Epic Destiny: Difference between revisions
1d4chan>QuietBrowser (Added a few more details, then had to stop.) |
1d4chan>QuietBrowser (Finally filled in the missing Martial Power 1 and Masters of the Planes EDs. Added link to the Funin archive of Epic Destinies.) |
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Really, it's a pretty awesome concept. Want to become a fledgling god? A good-aligned lich? Somebody who travels the multiverse at will? A dragon? An immortal bastion against the forces of pure evil or the Far Realm? The genesis of an entire new planet/plane of existence/multiverse? Master of time itself? All of these and more are possible with Epic Destinies. | Really, it's a pretty awesome concept. Want to become a fledgling god? A good-aligned lich? Somebody who travels the multiverse at will? A dragon? An immortal bastion against the forces of pure evil or the Far Realm? The genesis of an entire new planet/plane of existence/multiverse? Master of time itself? All of these and more are possible with Epic Destinies. | ||
if you want to see the complete list, with sources and all of the original fluff, check out the Funin.space archive: http://funin.space/compendium/epicdestiny/ | |||
==Generalist Epic Destinies== | ==Generalist Epic Destinies== | ||
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This Epic Destiny is found in [[Dragon Magazine]] #372, in the article "Masters of the Planes", and is open to ''Any Character''. | This Epic Destiny is found in [[Dragon Magazine]] #372, in the article "Masters of the Planes", and is open to ''Any Character''. | ||
At 21st level, you gain the ''' | At 21st level, you gain the '''Stand in Two Worlds''' feature, which lets you use either the Planar Portal ritual ([[Prime Material]] to [[Shadowfell]] or vice-versa only) or the Sahdow Walk ritual for free once per day. | ||
At 24th level, you gain the ''' | At 24th level, you gain the '''Return from the Shadowfell''' feature, which lets you revive yourself after being slain at the start of your next turn, healing to full health and gaining concealment and phasing until the encounter's end. | ||
At 26th level, you gain the ''' | At 26th level, you gain the '''Shadow Stride''' Daily Utility power, which lets you teleport 20 squares as a move action, becoming invisible until either the encounter ends or you are hit by an attack when you reappear in your destination square. | ||
At 30th level, you gain the ''' | At 30th level, you gain the '''Thrall in Death''' feature, which lets you revive any enemy you slay as a dominated 1 hit point minion; all such death-thralls are destroyed at the end of the encounter. | ||
===Keybearer=== | ===Keybearer=== | ||
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This Epic Destiny is found in [[Dragon Magazine]] #372, in the article "Masters of the Planes", and is open to ''Any Character''. | This Epic Destiny is found in [[Dragon Magazine]] #372, in the article "Masters of the Planes", and is open to ''Any Character''. | ||
At 21st level, you gain the ''' | At 21st level, you gain the '''Portal Mastery''' feature, which lets you cast either Linked Portal or Planar Portal for free 1/day and lets you, 1/day, respond to being killed by healing to your bloodied value and teleporting to a permanent teleportation circle whose sigil sequence you have memorized on whichever plane you prefer. | ||
At 24th level, you gain the ''' | At 24th level, you gain the '''Traveler's Tricks''' feature, which lets you teleport 5 squares as a free action whenever you roll an 18+ on an attack roll. | ||
At 26th level, you gain the ''' | At 26th level, you gain the '''Reality Distortion''' Daily Utility power, which lets you spend a standard action to create a close burst 3 zone that lasts until the end of your next turn, but which can be sustained until the end of your next turn again with a standard action. This zone moves with you when you move, ensuring you remain at its center. While you remain in this zone, you gain an extra move action but any other creature that starts its turn within the zone must roll 1d6 to see what happens to it: | ||
::1—The target blinks out of existence until the start of its next turn. When it reappears, it returns to the space it left or the closest available space. | |||
::2—The target is dazed and immobilized until the start of its next turn. | |||
::3—The target is slowed and weakened until the start of | |||
its next turn. | |||
::4—The target gains vulnerable 15 to all attacks until the start of its next turn. | |||
::5—The target grants combat advantage to all targets | |||
and takes a –5 penalty to all saving throws until the | |||
start of its next turn. | |||
::6—The target blinks out of existence until the start of its next turn. When it reappears, it returns to the space it left or the closest available space. | |||
At 30th level, you gain the ''' | At 30th level, you gain the '''Unfettered Passage''' feature, which grants you the Phasing trait; you ignore difficult terrain and can move through obstacles and other creatures, but must end your movement in an unoccupied space. | ||
===Planeshaper=== | ===Planeshaper=== | ||
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This Epic Destiny is found in [[Dragon Magazine]] #372, in the article "Masters of the Planes", and is open to ''Any Character''. | This Epic Destiny is found in [[Dragon Magazine]] #372, in the article "Masters of the Planes", and is open to ''Any Character''. | ||
At 21st level, you gain the ''' | At 21st level, you gain the '''Ultimate Adaptation''' feature, which grants you +2 Intelligence and lets you designate one encounter power at the end of each extended rest; this designated power can be used twice per encounter. | ||
At 24th level, you gain the ''' | At 24th level, you gain the '''Astral Critical''' feature, which allows you to temporarily banish any enemy you inflict a critical hit against to your astral seed, removing them from the battlefield until the start of your next turn. | ||
At 26th level, you gain the ''' | At 26th level, you gain the '''Planar Refuge''' Daily Utility power, which lets you spend a standard action to teleport yourself and each willing ally within a close 5 burst to your astral seed; you reappear in the space you vacated at the start of your next turn, but you can spend a healing surge and recharge one encounter power. | ||
At 30th level, you gain the ''' | At 30th level, you gain the '''Shape Reality''' feature, which grants you an aura 10 in which you can reshape reality as you see fit. Once during each of your turns, you can alter the environment in any of the following ways by spending a minor action: | ||
* Change the temperature. Creatures that start their turns within your aura automatically take 15 cold damage or 15 fire damage (your choice). You can spend another minor action to return the temperature to normal, eliminating this damaging effect. | |||
* Permanently transform any squares of difficult terrain within your aura into normal terrain. | |||
* Permanently transform any squares of normal terrain within your aura into difficult terrain. | |||
* Create breathable air in any or all squares. | |||
* Fill 9 unoccupied squares with a solid surface, such as stone or wood. If you fill a square with a solid surface that is not attached to another surface (in other words, you create a stone slab 5 squares up in the air), the surface hovers in place. | |||
