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==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==== Like the ''Demigod'', the '''Chosen''' has awakened a spark of divinity within themselves. Unlike the Demigod, the Chosen has done so by bowing to the will of a power greater than themselves and through in their patron deity; a Chosen lives to serve the will of their patron, and hopes to one day rise to the rank of an Exarch - a lesser deity that will act on behalf of their god for all eternity. This Epic Destiny is found in both the ''Forgotten Realms Player's Guide'' and Divine Power and requires that the character be '''21st Level'''. Mechanically, this Epic Destiny is '''identical''' to the Demigod Epic Destiny, except that it replaces the level 26 utility power '''Divine Regeneration''' with a new utility power based on which god they worship. Because this appeared in the Forgotten Realms, only the 4e "greater gods" have valid powers: * [[Amaunator]]: '''Renewing Dawn''': After you invoke this power as a minor action, whenever you or an ally spends a [[Healing Surge]], this power deals Radiant damage equal to your level + your [[Charisma]] modifier to an enemy within 5 squares of the creature that spent the healing surge. You can sustain this power as a minor action. * [[Chauntea]]: '''Horn of Life''': You can spend a minor action to let yourself or one ally within a close burst 20 spend a [[Healing Surge]]. At the start of each of your subsequent turns, your ally with the fewest hitpoints above 0 gains Regeneration 20 until the start of your next turn. This effect persists until the end of your encounter or you become unconscious. * [[Corellon]]: '''High Arcana''': Invoke this power as a minor action to affect yourself and all allies within a close burst 10 with one of two effects; a +2 power bonus to attack rolls, or a +2 power bonus to all defenses against arcane attacks. Either way, the effect lasts until the end of your next turn. * [[Kelemvor]]: '''True Death''': Invoke this as a minor action to hit all undead creatures within a close burst 10. All creatures struck lose their resistances, the insubstantial quality and the ability to recharge powers until they make 2 saving throws. You also regain 2d20 hit points for each enemy hit. * [[Moradin]]: '''Forge of Creation''': Invoke this power with a minor action to let you and any allies who hit with at least one attack regain their second wind, regain one healing surge and gain the use of another daily magic item power. This effect lasts until the end of your next turn. * [[Oghma]]: '''Supreme Knowledge''': When you are hit by an attack against Fortitude, Reflex or Will, you can use this power as an immediate interrupt. It lets you make a monster knowledge check that corresponds to the creature attacking you; if the check result is higher than its attack roll, then the attack misses. * [[Selune]]: '''Waxing Fortune''': Invoke this power as a minor action to gain a bonus to attack rolls equal to the number of bloodied yet conscious creatures that are within 10 squares of you at the start of your turn. This effect lasts until the end of your encounter. * [[Silvanus]]: '''Divine Regeneration''': This is the same power that the Demigod gets. * [[Sune]]: '''Sune's Censure''': As a minor action, choose two creatures within close burst 20; one of the targeted creatures gains the vulnerabilities of the other, with both remaining vulnerable in this way until the encounter's end, even if they were originally only temporarily vulnerable. If neither target is vulnerable to any specific damage types, then they gain Vulnerable 5 All until the end of the encounter. * [[Tempus]]: '''Tempus's Glare''': Invoke this power as a minor action to cause every creature that attacks you and fails to hit to take damage equal to 1/2 its level. This effect lasts until the end of the encounter. * [[Torm]]: '''Battle Judgment''': When you drop an enemy to 0 HP with a melee attack, you can invoke this power as a free action to regain hit points equal to the damage that you dealt with the attack. The Divine Power version also has a selection of powers for the chief gods of [[Nentir Vale]]: *[[Avandra]]: '''Freedom is Life''': As a minor action, this gives everyone within 20 squares a +10 to all saving throws until the end of next turn. *[[Bahamut]]: '''Sheltering Wings''': Invoke as a minor action to grant you and one adjacent ally HP equal to your bloodied value. *[[Corellon]]: '''High Arcana''': Invoke as a minor action. Until the end of the encounter, you and any allies within close burst 10 can choose between +2 to implement attack rolls or +4 to all non-armor defenses each turn. *[[Erathis]]: '''Anthem of Progress''': As a minor action, you and