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Eos
\pagebreakNum ## Epic Heroes Congratulations, you have made it to level 17. Its been a long time coming, so I want to take a moment to appreciate the sheer amount of dedication I have seen from everyone, regardless of what level you joined the game. Its truly been a pleasure to DM for. Moving forward, there are two major arcs left, 17-20, and 21-25. I think you guys can guess what 17-20 will be about, but I hope I can surprise you with the way you move forward into 21-25. After so long working on a more freeform plot, with literally just a list of problems to solve, I am hoping to give you guys a little more clear direction in the next little while, and in particular I am currently working on the 21-25 arc to have a much more clear and concise hook. ___ What you will find in this document, at the date of distribution, is the beginnings of each of your epic destinies. I have presented three options for miracles, things you character can do to indicate to me which destiny you wish to pursue. In world this will look like the first manifestation of their epic level powers appearing, and they will have a limited degree of understanding of the abilities as they manifest. ___ At some point between now and level 20, you as a player may declare that your character is about to perform a miracle. Some require collaboration with the DM, so try to think about how you might use them beforehand. Once you have performed your miracle, you cannot do so again, but it is a precursor to your epic powers, so there will be chances to use similar abilities down the line. The cost for using your miracle (action, reaction etc) is listed under each miracle. ___ When you perform the miracle, you also loose access to all other miracles, so consider carefully. Its your choice of epic destiny after all, it shouldn't be taken lightly. Regardless of your miracle, these effect cannot be stopped by anything short of the direct intervention of a god. > > #### Note > > Quick note, just to say you won't be 'punished' for when you use these. If you want to save them for the final fight you are very welcome to, if you want to use them immediately you're also welcome to. They are narrative abilities more than they are mechanical. > ## Legendary Skill With the transition to much higher levels, I want to make that a bit more apparent in the way skill checks are played. A 1 no longer means failure in come capacity, it just means you rolled the minimum you can. Similarly though, 20s no longer assure success in any way, they simply mean you have rolled the maximum possible. This is meant to reflect the degree of skill required for epic level tasks. You could consider it thematically similar to something like a rogues Reliable Talent. You guys are achieving superhuman levels of talent, so it doesn't make sense that you would fail basic checks just because you rolled low. You have a baseline of skill which deserves to be reflected. Of course if you want to, you can still declare that you have failed in some capacity if you roll a 1. On dancing for example, as a random, nonspecific example. ## Better than the Best Look, attunement sucks. I'm not about to do away with the system, but at the same time, I think there should be some flexibility for the items that you want to be attuned to thematically, but can't really afford the slots for mechanically. Starting at 17th level you gain a *Lesser Attunement Slot* which is stolen directly from James's game. You may use this slot to attune to any item of Rare or lower rarity, and still maintain your original 3 normal attunement slots. The purpose of this is for things like Amulets of Proof against Detection and Location, the sorta thing you want to have, but can't really justify. ## Legendary Spellwork Also beginning at 17th level, you are so talented at using your magic that when you ready a cantrip, it does not require your concentration to ready it. ## Key terms So I have used a few key terms here with continue throughout, which I have provided definitions for below: * **Aspect** - An aspect is the embodiment of a concept. They are distinct from mantles, such as Kya's Sainthood, instead drawing power from the concept of which they are an aspect. A good example is that Kemra would have one day been an Aspect of Civilisaiton, as he embodied the qualities which it prised, and persued its goal with relentless intent. * **Epic Destiny.** - An epic destiny is, as the name suggests, the role your character was born to play. Its the role they were always destined to play, as evidenced by the fact that they are still alive to take the first steps down that path. Fate is real, and it wants you to do something. * **Inevitable.** Inevitables are beings of pure concept, not dissimilar from Aspects, but with a higher degree of specialisation and purpose. An inevitable is a protector of divinity, preventing those who would usurp the sanctity of divinity, and if necessary, hunting down those who try. There has not been an Inevitable since 18989 of the Second Age. * **Pure Damage.** Pure damage has no type, it is damage done to the very concept of a creatures being. Very few abilities deal Pure Damage. \pagebreakNum
Epic Destinys
\pagebreakNum ## Epic Power As heroes of truly epic proportions your base abilities will continue to scale through the epic levels. Any abilities that you have which are named below gain these benefits. ___ Any abilities which refer to your level will include your epic levels, such as Pans Sorcery points or Reds Second Wind. Abilities that key off your proficiency bonus (such as your spell save DC or Kyas spirits) will progress according to your proficiency bonus progression in your epic destiny. ### Spellcasting Heres the big one, spellcasting continues beyond level 20. As you gain epic levels, your spell progression continues to grow as per the table below. At 23rd level your cantrip damage will increase once again by one additional die size. All spellcasters (including Aithira, selecting from the Druid or Cleric list) learn an additional cantrip at 22nd and 24th level. ### Spells known and prepared In addition, known casters (Pan and Kya) learn an additional spell at 21st level, 23rd level, and 25th level, and learn an additional 2 spells at 22nd level, and 24th level. You may also swap out a spell as if you had gained a class level at each of those levels. ___ Aithira gains a 6th level spell slot at 21st level, a 7th level spell slot at 23rd level, and an 8th level spell slot at 25th level, and may select from the list below the table. ___ Bellis learns two additional spells at each epic level, and can prepare one additional spell per day for each epic level that she gains. ___ Evelyn can prepare an additional spell per day for each epic level she gains. ___ **Basically this means your epic levels count as additional class levels for spells known and prepared.** ### Metamagic At 21st and 24th level, Pan gains another ~~known~~ prepared Metamagic option. ### Abjuration Resistance Each member of the party with the Spellcasting feature gains an Abjuration Resistance die of 1d4 against attempts to _Counterspell_ or _Dispel Magic_ their spells using a lower level spell slot. ### Extra Attack Red gains an additional attack at 24th level, in accordance to her Extra Attack feature. ### Indomitable Red gains an additional use of her Indomitable ability at 22nd level, in accordance to her Indomitable feature. ### Action Surge Red gains an additional use of her Action Surge ability at 25th level, in accordance to her Action Surge feature. ### Arcane Shot Red learns an additional Arcane Shot at 22nd and 24th level. Additionally at 24th level Reds Arcane Shot damage or additional effect increases by the same increment that it did at 18th level. > > #### General Rule > > As a general rule, if you have a feature which progresses in accordance to your class level, it will continue to improve throughout your epic levels. If there is a specific feature I haven't addressed here, let me know and I will write a ruling for it here. > ## Ascendant Form Reaching epic levels allows you to make dramatic cosmetic altrerations to your appearence, morphing into a divine form. You can alter or augment the appearence of your character in any way you desire, so long as its reasonable. These changes are designed to replicate the cosmetic effects of divine creatures, like the animalistic heads of Egyptian gods, or the brilliant halos of angels. Examples might include halos, eyes that constantly burn with fire, antlers, multiplying your number of wings, growing in size, or even more dramatic things like a mouth that seems constantly full of lava, eyes which reflect the inner desires of those who meet them, or a face which changes to appear awe inspiring or terrifying based on the alignment of your foes. ___ Out of character, these cosmetic changes are nonmagical, physical changes which are purely narrative and designed to reflect your ascendant nature. They are dictated by you, but as a general rule will begin at level 21, and reach a point of being dramatic and striking by the time you reach level 23. ___ Essentially, I want to give you guys as much agency in designing the appearance of your character as I can. If the changes would logically provide a minor benefit such as shedding dim light or increasing your size category I am happy to give it, but I will try and limit abilitys given through this to minor ribbons at most. \pagebreakNum ## Epic Spellcasting