===Prince of Hell=== | ===Prince of Hell=== | ||
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This Epic Destiny is found in [[Dragon Magazine]] #372, in the article "Masters of the Planes", and is open to ''Any Character''. | This Epic Destiny is found in [[Dragon Magazine]] #372, in the article "Masters of the Planes", and is open to ''Any Character''. | ||
At 21st level, you gain the ''' | At 21st level, you gain the '''Infernal Form''' feature, which grants you +2 Charisma, Resist Fire 20 + 1/2 level, the Darkvision racial trait, and the Immortal Origin. | ||
At 24th level, you gain the ''' | At 24th level, you gain the '''Hellfire Master''' feature, which means your fire attacks ignore fire resistance, and you can choose to apply the Fire keyword to one encounter attack power of your choice at the end of each short rest. Powers that already had an elemental damage keyword now do both types of damage. | ||
At 26th level, you gain the ''' | At 26th level, you gain the '''Infernal Allies''' Daily Utility power, which lets you summon four Legion Devil Legionnaires within a close burst 3. These devils act according to your orders (free action) on your initiative count, and they gain a +2 bonus to attack rolls as long as you are conscious and alive. Each devil remains until it is killed, until you dismiss it (a free action), or until the end of the encounter. | ||
At 30th level, you gain the ''' | At 30th level, you gain the '''Brimstone Step''' feature, which grants you a teleport speed of 5 and causes all creatures adjacent to you when you teleport away to take 10 fire damage. | ||
===Punisher of the Gods=== | ===Punisher of the Gods=== | ||
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This Epic Destiny is found in [[Dragon Magazine]] #372, in the article "Masters of the Planes", and is open to ''Any Character''. | This Epic Destiny is found in [[Dragon Magazine]] #372, in the article "Masters of the Planes", and is open to ''Any Character''. | ||
At 21st level, you gain the ''' | At 21st level, you gain the '''Imortal Curse''' Encounter Power, which lets you designate one nonminion enemy that you have damaged within a close burst 10 as a free action. Whenever you score a critical hit against the target of your immortal curse, you gain 1 action point. You must use this action point before the end of your next turn, and doing so does not count toward the once per encounter restriction on spending action | ||
points. This effect lasts until the end of the encounter | |||
or until the target drops to 0 hit points, at which | |||
point you regain the use of this power. | |||
At 24th level, you gain the ''' | At 24th level, you gain the '''Devourer of Fate''' feature, which grants you a +5 bonus to saving throws against save-ends effects caused by the target of your Immortal Curse, and lets you make a saving throw when the target of your Immortal Curse makes an attack that could reduce you to 0 HP; if this save succeeds, that attack inflicts no damage and you can spend a healing surge. | ||
At 26th level, you gain the ''' | At 26th level, you gain the '''Repel Legions''' Daily Utility power, which lets you create a Close Burst 3 zone of destruction and repulsion that lasts until the end of your next turn as a standard action. You can use a minor action to sustain the zone until the end of your next turn. This zone moves with you, always keeping you at its center. An enemy that starts its turn within the zone takes 15 radiant and necrotic damage and is pushed 3 squares away from you. If an enemy starts its turn within the zone and ends its turn adjacent to you, you can push that enemy 5 squares as a free action. | ||
At 30th level, you gain the ''' | At 30th level, you gain the '''Bringer of Dooms''' feature, which causes you to automatically inflict maximum damage when you hit the target of your Immortal Curse. | ||
===Storm Sovereign=== | ===Storm Sovereign=== | ||
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This Epic Destiny is found in [[Dragon Magazine]] #372, in the article "Masters of the Planes", and is open to ''Any Character''. | This Epic Destiny is found in [[Dragon Magazine]] #372, in the article "Masters of the Planes", and is open to ''Any Character''. | ||
At 21st level, you gain the ''' | At 21st level, you gain the '''Stormborn''' feature, which grants you +2 Constitution as well as Resist Lightning and Resist Thunder 15 + 1/2 your level, and changes your Origin to Elemental. | ||
At 24th level, you gain the ''' | At 24th level, you gain the '''Thunder and Lightning''' feature, which lets you react to being slain once per day by discorporating into a storm of elemental fury. You heal to one-half hit points and gain the insubstantial and phasing qualities. You gain an aura 5, and when enemies begin their turns inside that aura they automatically take 15 lightning and thunder damage, and you can slide that enemy 3 squares. You can use encounter and at-will powers, but you cannot use daily powers, activate magic items, or perform rituals. If you die in elemental storm form, you are dead. At the end of the encounter, after a short rest, you reconstitute yourself from the base elements. Your current hit point total is unchanged, but you no longer experience the other benefits and drawbacks from being in elemental storm form. | ||
At 26th level, you gain the ''' | At 26th level, you gain the '''Scion of Chaos''' Daily Utility power, which lets you make a close burst 5 as an immediate interrupt when an enemy makes an attack against you. You choose a new target for the attack, which must be within the burst and the reach or range of the attack. Additionally, the attack roll for that attack is now considered to be a natural 20, regardless of what the original roll was. | ||
At 30th level, you gain the ''' | At 30th level, you gain the '''Cyclone's Master''' feature, which grants you a Fly Speed equal to your Speed +2, the Hover trait, an Aura 5 that negates the thunder & lightning resistances of any other creature that enters or begins its turn within it, and lets you change the damage typing of your attacks to lightning or thunder at will. | ||
==Campaign-Specific Epic Destinies== | ==Campaign-Specific Epic Destinies== | ||
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This Epic Destiny is found in [[Dragon Magazine]] #372, in the article "Masters of the Planes", and is open to ''any character with the Fey origin''. | This Epic Destiny is found in [[Dragon Magazine]] #372, in the article "Masters of the Planes", and is open to ''any character with the Fey origin''. | ||
At 21st level, you gain the ''' | At 21st level, you gain the '''Lingering Cold''' feature, where enemies you hit with Cold attacks lose their resistance to cold (if any) until the end of your next turn. Enemies you hit with Cold keyword attack powers suffer a -5 penalty to saving throws made to end any effects that these powers create, and gain Vulnerable Cold 15 until the end of your next turn each time they fail a saving throw to end one of these effects. | ||
