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==Power Source Epic Destinies== A large number of Epic Destinies are limited to one of the six available Power Sources in 4e: Martial, Arcane, Divine, Primal, Psionic and Shadow. Some of them are available to all classes within this particular power source, while some are open to only one or two classes. ===Arcane Epic Destinies=== Membership in these Epic Destinies is only open to those who follow the paths of Arcane Magic; [[Artificer]], [[Bard]], [[Sorcerer]], [[Swordmage]], [[Warlock]] or [[Wizard]]. ====Arcane Sword==== The '''Arcane Sword''' has become a master of sword and spells. Their sword is now an extension of their body and a channel for their arcane might, and their magic has become a barrier. With nobody left to teach them anything, they have become roaming warriors, learning from the countless battles they encounter and seeking even greater challenges. What becomes of them is ultimately your choice, be it becoming a legendary mentor to future generations or becoming one with their blades and turning into a relic. This Epic Destiny is from Arcane Power and is ''only open to Swordmages''. At 21st level, you gain the ''Spellsword Recall'' feature, letting you recover a swordmage encounter power any time you spend an action point for an action. At 24th level, you gain the ''Sword's Vengeance'' feature; this allows your sword to fight in your stead once per day whenever you die, now immune to any attacks and restoring a single HP once the battle is over and a short rest is had - though this hinges upon your body still being there once finished. At 26th level, you get the '''Massed Aegis''' Encounter Utility power. This is a close burst 2 that marks anyone inside it with your aegis power. At 30th level, you gain the ''Spellsword Perfection'' feature, turning one swordmage encounter power you have into an at-will. ====Archmage==== The '''Archmage''' is the epitome of [[wizard]]ry, in the eyes of most wizards. They are those wizards whose hunger for power is surpassed by their hunger for knowledge; to learn everything about magic, to touch the demispell - the hyperplanar construct that is the embodiment of all spells that are, were and ever will be - '''that''' is their goal. Through their unparalleled understanding of arcane magic, they learn to wield it with a grace that other wizards can only dream of, ultimately infusing spells into their very flesh. Whether they go on to found isolated studies in the depths of the most inhospitable [[plane]]s, or found wizardry academies, ultimately, the Archmage's understanding will transcend all others, leaving a legacy in the form of spells and rituals that other wizards will wield with respect. This Epic Destiny is only open to the ''[[Wizard]]'' class and comes from the Player's Handbook 1. At 21st level, you gain the '''Spell Recall''' feature, which lets you select one spell that you know and have prepared at the beginning of each day; the designated spell can be cast twice that day. At 24th level, you gain the '''Arcane Spirit''' feature; once per day, when you die, you detach your spirit from your body and become an entity of living magical energy. When you enter arcane spirit form, you heal to your maximum hit points. In this form, you gain the Insubstantial and Phasing qualities, and can cast encounter spells and at-will spells, but you cannot cast daily spells, activate magic items, or perform rituals. At the end of the encounter, you can merge back into your body by completing a short rest; your hit points remain what they were when you were in arcane spirit form, but otherwise you are restored to normal. If your body is destroyed, you will need other magic to return to life, but can continue adventuring as an arcane spirit. If you are slain in arcane spirit form, you At 26th level, you gain the '''Shape Magic''' Daily Utility Power, which lets you regain one expended arcane power as a standard action. At 30th level, you gain the '''Archspell''' feature, which lets you designate one Daily spell in your arsenal as your Archspell, which you can cast once per encounter. ====Archlich==== You know the story about how a [[lich]] is made: they begin fearing imminent mortality, they start looking for forbidden texts, and eventually manage to find a way to become an immortal lich. An '''Archlich''' is like those in that way, but have managed to steel their minds enough to not go insane by the process of becoming a lich and their soul has slipped from the grasp of [[Orcus]], much to his frustration. You are now eternal, able to witness the coming and passing of countless things without end. This epic destiny is available to ''Any Arcane Class'' and is from Arcane Power. Because many of its powers synergize extremely well with running in close and getting stuck in, it works particularly well for the swordmage. At 21st level, you gain a lot of things: you gain the ''Archlich Knowledge'' feature to get +2 to Intelligence, the ''Archlich Phylactery'' feature, which lets you resurrect whenever you die so long as your phylactery (a small but insanely expensive item with only 40 HP and resist 20 all protecting it) remains intact, the ''Lich Resistances'' feature for resist poison+necrotic equal to 5+half your level, and the ''Shroud of Life and Death'' feature, which makes any living enemy within 3 spaces of you take 5 necrotic damage while any undead within that area takes 5 radiant damage. At 24th level, you gain the ''Mastery Over Death'' feature, which lets you avoid death once per day by recovering half your HP, but now you cannot use any healing surges and enemies who harm you take 20 ongoing necrotic damage. At 26th level, you gain the '''Archlich Potency''' Daily Utility power. This enables you to recover one expended arcane fear or necrotic daily or encounter power that you already used while also gaining resist all equal to 5+half your level for the rest of the encounter. At 30th level, you gain the ''Essence of Undeath'' feature, letting you recover an expended arcane encounter power whenever someone dies within 5 spaces of you. ====Archspell==== During your journeys, you have found that there was always one particular spell that has always served you faithfully. This spell has fascinated you so much that you've delved into the countless intricacies of this spell as you try harder and harder to make this spell even better, even more perfect. Perhaps at the end of your journey, you might even become inseparable from that beloved spell - now anyone who uses it will know your name. This epic destiny appears in Arcane Power and is available to ''Any Arcane Class''. At 21st level, you get the ''Signature Spell'' feature, which has you select one arcane daily attack power you know to gain +2 to attack with it. At 24th level, you gain the ''Returning Spell'' feature, which halts your death by recovering you to half your maximum HP and recharging your signature spell if it was used. At 26th level, you get the '''Channel the Signature''' Encounter Utility power, giving you resist 15 all until you either use your signature spell or until the battle ends. At 30th level, you gain the ''Living Spell'' feature, turning your signature spell into an encounter power. ====Draconic Incarnation==== In the ancient days of the world, it was the [[dragon]]s who first pioneered and mastered the arts of [[magic]], honing their power over the arcane in an age when the [[elf]] and [[dwarf]] empires were new. But the heights they pushed magic to have been all but lost; it is unknown if the dragon magic were [[Arcane Dragon|an entirely separate breed of wyrm]] or if they were taken from the ranks of the [[Chromatic Dragon|familiar]] [[Metallic Dragon|breeds]], but they were jealous and possessive beings, who hoarded their spells and refused to teach them to younger dragons, causing the extinction of their art. A '''Draconic Incarnation''' is a mortal arcanist who has a connection to these lost dragon-magi; a reincarnation of one such creature, most likely, or perhaps guided by an ancient dragon-mage spirit through spells they have unearthed. Those who survive to master this art will be reborn, transcending their humanoid origins and being reshaped into dragons in turn. This epic destiny appeared in the article "Old Souls: Heroes of Legend Reborn" in Dragon #388, and is open to ''Any Arcane Class''. At 21st level, you gain the '''Ancient Resurgence''' feature, which grants you +2 to either Intelligence or Charisma, +2 to one other ability score of your choice, and the ability to fluently speak, read and write draconic. At 24th level, you gain the '''Spirit of the Dragon''' feature; Once per day when you die, the spirit of the ancient dragon within you surges forth to defend your body long enough to resurrect you from the dead. This draconic spirit is under your control and has all of the same statistics and abilities as you, except as follows: the draconic spirit is size Large, has your maximum hit points, and is both insubstantial and has phasing. The draconic spirit shares your powers and abilities (it does not have a pool of powers of its own), and it can use your magic items as though it was wielding them, including weapons and implements. At the end of the encounter, if the draconic spirit has any hit points remaining, the spirit disperses and at the end of a short rest you return to life with 1 hit point. If your body is destroyed, the draconic spirit cannot resurrect you. At 26th level, you gain the '''Draconic Form''' Daily Utility power. This lets you polymorph yourself as a minor action, shifting into the form of a Huge dragon until the end of the encounter. In this form, your Reach increases to 3 squares, you gain a Fly speed equal to your Speed +2, and you can use Dragon Mage Breath as an