all allies within close burst 10 can now score a crit with at-wills on a hit roll of 16 or better. *[[Ioun]]: '''Unerring Knowledge''': Invoke as a minor action to grant one ally within 10 squares a bonus action on their next turn. You can continue this on future turns, but you cannot target any ally twice during an encounter. *[[Kord]]: '''Test of Strength''': Invoke as a minor action so you and an adjacent enemy can make a free melee basic attack. If you deal more damage, you can take a free standard action with +4 to any attacks made. *[[Melora]]: '''Wild Surge''': Invoke as a minor action. Until the end of the encounter, you and any allies within burst 5 can score a crit with their daily attacks on an 18 or higher. *[[Moradin]]: '''Forge of Creation''': See above *[[Pelor]]: '''Celestial Balance''': Invoke as an immediate interrupt. If anyone within close burst 10 spends an action point, you or one creature can spend a healing surge and gain +1 to all defenses for the encounter. *[[Raven Queen]]: '''Death is Nigh''': As a minor action, if an ally fails a death save, you and your allies gain +2 to all attack rolls for the campaign. *[[Sehanine]]: '''Horns of the Moon''': Invoke as a minor action. For the rest of the encounter, each turn has you give one ally +2 to attack and one enemy -2 to all defenses as a free action. ====Elf High Mage==== The most powerful and revered of all the sylvan mages, the '''Elf High Mage''' is an [[elf]] or [[eladrin]] [[wizard]] who has mastered the art of crafting Mythals; extremely potent, long-lasting ritual-based spells that can affect massive areas with near-permanent effects. The mightiest of these Elven High Mages will ultimately either pass on [[Arvandor]] as a near god-like figure of magical might, revered by their sylvan kinsfolk, or else will make the ultimate sacrifice by merging themselves with a Mythal, imbuing it with the power to heal, grow and change over time, whilst also allowing their spirit to be summoned forth from the Mythal in times of greatest need. This Epic Destiny appeared in ''Dragon #367''. Qualifying for it requires that the character be ''21st level'', ''[[Elf]] or [[Eladrin]] race'', and ''[[Wizard]]'' class. At 21st level, you gain the features '''One With Magic''' and '''High Magic'''. The former grants you +2 wisdom, lets you use the Detect Magic function of the Arcana skill as a free action on your turn, and roll three d20 at end of each extended rest; the results rolled can be expended to replace the results of an arcane attack roll or an Arcana check. The latter means that you gain a +5 bonus to Arcana checks made as part of casting rituals, and halve the cost of rituals. You can also perform acts of High Magic, but these are essentially campaign story events, as they require months or years of work and unique reagents or components in order to perform drastic effects, such as crafting enormous fortress-cities from living earth or wood or laying protective wards over huge areas. At 24th level, you gain the '''Sustained by Magic''' feature. Once per day when you become bloodied or reach 0 hit points, you can heal yourself by expending an arcane attack power. If you expend an encounter attack power, you can spend a healing surge, end one condition currently affecting you, and teleport up to 10 squares. If you expend a daily attack power, you can spend 1 or 2 healing surges, end all conditions currently affecting you, and teleport up to 20 squares. The power you expend has no other effect. At 26th level, you gain the Daily Utility power '''Starshine Upon the People''', which requires a minor action and affects all allies within a close burst 10, letting them spend a healing surge and immediately make a saving throw against one "save ends" condition affecting them. All targeted [[eladrin]], [[elf]] and [[half-elf]] allies also gain a +1 power bonus to their attack rolls until the end of the encounter. Finally, at 30th level, you gain the '''Empowered by Life''' feature. When you have no healing surges left, you can choose to use the tension of the boundary between your life and your death to power your magic. You can use an encounter power you have already expended or gain a +4 bonus to any attack roll with a spell. At the end of your turn after doing either, you lose hit points equal to one-quarter your maximum hit points. You can use a daily power you have already expended or turn a hit with a spell into a critical hit. At the end of your turn after doing either, you lose hit points equal to one-half your maximum hit points. You can do more than one of these in a single turn. ====Harper of Legend==== Many are [[Harpers|Those Who Harp]], but only a privileged few can call themselves Master Harpers. And of these, few