At 24th level, you gain the ''' | At 24th level, you gain the '''Winter's Bite''' feature, which lets you designate one daily attack power at the end of each short rest to gain the Cold keyword (for existing elemental attacks, they now do dual-typed damage), as well as teleport 5 squares as a minor action until the end of your next turn whenever you hit at least one target with a power that has the Cold keyword. | ||
At 26th level, you gain the ''' | At 26th level, you gain the '''Rime Armor''' Daily Utility power, which lets you spend a standard action to gain Immunity to Cold and a +10 power bonus to AC. Each time an enemy attacks you, reduce the power bonus by 1 (by 2 if the attack has the fire keyword). Any time an enemy hits you with a melee attack, the enemy takes 20 cold damage and is slowed until the end of your next turn. This effect lasts until the power bonus falls to +0 or until the end of the encounter. | ||
At 30th level, you gain the ''' | At 30th level, you gain the '''Frozen in Ice''' feature, which you can use once per day as a free action when a creature fails a saving throw against an effect you caused with a power with the Cold keyword. The target is Restrained (save ends), and if it fails that save, it is instead Petrified. Cosmetically, it's frozen in ice instead of turned to stone, but all other effects of the Petrified condition remain. | ||
==Power Source Epic Destinies== | ==Power Source Epic Destinies== | ||
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This Epic Destiny is found in Martial Power 1 and is open to ''[[Ranger]]s and [[Rogue]]s''. | This Epic Destiny is found in Martial Power 1 and is open to ''[[Ranger]]s and [[Rogue]]s''. | ||
At 21st level, you gain the ''' | 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 ''' | 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 ''' | 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 ''' | 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==== | ====Legendary General==== | ||
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This Epic Destiny is found in Martial Power 1 and is open to ''[[Warlord]]s''. | This Epic Destiny is found in Martial Power 1 and is open to ''[[Warlord]]s''. | ||
At 21st level, you gain the ''' | 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 ''' | 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 ''' | 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 ''' | 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==== | ====Martial Archetype==== | ||
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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.) | 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 ''' | 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 ''' | 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 ''' | 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 ''' | 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==== | ====Perfect Assassin==== | ||
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This Epic Destiny is found in Martial Power 1 and is open to ''[[Rogue]]s''. | This Epic Destiny is found in Martial Power 1 and is open to ''[[Rogue]]s''. | ||
At 21st level, you gain the ''' | 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 ''' | 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 ''' | 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 ''' | 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==== | ====Undying Warrior==== | ||
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This Epic Destiny is found in Martial Power 1 and is open to ''[[Fighter]]s''. | This Epic Destiny is found in Martial Power 1 and is open to ''[[Fighter]]s''. | ||
At 21st level, you gain the ''' | 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 ''' | 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 ''' | 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 ''' | 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==== | ====Warmaster==== | ||
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This Epic Destiny is found in Martial Power 1 and is open to ''[[Warlord]]s''. | This Epic Destiny is found in Martial Power 1 and is open to ''[[Warlord]]s''. | ||
At 21st level, you gain the ''' | 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 ''' | 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 ''' | 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 ''' | 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==== | ====Dragonheart==== |
Revision as of 02:38, 1 December 2018
Epic Destinies were a game mechanic introduced into the fourth edition of Dungeons & Dragons, replacing the concept of Epic-Level Prestige classes used in the previous edition. Whereas PrCs were optional sub-classes that you could take to make your character more powerful, Epic Destinies are effectively mandatory. You take a Paragon path at level 21, and it bolsters you from there to level 30 -- the next step along the line from the Paragon Path.
Epic Destinies follow pretty standard motifs; they generally give you new class features at levels 21, 24 and 30, and a Daily Utility Power at level 26. Some alter this model, however. Many Epic Destinies allow you to cheat death, gaining a special restorative power as their level 24 power. All epic destinies come with a flavorful "immortality" feature, describing one probable fate for you after you hit level 31 and are retired from play. Although some Epic Destinies are tied into specific classes, many instead are more generalistic in tone.
Really, it's a pretty awesome concept. Want to become a fledgling god? A good-aligned lich? Somebody who travels the multiverse at will? A dragon? An immortal bastion against the forces of pure evil or the Far Realm? The genesis of an entire new planet/plane of existence/multiverse? Master of time itself? All of these and more are possible with Epic Destinies.
if you want to see the complete list, with sources and all of the original fluff, check out the Funin.space archive: http://funin.space/compendium/epicdestiny/
Generalist Epic Destinies
As their name suggests, these Epic Destinies are extremely open in origin. Many require at most belonging to a power source, but others have at most vague requirements (a feat, sufficient ability score, etc) or simply nothing more beyond being 21st level.
- Bahamut’s Vessel (must worship Bahamut)
- Ceaseless Guardian (any defender class)
- Exemplar of Evil (evil alignment)
- Guardian of the Void
- Harbinger of Doom [PH2:172]
- Hordemaster [DSCS:100]
- Indomitable champion [HotFL:245]
- Keeper of the Everflow
- Lorekeeper (21st level, Intelligence 21 or Wisdom 21, training in two knowledge skills) [PH2:173]
- Marshal of Letherna
- Prison of the Winds [Dr371:30]
- Radiant One
- Raven Knight (must worship the Raven Queen)
- Sage of the Swan Tower (must worship Ioun) [Dr397]
- Shiradi Champion (any nonevil alignment)
- Twilight Tribune
- Wild Hunter
Deadly Trickster
Rogues, bards, and other trickster types who reach the levels of the epic adventurer find themselves regarded with great distrust, for such power in the hands of one guided by a love of mischief above all else can save or doom with equal ease. Should such a Deadly Trickster use their powers for good, then they will go be remembered forever as beloved saviors - but if they use their power to hinder and harm, then their names will become curses spat forever more.
This Epic Destiny is found in the Player's Handbook 1 and is open to any character with .