##### Epic Spellcasting | Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 18th | - | - | 4 | 3 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | - | - | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | - | - | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | | 21st | - | +1 | 5 | 4 | 4 | 3 | 3 | 2 | 2 | 2 | 1 | | 22nd | +1 | +2 | 5 | 4 | 4 | 4 | 3 | 2 | 2 | 2 | 1 | | 23rd | - | +1 | 5 | 4 | 4 | 4 | 3 | 2 | 2 | 2 | 2 | | 24th | +1 | +2 | 6 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 2 | | 25th | - | +1 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 3 | 2 |
## Aithira High Level Spells
##### 6th Level - Blade Barrier - Find the Path - Forbiddance - Heal - Heroes' Feast - Move Earth - Primordial Ward - Transport Via Plants - Word of Recall - Wind Walk - Binding Smite - Reaping Smite - Goodmango ##### 7th Level - Conjure Celestial - Divine Word - Firestorm - Plane Shift - Regenerate - Resurrection - Symbol - Whirlwind - Helios Smite - Ironward Smite ##### 8th Level - Animal Shapes - Control Weather - Dominate Monster - Earthquake - Holy Aura - Sunburst - Tsunami - Dawnwatchers Crown
\columnbreak ### Divine Smite Beginning at 21st level, Aithira may expend any level spell slot to smite, ignoring the normal restriction on spell slots expended. Follow the normal progression for smite damage. ### Divine Strike Beginning at 21st level, Aithira deals an additional 1d8 radiant damage on all ranged attack rolls. \pagebreakNum
Deus Mechanicus
\pagebreakNum # Bellis Malorn The first of Eos to commit to her epic destiny, Bellis Malorn is destined to become a god. But she will not bow to the whims of those who flaunt around their mantles, born into or gifted power. She will forge her own power, remaining unbowed and unbroken before the universe. Few mortals have ever achieved immortality, let alone godhood. But Bellis will exceed them all. She will not steal her power from mantles passed from god to god, she will not snatch and clutch at power. She will become a god in her own right, without the trappings of those who came before. ___
##### Deus Mechanicus | Level | Proficiency Bonus | Features | |:---:|:--:|:---:| | 21st | +7 | Immortality, Wrought of Steel and Will, Master of Machinery, Ability Score Improvement | | 22nd | +7 | Iron Host, Sightless Steel | | 23rd | +7 | Divine Magic, Ability Score Improvement | | 24th | +7 | Mechanical Might | | 25th | +8 | Reforged, Ability Score Improvement |
### Deus Mechanicus Features Becoming the Deus Mechanicus will allow you to gain the following features as you grow in power. #### Immortality Your body is weak, frail, easily harmed. Steel though, steel does not bend like human flesh. Adamandium does not bruise like human muscle. Mithril cannot be cut like skin. As Bellis is harmed, her body grows back stronger, more resilient. Mechanical. Your body is slowly replaced with a mechanical body, though you retain your outwards appearence, your organs are replaced with steel, gears and clockwork. As a benefit of this, you cease to age, and cannot be aged. In addition you do not need to eat, breathe or sleep, though you may choose to do so if you so wish. You must still sleep in order to gain the benefits of a long rest. Your creature type becomes Construct, and you also gain the _God_ tag for any abilities that interact specifically with divinity such as the _Gate_ spell. Despite being a Construct, you can still benefit from magical healing. \columnbreak #### Wrought of Steel and Will You learn the 5th level spell _True Fabricate_ which you always have prepared and does not count against your prepared spells. In addition your godlike command over machinery allows you to rapidly create solutions to problems. You gain a number of points of Reactive Preparation equal to twice your level, which represent your ability to create these solutions, and you regain a number of these points equal to your level each time you complete a long rest. You may expend any number of these points as an action to create a medium object, which appears within 10 feet of you via a delivery mechanism of your choice. The costs for applying traits to this object are found at the bottom of the Deus Mechanicus feature list. The objects you create with this ability last until the end of your next long rest. #### Master of Machinery Bellis gains the ability to interact with machinery on a truly incredible level, which provides her with a number of abilities. You are proficient in all tools, even ones you are not aware of at the time of gaining this ability, and you are able to use any set of tools as a spellcasting focus. In addition, you can communicate with machinery similar constructions as if they were sentient creatures even if they are not. Their degree of complexity and scale reflects how intelligent they are. You also have advantage on Charisma checks made to interact with this machinery. In addition as an action you may touch a piece of machinery, forge, or other similarly thematic object and focus your will into it. For the next week that object is able to operate is capable of sustaining itself without any fuel, resources or external input. Lastly, your mastery of machinery allows you to compel it to operate, even when it would otherwise lack the power or means to do so. As a bonus action you may select any piece of machinery or object with mechanical operation (such as a carriage, door, crossbow or siege engine) you can see and compel it to perform its usual action (such as causing a carriage to roll forwards, a door to swing open or closed, a crossbow to fire or a siege engine to throw a stone). When it does so you make all required checks to operate the machinery as if you were doing so yourself. #### Ability Score Improvement When you reach 21th level, and again at 23rd, and 25th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Unlike normal, you can increase an ability score above 20 using this feature. \pagebreakNum #### Iron Host You gain the ability to bring machinery to life, animating it and directing its hostility towards your foes. When you roll initiative you may create either 4 medium sized, 3 large sized or 2 huge sized constructs. These constructs appear within 30 feet of you by a delivery or construction method of your choice, and use the rules of objects animated by the _Animate Objects_ spell though without requiring concentration, and act on your turn. #### Sightless Steel Your eyes become metal, completely wrought of flowing liquid dreamsteel. When you begin your turn, you may choose any object you have made, and gain the benefits of all of your senses from this object, in addition to your own, even if it would not otherwise be able to perceive. The number of objects you can use this ability on doubles each time you gain a level in your Epic Destiny. #### Divine Magic You gain your first true taste of divine power, the ability to not only shape reality to your mind, but break it if you so desire. You may select the spells from the Divinity spells available at the end of the epic level descriptions. You can prepare a Divinity Spell by spending 10 minutes per spell. You gain two Divinity 1st spell slots and prepare up to 5 Divinity spells of your choice. Once you have used the Divinity 1st slot you regain it after a long rest. You gain an additional Divinity 1st spell slot when you reach 24th and 25th level, and can prepare an additional Divinity spell when you reach 25th level. After gaining this ability you are considered a God of Divine Rank 1. #### Mechanical Might Through an incredible connection to the weave, a truly flawless understanding of arcane theory, and a very powerful focus you are able to not only bend the laws of magic, but rewrite some to suit yourself. When you cast a spell with a range greater than Touch or Self its range increases to sight, and with DM approval you may select a number of spells as indicated below to cast at will using Intelligence as your spellcasting ability. These may be selected from any spell list, and you may select a lower level spell in the place of a higher level available slot if desired. **At Will:** *1 x 1st level, 2 x 2nd level, 1 x 3rd level, 1 x 4th level, 1 x 5th level* **Int mod/Short Rest:** *True Fabricate* **1/Day Each:** *1 spell of any level cast at 8th level, 2 x 7th* ___ When you cast these spells their effects appear as if created by machinery. If a creature attempts to dispel or counterspell one of these spells, they are considered to be cast at 9th level. #### Reforged Bellis manifests an entire plane in her image. This plane is designed as Bellis would wish it, complete with whatever rules of physics Bellis wishes to be in effect within this plane. Bellis's physical body resides within this plane, unconscious, as she completes her finest work; a perfect mechanical avatar. This avatar works exactly as if it were Bellis, except that if it dies, Bellis's real body does not die. Instead when she dies a new one begins production within Bellis's home plane, which will complete 24 hours after the demise of the avatar. Bellis's real body is invulnerable to harm, except within the 24 hours it takes for the new avatar to be constructed. \pagebreakNum ## Will And Steel When you expend your Reactive Preparation points, you may apply those points to modify the object to have the following properties. You may only select each of these options once per object created, unless otherwise specified. ### Size Modification ___ You may increase the size of the object by one size category, up to the size category Colossal by spending a number of points equal to the number of sizes you want to increase it by. You may spend an additional 2 points to increase it to Awesome in size. Alternatively, you may decrease its size down to the size category tiny by spending a number of points equal to the reduction. ##### Dimensional Regulator You may spend an additional 2 points to allow the modification to the object