can be said to call themselves worthy of being deemed a Harper of Legend, one so true to the Harper creed and so honored that they have earned the divine blessings of the Seven Gods of the Dancing Place - [[Corellon]], [[Mielikki]], [[Mystra]], [[Oghma]], [[Selûne]], [[Silvanus]], and [[Tymora]]. When death inevitably claims them, such an individual can look forward to an afterlife as a Ghost Harper, one of the noble spirits that watches over the Harpers and seeks to preserve their traditions. This Epic Destiny appeared in ''Dragon #367''. Qualifying for it requires that the character be ''21st level'', be ''Lawful Good or Good Aligned'', have training in ''2'' skills from a list of ''Diplomacy, Insight, Nature and Stealth'', and have ''membership in the [[Harpers]]''. At 21st level, you gain the '''Harper's Study''' feature, which grants you a bonus encounter power which is a 13th or lower level encounter power from your class (or any of your classes, if you are hybrid/multiclassed). You can retrain this choice later, but the bonus power must always have a level at least 6 levels below your character level. At 24th level, you gain the feature '''Blessing of Mielikki''', which means you start the day with 2 action points and, when an enemy spends an action point, you gain the ability to spend 1 additional action point in that encounter. At 26th level, you gain the Daily Utility Power '''Tymora Smiles''', which can be invoked as a free action to either end a "save ends" condition or to turn an enemy's critical hit against you into a mist. Finally, at level 30, you gain the '''Spectral Harpist''' feature: once per day, when you die, your body disintegrates into silver dust and your spirit walks free. You regain your maximum hitpoints, but lose half your remaining healing surges, and enter spectral form; in this form, you have the traits Insubstantial, Phasing, Immunity (Poison) and Resistance (Necrotic) 30. You reform your body after your next extended rest, but if you die in spectral form, then you are dead. ====Mythic Sovereign==== You are a foretold sovereign, destined to rule with wisdom and prowess. Basically, this is the Legendary Sovereign ED with references to Forgotten Realms kingdoms and rulers sprinkled on it. This Epic Destiny appeared in ''Dragon #367''. Qualifying for it requires that the character be ''21st level'', and have the ''[[Fighter]], [[Paladin]], [[Ranger]] or [[Warlord]] Class''. Mechanically, this Epic Destiny is '''identical''' to the Legendary Sovereign, except that it lacks the Legendary Presence trait (so no +2 Charisma bonus) and its daily utility power is renamed ''Sword of Valor'' instead of ''Sword of the Sovereign''. Seriously, this is basically the setting-fluff-specific beta version of the Legendary Sovereign. Take that one instead. ===Eberron=== Ironically, at least half of these Epic Destinies have a flavor sufficiently generic that it could work for any setting, and even the Eberron Player's Guide admits this. ====Champion of Prophecy==== You always knew that you were special. And your feelings have been proven true. You are a character chosen by destiny - in Eberron, your coming was foretold in the [[Draconic Prophecy]] itself. You shall achieve great things, and your deeds shall foretell the coming of future champions, weaving a story that stretches back and forth through time. This Epic Destiny appeared in the ''Eberron Player's Guide''. To qualify for it, you need to be ''21st level''. Your 21st level features are '''Prophetic Blessing''', which grants you a +2 to both one Physical Stat (Str/Dex/Con) and to one Mental Stat (Int/Wis/Cha) of your choice, and '''Unstoppable Prophecy''', which means you gain a +2 bonus to attack rolls until encounter's end whenever you fail a death saving throw. Your 24th level feature is '''Critical Junction''', which lets you spend a [[Healing Surge]] whenever you land a critical hit. Your 26th level Utility Power is '''Prophetic Certainty''', an Encounter Utilty which can be triggered as a minor action and which grants you a bonus to the next attack roll that you make before the end of your next turn; this bonus equals +2 per milestone that you've reached since your last extended rest. Your 30th level feature is '''Prophetic Renewal''', which lets you opt to regain an expended daily attack power instead of an action point when you reach a milestone. ====Dispossessed Champion==== [[Fallout|War. War never changes.]] Across the many worlds and throughout the many [[plane]]s, war brings ruin and destruction, leaving peoples dispossessed; cast out from their homes and set adrift to roam the land at the whims of fate and the mercy of others. You arose from such a people, and have sworn to do something about it. Whether