At 21st level, you gain the Sly Fortune's Favor feature, which lets you reroll a D20 roll of your choice 3 times per day.
At 24th level, you gain the Trickster's Control feature, which means that if you roll an 18-20 for your first attack roll with a daily or encounter attack power, that power is not expended.
At 26th level, you gain the Epic Trick Daily Utility power, which lets you spend a minor action to gain one of the following benefits: regain all hit points and healing surges, automatically save against all "save ends" effects on you, regain all expended encounter powers, or regain all expended daily powers - except this one; Epic Trick only recharges if you complete an extended rest.
At 30th level, you gain the Trickster's Disposition feature lets you declare a D20 roll of the DM's to be an automatic 1, which cannot be re-rolled, once per day.
Demigod
In its way the purest and simplest of the Epic Destinies, Demigods are mortal adventurers who seek to carve out a place in the Astral Sea. Whether they will content themselves to serve another god or will strike out to make their own place in the pantheon is their business, but the way will always be long, hard and perilous.
This Epic Destiny is found in the Player's Handbook 1 and is open to Any Character.
At 21st level, you gain the Divine Spark feature, which increases two ability scores of your choice by +2.
At 24th level, you gain the Divine Recovery feature, which causes you to automatically regain hit points equal to half your maximum hit points the first time you are reduced to 0 hit points. This feature works once per day.
At 26th level, you gain the Divine Regeneration Daily Utility power, which grants you Regeneration equal to your highest ability score until the end of the encounter as a minor action.
At 30th level, you gain the Divine Miracle feature, which causes you to automatically recharge one Encounter power of your choice whenever you expend your last available Encounter power. Yes, you get to recharge a Encounter power of your choice when that one is spent too. And then another, and another... you can never run out of Encounter powers in the middle of a fight is what we're saying.
Eternal Seeker
The Eternal Seekers are cosmic vagabonds; free of the boundaries and guidelines of destiny itself, they are the ultimate free spirits, seeking only their own vision of what destiny may be.
This Epic Destiny is found in the Player's Handbook 1 and is open to Any Character.
Its 21st level feature is Seeker of the Many Paths, which lets them choose new class encounter or daily powers from any class they wish, although they don't gain class features that may be tied into those powers - an Eternal Seeker Fighter who learns a Wizard power or a Cleric power does not gain the ability to use Implements or Holy Symbols.
Its 24th level feature is Eternal Action, which means that when they spend an action point to take an extra action, they also gain a bonus action on their next turn, which does not benefit from their Action Point feature of their Paragon Path.
It's 26th level feature is Seeker's Lore, which grants them a 22nd level utility power from a class of their choosing.
Its 30th level feature is Seeking Destiny, which grants them the 24th level feature from another Epic Destiny of their choice.
Emergent Primordial
Introduced in Heroes of the Elemental Chaos, the Emergent Primordial is a character who has become spiritually meshed with a Primordial, imbuing them with the power to tap into its elemental might. Their ultimate destiny is to either merge with it, or destroy it.
Qualifying for this ED requires that the character have either the Elemental Origin, the Born of the Elements feat, or any Elemental power.
At 21st level, you gain the Primordial Rebirth feature: +2 to one ability score of your choice, Origin changes to Elemental, and you gain both Resistance 15 and +3 to damage rolls with your choice of either Acid, Cold, Fire, Lightning or Thunder.
At 24th level, you gain the Primordial Rebirth feature... again. This is your "once per day, when you die" feature; regain HP equal to your Bloodied value, and all allies within 5 squares can spend a healing surge. Additionally, all allies within 10 squares with this Epic Destiny gain +20 temporary hit points and can shift 1 square as a free action.
At 26th level, you gain the Primordial Form feature, your daily utility power. As a minor action, you can assume the form of a Huge Elemental, in which form you gain +2 Reach, Resist 5 to all damage, and a +4 damage rolls with melee attacks and attacks that have the Acid, Cold, Fire, Lightning or Thunder keywords.
Finally, at level 30, you gain the Primordial Ascendance feature; when you score a critical hit or reduce a non-minion enemy to 0 hitpoints, each ally within 5 squares gains +10 temporary hit points and a +2 power bonus to attack rolls until the end of your next turn.
Lord of Chaos
In the ancient days of the world, a race known as the Reigar - a human-like people who revered personal freedom, expression, and artistry above all things, and who were all natural Wild Mages - abandoned the material realms to pursue the power that could be found in the Elemental Chaos. Here, they learned to master the purest form of chaos magic, the power to create, transform, and destroy with purest thought. This discovery elevated them to a race of living godlings; self-centered, capricious, and driven only by their desire to experience new sensations and outdo each other in creative works. The brightest of the Reigar foresaw that this would ultimately doom them to dwindle and stagnate, and so they crafted a hyper-spell of their own design; a sentient, self-guiding force that would seek out brilliant and worthy souls and gift them with the powers of the Reigar, allowing them to preserve the race by preserving their spirit. Such Lords of Chaos are one in a million; brilliant, beautiful, willful and creative all at once, enough to be considered worthy heirs to the Reigar. Those Lords of Chaos who survive to master their powers go on to achieve many things, always drawn to the challenge of shaping and ordering their own private universe.
This Epic Destiny is found in Heroes of the Elemental Chaos and is open to Any Character.
At 21st level, you gain the Awakening feature, which transforms your Origin to Immortal (if it wasn't already) and gives you +2 Charisma. It also allows you to create a singular shakti, part artistic sigil and part tool, a token of pure chaos-stuff that you can turn into a +5 magic weapon, +5 magic armor, +5 implement, or +5 amulet of protection at will, choosing whichever form suits you best. Your shakti turns to dust if somehow removed from you, but you can recreate it as a minor action. The value of its tool settings increases to +6 at 26th level.
At 24th level, you gain the Rapid Reincarnation feature, which lets you, once per day, choose to dissolve your body into golden motes of light and revive at a point of your choosing up to 1 mile away with hit points equal to your bloodied value instead of taking a death saving throw. Reviving when you use this feature takes between 1 minute and 1 hour.
