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===Arcane Epic Destinies=== Membership in these Epic Destinies is only open to those who follow the paths of Arcane Magic; [[Artificer]], [[Bard]], [[Sorcerer]], [[Swordmage]], [[Warlock]] or [[Wizard]]. ====Arcane Sword==== The '''Arcane Sword''' has become a master of sword and spells. Their sword is now an extension of their body and a channel for their arcane might, and their magic has become a barrier. With nobody left to teach them anything, they have become roaming warriors, learning from the countless battles they encounter and seeking even greater challenges. What becomes of them is ultimately your choice, be it becoming a legendary mentor to future generations or becoming one with their blades and turning into a relic. This Epic Destiny is from Arcane Power and is ''only open to Swordmages''. At 21st level, you gain the ''Spellsword Recall'' feature, letting you recover a swordmage encounter power any time you spend an action point for an action. At 24th level, you gain the ''Sword's Vengeance'' feature; this allows your sword to fight in your stead once per day whenever you die, now immune to any attacks and restoring a single HP once the battle is over and a short rest is had - though this hinges upon your body still being there once finished. At 26th level, you get the '''Massed Aegis''' Encounter Utility power. This is a close burst 2 that marks anyone inside it with your aegis power. At 30th level, you gain the ''Spellsword Perfection'' feature, turning one swordmage encounter power you have into an at-will. ====Archmage==== The '''Archmage''' is the epitome of [[wizard]]ry, in the eyes of most wizards. They are those wizards whose hunger for power is surpassed by their hunger for knowledge; to learn everything about magic, to touch the demispell - the hyperplanar construct that is the embodiment of all spells that are, were and ever will be - '''that''' is their goal. Through their unparalleled understanding of arcane magic, they learn to wield it with a grace that other wizards can only dream of, ultimately infusing spells into their very flesh. Whether they go on to found isolated studies in the depths of the most inhospitable [[plane]]s, or found wizardry academies, ultimately, the Archmage's understanding will transcend all others, leaving a legacy in the form of spells and rituals that other wizards will wield with respect. This Epic Destiny is only open to the ''[[Wizard]]'' class and comes from the Player's Handbook 1. At 21st level, you gain the '''Spell Recall''' feature, which lets you select one spell that you know and have prepared at the beginning of each day; the designated spell can be cast twice that day. At 24th level, you gain the '''Arcane Spirit''' feature; once per day, when you die, you detach your spirit from your body and become an entity of living magical energy. When you enter arcane spirit form, you heal to your maximum hit points. In this form, you gain the Insubstantial and Phasing qualities, and can cast encounter spells and at-will spells, but you cannot cast daily spells, activate magic items, or perform rituals. At the end of the encounter, you can merge back into your body by completing a short rest; your hit points remain what they were when you were in arcane spirit form, but otherwise you are restored to normal. If your body is destroyed, you will need other magic to return to life, but can continue adventuring as an arcane spirit. If you are slain in arcane spirit form, you At 26th level, you gain the '''Shape Magic''' Daily Utility Power, which lets you regain one expended arcane power as a standard action. At 30th level, you gain the '''Archspell''' feature, which lets you designate one Daily spell in your arsenal as your Archspell, which you can cast once per encounter. ====Archlich==== You know the story about how a [[lich]] is made: they begin fearing imminent mortality, they start looking for forbidden texts, and eventually manage to find a way to become an immortal lich. An '''Archlich''' is like those in that way, but have managed to steel their minds enough to not go insane by the process of becoming a lich and their soul has slipped from the grasp of [[Orcus]], much to his frustration. You are now eternal, able to witness the coming and passing of countless things without end. This epic destiny is available to ''Any Arcane Class'' and is from Arcane Power. Because many of its powers synergize extremely well with running in close and getting stuck in, it works particularly well for the swordmage. At 21st level, you gain a lot of things: you gain the ''Archlich Knowledge'' feature to get +2 to Intelligence, the ''Archlich Phylactery'' feature, which lets you resurrect whenever you die so long as your phylactery (a small but insanely expensive item with only 40 HP and resist 20 all protecting it) remains intact, the ''Lich Resistances'' feature for resist poison+necrotic equal to 5+half your level, and the ''Shroud of Life and Death'' feature, which makes any living enemy within 3 spaces of you take 5 necrotic damage while any undead within that area