conjured to happen at any point after you have deployed it, by activating this modification as an action. ### Damage Capabilities ___ You may spend an additional point of Reactive preparation to allow it to deal damage, as if it were employing any wizard or artificer cantrip, using your Intelligence modifier. ##### Automagical Firepower You may change the type of damage to any other kind of damage by spending an additional point. You may also spend an additional point to allow creatures other than yourself use this item, and a further one point for those creatures to treat that as a Ranged Weapon rather than a spellcasting attack roll for them. ### Spellcasting Imbuement ___ You may spend a number of points equal to half the level of a spell (rounded up), and imbue the object you create with a spell you know. At any time at a later date while you are using this item you may use an action to activate this item, and use it as if you had cast the spell. You may select this option multiple times to imbue an object with multiple spells, or even the same spell multiple times. You may only apply one of the following options once to any purchase (so for example you could imbue two spells with two different variations, but not one spell with two variations). ##### Enhanced Spellcasting imbuement You may also spend an additional point to allow creatures other than yourself use this item. You may alternatively spend points equal to the level of a spell, rather than the half, to imbue that object with a spell known by any member of the party, or the level of the spell plus 3 to select any spell. \columnbreak ##### Concentration Diffusion You may spend 5 additional points to allow a spell to be case without requiring concentration (within reason). ##### Artificial Casting You may spend 3 additional points to treat the magical effect created by the imbued spell as nonmagical, so long as the spell has a duration of _Instantaneous_. ### Quasi-magical Siphon ___ You may spend 5 points of Reactive Preparation to allow your object to function in an area of anti-magic not created by an artefact or similar power level object, so long as the spell has a duration of at least 1 minute. ### Dramatic Entrance ___ You may spend 2 additional points when you create the object to cause it to enter in a dramatic fashion. This may affect the timing of the objects creation/arrival, or may allow it to arrive at a convenient time or location, or manifest a spell of 1st or 2nd level in its creation (such as dramatically dropping out of _Invisibility_, or casting _Earth Tremor_ as it lands). ### Close Enough ___ You may expend 1 additional point to allow the object to replicate any one racial trait. ### Zephyr Drive ___ You may allow the object you create to move independently (such as creating an object with wheels) at a speed of 30ft, by spending an additional point. You may increase this speed by 10 feet for every additional point you spend, up to 120 feet. If designed to carry a creature the object you create must also be of an appropriate size to do so. ##### Airborne You may change the objects speed to a fly speed by spending an additional 2 points. You may instead add this speed as a movement option by spending 3 points. ##### Pressurised Systems You may spend an additional point to allow the object to gain a swim speed equal to its movement speed. ### Auxillary Armouring ___ If the object you create is worn or carried, you may cause it to provide additional armour capabilities, as if it were a shield. You cannot use this property if you are already carrying a shield, however it can be used to cause an object you create to function as a shield in addition to any of its other functions. \pagebreakNum ### Remote Deployment ___ You may spend 2 points to increase the range of the deployment to anywhere within sight, and may spend an additional 2 points to increase the range to anywhere on the same plane you have previously been. ##### Come to me You may spend an additional point to cause the object to manifest, and then come to you from wherever it manifested. This may result in for example a suit of armour running through a wall, or a small enclosure collecting an item you left on your desk, and propelling it to you. When you select this option, the object arrives at the end of your next turn. ### You're going to regret that ___ You may spend an additional 2 points to use this ability as a reaction. ### Parallel Instance ___ You may spend half the total amount of points you spend (rounded up) to create a second copy of the object you create. You may select this option multiple times. ### Life Support Systems ___ You may spend 1 point to attach life support systems to the object you create, providing it with the ability to supply air in any environment, support life in a vaccuum, or similarly harsh environment. ##### Stabiliser ___ You may spend an additional point to allow the object to automatically cast *Spare the Dying* on you the first time you fall unconscious while you are using this object. You may select this option multiple times, causing it to trigger multiple times should you fall unconscious multiple times while you have this object. ### The right tool ___ You may expend 1 additional point to outfit your object with any number of tools from the Players Handbook tool list. ### Make it work ___ You may expend 6 + the number of points it would cost to have selected that option to reveal that an object created with this ability always had one of the other options you may select from, causing that option to immediately come into effect. This may alternatively be reflavoured as very rapid field modifications. ### There is... another ___ You may spend 2 points to replicate a Bellis Ballistics Mech suit as your object, complete with all appropriate attachments and upgrades which are not considered separate items, so long as that suit has been destroyed within the past minute. \columnbreak Alternatively you may spend 4 points to replicate any Mech Suit you have designed, regardless of how long it has been since it was destroyed. You may then make additional modifications to this platform by selecting other Will and Steel options. ### Give me a hand ___ You may spend 1 point to make the object a replacement part of any mech suit you are wearing which has been removed or destroyed within the past minute. ### Talent Augmentation Systems ___ You may spend 2 points to allow this object to provide advantage on a specific skill check, such as Intelligence (Arcana), but must specify both the base ability and the skill when you do so. You may select this option multiple times, specifying any combination of Ability and Skill, but cannot select the same combination twice. ##### Ability Overclocker ___ You may select this option and spend an additional 2 points to allow it to provide either advantage on all checks made with a specific ability, or with a specific skill (for example all Charisma checks, or all Arcana checks). ##### Targeting Computer ___ You may select this option and spend an additional 3 points to convert these systems to provide advantage on an attack roll type of your choice (Ranged, Melee, Spell). When you do so, they no longer have advantage on the skill check specified. ##### Taskmaster Mimicry Processor ___ You may select this option and spend an additional 4 points to allow this device to instead allow the device to provide advantage on successive checks made in the same manner. This ability is activated as a bonus action, has no limit to its duration so long as the device remains, no limit on the skill, ability or weapon being used, but breaks as soon as another is used once activated. ### Solid Construction ___ You may choose to expend an additional 4 points, and grant the object you created the magical durability normally found in magic items. ### Committed Construction ___ You may choose to double the number of points expended when you create an object, and increase its lifespan to 1 week. When you do this however your maximum Reactive Preparation points are reduced by the same amount, and cannot be restored above their new maximum until the object you have created is destroyed. \pagebreakNum ### Duct tape and hope ___ You may choose to expend 3 points less than normal when making an object (to a minimum of 1 point), and reduce the lifespan of the object created to 1 minute. When you do so, it will violently explode when either that time is up, or the object is destroyed, whichever occurs first. ### Prop construction ___ You may spend 1 additional point to cause this object allow you to rise from prone when it arrives, so long as it arrives within 10 feet of you. ### Weather Prediction ___ You may spend 3 additional points to replicate the LIGHT REIGN BASILICA Class Mobile Ordinance Platform, and use this item as the object created by your feature. You may then make additional modifications to this platform by selecting other Will and Steel options. ### Innate Attunement ___ You may spend 1 additional point to prevent unwelcome creatures from using this object. Only creatures you designate when you create this object are able to use its features. \columnbreak ### Collateral Damage Distributor *Shield, Legendary, Consumable* ___ This shield is fronted by a portal to a random other location on the same plane of existence, flickering between them about once every second. While it does not allow passage by a living creature, blows which hit the +2 AC provided by the shield specifically pass through this portal and out the other side to the other location. When you are hit with an attack, you may choose to expend the shield and guarantee that the blow passes through the portal. When you do so, the portal is destroyed after