at-will attack power. This is a Standard Action close blast 5 attack that targets all enemies in the area of effect, making an attack roll based on your highest ability modifier +9 vs. Reflex and doing 3d8 + your highest ability modifier Fire and Force damage on a hit. Finally, at 30th level, you gain the '''Ancient Arcanist''' feature, which lets you take 2 level 25 (or lower, but why would you bother?) Daily Attack powers from any Arcane class and add them to your list of powers. ====Fatesinger==== During [[Dawn War]], it was said that the heralds of the gods used music to inspire humans to heroism. In particular, there was one song that pushed humanity to turn the tides of the war, and this song - known as the Song of Heroes - still lingers around to this day. '''Fatesingers''' are those who have studied bits of this ancient melody and are even able to channel its power to inspire acts of legendary greatness, seeking to complete this powerful song and become one with it. This Epic Destiny appeared in Player's Handbook 2 and and is exclusive to ''[[Bard]]s''. At 21st level, you gain the ''Destiny Fulfilled'' feature, letting you spend an action point to allow an ally within 20 squares to make an attack in your stead and recover it on a successful hit. At 24th level, you get the ''Fate's Clarity'' feature. This allows the target of your Majestic Word to re-roll any checks until the end of next turn. At 26th level, you have the '''Fragment of the Song''' daily utility power. This creates a burst 5 zone that lets allies inside it spend an action point for two free actions. At 30th level, you gain the ''Heroic Inspiration'' feature, allowing an ally within 5 squares who spends an action point to spend a healing surge as a free action. ====Feyliege==== Those who master magic and gain the recognition of the fey become '''Feylieges'''. They are now lords of the Feywild, vested with the duty to protect it from threats - even if this threat were to come from the past. Their ultimate fate may perhaps lie in the Feywild, either as a member of the fabled Court of Stars or as another Lord, or they may perhaps remain a wanderer of great power. This Epic Destiny appeared in Arcane Power and is available to ''Any Arcane Class as a [[Half-Elf]], a Race with Fey Origin ([[Drow]], [[Elf]], [[Eladrin]], [[Gnome]], Hamadryad), or a [[Warlock]] with the Fey Pact''. At 21st level, you have the ''Feywild Charm'' feature add +2 to Charisma. At 24th level, you get the ''Eternal King on an Eternal Throne'' feature. Once per day when you die, a future self appears at your bloodied value with concealment for the rest of the fight. After that fight, you can raise your current self or continue your adventure as your future self if the present self isn't possible. At 26th level, you gain the '''Shields of the Eladrin Host''' encounter utility power. Whenever you or an ally within 5 squares gets hit, all allies within close burst 5 gains +4 to AC and Reflex and then lets anyone in the aura swap places with anyone else. At 30th level, you have the ''Dominion of the Mind'' feature, allowing you to dominate until the end of the next turn when you crit with an arcane charm attack. ====Immanence==== Magic isn't about the fancy words or the implements, it's not even about the various signs that pervade spellbooks. The '''Immanence''' realizes the truth about magic: it's all about the transfer of power. This special power can be converted to be anything, from magic to living beings to even the cosmos itself, and the end goal is to figure out this unifying energy and become it. This Epic Destiny appeared in Arcane Power and is open to ''Any Arcane Class''. At 21st level, you're granted the ''Immanence Variable Resistance'' feature, which gives you resistance 20 against the type you are first hit with in the encounter. At 24th level, you have the ''Spirit of Energy'' feature. This lets you cheat death once a day by recovering half your max HP and turning you insubstantial and phasing until you heal up from a party member or take a short rest. At 26th level, you gain the '''Vary Resistance''' encounter utility power, letting you change the type of your variable resistance. At 30th level, you have ''Shared Resistances'', giving allies adjacent to you all of your resistances and immunities. ====Lord of Fate==== Those who delve deep enough into their research come to realize a single truth: There is a grand cosmic balance to all things. These '''Lords of Fate''' embrace this balance and thus become champions who preserve it by any means. They know that all chaos must be brought to level with order and that no one single force can be allowed to dominate in a way that might trigger [[Stupid Neutral]] tendencies. This Epic Destiny appeared in Arcane Power and is available to ''Any Arcane Class with an Unaligned Alignment''. At 21st level, you get the ''Turnabout'' feature. This allows you to designate one target at the start of an encounter as a target. Whenever they inflict a condition on an ally, you can inflict that condition right back at them. At 24th level, you have the ''Balanced Sum'' feature, letting you return from 0 HP with HP equal to your Healing Surge and THP equal to the damage that dropped you to 0 HP. At 26th level, you acquire the '''Golden Mean''' daily utility power. This allows you to spread an aura that makes all within it act as if they rolled a 10 for any checks. Though this aura can be sustained, its range shrinks each turn until it expires entirely. At 30th level, you reach the ''Fulcrum of Power'' feature, making an enemy who hits you with a recharge power incapable of recharging that power until you attack them. ====Magister==== As one becomes more adept at the arcane, it comes to pass that one may become regarded as the foremost experts in magic. This is a '''Magister''', one who has studied from the greatest magicians of all time, someone who has practiced so much and so effectively that the power they wield slowly inches them closer to something that might be more than mortal. This secret promises to bridge together every single type of magic and open a great and endless destiny. This Epic Destiny appeared in Arcane Power and is available to ''Any Arcane Class''. At 21st level, you attain the ''Magic's Flow'' feature, which gives you a +4 to any defenses an arcane encounter or daily power you use targets, and the ''Magister's Knack'' feature, giving +2 to an ability score of your choosing. At 24th level, you gain the ''Return of the Magister'' feature. Once per day, when you hit 0 HP, you teleport 10 squares, spend a healing surge, and roll saving throws against every effect you have. At 28th level, you reach the '''Magister's Key''' daily utility power, restoring one item daily power. At 30th level, you have the ''Magic's Master'' feature. Twice daily, you can perform a ritual as a standard action so long as it does not impact an enemy. ====Parable==== In the pursuit of knowledge, there might come a point where a '''Parable''' starts realizing how reality is truly relative. They begin peering further into the secrets of reality, finding out how the many laws of physics and divinity are ultimately just tales told enough times that they became concrete and immutable. By narrating their own personal narrative, they seek to bend these stories to better suit their ends and, ultimately, find the origin story that wrote all of reality and become the editor of that first tale. This Epic Destiny is from Arcane Power and is exclusive to ''[[Wizard]]s''. At 21st level, you gain the ''As If Illusion'' feature, letting you ignore any difficult terrain you encounter. At 24th level, you get the ''Never Really There'' feature, which negates any damage any missed attacks might deal. At 26th level, you acquire the '''Figment Step''' encounter utility power, letting you negate any attack that hits you and allows you to teleport away from it, though the power that triggered this does not count as expended. At 30th level, you reach the ''Life's Illusion'' feature, letting you immediately respawn after dying with full health once per day. ====Sage of Ages==== Knowledge is power. Everything can be broken down and explained, and the '''Sage of Ages''' is one such individual who has managed to understand practically everything. They can even comprehend destiny itself and once they have, they become some of the greatest repositories of knowledge in existence, so valuable even gods seek out their aid. This Epic Destiny is from Arcane Power and is available to ''Any Arcane Class''. At 21st level, you get the ''Paragon of Learning'' feature, granting +6 to arcana, dungeoneering, history, nature, and religion checks. At 24th level, you get the ''Keeper's Presence'' feature. You can now roll a d20 at the start of the encounter and replace one roll with that dice during your first turn. At 26th level, you acquire the '''Trick of Knowledge''' encounter utility power. This lets you roll an arcana check for a special result based upon what the result of your roll is. ::30 or lower: No effect ::31β35: +5 bonus to saving throws ::36β40: +2 bonus to all defenses ::41β45: +2 bonus to attack rolls with arcane powers ::46β50: Make saving throws at the start of your turn instead of the end of your turn ::51β55: Pick two benefits you can gain from a roll of 31 through 50 ::56β60: Pick three benefits you can gain from a roll of 31 through 50 ::61 or higher: Gain all four benefits you can gain from a roll of 31 through 50 At 30th level, you gain the ''Reverse Time'' feature. Once per day, you can go from dead to full HP while also moving your initiative so you go right after whoever killed you. ====Witch Queen==== The '''Witch Queen''' (or Witch King) is a being of such immense power that they realize their magic being an innate power