by sword or by spell, diplomacy or force, you shall found a nation to let your people have hope and prosperity once more. Should you succeed, then truly you shall be a '''Dispossessed Champion''', your name going down in the legends of your people, becoming a symbol of hope eternal and promise for a better future. This Epic Destiny appeared in the ''Eberron Player's Guide''. To qualify for it, you need to be ''21st level''. Your 21st level feature is '''Lead to Victory''', which means that whenever you shift, each ally within your line of sight can shift closer to you as a free action, shifting the same number of squares that you did. Your 24th level feature is '''Burden of Leadership''', which lets you spend a healing surge to heal an adjacent enemy equal to their healing surge value whenever they are bloodied by an enemy attack. Your 26th level Utility Power is '''Legendary Defense''', a Daily Utility which lets you enter a Stance as a Minor Action. Until this stance ends, all allies within 3 squares have Resistance (10) to All Damage and are Immune to Fear, whilst you can use a minor action once per round to grant an ally within 3 squares the ability to use a melee or ranged basic attack as a free action. Your 30th level feature is '''Driven by Duty''', which means that the first time you drop to 0 hit points after an extended rest, you can spend a healing surge as an immediate interrupt. If you do, all allies who can see you regain 2d6 HP, with HP beyond their maximum hit points score being retained as temporary HP. ====Mourning Savior==== When the Day of Mourning dawned and the [[Mournland]] was created, Khorvaire was devastated. None yet know whence the Mourning came, or why. But the [[Draconic Prophecy]] speaks of one who shall come; a '''Mourning Savior''', who shall battle the monsters that plague the ravaged ruins of Cyre and ultimately sacrifice themselves to cleanse the Mournland and breathe life back into the ravaged lands once more. This Epic Destiny appeared in the ''Eberron Player's Guide''. To qualify for it, you need to be ''21st level''. Your 21st level feature is '''Mournland Dedicate''', which grants you a +5 bonus to skill challenges related to the Mournland, makes you immune to Mournland affliction, lets you ignore obstacles and fantastic terrain unique to the Mournland, and lets you and all allies within 5 squares of you benefit from healing powers whilst within the Mournland. Outside of the Mournland, healing powers targeting you or an ally within 5 squares of you heal a further +2d6 hit points. Your 24th level feature is '''Memory of Cyre''', which means that when you spend an action point to take an extra action, all non-undead and non-construct enemies adjacent to you suffer a -2 penalty to their attack rolls and all of their defenses (save ends). Your 26th level Utility Power is '''Cleansing Presence''', a Daily Utility you can use as a Standard Action to affect a Close Burst 20; all allies within the area of effect can spend a healing surge (with excess HP being retained as temporary HP), and all magical or supernatural-based fantastic terrain within the area of effect is permanently negated. Your 30th level feature is '''Cyran Vengeance''', which causes you to gain an action point the first time that you become bloodied in an encounter; this action point must be spent before the end of your next turn, but it doesn't count against your normal action point limits, and if you use this action point to attack an [[undead]] or [[aberration]] type creature, gain a bonus to the attack and damage rolls equal to your Charisma modifier. ====Sublime Flame==== The [[Silver Flame]] was born from the souls of virtuous heroes, and it constantly seeks out like-minded souls. Those who prove worthy are scourged clean of darkness, filled with its purifying light and imbued with the power to serve as a vessel for the Silver Flame. These are the '''Sublime Flames''', and whilst their ultimate fate shall be to merge with the fires of righteousness and fuel them to burn against the darkness of evil and sorrow, until that time, they shall wield the Flame's power to punish the agents of evil. This Epic Destiny appeared in the ''Eberron Player's Guide''. To qualify for it, you need to be ''21st level'', have a ''Divine Class'' and ''Worship the [[Silver Flame]]''. Your 21st level feature is '''Chosen of the Flame''', which lets you select one of your Daily attack powers with the Fire or Radiant keyword at the end of each extended rest; the chosen power can be used 2/day. Your 24th level feature is '''Argent Vessel''', which comes into play the first time you drop to 0 hit points after an extended rest. When this happens, each adjacent enemy takes 10 fire damage and 10 Radiant