the blow passes through. If you have the Protection fighting style, you may also choose to use your reaction to substitute the shield for any one hit on an ally within the range of your fighting style. If you have both the Protection fighting style and the ability to throw a shield as a weapon, you may use this to interpose the shield on any hit which occurs within the thrown range of your shield. ### Elemental Plane of Gun *Threat, Unique, Consumable* ___ Bellis has constructed something truly horrifying, a weapon so powerful and complex that it requires an entire custom designed plane to be housed in. When you cast the spell Demi-Plane you may open the Demi-Plane to the plane containing this weapon, allowing the barrel to extend out the door of the Demi-Plane and into reality. When you do so you must select a direction the door is facing, which is also the direction the barrel is pointing. As an action once you have opened the door, you may issue the command for the weapon to be fired. When you do so, all creatured directly in front of the barrel in a line between it and a substance dense or massive enough to stop it are hit with the weapons damage. Creatures directly in the path of the weapon take Pure damage equal to the number of d20s on the table owned by two players. Creatures who are opposed to industry, firearms, or named Rowan wearing the mantle of the god of death instead take 3 players worth of die. All creatures in a cone of the same length as the beam make a Dexterity saving throw, or take 40d6 magical bludgeoning, piercing, and slashing damage (an even mix of each) or half as much on a successful saving throw. Creatures named Rowan wearing the mantle of the god of death take maximum damage from these die. Creatures hit by this cone are also pushed back 120 feet (or until they hit a wall), or half as much if they saved. ___ Lastly, when the attack is triggered, roll a d20. On a 7 or less, the same effect is also directed out the other side of the portal. \pagebreakNum
One Woman Army
\pagebreakNum # Annalise Itkovian The second of Eos to commit to her epic destiny, Red is destined to become a warrior the likes of which has not been seen in eons. Few can match her skill at arms even now, and yet her powers only grow with time. Red will become a host unto herself, an army in the field condensed into a single warrior. Only the bravest would dare to face such a mighty foe, and none of those who do should expect that they might survive. ___
##### One Woman Army | Level | Proficiency Bonus | Features | |:---:|:--:|:---:| | 21st | +7 | Unbreakable, Equal to Any, Warriors Intuition, Ability Score Improvement | | 22nd | +7 | Divine Resilience, Written in Blood | | 23rd | +7 | Feats of Myth, Ability Score Improvement | | 24th | +7 | Warbane | | 25th | +8 | Born to Battle, Ability Score Improvement |
### One Woman Army Features Becoming a One Woman Army will allow you to gain the following features as you grow in power. #### Unbreakable You are nigh unkillable, and certainly will not be brought low by the forces of time or mortality. You cease to age (though you may choose to continue to do so if you wish to), and become immune to all diseases and illnesses which might normally affect a mortal. In addition you are always in peak physical condition, requiring no exercise or training in order to maintain your strength. Your ability scores cannot be reduced below their current level by any means, you are immune to Exhaustion, and you do not need to eat, drink, or breathe if you do not wish to. In addition you become immune to all nonmagical bludgeoning, piercing and slashing damage, and to damage dealt by magical weapons of uncommon or lower rarity. #### Equal to Any You are truly equal to any challenge, unconstrained by the physical limitations of time, space and the physical restrictions of your biology. Each time you are targeted by an attack roll or spell in combat you gain a point of Equality. These points last until the start of your next turn, when they are expended. \columnbreak When you begin your turn you gain the following benefits for each Equality point you have: * Your speed increases by 5 feet, and * You gain +1 die size and +1 damage for each attak, and * You reduce all damage you take before the start of your next turn by 1. ___ Progression: 2d6, 2d8 +1, 2d10 +2, 2d12 +3, 2d12 + 1d4 +4, 2d12 + 1d6 +5, 2d12 + 1d8 +6, 2d12 +1d10 +7, 3d12 +8, 3d12 + 1d4 +9, etc Additionally your crit modifier is equal to the number of d12 damage die you roll (minimum 2). #### Warriors Intuition Reds talent for war goes far beyond mortal understanding, running through her blood and soul. You are proficient in all weapons, armour, shields and other instruments of war, even ones you are not aware of at the time of gaining this ability, and you are able to use any weapon which requires multiple creatures as if you were the correct number. Any time you touch a weapon you may instantly *Identify* it without requiring an action, and also learn its history, method of forging, and the intention of its creator when it was made. Lastly you learn an additional fighting style, and learn an additional style each time you gain a level in your epic destiny. #### Ability Score Improvement When you reach 21th level, and again at 23rd, and 25th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Unlike normal, you can increase an ability score above 20 using this feature. #### Written in Blood Beginning at 22nd level you gain an intuitive understanding of those you fight. When you draw the blood of a creature you learn its name, what fighting styles it knows (if any), who taught it to fight, and the best word to describe its approach to combat. #### Divine Resilience Also beginning at 22rd level, you get even harder to kill. When you begin your turn on more than 0 hit points you regenerate a number of hit points equal to your level. In addition, your Indomintable feature changes; rather than allowing you to reroll a saving throw you fail, you may expend a use of the feature to succeed on the saving throw. Lastly when you roll a saving throw you may replace the result with your ability score if the result of the roll is lower than your ability score. #### Feats of Myth At 23rd level while others learn to weave the magic of creation itself, bending reality to their will, you learn to perform the kinds of mythic feats of which legends are made. \pagebreakNum When you complete a long rest you may perform a series of exercises intended to centre the mind and body, and through doing you may prepare a number of Feats of Myth, spending 10 minutes per Feat of Myth you wish to prepare. At 23rd level you may prepare 5 Feats of Myth from the list available at the end of this document and beginning at 25th level you may prepare up to 6 Feats of Myth. You may perform 2 Feats of Myth before needing to complete a long rest, at 24th level you may perform 3 before needing to complete a long rest, and at 25th level you may complete 4. #### Warbane Beginning at 24th level, you gain a 20 foot set of wings made of shifting blades, which you may summon or dismiss as a bonus action. While you have these wings you gain a fly speed equal to your walking speed. In addition with DM approval you may select a number of spells as indicated below to cast at will using Intelligence as your spellcasting ability. These may be selected from any spell list, and you may select a lower level spell in the place of a higher level available slot if desired. **At Will:** *1 x 1st level, 2 x 2nd level, 1 x 3rd level, 1 x 4th level, 1 x 5th level* **Int mod/Short Rest:** *Destructive Wave* **1/Day Each:** *1 spell of any level cast at 8th level, 2 x 7th* ___ When you cast these spells their effects appear as if created by instruments of war, such as colossal walls of blades or a spectral host brought forth to assist you. If a creature attempts to dispel or counterspell one of these spells, they are considered to be cast at 9th level. #### Born to Battle Death is a fate for lesser warriors than yourself. When you would begin a turn you may expend a hit die to regain hit points equal to the maximum result of that die plus your Constitution modifier. You may do this at any time, even if you are otherwise unable to regain hit points, or are dead. Creatures who believe you to be dead when you do this are *Surprised* by you until the start of your next turn. If you die while you have no hit die remaining then you die permanently. \pagebreakNum
Glastig Bahrein
\pagebreakNum # Kya Ettie The third of Eos to commit to her epic destiny, Kya is destined to forge a path to power as a regent and matriarch to the lost and the dead. Through a collaboration and partnership with those in her care she will learn to wield a terrible power and wisdom. This strays from the path of the Keeper and the Gate, moving amongst those in the care of death to learn and to comfort in equal measure. ___