rather than being fueled by something else. This merges the three aspects of the [[Witch]]: the Witch themselves, their familiar, and their powers. By merging these aspects, they become as powerful as the very patrons who bestowed them their power, and at some point they may become patrons of their own. This Epic Destiny appeared in Heroes of the Feywild and is exclusive to ''[[Wizard]]s''. At 21st level, you acquire the ''Witch Apotheosis'' feature. At any point where you die while your familiar still lives, your familiar snatches up your spirit and runs away. One day later, you'll just show up near one of your allies. At 24th level, you have the ''Witch Queen's Presence'' feature. Using your Second Wind gives you Resist all 15 and a +5 bonus to saving throws until the end of your next turn. At 26th level, you gain the '''True Prophecy''' daily utility power, a non-combat ability that gives one member of your party a +2 to initiative, defenses, and skill rolls until the end of your next encounter. At 30th level, you get the ''Mastery of the Gift'' power, letting you swap and encounter attack power with one of equal level or lower each short rest. ===Divine Epic Destinies=== Membership in these Epic Destinies is only open to those who follow the paths of Divine Magic; [[Avenger]], [[Cleric]], [[Invoker]], [[Paladin]], or [[Runepriest]]. ====Avatar of Death==== By this point, the mortal who reveres a god of death ceases to be a mere mortal. They become an '''Avatar of Death''', a mortal vessel containing the divine power of their deathly god. These deities care little about the concepts that may have driven them before, for all is rendered meaningless in the face of death. Inevitably, even this shell will expire and the power they have housed will return to its rightful place inside their revered deity. This Epic Destiny appeared in Divine Power and is open to ''Any Divine Class with the Death Knell feat''. At 21st level, you get the ''Death Comes to All'' feature, making powers ignore up to 20 necrotic resistance, and the ''Foresight of Mortality'' feature, giving +2 to Intelligence and Wisdom. At 24th level, you gain the ''Deadly Revival'' feature. Once per day, you rise from the dead with your HP restored to your bloodied value and all enemies within 10 squares of you get vulnerable 15 necrotic until the end of your next turn. At 26th level, you have the '''Inevitable Death''' daily utility power. All enemies within 10 squares are now in a save-ends curse that deals vulnerable 10 all and renders them unable to heal or regenerate. At 30th level, you gain the ''Harbinger of Demise'' feature, instantly killing anyone adjacent to you with less than 25 HP. ====Avatar of Freedom==== Those who exemplify and espouse their deity's tenets of liberation and freedom against any opposition may in fact be an '''Avatar of Freedom''', a mortal incarnation of their god of freedom. Their battles against the tyrants and enslavers will never end, but now they have the power to take on and topple even greater threats than before. Even at the end, when they return to their deity form, their journeys will resume in their quest to liberate. This Epic Destiny appeared in Divine Power and is open to ''Any Divine Class with the Path of Freedom feat''. At 21st level, you gain the ''Freedom of Mind and Body'' feat, gaining +2 to Dexterity and Wisdom, and the ''Liberate the Mind'' feature, giving +2 to saving throws against immobilization, domination, restraining, and slowing. At 24th level, you get the ''Liberating Revival'' feature. Once per day, this returns you from dying to bloodied value and immediately ends any dominating, restraining, or immobilizing effects on allies within 10 squares. At 26th level, you gain the '''Broken Chains''' daily utility power. This is a stance that lets any ally within 5 squares make a saving throw at the start of their turn. At 30th level, you attain the ''Agent of Freedom'' feature. This renders you immune to dominate, immobilize, restrain, slow, and petrify effects. You also ignore difficult terrain and can shift your full speed as a move action. ====Avatar of Hope==== Those who have become mortal aspects of inspiration and optimism are the '''Avatars of Hope'''. These are the champions who stride into a world filled with misery and bleakness and act as a beacon of light for people to reach towards. As their legend grows, so will their undying reputation as an uplifting figure. This Epic Destiny appeared in Divine Power and is available to ''Any Divine Character with the Hope Remains Feat''. At 21st level, the features you get are ''Undaunted Will'', adding +2 to Wisdom and Charisma, and ''Indomitable Courage'', which renders you immune to fear and lets allies within 5 squares of you take +1 to saving throws. At 24th level, you gain the ''Hopeful Revival'' feature, giving you a daily ability to turn from dying to bloodied and giving allies within 10 squares 20 THP. At 26th level, you get the '''Elevate the Spirit''' daily utility power. This is a sustainable conjuration that raises a movable angelic figure that grants those in its space immunity to dominated effects (even immediately ending those in effect) and a +4 bonus to all defenses. At 30th level, you attain the ''Triumph of the Heart'' feature, letting you give an ally a natural 20 once per day. ====Avatar of Justice==== When one becomes an '''Avatar of Justice''', they become the embodiment of the very concept of justice. In the coming years, their name will be forever remembered as a mighty ally of justice who fought against wickedness. Even as they eventually reunite with the god they descended from, these avatars will forever be remembered as champions of the just. This Epic Destiny appeared in Divine Power and is available to ''Any Divine Class with the Immediate Justice feat''. At 21st level, you get both the ''Justice's Mind'' feature, adding +2 to Intelligence and Wisdom, and the ''Just Consequence'' feature, giving an ally a +1 bonus to hit an enemy who hurt you or an ally adjacent to you. At 24th level, you have the ''Just Revival'' feature, sending you from dying to bloodied and giving allies within 10 squares +2 to hit with their next attack while allies take -2 to hit with their attacks. At 26th level, you gain the '''Word of Undoing''' daily utility power. This attack negates the damage one ally makes and makes them gain HP equal to the damage they would have taken. At 30th level, you get the ''Instant Retribution'' feature, making any enemy who crits within 5 squares of you take an equal amount of damage compared to what they dealt. ====Avatar of Life==== The '''Avatar of Life''' is both the mortal warrior who seeks to protect life as they can as well as the deity who breathed life into the world. This particular union grants a peculiar perspective about the value of mortal lives, but it will not prevent them from taking part in a battle if the greater good is at risk. This Epic Destiny appears in Divine Power and is available to ''Any Divine Class with the Pulse of Life Feat''. At 21st level, you acquire the ''Life's Wisdom'' feature, adding +2 to Constitution and Wisdom, and the ''Unfettered Durability'' feature, letting an ally make a saving throw any time you roll a nat 20 on a save. At 24th level, you reach the ''Vital Revival'' feature, raising you from the dead at your bloodied HP value and letting all allies within 10 square take a Healing Surge. At 26th level, you have the '''Font of Life''' daily utility power, giving you and allies within close burst 2 a regen value equal to 5+Wisdom Modifier for the encounter. At 30th level, you get the ''Persistence of Life'' feature, letting you and allies within 5 squares take a healing surge as a minor action (or free if you could already do so as a minor action) and lets anyone recover double the amount for doing so. ====Avatar of Storm==== Those who become an '''Avatar of Storm''' are those whose very beings resonate with the forces of lightning and thunder. They will seek to travel the earth for however long they may last as an inspiration to allies and a threat to foes. This Epic Destiny appears in Divine Power and is available to ''Any Divine Class with the Storm Sacrifice Feat''. At 21st level, you attain both the ''Storm Hand'' feature, converting any divine powers that deal either lighting or thunder damage to deal both lightning and thunder, and the ''Strength of the Storm'' feature, adding +2 to both your Strength and Constitution. At 24th level, you get the ''Thundering Revival'' feature, raising you from death at your bloodied HP value and dealing 2d10+Con Thunder damage to all enemies within 5 spaces of you. At 26th level, you gain the '''Gather the Storm''' daily utility power, making any enemy within 5 spaces get Vulnerable 10 Thunder+Lightning until the end of your next turn. At 30th level, you gain the ''Windstrider'' feature, granting you both a flying speed equal to your walking speed+2 and the hover ability. ====Avatar of War==== To become an '''Avatar of War''', one must live and breathe battle. Though the reason they have been chosen to fight may vary, the drive to fight forever is a constant. They strive to engage in every conflict, for these will all be valuable when the avatar rejoins the deity who birthed them. This Epic Destiny appears in Divine Power and is available to ''Any Divine Class with the Path of War Feat''. 21st level grants you the ''Master of the Battlefield'' feature, making you never grant Combat Advantage, and the ''Power from Conflict'' feature, giving a +2 to Strength and your choice of wither Intelligence or Charisma. At 24th level, you gain the ''Invoker of War'' feature, which improves the Path of War feat's Channel Divinity power by granting a +4 bonus to all damage while active. 