At 26th level, you gain the Whim of Creation Daily Utility power, which lets you use a minor action to remove difficult terrain, create difficult terrain, or create nondamaging weather conditions of your choice in a close burst 5. Whichever effect you desire, it lasts as long as you wish.
At 30th level, you gain the Master of Chaos feature, which lets you teleport yourself or the triggering enemy up to 10 squares as a free action whenever you bloody an enemy or score a critical hit against an enemy.
Thief of Legend
Stories abound of rogues who could achieve impossible feats of thievery. Tales are told of thieves who could steal the crowns from the heads of kings and queens without their royal victims noticing, move so stealthily that death itself couldn't notice them, and outwit gods - thieves who could steal laughter, memories, the color of a painting! You are one of these impossible rogues. You are a Thief of Legend - and you will prove it, or die trying.
This epic destiny appeared in the article "Old Souls: Heroes of Legend Reborn" in Dragon #388, and is open to Any character Trained in Stealth and Thievery.
At 21st level, you gain the Uncanny Prowess feature, which grants you +2 Dexterity and +2 to one other ability score of your choice.
At 24th level, you gain the Steal Back The Soul feature; when you die, after 1 hour, your body and possessions vanish. 24 hours after this, you reappear alive and at full hitpoints at a safe place of your choosing, that is familiar to you, and that is on the same plane where you died. In addition, when you reduce a creature to 0 hit points or fewer, you can steal something intangible from that creature, such as the color of the creature’s eyes or its memories of its kingdom. The mechanical effects of this theft, if any, are left to the Dungeon Master.
At 26th level, you gain the Impossible Theft Daily Utility power. When you touch an unattended object or vehicle, you can teleport it to a safe location of your determination (which must A: be a place that you have been, B: be on the same plane, and C: cannot result in harm to any creature or the target) as a standard action.
Finally, at 30th level, you gain the Undetectable Thief feature, which grants you a passive Stealth score equal to 10 + your Stealth modifier. Any creature that has a passive Perception lower than your passive Stealth score, or that has an active Perception check result that does not equal or surpass your passive Stealth score, cannot see you unless you choose to let that creature see you.
Unyielding Sentinel
Every adventurer has some role to play in conflict. Yours is to hold the line. You will die before you let them get past. In fact, you probably have died before retreating, maybe more than once. It doesn't matter. Your duty, your destiny, is to plant yourself on that spot when your allies need you and hold the line. You are the unflinching shield of those in your charge, and your resilience can never be doubted. In the greatest conflict of the quest, you shall be the rock of the eternal shore, and your enemies will crash against you and be broken. If this requires you to break as well, then what of it? Live or die, your story will be told forever, for none will forget that you held the line.
This epic destiny appeared in the article "Old Souls: Heroes of Legend Reborn" in Dragon #388, and is open to Any Class with the Defender role (Fighter, Paladin, Swordmage, Warden, Battlemind).
At 21st level, you gain the Stalwart Guard feature, which grants you +2 Constitution and +2 to one other ability score of your choice.
At 24th level, you gain the Unbreakable feature, which lets you roll twice when you make saving throws (including death saving throws) and pick the result to use.
At 26th level, you gain the Undying Vanguard Daily Utility power. As a minor action, you can enter the Undying Vanguard Stance. Until the stance ends, you cannot be subjected to forced movement unless you choose, you do not grant combat advantage, you automatically reduce all ongoing damage to 0, and you are immune to the auras of your enemies if you choose to be.
Finally, at 30th level, you gain the Vigor of Battle feature, which lets you regain hit points as if you'd spent a healing surge by dropping a non-minion enemy to 0 hit points. You only gain this healing once per round, even if you kill multiple enemies in that round.
Prison of the Winds
The dominion of Hestavar in the Astral Sea is famously scarred by the Dawn War, as a Primordial of storms and wind named Heur-Ket assaulted the place and has been trapped there every since. To maintain the bindings, mortal adventurers of great power are used to seal away a small but crucial fragment of the Primordial's essence. But there have been many of these Prisons of the Winds over the eons; all have succumbed to Heur-Ket's power and been unraveled from within, discorporating under the relentless assault on their very soul. But new Prisons continue to step forth, and ultimately, there will come one who will either destroy the Primordial totally - or set it free to ravage the multiverse again.
This Epic Destiny is found in Dragon Magazine #371, in the article "Hestavar: The Bright City", and is open to Any Character.
At 21st level, you gain the Essence of Heur-Ket feature, which grants you +2 Constitution, +2 Dexterity, and +2 Speed.
At 24th level, you gain the Storm Surge feature, which lets you, once per day, use a free action when dropped to 0 hit points to spend a healing surge (or gain HP equal to your Constitution score, if you haven't got any left) and unleash a blast of wind which pushes all creatures within 5 squares of you a number of squares equal to your Constitution modifier before knocking them prone.
At 26th level, you gain the Fury of Heur-Ket Daily Utility power, which lets you enter a stance as a minor action in which you gain a fly (hover) speed equal to your land speed and can choose to either push an adjacent enemy squares equal to your Constitution modifier or knock it prone when you hit it with a melee attack.
At 30th level, you gain the Storm Form feature, which causes you to become Insubstantial when you are bloodied and lose this trait when you stop being bloodied.
Darklord
The Shadowfell may be a dark and sinister plane, but it is still home to many, either because they were born there, or because they revel in the powers that the darkness can grant, or simply because they see a reflection of their own soul in its bleak and sinister environs. The Darklords seek to master the Shadowfell, binding themselves to its sinister magic and learning to shape it to their will. The mightiest of these will succeed, their history and their soul finding reflection in a strange and eerie kingdom that births itself from the cold mists of that realm, creating a place that they are blessed - or cursed - to rule forever more.
This Epic Destiny is found in Dragon Magazine #372, in the article "Masters of the Planes", and is open to Any Character.
At 21st level, you gain the Stand in Two Worlds feature, which lets you use either the Planar Portal ritual (Prime Material to Shadowfell or vice-versa only) or the Sahdow Walk ritual for free once per day.
At 24th level, you gain the Return from the Shadowfell feature, which lets you revive yourself after being slain at the start of your next turn, healing to full health and gaining concealment and phasing until the encounter's end.