##### Glastig Bahrein | Level | Proficiency Bonus | Features | |:---:|:--:|:---:| | 21st | +7 | Immortal, Shepard of the Lost, Part the Veil, Ability Score Improvement | | 22nd | +7 | Gather the Fallen, Reckoning Gaze | | 23rd | +7 | Divine Magic, Ability Score Improvement | | 24th | +7 | Ghostweave | | 25th | +8 | Eternal, Ability Score Improvement |
### Glastig Bahrein Features Kya's epic levels will allow her to gain the following features as she grows in power. #### Immortal The Ghost Queen cannot be amongst the living, but neither can she be amongst the dead, and so your life exists in the transition between; never truly either. You cease to age, and become immune to all diseases and illnesses which might normally affect a mortal. You cannot be aged, nor do you need to eat, breathe, or sleep, though you may choose do do so if you wish. You must still sleep in order to gain the benefits of a long rest. Your creature type becomes *Celestial* and you also gain the *God* tag for any abilities that specifically interact with divinity such as the *Gate* spell. While you are a *Celestial* you cannot be prevented from accessing an area by the *Hallow, Forbiddance, Magic Circle* or similar spells. #### Shepherd of the Lost The shades of the damned and the lost pledge their loyalty and allegiance to you, allowing you to draw upon their knowledge and powers as if they were your own. When you complete a short or long rest you draw three spirits to you from the beyond, which confer particular abilities upon you. To determine which spirits answer your call you must draw three cards from your Deck of the Damned. \columnbreak These spirits persist and provide the ability listed upon their card to you until you complete a short or long rest, or until you release one as a bonus action. When you release a spirit you hold, place it in a different pile referred to as your Graveyard, and draw another in its place from the Deck of the Damned, which then begins providing its benefit to you. ___ Whenever you start your turn in combat, you may automatically discard a card in your hand and draw another for free. You may do this a second time on the same turn by using your bonus action. ___ Whenever you complete a short or long rest, or draw the final card in the Deck of the Damned, you must shuffle the card in your Graveyard and Deck of the Damned and place the entire deck back down as your Deck of the Damned. While you hold spirits you may choose to speak with an unearthly chorus as all of your spirits speak in unison. #### Part the Veil Your ability to move between this world and the one beyond reaches new heights, providing access to not just you but also those you choose. Creatures who are soul bonded to you, or who have the benefits of a spirit provided by your Spirit Caller feature gain the *Incorporeal Movement* trait. #### Ability Score Improvement When you reach 21th level, and again at 23rd, and 25th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Unlike normal, you can increase an ability score above 20 using this feature. #### Gather the Fallen At 22nd level you learn the true art of gathering to you those who have fallen. When a creature within 1 mile of you dies it is automatically subject to the spell *Soul Cage* as if you had cast it. Powerful or notable creatures affected in this way are automatically added to your Deck of the Damned. In addition the range of this ability increases by 1 mile for each level you gain in this class. #### Reckoning Gaze Also beginning at 22nd level you gain a new degree of insight into the world around you. When you gain this feature select a colour, which your eyes will constantly burn, emitting dim light in a 5 foot radius area around you. This light extends into the ethereal plane, and partially illuminates that plane as ghostly images around you. \pagebreakNum As an action you may examine any creature you can see and learn the following information: * If the creature has ever killed a creature, or committed a similarly evil act. * If the creature has ever saved the life of a creature, or committed a similarly good act. * If the creature is Good, Evil, or Neutral. * If the creature has a claim upon its soul (such as by a god). * A general description of the creatures soul. * If the creature feels guilt or pride for its actions that have affected the state of its soul. * What the creature wishes to be done with its body after it dies * A regret that lingers with the creature #### Divine Magic You gain your first true taste of divine power, the ability to not only shape reality to your mind, but break it if you so desire. You may select the spells from the Divinity spells available at the end of the epic level descriptions. You can prepare a Divinity Spell by spending 10 minutes per spell. You gain two Divinity 1st spell slots and prepare up to 5 Divinity spells of your choice. Once you have used the Divinity 1st slot you regain it after a long rest. You gain an additional Divinity 1st spell slot when you reach 24th and 25th level, and can prepare an additional Divinity spell when you reach 25th level. After gaining this ability you are considered a God of Divine Rank 1. #### Ghostweave Beginning at 24th level, you gain the ability to choose the result of the die roll made as part of your Spiritwalker feature. In addition with DM approval you may select a number of spells as indicated below to cast at will using Wisdom as your spellcasting ability. These may be selected from any spell list, and you may select a lower level spell in the place of a higher level available slot if desired. **At Will:** *1 x 1st level, 2 x 2nd level, 1 x 3rd level, 1 x 4th level, 1 x 5th level* **Wisdom mod/Short Rest:** *Valkyrie Wings* **1/Day Each:** *1 spell of any level cast at 8th level, 2 x 7th* ___ When you cast these spells their effects appear as if created by ghosts, spirits, or other manifestations of the departed, such as possession or a field of dead hands which rise from the ground to grasp your foes. If a creature attempts to dispel or counterspell one of these spells, they are considered to be cast at 9th level. #### Eternal Kya manifests an entire plane in her image. This plane is designed as Kya would wish it, complete with whatever rules of physics Kya wishes to be in effect within this plane. Kya's physical body resides within this plane, unconscious, as she learns the ability to send forth a powerful avatar of her power. This avatar works exactly as if it were Kya, except that if it dies, Kya's real body does not die. Instead when she dies a new one begins to form from the ethereal energy within your home plane, which will complete 24 hours after the demise of the avatar. Kya's real body is invulnerable to harm, except within the 24 hours it takes for the new avatar to be manifested. \pagebreakNum
Sovereign Ascendant
\pagebreakNum # Panthea Delov-Pentecost The fourth of Eos to commit to her epic destiny, Pan is destined to seek a fate embodied by a complete lack of restraint. Her power and influence unchecked, she will have the ability to impose freedom upon the world around her... by force if necessary. Pan takes upon this power as an aspect of Freedom itself, a manifestation of a concept which forms the very basis of reality itself. This path allows her to continue to grow her own power, far beyond the limits of normal sorcerers, and in so doing grants her the power to free others from their bonds. ___
##### Soverign Ascendant | Level | Proficiency Bonus | Features | |:---:|:--:|:---:| | 21st | +7 | Unrestrained, Apotheosis of Freedom, Chainbreakers Gaze, Ability Score Improvement | | 22nd | +7 | Never Held, Freedom of Sight | | 23rd | +7 | Divine Magic, Ability Score Improvement | | 24th | +7 | Unwoven Magic | | 25th | +8 | Unrestrained by Arawai, Ability Score Improvement |
### Sovereign Ascendant Features Pans's epic levels will allow her to gain the following features as she grows in power. #### Unrestrained You have slipped the shackles of your mortality, becoming truly ascendant and freeing you to approach true power. Embodying the primordial power of freedom, you do not age unless you wish to (if you do wish to you may do so in either direction). Additionally you cannot be forcibly aged, nor do you need to eat, breathe, or sleep, though you may choose do do so if you wish. You must still sleep in order to gain the benefits of a long rest, but are otherwise immune to the effects of Exhaustion. You no longer have a creature type, though if specifically targeted by an effect which would normally target Humanoids you must still make the saving throw, but with advantage. *For example if targeted by a 2nd level Blindness/Deafness, you make that saving throw at advantage. If you are included in a list of targets for a 4th level Blindness/Deafness you are not affected.* \columnbreak #### Apotheosis of Freedom You have all but broken free from the rules of the gods themselves, able to move through reality all but unimpeded by its attempts to hold you back. Despite the Weave and Aureons best efforts, you are now largely immune to the constraints of mortal sorcerers, and despite the rules of physics you seem to be largely unaffected. At 21st level, and at each subsequent level you gain in this class, you may select one of the following options, allowing you to become unrestrained from a fundemental aspect of reality. ##### Unrestrained by The Traveller You do not need to move, you may simply choose where you are. This effect is not teleportation and thus cannot be blocked by effects which prevent teleportation and similar effects. Instead of moving, you may instead choose to appear at any location you are aware of within 60 feet. You may do this out of combat to replace walking if you desire. In addition you and creatures you teleport cannot take damage due to teleportation misfires, and you gain access to the following Metamagic option: ___ **Warp Spell** ___ When you cast a spell with an area of effect you may apply this metamagic to rearrange reality within your magic. Spend 2 Sorcery points for each creature you affect, and move them to any other location within the area. ##### Unrestrained by Time You do not need to obey the rules of time, unless they suit you to do so. You are immune to the effects of the DM asking you to roll initative, and instead may take your movement, action, bonus action and reaction at any time of your choice within a round in combat. In addition you gain access to the following metamagic option. ___ **Quickest Spell** ___ You may apply this