26th level provides the '''Rouse Conflict''' daily utility power, allowing everyone affected to make a free at-will attack or encounter divine power. 30th level is when you achieve the ''Lord of War'' feature, which gives you a flat bonus of +25 damage to your first attack each encounter. ====Dead God Avatar==== Though a god may die, that does not mean that their time is at an end. Indeed, a particularly devout follower of this dead god may find their life being siphoned and gain the divine power. As this power grows, the god and mortal become closer and closer to one being until the revelation comes that this '''Dead God Avatar''' must die to resurrect their god - or perhaps they become their god. This Epic Destiny appeared in [[Dragon Magazine]] #390 in the "Power Play: Divine - Dead Gods" article and is open to ''Any Divine Class that worships a dead deity''. At 21st level, you gain the ''By Divine Command'' feature, granting resistance 10 psychic and immunity to charming, and the ''Divine Insight'' feature, which gives +2 to Wisdom or Charisma. At 24th level, you reach the ''Astral Corpse'' feature. This makes any death save you pass count as a natural 20 and heals you by your healing surge value if you lack any to spend once per day. At 26th level, you get the '''Summon Divine Presence''' daily utility power. This is a close burst 5 that deals vulnerable 10 to necrotic and radiant powers on top of another power based on the dead god you worship: *[[Aurom]]: Enemies inside the zone are dazed. *[[Haramathur]]: Allies in the zone gain +2 to AC and Fortitude, but enemies are slowed and are count as on difficult terrain. *[[Laeris]]: Enemies count the zone is heavily obscured to all senses, including blindsight and tremorsense. *[[Nusemnee]]: Allies in the zone gain +2 to saving throws and can use Second Wind as a minor action (or free if that was already possible). *[[Sagawehn]]: Enemies in the zone take -2 to attack rolls and all defenses. At 30th level, you attain the ''Sacrifice'' feature, allowing you to sacrifice healing surges as a minor action to recover encounter powers (or a daily power once per day). ====Exalted Angel==== The gods have the power to elevate their most favored servants to '''Exalted Angels''', immortal entities who are now in their masters' eternal grace. These beings are still able to assume mortal forms, able to access places that most angels cannot, but they still hold the unmistakable power of a divine being. This Epic Destiny appeared in Divine Power and is available to ''All Divine Classes''. At 21st level, you get the ''Angelic Nature'' feature. This provides a slew a features: immortal origin, immunity to age, fluency in Supernal, resistance 15 against fire and radiant damage, and immunity to fear. On top of all this, you gain a pair of wings with a fly speed equal to your land speed +2 though you have to land each turn. At 24th level, you have the ''Reborn in Light'' feature. Your death emits a massive burst 10 blast that deals 2d10+Wisdom mod radiant damage and save-ends blinds them, while you can immediately reappear after the encounter, good as new. At 26th level, you get the '''Angelic Hosts''' encounter utility power. For the next turn, your allies all gain your fly speed and +2 to all defenses while you gain a free action that lets any one ally fly 8 squares and land with no fear of provoking anything. At 30th level, you get the ''Angelic Form'' feature, making attacks against you take a -2 penalty while you're not bloodied and making your wings hover and fly without landing. ====Revered One==== Throughout countless adventures, it could eventually become clear that the roles of men and deities in the cosmos is actually quite different than everyone thought. Though this is bound to provoke ire from those who believe that these '''Revered Ones''' are trivializing the gods, the truth is actually the opposite - all gods are to be revered as examples to learn from. At 21st level, you get the ''Immortal Foe'' feature, making immortal foes take -2 to hit you while you add your Wisdom modifier to damage against these foes. At 24th level, you gain the ''Manifest the Divine'' feature, letting you use all your Channel Divinity powers once per encounter and allowing you to take <nowiki>[Divinity]</nowiki> feats from gods you do not worship. At 26th level, you acquire the '''Serene Protection''' daily utility power. This sustain minor power gives you and all allies within close burst 5 resistance 30 to one type of elemental damage. At 30th level, you reach the ''Bestow Grace'' feature, letting you sacrifice a healing surge to heal an ally who hits 0 HP. ====Rune Maker==== Runepriests are able to bend the runes to their will, but these runes are ultimately limited by their understanding. A '''Rune Maker''' realizes that these runes are not just conduits of divine power, but fragments of divinity itself. Their goal from there is to create new runes, unique in form and function and capable of reshaping reality itself. This Epic Destiny appeared in Player's Handbook 3 and is exclusive to ''Runepriests''. At 21st level, you score the ''Rune of Might'' feature, adding +2 to Strength and letting you swap rune states as a minor action. At 24th level, you gain the ''Lord of All Runes'' feature, which let you or an adjacent ally make a saving throw whenever you make change rune states. At 26th level, you have the '''Persistent Runes''' encounter utility power, letting you activate a rune state despite missing with a runic encounter power. At 30th level, you get the ''Rune of Immortality'' feature. This means that when you fail your last death save, you vanish and spend a healing surge. The next turn, you reappear with no conditions affecting you. ====Saint==== To be awarded the title of '''Saint''' requires countless years of loyalty, piety, and service to a god as an embodiment of their ideals. They are considered sterling examples of the faith to fellow worshipers and dreaded foes to the enemies of their deity. Though they are still ultimately mortal, their afterlife will see them elevated to the highest ranks of their deity's domain, to remain as a trusted servant. This Epic Destiny appeared in Divine Power and is available to ''Any Divine Class''. At 21st level, you gain the ''Saintly Grace'' feature, which offers a slew of defenses. Your Non-Armor Defenses all gain a +2 bonus, you have a resistance to necrotic equal to 15+Wisdom modifier, and you can never be dominated, instead just becoming dazed. At 24th level, you gain the ''Sanctified Touch'' feature. Any adjacent ally spending a healing surge can now make a saving throw (and vice versa if you granted them the save) while using the heal skill lets an ally spend a healing surge when stabilized or given a saving throw. At 26th level, you get the '''Sanctified Revival''' daily utility. You can now resurrect an ally to max HP and end one effect that a save can end. For the rest of the encounter, this ally now gets +2 to attack rolls and to all defenses. At 30th level, you attain the ''Golden Halo'', a personal light source that grants +2 to all diplomacy and intimidate checks and gives +25 to all divine healing powers. ===Martial Epic Destinies=== Membership in these Epic Destinies is only open to those who follow the paths of Martial Might; [[Fighter]], [[Ranger]], [[Rogue]], or [[Warlord]]. ====Adamantine Soldier==== Many warriors believe that their armor is one of their most valuable tools, but to an '''Adamantine Soldier''', it is ''the'' most valuable tool. Not content with merely wearing their protective outfits, they seek to master the art of wearing armor and through it becoming unstoppable. To these [[adventurer]]s, their armor is like a second skin - indeed, their armor ''becomes'' their identity, and ultimately they will prove themselves as a living symbol of toughness and resilience, perhaps even ascending to the pantheon of martial godlings who look out on all their mortal faithful. This Epic Destiny is found in Martial Power 1 and is open to ''[[Fighter]]s and [[Warlord]]s''. At 21st level, you gain the '''Armored Supremacy''' feature, which grants you +2 AC in Heavy Armor and lets you ignore the usual skill check & speed penalties for wearing it. At 24th level, you gain the '''Unbreakable Skin''' feature, which grants you Damage Resistance (All) equal to your [[Constitution]] modifier whilst you're wearing Heavy Armor. At 26th level, you gain the '''Inexorable Advance''' Daily Utility power, which lets you enter the Inexorable Advance Stance as a minor action. Until this stance ends, you can use your move action to shift 1 square into an adjacent enemy's space and then push it 1 square. At 30th level, you gain the '''Hard to Kill''' feature, which lets you treat a saving throw as a natural 20 once per day. ====Beastlord==== Many [[ranger]]s choose to fight alongside animal companions, but none of those match the intensity of the bond felt by a '''Beastlord'''. Indeed, ultimately, a Beastlord proves that they are not merely partnered with their animals; they are one and the same, a single spirit in two bodies. This Epic Destiny is found in Martial Power 1 and is open to ''[[Ranger]]s with the Beast Mastery class feature''. At 21st level, you gain the '''Ultimate Understanding''' feature, which lets you use a minor action once per round to grant your beast companion a Standard, Move or Minor action. At 24th level, you gain the '''Fused Fate''' feature, which allows you to designate your animal companion as an additional or alternative target to any effect which targets you, so long as it is visible to you and within 20 squares. At 26th level, you gain the '''Quickened Companion''' Encounter Utility power, which lets you grant your beast companion a Standard, Move or Minor action of your choice as a free