At 26th level, you gain the Shadow Stride Daily Utility power, which lets you teleport 20 squares as a move action, becoming invisible until either the encounter ends or you are hit by an attack when you reappear in your destination square.
At 30th level, you gain the Thrall in Death feature, which lets you revive any enemy you slay as a dominated 1 hit point minion; all such death-thralls are destroyed at the end of the encounter.
Keybearer
The multiverse is a source of endless fascination to those who can understand the scope of it. The Keybearers are those whose love of exploration meant that their awareness of the planes was a source of purest joy, promising them an infinity of realms to explore as they see fit. For the mightiest of these mystical travelers, soon, even the planes are not enough. Alien planets, alternate realities, even time itself can open up for the most determined Keybearer.
This Epic Destiny is found in Dragon Magazine #372, in the article "Masters of the Planes", and is open to Any Character.
At 21st level, you gain the Portal Mastery feature, which lets you cast either Linked Portal or Planar Portal for free 1/day and lets you, 1/day, respond to being killed by healing to your bloodied value and teleporting to a permanent teleportation circle whose sigil sequence you have memorized on whichever plane you prefer.
At 24th level, you gain the Traveler's Tricks feature, which lets you teleport 5 squares as a free action whenever you roll an 18+ on an attack roll.
At 26th level, you gain the Reality Distortion Daily Utility power, which lets you spend a standard action to create a close burst 3 zone that lasts until the end of your next turn, but which can be sustained until the end of your next turn again with a standard action. This zone moves with you when you move, ensuring you remain at its center. While you remain in this zone, you gain an extra move action but any other creature that starts its turn within the zone must roll 1d6 to see what happens to it:
- 1—The target blinks out of existence until the start of its next turn. When it reappears, it returns to the space it left or the closest available space.
- 2—The target is dazed and immobilized until the start of its next turn.
- 3—The target is slowed and weakened until the start of
its next turn.
- 4—The target gains vulnerable 15 to all attacks until the start of its next turn.
- 5—The target grants combat advantage to all targets
and takes a –5 penalty to all saving throws until the start of its next turn.
- 6—The target blinks out of existence until the start of its next turn. When it reappears, it returns to the space it left or the closest available space.
At 30th level, you gain the Unfettered Passage feature, which grants you the Phasing trait; you ignore difficult terrain and can move through obstacles and other creatures, but must end your movement in an unoccupied space.
Planeshaper
The Astral Sea abounds in dominions; proto-worlds and godly kingdoms, fashioned from the raw stuff of the soul itself. To the Planeshaper, this is an opportunity like nothing else: the chance to breathe life into a world entirely of their own vision. Whilst they start small, for those few who have the greatest drive (and luck), eventually, they may see themselves as progenitors to whole new worlds.
This Epic Destiny is found in Dragon Magazine #372, in the article "Masters of the Planes", and is open to Any Character.
At 21st level, you gain the Ultimate Adaptation feature, which grants you +2 Intelligence and lets you designate one encounter power at the end of each extended rest; this designated power can be used twice per encounter.
At 24th level, you gain the Astral Critical feature, which allows you to temporarily banish any enemy you inflict a critical hit against to your astral seed, removing them from the battlefield until the start of your next turn.
At 26th level, you gain the Planar Refuge Daily Utility power, which lets you spend a standard action to teleport yourself and each willing ally within a close 5 burst to your astral seed; you reappear in the space you vacated at the start of your next turn, but you can spend a healing surge and recharge one encounter power.
At 30th level, you gain the Shape Reality feature, which grants you an aura 10 in which you can reshape reality as you see fit. Once during each of your turns, you can alter the environment in any of the following ways by spending a minor action:
- Change the temperature. Creatures that start their turns within your aura automatically take 15 cold damage or 15 fire damage (your choice). You can spend another minor action to return the temperature to normal, eliminating this damaging effect.
- Permanently transform any squares of difficult terrain within your aura into normal terrain.
- Permanently transform any squares of normal terrain within your aura into difficult terrain.
- Create breathable air in any or all squares.
- Fill 9 unoccupied squares with a solid surface, such as stone or wood. If you fill a square with a solid surface that is not attached to another surface (in other words, you create a stone slab 5 squares up in the air), the surface hovers in place.
Prince of Hell
Baator offers a siren call to many souls, tempting them to risk their immortal existences for temporal power. That's not enough for those who would call themselves Prince of Hell. They will not merely take the power that the Nine Hells offer, they will turn that power on the devils themselves, carving out their own demesne in which to reign. It's a risky gambit... but, it's not impossible.
This Epic Destiny is found in Dragon Magazine #372, in the article "Masters of the Planes", and is open to Any Character.
At 21st level, you gain the Infernal Form feature, which grants you +2 Charisma, Resist Fire 20 + 1/2 level, the Darkvision racial trait, and the Immortal Origin.
At 24th level, you gain the Hellfire Master feature, which means your fire attacks ignore fire resistance, and you can choose to apply the Fire keyword to one encounter attack power of your choice at the end of each short rest. Powers that already had an elemental damage keyword now do both types of damage.
At 26th level, you gain the Infernal Allies Daily Utility power, which lets you summon four Legion Devil Legionnaires within a close burst 3. These devils act according to your orders (free action) on your initiative count, and they gain a +2 bonus to attack rolls as long as you are conscious and alive. Each devil remains until it is killed, until you dismiss it (a free action), or until the end of the encounter.
At 30th level, you gain the Brimstone Step feature, which grants you a teleport speed of 5 and causes all creatures adjacent to you when you teleport away to take 10 fire damage.
Punisher of the Gods
Vengeance is a power that surpasses all others, at least so preach those who attain the mantle of Punisher of the Gods. So dedicated are they to the grim business of bloody retribution that even the gods admire their stalwart dedication to punishment, raising them up as slayers of their enemies, and perhaps, in a distant future, to the ranks of the gods themselves.
This Epic Destiny is found in Dragon Magazine #372, in the article "Masters of the Planes", and is open to Any Character.
At 21st level, you gain the Imortal Curse Encounter Power, which lets you designate one nonminion enemy that you have damaged within a close burst 10 as a free action. Whenever you score a critical hit against the target of your immortal curse, you gain 1 action point. You must use this action point before the end of your next turn, and doing so does not count toward the once per encounter restriction on spending action points. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power.