metamagic to reduce the casting time of a spell beyond the normal bounds, to impossibly short durations. You may spend the sorcery points listed below to shorten the casting time of a spell, and may select this option multiple times when casting a spell to reduce its casting time dramatically. | Decrease | Sorcery Point Cost | |:---:|:-----------:| | 10 minutes to 1 minute | 6 | | 1 minute to 1 action | 8 | | 1 action to 1 bonus action | 10 | | 1 bonus action to 1 reaction | 12 | \pagebreakNum ##### Unrestrained by Aureon Aureons petty rules mean nothing to you. Your spellcasting is replaced by a near unlimited reserve of magical power. When you cast a spell, you may roll 1d6. On a result of a 6, you retain the spell slot. Additionally, you may apply any number of Metamagic options to any spell you cast, and when a friendly spellcaster casts a spell within 60 feet of you, you may apply a metamagic option as if you were casting that spell. Lastly, you may use your Font of Magic feature to regain additional spell slots, as per the table below: | Spell Slot Level | Sorcery Point Cost | |:---:|:-----------:| | 6th | 9 | | 7th | 10 | ##### Unrestrained by Olladra You do not care for the random chance which helps guide reality. Luck points may not be expended against you and you are immune to any effect which is achieved through good or ill fortune (such as the abilities of a Misfortune Monk). Whenever you roll a d20 you may instead choose to roll 5d4. Lastly you gain access to the following metamagic option. ___ **Reliable Spell** ___ You may apply this metamagic to feed the weave directly into the spell you cast, disregarding the magical randomness of spellwork. When you do so you may expend 1 sorcery point per damage die you wish to replace, and forgo rolling that damage die and take the maximum result instead. *For example you may spend 2 sorcery points and convert a 5th level fireball into 8d6 + 12 fire damage*. ##### Unrestrained by Physics Pft, gravity. Pft friction. Pft physics in general. When you have to make a Dexterity, Strength or Constitution saving throw, you can make whichever one you would like to make. In addition you cannot be affected by a spell which uses friction, gravity or other physical phenomenon. In addition you are immune to the effects of momentum, allowing you to perfectly stop as an out of turn incidential (so you do not fall, and may immediately stop if you are shoved, pushed, or want to stop an instant before the ground to make yourself immune to fall damage). In addition you gain access to the following Metamagic option: ___ **Kinetic Spell** ___ When you cast a spell that requires a Strength, Dexterity or Constitution saving throw, you may apply this metamagic to twist the force of it. You may spend two sorcery points to change the saving throw to any other of those options. ##### Unrestrained by Chronicler You know know many things, you know the best things. When you make a Intelligence or Wisdom check you may spend 2 sorcery points to roll a 20 on the check. Alternatively you gain 1 sorcery point whenever you succeed on an Intelligence or Wisdom check. You also always know what the result of a non standard wish will be before a creature you can see would cast it. Additionally you gain the following Metamagic option: ___ **Esoteric Spell** ___ When you cast a spell that requires an Intelligence, Wisdom, or Charisma saving throw, you may apply this metamagic to twist the force of it. You may spend two sorcery points to change the saving throw to any other of those options. ##### Unrestrained by the Weave The weave cannot even begin to limit your powers. You are immune to any kind of effect that would prevent spellcasting (such as an *Antimagic Field*), all of your spells are cast as if they were 1 level higher. Also you may make any rolls for spells targeting you rather than the DM, and may elect for a creature to make a spell attack roll against you rather than forcing you to make a saving throw. Additionally you gain the following metamagic option: ___ **Dispassionate Spell** ___ When you cast a spell which targets a specific creature type, or has a list of valid creature type targets, you may spend 2 sorcery points to target any other kind of creature types as if they were a valid target for the spell. ##### Unrestrained by Kol Korra You can't be held back by such petty things as mortal currency. You always have enough gold, electrum or other coins to pay for any purchase from a store and are immune to taxes. Additionally you gain the following Metamagic option: ___ **Fiscal Spell** ___ When you cast a spell you may apply this metamagic by expending Sorcery Points equal to twice the level of the spell. When you do so, you do not need to provide any of the material components required for the spell. \pagebreakNum #### Chainbreakers Gaze As a bonus action while looking at any non-artefact door, restraint, spell or effect which imposes the grappled or restrained condition, you may end the effect. If the effect is a door or other similar restraint such as manacles, you may instead reduce the object to dust. Alternatively, you may use this ability to remove a 30 foot radius sphere in any non-artefact structure designed to imprison or otherwise restrain its inhabitants. ___ > ##### Note > Yes you are quite correct, this does imply the existence of artefact level doors. You have been warned. #### Ability Score Improvement When you reach 21th level, and again at 23rd, and 25th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Unlike normal, you can increase an ability score above 20 using this feature. #### Never Held At 22nd level any effect which would restrain, constrain, grapple, paralyse or otherwise imprison you automatically fails. If such an effect is applied to you, you may use your reaction to cause the origin of the effect to be affected by that instead. If the effect being applied requires concentration, it is considered to last for the duration. *For example if you were included in the area of a Hold Person, or someone tries to handcuff you, they are instead Held or handcuffed* #### Freedom of Sight Also beginning at 22nd level you gain a new degree of insight into the world around you. You are able to nonmagically perceive and speak from any location you are familiar with on the same plane, becoming blinded, deafened and muted in your current physical location. When you do so your physical body appears to fade partially from reality, and a spectral form of yourself appears in the location. #### Divine Magic You gain your first true taste of divine power, the ability to not only shape reality to your mind, but break it if you so desire. You may select the spells from the Divinity spells available at the end of the epic level descriptions. You can prepare a Divinity Spell by spending 10 minutes per spell. You gain two Divinity 1st spell slots and prepare up to 5 Divinity spells of your choice. Once you have used the Divinity 1st slot you regain it after a long rest. You gain an additional Divinity 1st spell slot when you reach 24th and 25th level, and can prepare an additional Divinity spell when you reach 25th level. After gaining this ability you are specifically not considered a God of Divine Rank, a fact which concerns and alarms a great many powerful individuals. \columnbreak #### Unwoven Magic Beginning at 24th level, all spells you do not need to perform any verbal or somatic components, and do no need a spellcasting focus in order to cast spells. You can also cast spells which require expensive material components to be expended provided those components are within 60 feet of you, where they are consumed as per normal. In addition with DM approval you may select a number of spells as indicated below to cast at will using Charisma as your spellcasting ability. These may be selected from any spell list, and you may select a lower level spell in the place of a higher level available slot if desired. **At Will:** *1 x 1st level, 2 x 2nd level, 1 x 3rd level, 1 x 4th level, 1 x 5th level* **Charisma mod/Short Rest:** *Freedom of Movement (with a casting time of 1 bonus action)* **1/Day Each:** *1 spell of any level cast at 8th level, 2 x 7th* ___ When you cast these spells their effects appear as if they are reverting the world to its natural state of being, undoing that which is broken or unfair. If a creature attempts to dispel or counterspell one of these spells, they are considered to be cast at 9th level. #### Unrestrained by Arawai You may never really die, as you have become unrestrained from even mortality itself. You cannot be reduced below 0 hit points while you have Sorcery Points remaining. Note this only refers to Sorcery Points granted by your Sorcerer levels. If you die while you have no sorcery points remaining, then you die permanently. \pagebreakNum
Reaper of the Sewn
\pagebreakNum # Aithira The fifth of Eos to commit to her epic destiny, Aithira is destined to be a a mythic hunter. Few can escape the hunt now, and her power only grows. Attempting to flee is fruitless, and attempting to hide will serve you no better. There are only two options, fight, or die. ___