action so long as it's within 20 squares of you. At 30th level, you gain the '''Shared Life''' feature, which means that so long as either you or your animal companion has at least 1 hit point left, the other '''cannot''' be killed, regardless of negative HP or failed death saving throws. That said, keep track of these traits; if both of you fall to 0 HP before you get patched up, then these take effect immediately. ====Dark Wanderer==== The '''Dark Wanderers''' are the stuff of story and legend; roaming cats-paw of fate who unwittingly bring luck and ruin in equal measure with them wherever they go. Some of these go on to become symbols of how fortune favors the bold. Others, grim arguments as to the inescapable pull of destiny. Some Dark Wanderers become figures revered as patrons (or prayed to for intercession) in matters of seeking or avoiding fate. Others become allies - or enemies - to gods of luck, fate and predestination. And others still? Nobody knows what happens to them... This Epic Destiny is found in Martial Power 1 and is open to ''[[Ranger]]s and [[Rogue]]s''. At 21st level, you gain the '''Not My Destiny''' feature, which causes creatures of your level or lower that hit you to suffer a -4 penalty to all attacks against you until the end of the encounter. At 24th level, you gain the '''Dark Road''' feature, which allows you to mystically teleport to any single ''specified'' destination you want by spending 24 hours doing nothing but walk. If your specified destination is inside of a particular building, your path will end at the front door of that structure. Otherwise, you can go '''anywhere''' that you want, even if your location lies on a different [[plane]]; the [[multiverse]] literally bends around you, twisted and tugged by your destiny so that your focused march always brings you where you want to go. You can take a number of companions with you on the Dark Road, equal to 5 + your Wisdom multiplier, and on the Dark Road you are not subject to any hazards, attacks or other dangers, and do not need rest, food or water. At 26th level, you gain the '''Never At A Loss''' Daily Utility power, which lets you regain a previously expended daily utility power as a minor action. At 30th level, you gain the '''Long Walk Back''' feature, which means that when you die, your body and possessions all vanish after 12 hours, and then at 12 hours from that point, you walk up to your companions, the place where you died, or at any specific place that you consider home; your condition is as if you were subjected to a Raise Dead ritual, but you do not suffer any death penalties. ====Eternal Defender==== The ideal of the [[fighter]] as a defender of those who are weak is renowned across many worlds. To the '''Eternal Defenders''', this ideal is the only ideal worth living up to, seeking to hone their might and their vitality always for the purpose of better protecting those who cannot protect themselves. Some such souls become agents of deities who champion the defender's virtues, or even become worshipped as gods in their own right. Others establish a place in the multiverse to stand vigil against the destruction of assorted dark powers. Others still choose to watch over a chosen people, infusing their watchful spirits into the land as guardians, or even give up their essence to share with those who need most, and awaken new profusions of heroes. This Epic Destiny is found in Martial Power 1 and is open to ''[[Fighter]]s''. At 21st level, you gain the '''Unending Strength''' feature, which grants you +2 Strength, doubles your normal/heavy/maximum load values, and lets you add a +10 bonus to a Strength check or Strength skill check of your choice once per day. At 24th level, you gain the '''Godlike Stature''' feature, which causes you to increase your height by 25% and your weight by 100%; this does not directly change your size, but lets you wield weapons as if you were one size larger, and grants you +1 Reach if you were Medium or bigger before you gained this feature. At 26th level, you gain the '''Implacable Destruction''' Daily Utility power, which lets you enter the Implacable Destruction Stance as a minor action. In this stance, every time that you miss with a melee or close weapon attack, you still inflict damage equal to your Strength modifier on the target. At 30th level, you gain the '''Great Power''' feature, which lets you either treat a successful melee attack hit you made as a natural 20, or treat a melee attack miss you made as a successful hit, once per day. ====Godhunter==== Whether they are [[assassin]]s or hunters by trade, those who call themselves '''Godhunters''' live for the thrill of the hunt, and ache to prove their mastery over the mightiest quarries they can imagine. Nothing is safe should these unparalleled killers set their sights on them, and the fear that they cause ultimately becomes as deadly a weapon to them as their own skills. This Epic Destiny is found in Martial Power 1 and is open to ''[[Ranger]]s and [[Rogue]]s''. At 21st level, you gain the '''Peerless Predator''' feature, which lets you reroll an attack roll against a creature of higher level than you once per encounter. At 24th level, you gain the '''Deific Agony''' feature, which causes a creature of higher level than you which takes a critical hit from you to suffer a -5 penalty to saving throws and be unable to regain hit points or recharge any powers until the end of your next turn. At 26th level, you gain the '''Deicidal Eye''' Daily Utility power, which lets you target one creature in a close burst 10 as a minor. You ignore the targeted creature's resistances and immunities, and the creature suffers Vulnerable 5 against your attacks, until either you are reduced to 0 hit points or you recharge this power and use it on a new target. Increase the Vulnerability by +5 if the target is either higher levelled than you or a solo creature, and by +10 if it is both. At 30th level, you gain the '''Blasphemous Recovery''' feature, which lets you treat an attack against you by a creature with a higher level than yours as a miss once per encounter, regaining the use of your second wind and of one encounter power that you used during this encounter in the process. ====Legendary General==== All [[warlord]]s are leaders of men, but some... they have something ''more'' to them. Unparalleled in their expertise, these are the '''Legendary Generals''', those who conquer empires in their own world - or who are sought out to lead armies across the [[plane]]s themselves. This Epic Destiny is found in Martial Power 1 and is open to ''[[Warlord]]s''. At 21st level, you gain the '''Mythic Inspiration''' feature, which means that when you spend your second wind, one ally within 20 squares of you can also use a healing surge. At 24th level, you gain the '''Legendary Tactical Action''' feature, which lets your allies spend action points possessed by you or by other allies within sight of them once per encounter, ignoring the normal restriction of only being able to use 1 action point per encounter. At 26th level, you gain the '''Legendary Exploits''' Daily Utility power, which lets you and allies within a close burst 20 regain the use of a level 25 or lower encounter or daily power. Using this power requires a standard action, and the power regained cannot be one that allows the target to regain the use of another power At 30th level, you gain the '''Unyielding Company''' feature, which means that so long as you have 1 hit point left, all allies within 20 squres of you cannot fall unconscious at 0 hit points or die because of negative hit points. They still make death saving throws as normal and they can die as a result of failed death saving throws. ====Martial Archetype==== There are many paths to pursuing martial power, but for the '''Martial Archetype''', no ''one'' path is good enough. Instead, they drive to master them all, combining and mixing tactics, techniques and styles to form lethally inventive new disciplines all of their own imagination. Those who attain true mastery go on to become the stuff of legend, and will ultimately found entirely new schools of martial thought. This Epic Destiny is found in Martial Power 1 and is open to ''Any Martial Class that is Paragon Multiclassed in a 2nd Martial Class''. (Some DMs may accept the argument to let hybrid-classed martials take this ED too.) At 21st level, you gain the '''Archetype's Edge''' feature, which grants you a bonus attack power in the form of a 17th level encounter attack chosen from any Martial class of your choice, as well as letting you regain the use of 1 martial encounter attack power whenever you score a critical hit. At 24th level, you gain the '''Reliable Warrior''' feature, which causes all of your martial encounter attack powers that have single-target areas of effect and do not have any effect on a miss to gain the Reliable keyword, which means they are only expended when you hit. At 26th level, you gain the '''Warrior's Ascent''' feature, which grants you a level 22 utility power from any Martial class of your choice and allows you to spend a healing surge as a free action when you critical hit with martial encounter and daily powers. At 30th level, you gain the '''Perfect Warrior''' feature, which grants you a bonus encounter attack or utility power of any level you like from any Martial class you choose, and also allows you to make a melee basic attack against each adjacent enemy as a free action when you critical hit with martial encounter and daily powers. ====Perfect Assassin==== What separates a mere killer from a '''Perfect Assassin'''? The understanding that dealing death is an ''art'', and that it takes a true dedication to become a virtuoso of slaying. Where that long and blood-soaked path ultimately leads? That's for the