damage, and each adjacent ally regains 20 hit points, whilst at the start of your next turn, you regain hit points equal to your healing surge value. Your 26th level Utility Power is '''Silver Flame's Embrace''', a Daily Utility which lets you enter a stance as an Immediate Reaction to being bloodied by an enemy. In this stance, you gain +2 to all defenses and saving throws, and whenever an enemy hits you with a melee attack, it must succeed on a saving throw or become blinded until the start of its next turn. Your 30th level feature is '''Wrath of the Silver Flame''', which causes your Radiant attack powers to deal +2d6 Fire damage and your Fire attack powers to deal +2d6 Radiant damage. ====Reborn Champion==== This is not the first life that you have lived. You achieved great things - if not necessarily virtuous ones - in your first life. Guided by the memory of who you was, you once more walk the path to greatness as a '''Reborn Champion'''. In [[Eberron]], you are probably one of the champion-clones crafted by Mordain the Fleshweaver, and probably spent your childhood (or what passed for it) hidden in the village of Dolurrh's Dawn with other such clones and guarded from the hostile world by the Forest of Flesh... or perhaps you were brought back by the [[Draconic Prophecy]] itself. On other worlds, who knows what brought you back from the dead; a divine blessing, a loose stitch in the fabric of destiny, a curse, perhaps your own will. Whatever the cause, the reality is that you are here. And when you have achieved your goals, and faded from the world's eye, who knows? You already cheated death at least once: maybe you will return again... This Epic Destiny appeared in ''Dragon #365''. To qualify for it, you need to be ''21st level''. Your 21st level feature is '''Deeds of Song and Story''', which lets you replace the results of a skill check with a 20 three times per day. Your 24th level feature is '''Legends Never Die''', which replaces the Death Saving Throw table from the PHB with this alternative one: ::7 or less: You slip one step closer to death. If you get this result four times before you take a rest, you die. ::8-17: No change. ::18+: Spend a healing surge. When you do so, you are considered to have 0 hit points, and then your healing surge restores hit points as normal. You are no longer dying, and you are conscious but still prone. If you roll 18 or higher but have no healing surges left, your condition doesn’t change. Your 26th level Utility Power is '''Stance of Legend''', a Daily Utility which lets you enter a stance as a Minor Action. In this stance, you gain a +2 bonus to all attack rolls, skill checks, ability checks and saving throws. You can end this stance at any time during your turn as a free action, which lets you either regain your healing surge value in hit points or end all "save ends" conditions you are under. Your 30th level feature is '''Legendary Action''', which lets you take an extra standard action as a free action whenever you score a critical hit on your turn. ====Heir of Siberys==== [[Dragonmark]]s are the building blocks from which the [[demihuman]] peoples of [[Eberron]] have risen to their present glory. But not all Dragonmarks are created equal. Some souls are chosen by destiny to bear the Dragonmarks of Siberys; the greatest and most powerful versions of all Dragonmarks. Often, these individuals were not originally marked, but found the mark coming to them when they became the individual that destiny required them to be. No wonder then that these individuals are considered the '''Heirs of Siberys''', for their very existence is intertwined with the [[Draconic Prophecy]]. And perhaps this life shall not be their last... This Epic Destiny appeared in ''Dragon #388''. To qualify for it, you need to be ''21st level''. Your 21st level features are '''Blessing of Siberys''', which grants you +2 to two ability scores of your choice, and '''Will of Siberys''', which grants you a cumulative +2 bonus to saving throws each time that you fail a saving throw against an effect with the "save ends" trait. This bonus is lost when you do end that effect. Your 24th level feature is '''Lifeblood of Siberys''', which lets you spend 2 healing surges once per day when you are either reduced to 0 hit points or fail a death saving throw. Your 26th level Utility Power is '''Siberys Mark''', which grants you a single Siberys [[Dragonmark]] of your choice. All Siberys Dragonmarks are Daily Utility powers. * '''Siberys Mark of Detection:''' Grant yourself Blindsight 10 until the encounter's end as a minor action. * '''Siberys Mark of Finding:''' Target one creature within 20 squares as a minor action. Until the end of the encounter, the target grants combat advantage to