At 24th level, you gain the Devourer of Fate feature, which grants you a +5 bonus to saving throws against save-ends effects caused by the target of your Immortal Curse, and lets you make a saving throw when the target of your Immortal Curse makes an attack that could reduce you to 0 HP; if this save succeeds, that attack inflicts no damage and you can spend a healing surge.
At 26th level, you gain the Repel Legions Daily Utility power, which lets you create a Close Burst 3 zone of destruction and repulsion that lasts until the end of your next turn as a standard action. You can use a minor action to sustain the zone until the end of your next turn. This zone moves with you, always keeping you at its center. An enemy that starts its turn within the zone takes 15 radiant and necrotic damage and is pushed 3 squares away from you. If an enemy starts its turn within the zone and ends its turn adjacent to you, you can push that enemy 5 squares as a free action.
At 30th level, you gain the Bringer of Dooms feature, which causes you to automatically inflict maximum damage when you hit the target of your Immortal Curse.
Storm Sovereign
Many beings see and respect the power of the storm, but none are as dedicated to mastering it as the Storm Sovereign, the ultimate controller of wind, thunder, and lighting. Those who survive to attain the peaks of their powers are ultimately compelled to abandon the mortal realm for the Elemental Chaos, where they can embrace their full elemental might and ascend to the ranks of the Primordials.
This Epic Destiny is found in Dragon Magazine #372, in the article "Masters of the Planes", and is open to Any Character.
At 21st level, you gain the Stormborn feature, which grants you +2 Constitution as well as Resist Lightning and Resist Thunder 15 + 1/2 your level, and changes your Origin to Elemental.
At 24th level, you gain the Thunder and Lightning feature, which lets you react to being slain once per day by discorporating into a storm of elemental fury. You heal to one-half hit points and gain the insubstantial and phasing qualities. You gain an aura 5, and when enemies begin their turns inside that aura they automatically take 15 lightning and thunder damage, and you can slide that enemy 3 squares. You can use encounter and at-will powers, but you cannot use daily powers, activate magic items, or perform rituals. If you die in elemental storm form, you are dead. At the end of the encounter, after a short rest, you reconstitute yourself from the base elements. Your current hit point total is unchanged, but you no longer experience the other benefits and drawbacks from being in elemental storm form.
At 26th level, you gain the Scion of Chaos Daily Utility power, which lets you make a close burst 5 as an immediate interrupt when an enemy makes an attack against you. You choose a new target for the attack, which must be within the burst and the reach or range of the attack. Additionally, the attack roll for that attack is now considered to be a natural 20, regardless of what the original roll was.
At 30th level, you gain the Cyclone's Master feature, which grants you a Fly Speed equal to your Speed +2, the Hover trait, an Aura 5 that negates the thunder & lightning resistances of any other creature that enters or begins its turn within it, and lets you change the damage typing of your attacks to lightning or thunder at will.
Campaign-Specific Epic Destinies
These Epic Destinies were tied into the three campaign settings that D&D 4e pursued; Forgotten Realms, Eberron, and Dark Sun. Obviously, they're best suited to those campaigns, and so may pose issues trying to reuse in other settings.
Forgotten Realms
- Chosen
- Harper of Legend (good or lawful good alignment; training in any two of Diplomacy, Insight, Nature, or Stealth; membership in the harpers)
- Mythic Sovereign (fighter, paladin, ranger, or warlord; essentially identical to Legendary Sovereign)
Eberron
- Champion of Prophecy
- Dispossessed Champion
- Heir of Siberys
- Mourning Savior
- Reborn Champion[Dr365:70] (possibly Eberron campaign specific)
Dark Sun
- Avangion (any arcane class)
- Dragon King (any arcane class)
- Hordemaster
- Mind Lord of the Order (any psionic class that uses power points)
- Pyreen (any primal class or primal theme)
Racial Epic Destinies
These Epic Destinies, like their equivalent Paragon Paths, are only open to members of a specific race.
- Avatar of Io (dragonborn)
- Disincarnate (deva, memory of a thousand lifetimes power)
- Free Soul (revenant)
- Heir of the Empire (tiefling)
- Raven Consort (shadar-kai, must worship the Raven Queen)
- Redeemed Drow (drow)
- Soul of the World (deva)
Raven Consort
The Shadar-kai love and admire one deity above all others; the Raven Queen. Bound to her by ancient pacts, they continue to serve out of genuine faith in her preachings. To become a Sorrowsworn, one of her divine minions, is a right that countless shadar-kai vie to achieve - and some have loftier goals than that. Raven Consorts desire to achieve the greatest ranks of the Raven Queen's exarches, or even to become her lover. And some hold darker ambitions than that - those who wish to win her icy heart so they may become the power behind the throne... or those who wish to topple her and take her place, as she did unto Nerull in the ancient times of the Dawn War.
This Epic Destiny is found in Dragon Magazine #372, in the article "Playing Shadar-kai", and is open to Shadar-kai who worship the Raven Queen.
At 21st level, you gain the Quickened Corpus feature, which grants you +2 Constitution, increases your maximum hit points by an amount equal to your new Constitution modifier, and makes you immune to the death penalty suffered after being subjected to the Raise Dead ritual.
At 24th level, you gain the Cycle of Life feature, which grants you a cumulative +2 bonus to all defenses and saving throws each time you make a death saving throw (these bonuses vanish at encounter's end) and allows you to gain hit points for rolling a 20 on your death saving throw without actually spending a Healing Surge.
At 26th level, you gain the Vitality Eternal Daily Utility power, which can be used to immediately end all effects you are suffering that have the "save ends" trait.
At 30th level, you gain the Death's Companions feature, which causes any creature you kill to rise again as a Deathly Companion (treat as a Lich Vestige that has been dominated by you), which lasts until the encounter ends.
Winter Sovereign
Amongst the Archfey of the Feywild, there are many different factions, of which the Winter Fey are only one. Still, the Winter Sovereigns are fey beings who yearn for greater power, and they see in the ruthlessly pragmatic Winter Fey's ranks an easier route. By dedication, drive and perhaps assassination, a skilled and lucky fey adventure may find themselves promoted from a mere agent of the courts of ice and snow to a full-fledged Archfey of winter.