Perfect Assassin to decide; service to the powers of death, claiming the throne of the god of death, passing on their skills to a whole new generation of killers... the possibilities are theirs to decide. This Epic Destiny is found in Martial Power 1 and is open to ''[[Rogue]]s''. At 21st level, you gain the '''Death's Eye''' feature, which lets you designate a visible enemy as your next target after you reduce a creature to 0 hit points; against this target, you gain combat advantage, and its attack rolls against you suffer a -2 penalty. At 24th level, you gain the '''Assassin's Advantage''' feature, which means that when you miss an attack against a creature you have combat advantage against, you still inflict damage equal to your Dexterity modifier + (1 per die of Sneak Attack damage). At 26th level, you gain the '''Spirit of Death''' Encounter Utility power, which lets you immediately end the dazed/immobilized/restrained/slowed conditions (if you are suffering any of these) and make a shift equal to your speed, counting as invisible and insubstantial until you end this shift. This power triggers when you reduce an enemy to 0 hit points. At 30th level, you gain the '''Pierce the Weakness''' feature, which lets you make an attack roll against a creature's lowest defense and dealing your Sneak Attack bonus damage against that creature, even if you don't have combat advantage, once per encounter. Using this feature does not count against your limits on Sneak Attacks. ====Undying Warrior==== For most warriors, life on the battlefield is brutal and short. Not so for the aptly-named '''Undying Warriors''', who simply seem able to survive ''anything'' that destiny throws their way. At their mightiest, they may even become immune to death itself, gaining eternal life to do with as they please. This Epic Destiny is found in Martial Power 1 and is open to ''[[Fighter]]s''. At 21st level, you gain the '''Wounded Resurgence''' feature, which lets you spend healing surges as a minor action whilst bloodied to restore your current hit points to your bloodied value, and makes you immune to the Death Penalty normally suffered by being subjected to a [[Raise Dead]] ritual. At 24th level, you gain the '''Undying Stamina''' feature, which means you regain 1d4 healing surges each time you reach a milestone. At 26th level, you gain the '''Undying Enmity''' Encounter Utility power, which lets you roll an extra D20 (or 2d20s, if you are bloodied) as a free action when attacking an enemy that you have marked or which is marking you and choose which result to use for your attack roll. These rolls '''cannot''' be rerolled. At 30th level, you gain the '''Spontaneous Resurrection''' feature, which lets you return to life at will when slain (though you can also be subjected to [[Raise Dead]] if that would be quicker). Upon resurrecting, you appear in a space of your choice within 5 squares of where you died, with hit points equal to your bloodied value and freed of any temporary effects existing at the time of your death, though permanent effects remain. The time it takes for you to resurrect depends on how frequently you have been slain during that specific day: on your first death, you resurrect at the start of your next turn. On your second death, you return to life at the end of the encounter. On your third death, you return to life 1 hour after the end of the encounter. On your fourth death, you return to life 12 hours after teh end of the encounter. Finally, for your fifth death and all subsequent deaths that day, you return to life on your own 24 hours after the end of the encounter. ====Warmaster==== The Legendary Generals are great leaders of men, but even their skills pale in comparison to the '''Warmasters''', those geniuses of the battlefield, who can instinctively command their troops to victory in any situation, and who seek to prove worthy of the mythical Eternal War, a place where the greatest generals of all history train their skills endlessly against each other, a paradise for their kind and which may become essential to the survival of all that ever was at the foretold dusk of creation. This Epic Destiny is found in Martial Power 1 and is open to ''[[Warlord]]s''. At 21st level, you gain the '''Tactical Awareness''' feature, which means that during a surprise round, you and any ally you can see can still act and do not grant combat advantage, even if you were surprised. Also, each ally that can see you who isn't surprised can still take the normal standard/move/minor action trinity on their turn during a surprise round. At 24th level, you gain the '''Shock and Awe''' feature, which means that when you spend an action point to take an extra action, one ally within 5 squares of you can also take an extra action on their next turn. At 26th level, you gain the '''Spring the Trap''' Daily Utility power, which lets you spend a standard action to grant yourself and all allies within a 5-square close burst the ability to take a standard action, move action, or minor action, going in initiative order. At 30th level, you gain the '''Tactical Genius''' feature, which means you can spend as many action points as you want during a single encounter. ====Dragonheart==== Across the many [[plane]]s and upon the many worlds of D&D, one truth remains constant: [[dragon]]s are seriously badass mothafuckers. As a '''Dragonheart''', you admire dragons for their symbolism as power incarnate, and seek to prove yourself stronger than strong, tougher than tough - to show the whole [[multiverse]] that you have the heart of a dragon. And if you survive to level 31, then that's ''exactly'' what you do; whether you have finally stirred the long-buried blood of a draconic ancestor, or simply proven yourself so awesome that the multiverse itself bends to your wish, you forsake your former humanoid life and are reborn as a fully-grown dragon, ready to pursue the existence of a draconic warrior. This Epic Destiny appeared in Martial Power 2 and is open to ''Any Martial Class''. Its 21st level feature is '''Dragon Spirit''', which gives you +2 Constitution and means you can make an immediate save to end any charm effects or fear effects, even if they don't normally allow this. For continuous effects like auras, you get to make the save and, if successful, are immune to the effect until the end of your next turn, at which you can make the save again. Its 24th level feature is '''Dragon Blood''', which means you gain temporary HP equal to your Bloodied value the first time you become Bloodied in an encounter. Its 26th level Daily Utility power is '''Dragon Shield''', which causes you to enter the Dragon Shield Stance as an immediate reaction whenever you are Bloodied. Whilst in this stance, you gain Damage Resistance to ALL damage equal to your Constitution modifier, which increases by +5 each time that you take damage from a melee attack. It lasts until you are knocked unconscious or are no longer Bloodied. Finally, at level 30, you gain the capstone power '''Dragon Soul''', which increases your Healing Surge Value by 10. ====Invincible Vanguard==== Most young warriors believe that they are invincible - but you are dead set on proving it. Through some combination of determination, valor and sheer stupid luck, you always come out on top, and you shamelessly revel in proving yourself the greatest warrior that ever lived. Honing your skills to unimaginable peaks becomes your life's goal - and if you survive to the end of your career, then you have conquered everything that this world has to offer. How fortunate for you, then, that an entire [[multiverse]] awaits to challenge you; with that in mind, you leave this world for new realms and realities, always seeking the next battle. Such is the destiny of the '''Invincible Vanguard'''. This Epic Destiny appeared in Martial Power 2 and is open to ''Any Martial Class''. At 21st level, you gain the '''Invigorating Charge''' feature, which grants you +2 Strength and means that all basic attacks you make as part of a charge have the Invigorating keyword (once per turn, if Trained in Endurance, gain temporary hit points equal to your Constitution modifier). At 24th level, you gain the '''Forever War''' feature, which means that once per day, when you drop to 0 hit points, you immediately regain hit points equal to your Bloodied value and can, as a free action, stand up, shift 2 squares, and make a charge attack. If this charge attack hits, gain temporary HP equal to your Bloodied value. At 26th level, you gain the '''Endless Assault''' Daily Utility Power. As a minor action, you can enter the Endless Assault stance, which grants you a power bonus to your Speed equal to your Constitution modifier when you charge, and which causes charge attacks to deal +2[W] extra damage. Finally, at level 30, you gain the '''Unstoppable Assault''' feature, which means you don't provoke opportunity attacks when charging, and can make a charge attack against a new enemy as a free action whenever you critical hit an enemy with a melee attack, bloody an enemy, or reduce an enemy to 0 HP. ====Legendary Sovereign==== In the realms of [[Dungeons & Dragons]], rulers who gained their thrones at the point of a sword or with the swing of a club are legion. But some warrior-sovereigns are truly special; chosen by destiny to win admiration, glory and the ultimate power of a throne through their leadership skills and their martial prowess. These are the '''Legendary Sovereigns'''. And you are one such warrior, a hero who, whether defending an ancestral title, branching off to form a new dynasty, or emerging from humble beginnings, will go on to be respected and loved, leading your people to a golden age. This Epic Destiny appeared in Martial Power 2 and is open to ''[[Fighter]]s, [[Paladin]]s, [[Ranger]]s and [[Warlord]]s''. At 21st level, you gain the '''Legendary Presence''' feature, which grants you +2 Charisma. You also gain the '''Great Captain''' feature, which lets you grant each ally within 10 squares of you the ability to make a basic attack as a free action in response to you scoring a critical hit once per encounter. Finally, you gain the '''Homeland''' feature, which, with the DM's approval, grants you a realm you are destined to rule; within this land, you have property or estates sufficient to provide for your ordinary needs, including household maintenance and a small force of loyal retainers, as well as gaining a +4 bonus to any Charisma skill checks that you make in this land. At 24th level, you gain the '''This Is Not My Fate''' feature, which lets you automatically regain hit points equal to your Bloodied value, end any effects on you, and stand up once per day instead of having to make a death saving throw. At 26th level, you gain the '''Sword of the Sovereign''' Daily Utility Power. When you score a critical hit or reduce an enemy to 0 hit points, as a free action, each ally in close burst 10 gains temporary hit points equal to your level + your Charisma modifier, as well as a bonus to attack rolls with basic and at-will attacks equal to your Charisma modifier, with this attack bonus lasting until the encounter's end or your drop to 0 hit points. Finally, at level 30, you gain the '''Sword of Kings''' feature, which lets you pick one Encounter attack power with the Weapon keyword; this power is no longer expended when used unless you miss every target. ====Star-Favored Champion==== You are destined for greatness. It is literally written in the sky, in the form of a special star that came to life when you were born, and which moves in the heavens in response to the actions you undertake, waxing as you triumph and waning as you suffer defeat, moving into conjunction with other stars in symbolism of the trials and triumphs you are facing. Astrologers know that you are a '''Star Favored Champion''', and that should you survive to the end of yoour long and perilous quest, you will be welcomed into the [[Astral Sea]] by the gods themselves, and your star will multiply to become its own constellation, forever reminding all mortals of your story. This Epic Destiny appeared in Martial Power 2 and is open to ''Any Martial Class''. At 21st level, you gain the '''Favored Warrior''' feature, which grants you +2 Constitution and a +2 bonus to Acrobatics and Athletics checks. You also gain the '''Favored Tenacity''' feature, which means that whenver your first first attack roll with an encounter power misses, until the end of your turn you can make a basic attack as a minor action. At 24th level, you gain the '''Resurgent Star''' feature, which means that you automatically get 20s on your death saving throws so long as you have at least one Healing Surge left. At 26th level, you gain the '''Sign of Hope''' Daily Utility Power. As a minor action, you can both regain one expended martial encounter attack power and spend a healing surge. Finally, at level 30, you gain the '''Sign of Challenge''' feature, which grants you a Martial Encounter power of the same name. As a minor action, you can target one nonminion creature in a close burst 5. Until the encounter's end, you can roll twice when rolling to attack the targeted creature, and whenever you hit it, each ally that you can see gais a +2 bonus to attack rolls against any enemy other than that target until the end of your next turn. ===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. ===Psionic Epic Destinies=== Membership in these Epic Destinies is only open to those who follow the paths of Psionic Magic; [[Ardent]], [[Battlemind]], [[Monk]], or [[Psion]]. ====Cosmic Soul==== The great cosmos of beyond has always been a fascinating place, but it is such a vast place and there is no way to traverse the entirety of it as a mortal. A '''Cosmic Soul''' seeks to transcend these mortal moorings and reach the moment where they can see everywhere and everything at once with total insight. This Epic Destiny appeared in Psionic Power and is available to ''Any Psionic Class''. At 21st level, you gain the ''Cosmic Awareness'' feature, enabling you to master as well as perform any scrying rituals without the need of a focus and with a +5 bonus on the ritual check as well as truesight 5. One ritual each day can also be made without expending materials. At 24th level, you gain the ''Cosmic Experience'' feature, giving +5 to initiative and knowledge checks, as well as letting you speak any language. At 26th level, you get the '''Merge With the Cosmos''' daily utility power. Whenever you die, you vanish from the field and leave a burst 10 zone centered on where you were, letting allies inside the zone take one standard action as a free action. You, meanwhile, recover a number of HP equal to your level and can then choose reappear a turn later - which ends the zone and gives you combat advantage against any enemies inside the zone - or remain hidden and perpetuate the zone. At 30th level, you reach the ''Cosmic Connection'' feature, granting all of your ranged powers the range of your eyesight, making you able to hit anyone anywhere so long as they aren't hidden. ====Demiurge==== While most are satisfied with becoming gods, they are not the end-all be-all of greater entities and they are far from perfect. There is a source beyond their grasp, a perfect cause that is truly perfect. The '''Demiurge''' seeks to attain this perfect cause that is unreachable even by the gods and use its power to create a perfect universe of their own. This Epic Destiny appeared in ''Psionic Power'' and is available to ''Any Psionic Class''. At 21st level, you attain the ''Becoming One'' feature, granting +2 to Charisma and one other ability score of your choosing. At 24th level, you get the ''Perfection in Action'' feature, giving you 2 action points each milestone and allowing you to use more than one action point in an encounter after reaching your second milestone. At 26th level, you get the '''Demiurge Resistance''' encounter utility power. This power requires you not to be bloodied, but it grants you a free saving throw against an effect, and if you roll a 15+ on this save, you immediately regain use of this power. At 30th level, you reach the ''Deification of the Self'' feature, rendering you immune to anything below level 20, and giving a +5 to saving throws. Once per day, you can also teleport away from whatever bloodies you, spending a healing surge and rendering you insubstantial for the turn. ====Diamond Soul==== A monk's truest test is their constant pursuit of perfection. Their techniques must be refined until they reach a level of flawlessness unseen by mortal eyes. Only when they have reached the ultimate tier of perfection can these '''Diamond Souls''' find the ability to move beyond mortality and pass these secrets to students. This Epic Destiny appeared in Player's Handbook 3 and is only available to ''Monks''. At 21st level, you gain the ''Diamond Body'' feature, adding +2 to Dexterity and rendering you immune to aging. You also gain the ''Monastic Perfection'' feature, enabling you to gain two monk encounter powers of your level or lower that you can reserve and swap one encounter power for each rest. At 24th level, you have the ''Moving Perfection'' feature, giving +2 to speed and adding an extra square to any shifting. At 26th level, you attain the '''Flawless Maneuver''' encounter utility power. This adds +10 to your next attack and makes it so that even a natural 1 doesn't count as a miss. At 30th level, you have the ''Diamond Perfection'' feature, enabling you to re-roll one failed attack roll each turn. ====Eighth Seal==== The Keepers of the Cerulean Sign were an order responsible for building a barrier that protected the material world from the Far Realm. However, the seal will periodically weaken, and thus it falls upon the '''Eighth Seal''' to protect the world and begin the process of re-strengthening the seal. This deed requires the gathering of the Cerulean Seals, the incorporeal spirits of the original architects of the sign. This Epic Destiny appeared Psionic Popwer and is available to ''Any Psionic Class'' At 21st level, you gain the ''Keeper of the Cerulean Seal'' feature, which gives several benefits: +1 to all defenses +2d12 radiant+psychic damage to all aberrant enemies, immunity to fear, and immortal origin. at 24th level, you get the ''Mind's Shining Corridors'' feature. Whenever an enemy misses an attack targeting your Will, you deal 2d12 radiant+psychic damage and daze (or stun if already dazed) the enemy. In addition, if you are ever subject to a dazed, dominated, or stunned effect, you can roll a saving throw at the start of your turn to stop it before you do anything. At 26th level, you get the '''Call Forth the Seven Keys''' daily utility power. This has you summon seven keybearers in a burst 10 area around you, each with 1 HP and resist all 20. At any point, you can sacrifice a keybearer to gain one benefit that turn. :*You and all allies within 3 squares of you spend a healing surge :*Resist all 15 :*+5 to all defenses :*You and all allies within 3 squares get +2 to attack :*You and all allies within 3 squares get +5 to damage :*You and all allies within 5 squares teleport 5 squares. :*End dazed, dominated, and stunned conditions for the party. At 30th level, you reach the ''Nature Restored'' feature. Whenever you kill an aberrant foe, you either heal as if you spent a healing surge or make enemies within 3 squares of the aberrant take 10 ongoing psychic+radiant damage and dazed. ====Godmind==== As a psion progresses, their mind expands without end. This '''Godmind''''s consciousness will grow until they reach