you. Your attacks against the target deal 1d6 extra damage. The target does not benefit from cover or concealment against you as long as you can see the target, and you know the target’s precise location. If the target is more than 3 squares away from you at the start of your turn, you can teleport to any square within 5 squares of the target as a move action. * '''Siberys Mark of Handling:''' Invoke this power as a standard action to grant yourself a bonus standard action for each turn until the encounter's end, which can only be used to use an at-will beast power, command a summoned creature, or grant your mount an attack. * '''Siberys Mark of Healing:''' Invoke this power as a minor action to let yourself and each ally within a close burst 10 regain hit points as if you'd spent 2 healing surges (3 healing surges if bloodied). * '''Siberys Mark of Hospitality:''' Invoke this power as a standard action to create a zone in a close burst 2, which lasts until encounter's end or until you move. You and all allies within this zone gain +2 to all defenses and regain +20 HP when spending a healing surge. Allies can use a move action to teleport 10 squares to any square within the zone. * '''Siberys Mark of Making:''' Invoke this power as a minor action to automatically sustain all "minor action sustains" powers that you cast until encounter's end. After using this power, your powers will sustain themselves even if you are stunned or unconscious. * '''Siberys Mark of Passage:''' As a move action, you can teleport 20 squares to any destination that you like; all allies adjacent to your starting position can choose to teleport to a square adjacent to your new location. * '''Siberys Mark of Scribing:''' Invoke this power as a Standard Action to create a zone with an area of burst 1 within 10 squares. All enemies within this zone gain Vulnerable 10 against all damage and your allies can score critical hits against them on a natural attack roll of 19-20. The zone lasts until the end of the encounter. * '''Siberys Mark of Sentinel:''' Invoke this power as a Minor Action to grant yourself +5 to your Will defense and automatically succeed on saves against charm effects, both traits lasting until the encounter's end. * '''Siberys Mark of Shadow:''' Invoke this power as a minor action to become invisible to any creature that you have cover or concealment from until the end of the encounter. * '''Siberys Mark of Storm:''' Invoke this power as a Standard action to create a Zone in a close burst 3 that lasts until the end of the encounter. The zone is difficult terrain for creatures on the ground. When a creature flies to a square within the zone, you can slide that creature a number of squares equal to its fly speed as an opportunity action, and then its movement ends. You can fly your speed and hover while within the zone. In addition, thunder and lightning attacks deal 1d10 extra damage against targets within the zone. * '''Siberys Mark of Warding:''' Invoke this power as a Standard action to create a Zone in a close burst 3 that lasts until the end of your next turn (sustain minor). Enemies cannot enter this zone, and allies gain a +2 bonus to all defenses while within the zone, but the zone ends if a creature inside of it attacks a creature outside of it. Your 30th level feature is '''Speaker of Prophecy''', which means that when you use an encounter attack power and miss all targets, that power is not expended. ===Dark Sun=== ====Avangion==== Such is your dedication to the art of preserving that you have managed to find a place amongst the [[Primal Spirits]] themselves, who welcome you as true kin. Through their power, you ascend into a form of goodly magic and life incarnate, a champion of the preserver's call dedicated to undoing the destructive touch of defiling magic and a symbol of hope that Athas can be restored. This Epic Destiny appeared in the ''Dark Sun Campaign Setting''. To qualify for it, you need to be ''21st level'' and belong to an ''Arcane Class''. Your 21st level features are '''Avatar of Preservation''', which means you can no longer use the Arcane Defiling ability but you cease aging and gain a bonus to death saving throws equal to half your highest ability score modifier, and '''Perfection of Mind''', which means that any two of your Mental Stats that you select (Int, Wis, Cha) increases by +2 each. Your 24th level feature is '''Avangion Transformation''', which grants you low-light vision, a fly speed equal to your speed, and the abilities to speak Supernal and to understand all spoken and written languages. Furthermore, as a free action, you can illuminate all squares within 5 squares of you with bright light; whilst you are glowing in this fashion, all of your attacks count as