##### Reaper of the Sewn | Level | Proficiency Bonus | Features | |:---:|:--:|:---:| | 21st | +7 | Timeless, Relentless Hunter, Predatory Form, Ability Score Improvement | | 22nd | +7 | Nowhere to Hide, Elusive | | 23rd | +7 | Feats of Myth, Ability Score Improvement | | 24th | +7 | Evergreen Magic | | 25th | +8 | Born Predator, Ability Score Improvement |
### Reaper of the Sewn Features Becoming the Reaper of the Swen will allow you to gain the following features as you grow in power. #### Timeless You could run forever, hunt forever, fight forever. You cease to age (though you may choose to continue to do so if you wish to), and become immune to all diseases and illnesses which might normally affect a mortal. In addition you are always in peak physical condition, requiring no exercise or training in order to maintain your strength. Your ability scores cannot be reduced below their current level by any means, you are immune to Exhaustion, and you do not need to eat, drink, or breathe if you do not wish to. Additionally, your creature type is *Celestial*. In addition you gain Expertise in Athletics, Stealth, Nature, Perception, Animal Handling, and Insight. #### Relentless Hunter The longer the hunt goes on, the harder it becomes for those you hunt to escape your reach. As a bonus action, you may designate any creature you can see as your Prey. Until you mark a different creature as your prey, you gain the following benefits against that creature: \columnbreak * You gain a bonus to your attack rolls equal to the number of attacks you have made against your Prey. *For example if you have made 2 attacks against the creature, you then gain a +3 bonus to your 3rd attack roll.* * You gain a 1d6 bonus to your damage rolls multiplied by the number of attacks you have made against your Prey. *For example when you hit with your 3rd attack roll against the creature, you deal an additional 3d6 damage.* In addition, the longer you hunt your target, the deadlier you become. When you reach either the time *or* the attack requirement listed in the table below, you gain the listed benefit. | Attacks | Time | Benefit | |:---:|:-----------:|:---| | 5 | 1 minute | When making an ability check against your Prey, you always roll the optimal result on the die. | | 10 | 10 minutes | Your target can no longer succeed on any Stealth checks made to hide or conceal its movements. | | 20 | 1 hour | You regain all expended abilities as if you had just completed a long rest (but not hit points). | | 50 | 8 hours | You may instantly *Teleport* or *Plane Shift* to your targets location, as applicable. | | 100 | 24 hours | Luck, weather, circumstances and creatures otherwise neutral to your target become hostile to it. | | - | 1 Week | Your Prey cannot regain abilities or hit points by completing a Short or Long Rest. | | - | 1 Year | Your Prey dies. | #### Predatory Form Your talents as a predator allow you to easily slip between forms which suit you. You may use the Druid Wildshape feature at will as a bonus action, with a maximum CR of 2 and no restrictions on the movement speeds you can gain from this feature. #### Ability Score Improvement When you reach 21th level, and again at 23rd, and 25th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Unlike normal, you can increase an ability score above 20 using this feature. \pagebreakNum #### Nowhere to Hide Beginning at 22nd level your foes find that those who try to shield themselves from you have their efforts eroded over time. Any defense designed to protect from, imprison, restrain or otherwise curtail you or a sufficienctly similar creature finds that over time their defenses begin to erode, crumble, and develop flaws. This damage takes exponentially more time and resources to repair. As a general rule, DCs to pick locks, dispel magic, or detect traps will lower, traps will malfunction, metal cell doors will rust at an unnatural speed and so on. #### Elusive Also beginning at 22rd level, you become almost impossible to pin down in a fight. When you are hit by an attack, you gain a +4 bonus to your AC, and may disappear in a cloud of leaves, gust of wind, or similar effect, reappearing within 10 feet of your original location. You gain the benefits of this ability each time you are hit, and the bonus lasts until the start of your next turn. #### Feats of Myth At 23rd level while others learn to weave the magic of creation itself, bending reality to their will, you learn to perform the kinds of mythic feats of which legends are made. When you complete a long rest you may perform a series of exercises intended to centre the mind and body, and through doing you may prepare a number of Feats of Myth, spending 10 minutes per Feat of Myth you wish to prepare. At 23rd level you may prepare 5 Feats of Myth from the list available at the end of this document and beginning at 25th level you may prepare up to 6 Feats of Myth. You may perform 2 Feats of Myth before needing to complete a long rest, at 24th level you may perform 3 before needing to complete a long rest, and at 25th level you may complete 4. #### Evergreen Magic Beginning at 24th level, you gain a 120 foot bonus to your movement speed, and your overland travel speed is multiplied by 4. In addition with DM approval you may select a number of spells as indicated below to cast at will using Wisdom as your spellcasting ability. These may be selected from any spell list, and you may select a lower level spell in the place of a higher level available slot if desired. **At Will:** *1 x 1st level, 2 x 2nd level, 1 x 3rd level, 1 x 4th level, 1 x 5th level* **Wis mod/Short Rest:** *Swift Quiver* **1/Day Each:** *1 spell of any level cast at 8th level, 2 x 7th* ___ When you cast these spells their effects appear as if created by nature, animals, or animalistic spirits. If a creature attempts to dispel or counterspell one of these spells, they are considered to be cast at 9th level. \columnbreak #### Born Predator You cannot die, so long as you still hold the will to hunt. While you have a creature marked as your Prey, you cannot suffer from Death, though you may still be reduced below 0 hit points. If this occurs, track any damage taken after you are reduced to 0 hit points as negative hit points. If your Prey dies while you are on negative hit points, you instantly become unconscious and begin making Death Saving Throws as per normal. If you are on an amount of negative hit points equal to your hit point maximum or greater, you instead behave as if you had suffered *Massive Damage* and are killed outright. \pagebreakNum
Deathless Legend
\pagebreakNum # Evelyn The final member of Eos to commit to her epic destiny, it is perhaps poetic that Evelyns dramatic return at the 11th hour would be reflected in her destiny, that of a deathless, reincarnate hero. Thoughts stray to the distant past, Lord Alstons unusual tale upon meeting Evelyn, an ancient hero who gave her life to protect those who could not protect themselves. Probably just a coincidence. ___
##### Deathless Legend | Level | Proficiency Bonus | Features | |:---:|:--:|:---:| | 21st | +7 | Timeless Hero, Deathless Wrath, Pure of Heart, Ability Score Improvement | | 22nd | +7 | Aura of Grace, Mythic Stories | | 23rd | +7 | Semi-Divine Casting, Ability Score Improvement | | 24th | +7 | Legendary Magic | | 25th | +8 | Once and Future, Ability Score Improvement |
### Deathless Legend Features Becoming a Deathless Legend will allow you to gain the following features as you grow in power. #### Timeless Hero You have died, returned, and found yourself rather unimpressed with the whole affair. You cease to age (though you may choose to continue to do so if you wish to), and become immune to all diseases and illnesses which might normally affect a mortal. In addition you are always in peak physical condition, requiring no exercise or training in order to maintain your strength. You do not need to sleep, eat, drink, or breathe if you do not wish to, and your creature type is *Celestial*. In addition at the deepest point in their sleep cycle while attempting to complete a long rest within 10 miles of you, Evil aligned creatures take Pure damage up to equal to your level, at your discretion. #### Deathless Wrath When death is dealt to you, you may return it in kind. Keep track of the raw damage you take, independent of any resistances or immunities you have, referred to as your Deathless Wrath, which last until you complete a long rest. If you die, your Deathless Wrath points immediately increase by an amount equal to your Hit Point Maximum. You may expend Deathless Wrath points to achieve the following effects: ##### Relentless As a bonus action you may expend up to your Hit Point Maximum's worth of Deathless Wrath points, regaining 1 hit point for every 2 points expended. ##### Smite You may expend any amount of Deathless Wrath points when you hit a creature with a weapon attack, dealing an additional 1 point of damage for every 2 points that you spend. ##### Martyr Casting As a bonus action you may expend Deathless Wrath points as per the table below to regain an expended spell slot. | Spell Level | Deathless Wrath Cost | |:---:|:-----------:| | 1st | 40 | | 2nd | 50 | | 3rd | 70 | | 4th | 80 | | 5th | 100 | ##### Rally After you succeed on a saving throw, you may expend 50 Deathless Weath points to select any friendly creature making a saving throw against the same effect, and reduce your overall result by an amount to grant it a bonus of equal size. You may trigger this effect multiple times, but cannot reduce your result to below 0 using this effect. *For example, if you rolled a 30 against a DC 20 effect, you could spend 100 points to provide two friendly creatures with a +5 bonus each, reducing your result to a 20.