takes 5 radiant damage. At 24th level, you gain the ''Mastery Over Death'' feature, which lets you avoid death once per day by recovering half your HP, but now you cannot use any healing surges and enemies who harm you take 20 ongoing necrotic damage. At 26th level, you gain the '''Archlich Potency''' Daily Utility power. This enables you to recover one expended arcane fear or necrotic daily or encounter power that you already used while also gaining resist all equal to 5+half your level for the rest of the encounter. At 30th level, you gain the ''Essence of Undeath'' feature, letting you recover an expended arcane encounter power whenever someone dies within 5 spaces of you. ====Archspell==== During your journeys, you have found that there was always one particular spell that has always served you faithfully. This spell has fascinated you so much that you've delved into the countless intricacies of this spell as you try harder and harder to make this spell even better, even more perfect. Perhaps at the end of your journey, you might even become inseparable from that beloved spell - now anyone who uses it will know your name. This epic destiny appears in Arcane Power and is available to ''Any Arcane Class''. At 21st level, you get the ''Signature Spell'' feature, which has you select one arcane daily attack power you know to gain +2 to attack with it. At 24th level, you gain the ''Returning Spell'' feature, which halts your death by recovering you to half your maximum HP and recharging your signature spell if it was used. At 26th level, you get the '''Channel the Signature''' Encounter Utility power, giving you resist 15 all until you either use your signature spell or until the battle ends. At 30th level, you gain the ''Living Spell'' feature, turning your signature spell into an encounter power. ====Draconic Incarnation==== In the ancient days of the world, it was the [[dragon]]s who first pioneered and mastered the arts of [[magic]], honing their power over the arcane in an age when the [[elf]] and [[dwarf]] empires were new. But the heights they pushed magic to have been all but lost; it is unknown if the dragon magic were [[Arcane Dragon|an entirely separate breed of wyrm]] or if they were taken from the ranks of the [[Chromatic Dragon|familiar]] [[Metallic Dragon|breeds]], but they were jealous and possessive beings, who hoarded their spells and refused to teach them to younger dragons, causing the extinction of their art. A '''Draconic Incarnation''' is a mortal arcanist who has a connection to these lost dragon-magi; a reincarnation of one such creature, most likely, or perhaps guided by an ancient dragon-mage spirit through spells they have unearthed. Those who survive to master this art will be reborn, transcending their humanoid origins and being reshaped into dragons in turn. This epic destiny appeared in the article "Old Souls: Heroes of Legend Reborn" in Dragon #388, and is open to ''Any Arcane Class''. At 21st level, you gain the '''Ancient Resurgence''' feature, which grants you +2 to either Intelligence or Charisma, +2 to one other ability score of your choice, and the ability to fluently speak, read and write draconic. At 24th level, you gain the '''Spirit of the Dragon''' feature; Once per day when you die, the spirit of the ancient dragon within you surges forth to defend your body long enough to resurrect you from the dead. This draconic spirit is under your control and has all of the same statistics and abilities as you, except as follows: the draconic spirit is size Large, has your maximum hit points, and is both insubstantial and has phasing. The draconic spirit shares your powers and abilities (it does not have a pool of powers of its own), and it can use your magic items as though it was wielding them, including weapons and implements. At the end of the encounter, if the draconic spirit has any hit points remaining, the spirit disperses and at the end of a short rest you return to life with 1 hit point. If your body is destroyed, the draconic spirit cannot resurrect you. At 26th level, you gain the '''Draconic Form''' Daily Utility power. This lets you polymorph yourself as a minor action, shifting into the form of a Huge dragon until the end of the encounter. In this form, your Reach increases to 3 squares, you gain a Fly speed equal to your Speed +2, and you can use Dragon Mage Breath as an at-will attack power. This is a Standard Action close blast 5 attack that targets all enemies in the area of effect, making an attack roll based on your highest ability modifier +9 vs. Reflex and doing 3d8 + your highest ability modifier Fire and Force damage on a hit. Finally, at 30th level, you gain the '''Ancient Arcanist''' feature, which lets you take 2 level 25 (or lower, but why would you bother?) Daily Attack powers from any Arcane class and add them to your list of powers. ====Fatesinger==== During [[Dawn War]], it was said that the heralds of the gods used music to inspire humans to heroism. In particular, there was one song that pushed humanity to turn the tides of the war, and this song - known as the Song of Heroes - still lingers around