Radiant damage in addition to their normal damage type(s). Your 26th level Utility Power is '''Wings of Gold''', a Daily Utility which lets you create a zone within a close burst 5 that lasts until the end of the encounter and moves with you. Within this zone, all enemies with Vulnerability (Radiant) have Vulnerability (All) instead. Additionally, all allies that start their turn within this zone can make a save to end an effect on them, even if it is not a "save ends" effect, and if they are bloodied or dying they regain 10 hit points. Your 30th level feature is '''Avangion Rising''', which lets you spend a healing surge as a free action whenever an ally that you can see drops to 0 hit points in order to heal that character an amount equal to your healing surge value plus your highest ability modifier. ====Dragon King==== Embracing the power of defiling magic, you take it to its ultimate conclusion and begin the process of ascending into an [[Athasian Dragon]]. Should you survive long enough to complete your metamorphosis, the world will tremble at your will, for it shall become your plaything - let the petty Sorcerer-Kings beware. This Epic Destiny appeared in the ''Dark Sun Campaign Setting''. To qualify for it, you need to be ''21st level'' Your 21st level feature are '''Skin of the Dragon''', which grants you low-light vision, +2 to Intimidate checks, +5 max HP and increases your healing surge value by your Constitution modifier, and '''Draconian Defilement''', which means Arcane Defiling now grants a +2 bonus when used to reroll attack rolls and a +6 bonus when used to reroll damage rolls. Your 24th level feature is '''Draconic Transformation''', which grants you a Fly Speed of 8, the ability to speak Draconic, and a +2 to two ability scores of your choice chosen from Intelligence, Strength and Constititon. Your 26th level Utility Power is '''Draconic Rampage''', a Daily Utility that lets you assume the form of a rampaging Athasian Dragon until the encounter ends. In this form, your size increases to Large, you gain 10 temporary HP whenever a non-minion creature within 10 squares of you drops to 0 HP, and you can make a melee 1 attack (primary ability score vs. reflex) as an immediate reaction whenever an enemy willingly enters a square adjacent to you; on a hit, that enemy takes 2d8 + ability modifier damage and is knocked prone. Your 30th level feature is '''Draconic Terror''', which grants you access to the Scathing Breath encounter attack power (Standard, Arcane/Fire/Implement, targets all creatures in a close blast 5, attacks with primary ability score vs. Reflex, on a hit does 4d8 + ability modifier fire damage and blinds the target until the end of its next turn) and also lets you use Draconic Rampage as an encounter power without expending its daily usage. When used as an encounter power, though, Draconic Rampage lasts until the end of your next turn. ====Hordemaster==== Rejecting the lies and corruption of civilization, you become the ultimate champion of freedom; brutal and ruthless perhaps, but certainly cleaner and purer than the taint fostered by the Sorcerer-Kings. Assuming that you do not fall in battle, your actions shall reshape the Tablelands - for good, or for ill... This Epic Destiny appeared in the ''Dark Sun Campaign Setting''. To qualify for it, you need to be ''21st level''. Your 21st level features are '''Horde Champion''', which grants you +2 to two ability scores of your choice, and '''Swarming Followers''', which means that when you are adjacent to an enemy, any ally that starts their turn adjacent to that enemy can shift 1 square as a minor action during that turn. Your 24th level feature is '''The Legend Lives On''', which means that if you die and are not revived within 12 hours, one of your followers takes your place - this follower is identical to you in all mechanical details, and can be played as if they were you until and unless you are resurrected. Your 26th level Utility Power is '''Persisting Command''', a Daily Utility that lets you create a zone in a close burst 5 that moves with you and lasts until the end of the encounter as a minor action. In this zone, all allies gain +2 to saving throws and double their healing surge value when they spend healing surges to regain health. Your 30th level feature is '''Horde Attack''', which means that once per encounter, when you or an ally within 5 squares of you is bloodied, you and all allies within 5 squares of you can use an at-will attack as a free action. ====Mind Lord of the Order==== Through your mastery of psionic powers, you have caught the attention of the Order; a mysterious cabal of master psionicists who strive to guard the powers of the mind and keep them from being abused, lest they