Epic Destinies

by Oxforge Homebrew

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Epic Destinies

Epic Destiny: Harbinger of Doom

You have pledged yourself to the Void Emperor, Xu Di. You have sworn to fulfill the ultimate doom of the world. When you triumph, fate repairs itself around you, and a new skein of destiny takes shape. In such a weaving, you no longer have a place, and you are hurled out of existence. Nothing remains of you, but you are remembered in the world’s myths and legends as an agent of change and destruction. In some future time and place, you might awaken with the dreadful knowledge that once again you must serve as the harbinger of oblivion.

Obliviate. You can cast the counterspell spell once with this feature, casting it at the highest level you can normally cast spells. You can't do so again until you finish a long rest. If you sucessfully make the target's spell fail, the target forgets the spell they were trying to cast entirely until they finish a long rest.

Shield of Ill Fortune. When you roll a 1 on an attack roll, you can reroll the die and must use the new roll. In addition, when any enemy rolls a natural 1 on an attack roll against you, that enemy is stunned until the end of your next turn, and you can push the enemy 15 feet away from you as a reaction.

Thought Shield. Your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Epic Destiny: Winter Knight

In return for your ultimate vengeance, you have pledged yourself to the Winter Queen. The Winter Queen's influence across the Faewild depends on trusted agents; the wintersworn, otherwise known as the order of Winter Knights. You are to be one of her immortal horsemen, one of her most powerful assets against the insurgent powers of Ursingard. At her command, you would terrorize villages, lead fey armies and bring down anyone who resists the Lady of Frost. You will go down in history as the second Keeper to pledge is allegiance to the forces of evil. You have made a cosmic contract, and breaking it would have dire consequences. Will you be a loyal servant of Winter?

Armor of Cold. Whenever a creature hits you with a melee attack, the creature takes cold damage equal to 1d12 + your Charisma modifier. You can't use this feature again until the start of your next turn.

Gathering Frost. Whenever you cast a spell that deals damage, you can change the damage of that spell to cold damage. Whenever you deal cold damage to a creature with a spell of 1st level or greater, it must succeed on a Constitution saving throw against your spell save DC or have its speed reduced by half until the end of its next turn.

Horseman of Winter. You can cast the find steed spell at will. Your steed is always of the fey type. In addition to the regular options, you may choose to summon a displacer beast, phase spider or winter wolf. Your DM has the statistics of these creatures.

Epic Destiny: Sovereign Warlord

You are the long-awaited sovereign destined to unite the krogan clans into a glorious empire. Upon completing your final quest, you ascend to a throne of your own creation and begin your reign. For decades, your land flowers and your people prosper. Your victories shield your land from invasion and bring your ancestral enemies to their knees. Your descendants will mount the steps to your throne for centuries to come. When death comes for you at last, your tomb is a monument revered by your people.

Influencer. Your Charisma score increases by 2.

Great Captain. Whenever you score a critical hit, choose a number of allies within 30 feet of you equal to your proficiency bonus. The chosen creatures can make one weapon attack as a reaction.

Forger of Bonds. Whenever you make a Charisma (Intimidation or Persuasion) check to influence Krogans, you are considered proficient in the relevant skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Menacing Aura. When you use your Intimidating Presence feature, you can target a number of creatures equal to your Charisma modifier (minimum of 1).

Epic Destiny: Eternal Defender

You stand in the path of those who would rend the defenseless world. That world is safe behind your ever-vigilant shield. You have laid low your final and greatest adversary. During the fight you, as always, formed the steady center around which your allies could operate, taking the brunt of the punishment without bending or complaining. Ever more will you be the supreme standard for those on the front line of any battle. The world always needs someone of your strength and stature at the ready to come to its defense. Those wishing to take up sword or hammer to defend others refer to you as if you were a saint. Hundreds of years after your final battle, there will be whispers that you are still out there somewhere, getting a well deserved rest until an evil worthy of your intervention threatens the world once more.

Aspect of Silver. You gain immunity to cold damage.

Draconic Magic. You can cast ice storm or cone of cold once with this trait. You regain the ability to do so upon finishing a long rest. Charisma is your spellcasting ability for this spell.

When you cast one of these spells, your dragon companion can deliver the spell as if it had cast the spell. Your companiun must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. The spell uses your charisma modifier for determining the save DC.

Everlasting Bulwark. You can cast the warding bond spell at will. You can be up to 120 feet away from the spell's target without ending the spell, and te target gains immunity to cold damage.

Epic Destiny: Sage of Ages

All knowledge must be preserved. It must be saved and protected, for knowledge holds the key to who we are, what we were, and what we shall become. There will be a time when you are ready to retreat from the wars against evil powers. By the time you complete your quests, you will have collected knowledge beyond that of any mortal man, yet your mortality stares you in the face. However, you will give the last years of your life to building a university of arcane learning , the most prestigious of its kind. Its library reminds all who behold its wonders of your singleminded commitment to preserving lore and your great deeds in the pursuit of knowledge and justice. Through this grand institution, your immortality is ensured.

Magical Intuition. Whenever you see a creature cast a spell, you can learn certain information about its capabilities compared to your own. You can tell if the creature’s spellcasting abilities are superior, inferior, or equal in power to your own. Additionally, you can spend 1 minute examining a spell scroll to determine the level of the spell it contains and its school of magic, regardless of if you could cast the spell from the scroll.

Master of Frost and Flame. Whenever you cast a spell that deals cold or fire damage, you can cause it to deal the other type instead. Spells you cast ignore resistance to these damage types. In addition, when you roll damage for a spell that deals cold or fire damage, you can treat any 1 on a damage die as a 2.

Spell Recall. Once per long rest, you can cast a spell in your spellbook that you do not have prepared.

Epic Destiny: Paragon of Justice

When your quest is complete, you will devote yourself to restoring all that was lost. You and your followers will stand as a beacon of hope, but you will not stop at rebuilding. You will lead a process of reform, rooting out the corruption and injustice that have plagued your homeland for centuries. Throughout all this, you sense that there is still an evil lurking within you. The power of Dainsleif has marked you forever, and will forever pull you towards violence and destruction. Nonetheless, you will prevail over it, and harness its power for good. And for centuries to come, your name will be the greatest fear of those who exploit there power, as well as the icon that all young warriors strive to embody.

Aspect of Dainsleif. You can cast destructive wave or dominate person once with this trait, and can't use it again until you finish a long rest. Intelligence is your spellcasting ability for these spells.

Aerial Strike. While attuned to the Hall of the Sky, your jump height is doubled. Additionally, once per turn, you can deal an extra 3d10 damage to one creature you hit with an attack immediately after jumping at least 15 feet towards it.

Flames of Surtur. While attuned to the Hall of the Inferno, whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature that ends its turn within 5 feet of you takes 2d4 fire damage.

 

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