This Epic Destiny is found in Dragon Magazine #372, in the article "Masters of the Planes", and is open to any character with the Fey origin.
At 21st level, you gain the Lingering Cold feature, where enemies you hit with Cold attacks lose their resistance to cold (if any) until the end of your next turn. Enemies you hit with Cold keyword attack powers suffer a -5 penalty to saving throws made to end any effects that these powers create, and gain Vulnerable Cold 15 until the end of your next turn each time they fail a saving throw to end one of these effects.
At 24th level, you gain the Winter's Bite feature, which lets you designate one daily attack power at the end of each short rest to gain the Cold keyword (for existing elemental attacks, they now do dual-typed damage), as well as teleport 5 squares as a minor action until the end of your next turn whenever you hit at least one target with a power that has the Cold keyword.
At 26th level, you gain the Rime Armor Daily Utility power, which lets you spend a standard action to gain Immunity to Cold and a +10 power bonus to AC. Each time an enemy attacks you, reduce the power bonus by 1 (by 2 if the attack has the fire keyword). Any time an enemy hits you with a melee attack, the enemy takes 20 cold damage and is slowed until the end of your next turn. This effect lasts until the power bonus falls to +0 or until the end of the encounter.
At 30th level, you gain the Frozen in Ice feature, which you can use once per day as a free action when a creature fails a saving throw against an effect you caused with a power with the Cold keyword. The target is Restrained (save ends), and if it fails that save, it is instead Petrified. Cosmetically, it's frozen in ice instead of turned to stone, but all other effects of the Petrified condition remain.
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 (swordmage) [AP: 142]
- Archlich (any arcane class) [AP: 143]
- Archspell (any arcane class)[AP: 144]
- Avangion (any arcane class)[DSCS:98]
- Dragon King (arcane defiling power)[DSCS:99]
- Elf High Mage (wizard; eladrin or elf)
- Fatesinger (bard)[PH2:170]
- Feyliege (any arcane class; must have the fey origin, be a half-elf, or be a warlock with the fey pact) [AP: 145]
- Immanence (any arcane class) [AP: 146]
- Lord of Fate (any arcane class, unaligned alignment) [AP: 147]
- Magister (any arcane class)[AP: 148]
- Parable (wizard) [AP: 149]
- Sage of Ages (any arcane class) [AP: 150]
- Witch Queen (wizard)
Archmage
The Archmage is the epitome of wizardry, 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 planes, 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.
Draconic Incarnation
In the ancient days of the world, it was the dragons 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 an entirely separate breed of wyrm or if they were taken from the ranks of the familiar 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.
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 (Death Knell feat)[DP:145]
- Avatar of Freedom (Path of Freedom feat)[DP:146]
- Avatar of Hope (Hope Remains feat)[DP:147]
- Avatar of Justice (Immediate Justice feat)[DP:148]
- Avatar of Life (Pulse of Life feat)[DP:149]
- Avatar of Storm (Storm Sacrifice feat)[DP:150]
- Avatar of War (Path of War feat)[DP:151]
- Chosen (any divine class)[DP:152]
- Dead God Avatar (any divine class, must worship a dead deity)[Dr390:44]
- Exalted Angel (any divine class)[DP:154]
- Revered One (any divine class)[PH2:175]
- Rune Maker (runepriest)[PH3:160]
- Saint (any divine class)[DP:155]
- Sublime Flame (any divine class, must worship the Silver Flame)
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 adventurers, 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 Fighters and Warlords.
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 rangers 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 Rangers 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 Rangers and Rogues.
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 Fighters.
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 assassins 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 Rangers and Rogues.
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 warlords 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 planes themselves.
This Epic Destiny is found in Martial Power 1 and is open to Warlords.
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 Rogues.
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 Fighters.
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 Warlords.
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 planes and upon the many worlds of D&D, one truth remains constant: dragons 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 Fighters, Paladins, Rangers and Warlords.
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 (any primal class)
- Fury of the Wild (any primal class)
- Glorious Spirit (any primal class)[PH2:171]
- Honored Ancestor (any primal class)
- Master Hierophant (druid)
- Master of the Eternal Hunt (seeker)[PH3:159]
- Mythic Spirit (any primal class)
- Perfect Guardian (warden)
- Primal Avatar (any primal class)[PH2:174]
- Pyreen (any primal class or primal theme)[DSCS:102]
- Reincarnate Champion (any primal class)
- Sovereign Beast (druid, wild shape power)
- World Tree Guardian (any primal class)[PrP:156]
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 (any psionic class)
- Demiurge (any psionic class)
- Diamond Soul (monk)[PH3:156]
- Eight Seal (any psionic class)
- Godmind (any psionic class)[PH3:157]
- Grandmaster of Flowers (monk)
- Invincible Mind (battlemind)[PH3:158]
- Master of Moments (any psionic class)
- Mind Lord of the Order (any psionic class that uses power points)[DSCS:101]
- Topaz Crusader (any psionic class, Psionic Augmentation class feature)
- War Master (ardent)[PH3:161]
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 Assassin.
- Guardian of the Void
- Perfect Slayer (assassin)
Dungeons & Dragons 4th Edition Classes | ||
---|---|---|
Player's Handbook 1 | Cleric • Fighter • Paladin • Ranger • Rogue • Warlock • Warlord • Wizard | |
Player's Handbook 2 | Avenger • Barbarian • Bard • Druid • Invoker • Shaman • Sorcerer • Warden | |
Player's Handbook 3 | Ardent • Battlemind • Monk • Psion • Runepriest • Seeker | |
Heroes of X | Blackguard* • Binder* • Cavalier* • Elementalist* • Hexblade* • Hunter* • Mage* • Knight* • Protector* • Scout* • Sentinel* • Skald* • Slayer* • Sha'ir* • Thief* • Vampire* • Warpriest* • Witch* | |
Settings Book | Artificer • Bladesinger* • Swordmage | |
Dragon Magazine | Assassin | |
Others | Paragon Path • Epic Destiny | |
*·: Non-AEDU variant classes |