become as much a tool of evil as arcane magic ever was. For the sake of knowledge, if nothing else, you at least pay lip service to this cabal and allow yourself to be counted as one of its members. Whether you will stay loyal to their passive preservation of the status quo, or strike out to attain a greater goal, such as the toppling of the Sorcerer-Kings and the scourging of arcane magic entirely, well, that's up to you. This Epic Destiny appeared in the ''Dark Sun Campaign Setting''. To qualify for it, you need to be ''21st level'' and belong to a ''Psionic Class that uses Power Points ([[Ardent]], [[Battlemind]], [[Psion]])''. Your 21st level features are '''Ordered Enlightenment''', which grants you +2 Intelligence and +2 Wisdom, and '''Mind Lord's Armor''', which grants you Resistance (Psychic) 15. Your 24th level feature is '''Mind Lord's Projection''', which lets you project your mind into the body of a willing ally within 10 squares of you whenever you drop to 0 HP or fewer. Whilst you are riding in a host's body, you ignore any effects that you were under when in your own body, but are subject to any effects that your host is under (except for damage). If your host body dies, you can project yourself into another willing host within 10 squares of the dying host. Whilst possessing another, you occupy their space but can continue to fight as yourself; you even retain the benefit of your magic items, but you cannot trigger their powers. However, you are still tethered to your original body, which is still taking damage and making death save throws as normal whilst you possess another; if it dies, you die, and if it is healed, you return to your own body. Your 26th level Utility Power is '''Synchronous Minds''', which lets you spend a minor action to affect all allies within a close burst 10; these allies can immediately use an opportunity action to take a standard action, although you decide the order in which they act, and you and the targets gain telepathy 10 until the encounter's end, which can only be used to communicate with each other. Your 30th level feature is '''Psionic Reservoir''', which causes you to regain 6 power points the first time that you start your turn without any power points during an encounter. ====Pyreen==== Kin to the [[Primal Spirits]] in some distant way, the [[Pyreen]] are the guardians of life and the preservers of nature, seeking to topple the Sorcerer-Kings and breathe life back into a world ravaged by black magic and war. Such is your affinity for the primal magics that the Spirits have rewarded you by transforming you into one of these eternal custodians. Perhaps you will find a place to claim as your own and slowly guide it back to true life again - or maybe you shall accomplish what others only dream of and throw down the Sorcerer-Kings, topple their corrupt cities, and guide the birth of new civilizations that will shed the dark lineage of the past. This Epic Destiny appeared in the ''Dark Sun Campaign Setting''. To qualify for it, you need to be ''21st level'' and belong to a ''Primal Class or a Primal Theme''. Your 21st level features are '''Child of All Races''', which lets you speak and understand all languages and roll twice & choose your preferred result when you make a Diplomacy or Insight check, as well as causing you to cease to age, and '''Strong in Mind and Spirit''', which lets you boost any two of your Mental Ability Scores (Int, Wis, Cha) by +2. Your 24th level feature is '''Resurgent Spirit''', which lets you react to dropping to 0 hit points by regaining HP equal to your bloodied value and becoming insubstantial until encounter's end at the start of your next turn. You can benefit from this feature once per day. Your 26th level Utility Power is '''Rejuvenate the Land''', a Daily Utility which can be activated as a minor action. It affects all allies in a close burst 5, and each target can choose to lose 1 or 2 healing surges. For each healing surge lost in this manner, one target regains hit points as though they had spent a healing surge and can make a saving throw against one "save ends" effect. Additionally, the targeted area becomes a zone that lasts until the end of your next turn (sustain minor); enemies treat this zone as difficult terrain and allies that end their turn in it regain 10 hit points and gain a +2 bonus to any saving throws until the start of their next turn. Your 30th level feature is '''Pyreen's Restoration''', which means that any ally which starts their turn adjacent to you can immediately make a saving throw against one "save ends" effect they are suffering; if they fail their saving throw, you can transfer that affliction to yourself as a free action.
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