number and diverse in goals. Those who understand enough about the natural world are capable of finding allies among the spirits regardless, and with enough training become one with them. Perhaps their actions will catch the eye of a powerful patron spirit, one who may bestow gifts upon the worthy champion. Perhaps their only reward will be joining the spirits upon their death. What matters is that they are one with nature. This Epic Destiny appeared in Player's Handbook 2 and is available to ''Any Primal Class''. At 21st level, you get the ''Primal Travel'' feature, teleporting you 3 spaces the instant anyone hits you in melee. At 24th level, you reach the ''Spirit Boon''. At the end of each extended rest, you select one ability score. You gain a +1 bonus to all checks relating to that score. At 26th level, you acquire the '''Walk with the Spirits''' daily utility power. This power turns you into a spirit, rendering you insubstantial and phasing with a hovering flight speed equal to land speed. This form lets you use at-will and encounter powers, but nothing else. You also remain in this power until you either spend a standard action to end it, you hit 0 HP, or end a rest, at which point you return to being material. At 30th level, you have the ''Eternal Return'' feature. Upon dying with at least two healing surges, you can wait up to ten turns to spend those surges and return to your bloodied value without any conditions on you. ====Reincarnate Champion==== Not all champions consider death their end. Their souls remain in the physical world, waiting for the chance to be reborn again. These '''Reincarnate Champions''' have repeated this cycle before, and they will continue to repeat this cycle, and now they know how to draw from the powers of these past lives and will serve as guardian of the primal spirits. This Epic Destiny appeared in Primal Power and is available to ''Any Primal Class''. At 21st level, you gain the ''Many Perspectives'' feature, granting +2 to any skill and ability checks using your mental stats, and the ''Past Spirit'' feature, making you count as a different race and taking a racial power that race possess. You then select a different race at 24th level and take a racial power from them. At 24th level, you gain the ''Epic Vitality'' feature, granting +2 to one ability score of your choosing. At 26th level, you acquire the '''Swift Reincarnation''' daily utility power. This allows you to return from 0 to half your max HP while also changing your appearance to that of another race, gaining use of that race's racial power instead of your own if you don't already have it. You can then go back to your original race after a long rest, though you can remain this new race if you've picked it as a past spirit race and turn your original race to a past spirit race. At 30th level, you reach the ''The Champion Returned'' feature, giving you access to every racial power ever, though if the race isn't a past spirit race, you have to sacrifice one racial power to use it. ====Sovereign Beast==== Though all druids channel the primal beasts in their ability to wild shape, this power is still different than the power of their humanoid form. When these two halves become one, they become a '''Sovereign Beast''', a perfect hybrid of man and beast that embodies the greatest of both worlds. This epic destiny appeared in Primal Power and is only open to ''Druids with the Wild Shape power''. At 21st level, you acquire the ''Magnificent Beast'' feature, allowing you to make your wild shape form be of Large size and gain +2 to damage and speed. At 24th level, you gain the ''Sovereign's Charge'' feature, giving a once-per-encounter ability to use a beast form encounter power at the end of a charge instead of an MBA. At 26th level, you get the '''Resplendent Beast''' at-will utility power, following up from Wild Shaping to a large beast. You push away all adjacent foes and get combat advantage against enemies you see while they get a -2 penalty to hit you. 30th level sees you get the ''Sovereign's Inheritance'' feature. Now every time you kill a non-minion enemy, you can either spend a Healing Surge or regain a encounter attack power. ====World Tree Guardian==== Those who witness the World Tree, the eldest of the primal spirits and creator of the earth, become dedicated to protecting it and the world it is bound to. These '''World Tree Guardians''' become able to communicate with the World Tree and draw upon its ancient might and protect both world and tree for the rest of their days. This Epic Destiny appeared in Primal Power and is available to ''Any Primal Class''. At 21st level, you get ''Bark of the World Tree'', letting you respond to taking damage by gaining Resist All equal to 5+Constitution modifier. At 24th level, you gain the ''Boon of the World Tree''. Once per day when an ally dies, you can die in their place, restoring them to their bloodied value. You then resurrect a turn later as if you spent a healing surge and with Regeneration 10 while you are bloodied for the rest of the encounter. At 26th level, you reach the '''Boughs of the World Tree''' encounter utility power. This summons 5 sustainable boughs within close burst 20, each with Resist All 20. Upon summoning them, you also give one benefit for any allies next to them (+1 to attack, +1 to all defenses, THP equal to Strength or Wisdom modifier). At 30th level, you acquire the ''World Tree's Growth'' feature, giving you a Regeneration value equal to how many healing surges you have left that day.
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