a point where even the impossible can be understood and that reality itself can be rewritten. These are the sorts that learn how to become what the average folk call gods. This Epic Destiny appeared in Player's Handbook 3 and is available to ''All Psionic Characters''. At 21st level, you have the ''Lay the Mind Bare'' feature. Once per encounter, you can use a minor action to give one enemy vulnerable 5 psionic for the encounter. At 24th level, you gain the ''Startling Insight'' feature, allowing you to re-roll one check you make after using Second Wind. At 26th level, you attain the '''Rejuvenate Mind''' daily utility power. Using this gives you temporary HP equal to your highest ability score as well as the option to either restore all of your Power Points or recharge all of your daily powers (this excluded). At 30th level, you gain the '''Wellspring of Mental Power''' feature, giving 4 extra power points. ====Grandmaster of Flowers==== There are those that believe that life, death, and rebirth are all cyclical. Each soul spends their reincarnations attempting to perfect themselves by improving upon the flaws of their past selves. There are those monks who envision it all as a garden, where death is a winter where the flowers die off while spring is when those flowers grow back. Only when they have perfected themselves will garden be truly perfect, free of all worries and moorings. These '''Grandmasters of Flowers''' then go into seclusion with their perfect bliss and share their knowledge with eager pupils. This Epic Destiny appeared in Psionic Power and is only available to ''Monks''. At 21st level, you gain the ''Balanced Mind'' feature. This allows you to take 10 on a saving throw against a charm, fear, or psychic effect while also dealing 10 damage to anyone attacking your Will. You also get the ''Enlightenment's Blessing'' feature, adding +2 to Dexterity. At 24th level, you have the ''Ubiquity'' feature, letting you teleport 3 squares so you're adjacent to your target when you hit them in melee. At 26th level, you acquire the '''A Scattering of Petals''' encounter utility power. This halves the damage dealt by a ranged attack while you make the attack hit up to two other creatures. At 30th level, you have the ''Luminous Consciousness'' feature. Your movement now ignores everything, terrain, opportunity attacks, and even gravity (as in you can fly for your movement, though you still need to land). Shifting also can be replaced by moving your speed. ====Invincible Mind==== Countless many have taken a journey to become eternally known for the beasts they have felled, but their journey was prematurely ended at some great battle. An '''Invincible Mind''' reads of these many stories and seek to use them as examples for their great tales. They will inevitably form great stories of their own, but only a truly great warrior may finally become the greatest there is, the gold standard for all warriors thereafter. This Epic Destiny appeared in Player's Handbook 3 and is exclusive to ''[[Battlemind]]s''. At 21st level, your feature is ''Battle Sovereignty'', adding +10 to initiative rolls and +2 to weapon attack rolls. At 24th level, you get the ''Reinvigorating Attack'' feature, letting you regain +2 PP whenever you hit an enemy with an unaugmented at-will. At 26th level, you reach the '''Indomitable Strategem''' daily utility power. You now get +2 to hit one enemy and any unaugmented at-wills you use now count as augmented (by 1 PP for those below 23rd level, by 2 PP for those above). At 30th level, you get the ''Invincible'' feature, immediately interrupting you getting to 0 HP by spending a healing surge. ====Master of Moments==== As anyone who's read [[/co/|Watchmen]] can attest, time is far from a linear stream. It's a vast ocean of moments, each interconnected with each other with casual relation to each other. Though most cannot hope to grasp such a concept in its entirety, a '''Master of Moments''' is someone who can use their power to manipulate the sea of time and hope to one day free themselves of any temporal anchor that prevents them from achieving their ultimate goals. This Epic Destiny appeared in Psionic Power and is available to ''Any Psionic Class''. At 21st level, you get the ''Consummate Traveler'' feature, meaning you can now master and perform travel rituals with a +5 on the ritual check. You can also make one such ritual each day without any materials. You also have the ''Maximized Time'' feature, giving you a full turn (standard,minor, and move actions) whenever you spend an action point instead of just one action. At 24th level, you now have the ''Bountiful Seconds'' rule, giving you a new minor action each turn (which means you can sacrifice both minors for a free move) and removing level restrictions on what travel ritual you can use. At 26th level, you gain the '''Freeze Time''' daily utility power. This power locks an enemy you hit in place for a turn, rendering them incapable of any action while also rendering them immune to any attacks or effects. At 30th level, you achieve the ''Boundless Presence'' feature, which gives teleport 5 as a new movement speed. Once per day, you can remove also yourself from play when you get bloodied or disabled. When you return next turn, you'll have taken a short rest. ====Topaz Crusader==== The battle against the Far Realm is endless. For each rift opened, two more erupt to take its place, and the load becomes increasingly impossible to manage. The '''Topaz Crusader''' understands that trying to stem the Far Realm's influence is impossible and changing the Far Realm itself results in nothing. The only alternative left is to utterly wipe it from existence, even if it costs them their life. This Epic Destiny appeared in Psionic Power and is available to ''Any Psionic Character with the Psionic Augmentation Feature ([[Ardent]], [[Battlemind]], [[Psion]]). At 21st level, you get both the ''Bound to Greatness'' feature, adding +2 to either constitution or Charisma, and the ''Topaz Focus'' feature. This little gem gives +1 to AC, +2 to Will against aberrants, the ability to find any aberrant and target them by ignoring cover, and immune to daze and dominate effects. At 24th level, you have the ''Topaz Meditation'' feature, granting +2 to all defenses, 2 bonus Power Points, and immunity to immobilize, restrain, and polymorph effects (unless the polymorph helps). At 26th level, you gain the '''Topaz Corona''' daily utility power. This gives a burst 5 aura that gives allies inside it +2 to all defenses and regen equal to 10 + main stat modifier. Any attacks against aberrants also deal 10 psychic damage and daze on an 18+. At 30th level, you reach the ''Topaz Flare'' feature. When you run out of power points, your unaugmented at-wills either deal +5 psychic damage or recover 2 power points based on if the attack roll was odd or even and hits. ====War Master==== An [[ardent]] is already very aware of the benefits of marshaling the efforts of allies in concert with their own, but what separates them from a '''War Master''' is the ability to enforce order in the chaos of war. By mastering the power of coordination, these leaders seek to prove their skills are the greatest, perhaps even stronger than death... This Epic Destiny appeared in Player's Handbook 3 and is exclusive to ''Ardents''. At 21st level, you get the ''Unmatched Tactician'' feature, granting +5 to initiative for you and allies within 5 squares as well as a +1 bonus to attack if an ally is next to the target. At 24th level, you get the ''Unyielding Inspiration'' feature. Any time you let an ally spend a healing surge, any allies adjacent to them gain 15 THP. At 26th level, you get the '''Brilliant Strategy''' daily utility power. This sustain minor power targets one enemy within burst 5 and lets all allies gain a bonus to attack based on how many other allies are next to the enemy. At 30th level, you gain the ''Boundless Morale'' feature. When an ally reaches 0 HP, you immediately spend a healing surge to heal them and they gain +20 extra HP. ===Shadow Epic Destinies=== These Epic Destinies revolve around tapping into and mastering shadow magic. As this power source, alas, was utterly ruined by the shift from 4e to Essentials, there's no real class dedicated to this power source beyond the [[Rogue#Assassin|Assassin]]. ====Perfect Slayer==== The [[Raven Queen]] sends a particular type of assassin to resolve particular threats to her power. Though most threats she considers beneath her notice and lets the natural inevitability of death take care of them, those that could potentially destroy the natural order find themselves targets of the '''Perfect Slayers'''. These are her personal assassins, reincarnated but always aware of their purpose. Their only destiny is to kill this grand menace at any cost - even if they must die in the attempt. This Epic Destiny appeared in [[Dragon Magazine]] #379 in the "Assassin: Epic Tier" article and thus is exclusive to ''[[Assassin]]s''. At 21st level, you gain both the ''Lord of Battle'' feature, giving you combat advantage against anyone you have a shroud on, and the ''Perfect Form'' feature, adding +2 to Dexterity. At 24th level, you have the ''Blooded but Unbowed'' feature. You can stay up for one turn after reaching 0 HP if you have a shroud on an enemy, and if you kill them before next turn you can heal as if you spent a healing surge. At 26th level, you get the ''Killer's Judgment'' encounter utility power. This stacks four shrouds on a target and if you attack before the end of the next turn, those shrouds deal maximum damage. At 30th level, you reach the ''Perfect Killer'' feature, making your shrouds persist after use, making them effectively permanent. {{D&D4-Classes}}
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