to this day. '''Fatesingers''' are those who have studied bits of this ancient melody and are even able to channel its power to inspire acts of legendary greatness, seeking to complete this powerful song and become one with it. This Epic Destiny appeared in Player's Handbook 2 and and is exclusive to ''[[Bard]]s''. At 21st level, you gain the ''Destiny Fulfilled'' feature, letting you spend an action point to allow an ally within 20 squares to make an attack in your stead and recover it on a successful hit. At 24th level, you get the ''Fate's Clarity'' feature. This allows the target of your Majestic Word to re-roll any checks until the end of next turn. At 26th level, you have the '''Fragment of the Song''' daily utility power. This creates a burst 5 zone that lets allies inside it spend an action point for two free actions. At 30th level, you gain the ''Heroic Inspiration'' feature, allowing an ally within 5 squares who spends an action point to spend a healing surge as a free action. ====Feyliege==== Those who master magic and gain the recognition of the fey become '''Feylieges'''. They are now lords of the Feywild, vested with the duty to protect it from threats - even if this threat were to come from the past. Their ultimate fate may perhaps lie in the Feywild, either as a member of the fabled Court of Stars or as another Lord, or they may perhaps remain a wanderer of great power. This Epic Destiny appeared in Arcane Power and is available to ''Any Arcane Class as a [[Half-Elf]], a Race with Fey Origin ([[Drow]], [[Elf]], [[Eladrin]], [[Gnome]], Hamadryad), or a [[Warlock]] with the Fey Pact''. At 21st level, you have the ''Feywild Charm'' feature add +2 to Charisma. At 24th level, you get the ''Eternal King on an Eternal Throne'' feature. Once per day when you die, a future self appears at your bloodied value with concealment for the rest of the fight. After that fight, you can raise your current self or continue your adventure as your future self if the present self isn't possible. At 26th level, you gain the '''Shields of the Eladrin Host''' encounter utility power. Whenever you or an ally within 5 squares gets hit, all allies within close burst 5 gains +4 to AC and Reflex and then lets anyone in the aura swap places with anyone else. At 30th level, you have the ''Dominion of the Mind'' feature, allowing you to dominate until the end of the next turn when you crit with an arcane charm attack. ====Immanence==== Magic isn't about the fancy words or the implements, it's not even about the various signs that pervade spellbooks. The '''Immanence''' realizes the truth about magic: it's all about the transfer of power. This special power can be converted to be anything, from magic to living beings to even the cosmos itself, and the end goal is to figure out this unifying energy and become it. This Epic Destiny appeared in Arcane Power and is open to ''Any Arcane Class''. At 21st level, you're granted the ''Immanence Variable Resistance'' feature, which gives you resistance 20 against the type you are first hit with in the encounter. At 24th level, you have the ''Spirit of Energy'' feature. This lets you cheat death once a day by recovering half your max HP and turning you insubstantial and phasing until you heal up from a party member or take a short rest. At 26th level, you gain the '''Vary Resistance''' encounter utility power, letting you change the type of your variable resistance. At 30th level, you have ''Shared Resistances'', giving allies adjacent to you all of your resistances and immunities. ====Lord of Fate==== Those who delve deep enough into their research come to realize a single truth: There is a grand cosmic balance to all things. These '''Lords of Fate''' embrace this balance and thus become champions who preserve it by any means. They know that all chaos must be brought to level with order and that no one single force can be allowed to dominate in a way that might trigger [[Stupid Neutral]] tendencies. This Epic Destiny appeared in Arcane Power and is available to ''Any Arcane Class with an Unaligned Alignment''. At 21st level, you get the ''Turnabout'' feature. This allows you to designate one target at the start of an encounter as a target. Whenever they inflict a condition on an ally, you can inflict that condition right back at them. At 24th level, you have the ''Balanced Sum'' feature, letting you return from 0 HP with HP equal to your Healing Surge and THP equal to the damage that dropped you to 0 HP. At 26th level, you acquire the '''Golden Mean''' daily utility power. This allows you to spread an aura that makes all within it act as if they rolled a 10 for any checks. Though this aura can be sustained, its range shrinks each turn until it expires entirely. At 30th level, you reach the ''Fulcrum of Power'' feature, making an enemy who hits you with a recharge power incapable of recharging that power until you attack them. ====Magister==== As one becomes more adept at the arcane, it comes to pass that one may become regarded as the foremost experts in magic. This is a '''Magister''', one who has studied from the greatest magicians of all time, someone who has practiced so much and so effectively that the power they wield slowly inches them closer to something that might be more than mortal. This secret promises to bridge together every single type of magic and open a great and endless destiny. This Epic Destiny appeared in Arcane Power and is available to ''Any Arcane Class''. At 21st level, you attain the ''Magic's Flow'' feature, which gives you a +4 to any defenses an arcane encounter or daily power you use targets, and the ''Magister's Knack'' feature, giving +2 to an ability score of your choosing. At 24th level, you gain the ''Return of the Magister'' feature. Once per day, when you hit 0 HP, you teleport 10 squares, spend a healing surge, and roll saving throws against every effect you have. At 28th level, you reach the '''Magister's Key''' daily utility power, restoring one item daily power. At 30th level, you have the ''Magic's Master'' feature. Twice daily, you can perform a ritual as a standard action so long as it does not impact an enemy. ====Parable==== In the pursuit of knowledge, there might come a point where a '''Parable''' starts realizing how reality is truly relative. They begin peering further into the secrets of reality, finding out how the many laws of physics and divinity are ultimately just tales told enough times that they became concrete and immutable. By narrating their own personal narrative, they seek to bend these stories to better suit their ends and, ultimately, find the origin story that wrote all of reality and become the editor of that first tale. This Epic Destiny is from Arcane Power and is exclusive to ''[[Wizard]]s''. At 21st level, you gain the ''As If Illusion'' feature, letting you ignore any difficult terrain you encounter. At 24th level, you get the ''Never Really There'' feature, which negates any damage any missed attacks might deal. At 26th level, you acquire the '''Figment Step''' encounter utility power, letting you negate any attack that hits you and allows you to teleport away from it, though the power that triggered this does not count as expended. At 30th level, you reach the ''Life's Illusion'' feature, letting you immediately respawn after dying with full health once per day. ====Sage of Ages==== Knowledge is power. Everything can be broken down and explained, and the '''Sage of Ages''' is one such individual who has managed to understand practically everything. They can even comprehend destiny itself and once they have, they become some of the greatest repositories of knowledge in existence, so valuable even gods seek out their aid. This Epic Destiny is from Arcane Power and is available to ''Any Arcane Class''. At 21st level, you get the ''Paragon of Learning'' feature, granting +6 to arcana, dungeoneering, history, nature, and religion checks. At 24th level, you get the ''Keeper's Presence'' feature. You can now roll a d20 at the start of the encounter and replace one roll with that dice during your first turn. At 26th level, you acquire the '''Trick of Knowledge''' encounter utility power. This lets you roll an arcana check for a special result based upon what the result of your roll is. ::30 or lower: No effect ::31β35: +5 bonus to saving throws ::36β40: +2 bonus to all defenses ::41β45: +2 bonus to attack rolls with arcane powers ::46β50: Make saving throws at the start of your turn instead of the end of your turn ::51β55: Pick two benefits you can gain from a roll of 31 through 50 ::56β60: Pick three benefits you can gain from a roll of 31 through 50 ::61 or higher: Gain all four benefits you can gain from a roll of 31 through 50 At 30th level, you gain the ''Reverse Time'' feature. Once per day, you can go from dead to full HP while also moving your initiative so you go right after whoever killed you. ====Witch Queen==== The '''Witch Queen''' (or Witch King) is a being of such immense power that they realize their magic being an innate power rather than being fueled by something else. This merges the three aspects of the [[Witch]]: the Witch themselves, their familiar, and their powers. By merging these aspects, they become as powerful as the very patrons who bestowed them their power, and at some point they may become patrons of their own. This Epic Destiny appeared in Heroes of the Feywild and is exclusive to ''[[Wizard]]s''. At 21st level, you acquire the ''Witch Apotheosis'' feature. At any point where you die while your familiar still lives, your familiar snatches up your spirit and runs away. One day later, you'll just show up near one of your allies. At 24th level, you have the ''Witch Queen's Presence'' feature. Using your Second Wind gives you Resist all 15 and a +5 bonus to saving throws until the end of your next turn. At 26th level, you gain the '''True Prophecy''' daily utility power, a non-combat ability that gives one member of your party a +2 to initiative, defenses, and skill rolls until the end of your next encounter. At 30th level, you get the ''Mastery of the Gift'' power, letting you swap and encounter attack power with one of equal level or lower each short rest.
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