* ##### Wrathbringer As a bonus action, you may move a number of feet equal to the number of Deathless Wrath points you expend (rounded down to the nearest 5 feet). ##### Return If you die, you may spend all available Deathless Wrath points to return to life on 1 hit point. When you do so, you remain dead until the start of your next turn or when a trigger occurs that you would want to use your reaction on, at which point you return to life and stand from Prone. ##### Word of Vitality As a bonus action you may heal an allied creature within 30 feet of you for 1d8 per 10 points of Deathless Wrath you spend. \pagebreakNum #### Pure of Heart The purity of your heroism grants you several abilities. Evil creatures cannot willingly touch you (except to make weapon attacks and so forth), and they find your touch and gaze to be quite painful to suffer. While you are touching an evil aligned creature you may force them to make a Wisdom Saving throw against your Spell Save DC. On a failure, you learn the secret they most wish to keep from you, as well as the context required to understand it. Any magic cast by an evil mortal creature with a duration greater than 1 minute is instantly dispelled when you enter its area, which also causes the caster suffer the Frightened condition. This condition lasts for 1 hour, or until the creature succeeds on a Wisdom saving throw against your Spell Save DC at the end of its turn. Additionally, your care for those around you helps to shield others from harm. When you give a quest, errand, airtasker job, or otherwise entrust an important activity to a good aligned creature who is less powerful than yourself, you may touch them and provide them with a blessing. In their hour of greatest need while completing this activity, you become aware of the situation, and may speak up to 25 words of guidance to them. Lastly, whenever you slay an evil creature, a good aligned adventurer or hero begins their journey. #### Ability Score Improvement When you reach 21th level, and again at 23rd, and 25th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Unlike normal, you can increase an ability score above 20 using this feature. #### Mythic Stories When you reach 22nd level, you gain an innate ability to extend your awareness beyond your mortal form, and across the expanse of your legend. When creatures on the same plane as you begin speaking about your legend, your deeds, or even mention you by name, you instantly become aware of their direction and distance from you. In addition, you can hear this conversation as if you were a part of it, regardless of the distance in between. Beginning at 24th level, this extends to all planes which are not the home of a God (Note this specifies God as opposed to creature of Divine Rank, so it would work in the Feywild, Hell, etc). #### Aura of Grace Also beginning at 22rd level, learn to shield those around you from harm. When you end your turn while you are able to take damage, you may declare a number. All damage dealt to allies within 60 feet of you is reduced by an amount equal to this number, and you take this damage instead. For the purposes of maintaining concentration, you may treat any damage you suffer this way as either a single or multiple instances of damage, at your discretion. Attacks and spells which exclusively target you over other creatures within your Aura receive a bonus to their damage equal to the same number you declare. #### Semi-Divine Casting At 23rd level you learn to not only weave the magic of creation itself, bending reality to your will, but you also learn to perform the kinds of mythic feats of which legends are made. When you complete a long rest you may perform a series of exercises intended to centre the mind and body, and through doing you may prepare a number of Feats of Myth, spending 10 minutes per Feat of Myth you wish to prepare. At 23rd level you may prepare 2 Feats of Myth from the list available at the end of this document, and may perform one Feats of Myth before needing to complete a long rest. You gain two Divinity 1st spell slots and prepare up to 2 Divinity spells of your choice. Once you have used the Divinity 1st slot you regain it after a long rest. You can also prepare a Divinity Spell by spending 10 minutes per spell. When you reach 24th level you may either increase your number of Divinity Spell Slots & prepared Divinity Spells, or the number of Feats of Myth you may prepare and perform by 1. At 25th level you increase the option you did not select at 24th level. #### Legendary Magic Beginning at 24th level, all allied creatures within 60 feet of you deal an additional 1d8 radiant damage on all attacks and spells. In addition with DM approval you may select a number of spells as indicated below to cast at will using Charisma as your spellcasting ability. These may be selected from any spell list, and you may select a lower level spell in the place of a higher level available slot if desired. **At Will:** *1 x 1st level, 2 x 2nd level, 1 x 3rd level, 1 x 4th level, 1 x 5th level* **Char mod/Short Rest:** *Holy Weapon* **1/Day Each:** *1 spell of any level cast at 8th level, 2 x 7th* ___ When you cast these spells they are done so with techniques and words from ages past, or possibly ages to come. If a creature attempts to dispel or counterspell one of these spells, they are considered to be cast at 9th level. #### Once and Future While you may in fact die, it is never a true death as any would classify it. While you are dead, your body is perfectly preserved, unable to be subject to any effect which would prevent you from returning from death. Around wherever your body is laid to rest, life blooms, bringing increased prosperity, sunlight, happiness and joy to all nearby. As a reaction on your turn to a time of great need, you may return to life, instantly resurrecting as if you had been *Revivified*. You may take this reaction at any time while there exists at least once creature who believes in your eventual return. If it has been more than 1 week since your death, you return as if you had just completed a long rest, and if it has been longer than 1 year you return under the effects of the *Regenerate* spell, which lasts until you roll initiative against the cause of the time of need. \pagebreakNum
Epic Magic
\pagebreakNum ### Divinity Spells When you learn a Divinity 1st spell you may select from the following list. If a spell is exclusive to a particular character it is noted as such. #### Absolute Arrogance *Divinity 1st Metamancy* ___ - **Casters:** Bellis - **Casting Time:** 1 Action, or a reaction you could take in place of using the Rage feature - **Range:** Bellis (5 mile radius) - **Components:** V - **Duration:** 8 hours ___ When cast this spell allows Luke to take partial control of any adjectives used in the narrative. When the DM is describing anything, you may interject up to two adjectives per sentence. Additionally you size control of the DnD metadata. You may determine the typing of any thing Bellis is able to interact with in the game (note that this ability is only able to be used for narrative and comedic use, attempts to use it for any _notable_ mechanical advantages cause you to suffer unpleasant effects). #### Aegis *Divinity 1st Abjuration* ___ - **Casters:** All - **Casting Time:** 1 Reaction when you would be damaged by an effect or attack - **Range:** Self - **Components:** V, S - **Duration:** 1 hour ___ You shield yourself in divine power, protecting against all harm. Until the spell ends or until you cast this spell again you are immune to the damage type of the triggering effect or attack. If the effect had multiple damage types you may select which you wish to become immune to. This spell does not work on effects which deal _Pure_ damage. #### Altar to Grace *Divinity 1st Abjuration* ___ - **Casters:** Evelyn - **Casting Time:** 1 hour - **Range:** 5ft radius sphere - **Components:** V, S, M (A Holy Relic of personal importance to you) - **Duration:** Concentration. ___ You speak a complex ritual of divine grace and power, shielding yourself and those around you. So long as you remain alive, concentrating, and within the area of the spell, the area is under the effects of the Forbiddance spell, and cannot be dispelled by mortal magic. For each subsequent minute of the spell, its radius increases by 5 feet. \columnbreak #### Anvil of the Machine God *Divinity 1st Evocation* ___ - **Casters:** Bellis - **Casting Time:** 1 Action - **Range:** Special - **Components:** V, S, M (A Magical Hammer) - **Duration:** Instantaneous. ___ You raise a hand, and with it an anvil rises from the ground beneath your target as if the ground were liquid, as your divine hammer comes down from on high. When you cast this spell, select a point you can see within range. This spell targets a sphere around this point, which is as big as it is possible for the sphere to be while not containing any non hostile creatures and buildings. *For example, you may use this spell to target the interior of a building, and the area affected would include that building, but not expand any further if there are pedestrians on the street outside.* An anvil rises from the ground beneath this area, and your magical hammer comes down atop the anvil, crushing the target area between them. All structures and objects which are not of legendary of greater rarity are instantly reduced to rubble, and any creatures in the area must make a Strength saving throw against your spell save DC. On a failure, the creature takes 100 points of force damage, and is knocked prone. If a creature fails this saving throw by 5 or more, it is also stunned until the end of its next turn. In addition, if the magical hammer used as a component of this spell has any reasonable effects which apply upon a hit, these effects are applied to creatures which fail the saving throw. #### Blessing of Death *Divinity 1st Transmutation* ___ - **Casters:** Kya - **Casting Time:** 24 hours - **Range:** Special (Touch, or any creature which is a worshiper of you) - **Components:** V, S - **Duration:** Indefinite ___ You undertake a complex and intricate blessing, undertaking an ancient and powerful ritual to guide the creature through your domain. For the duration, or until the creature is affected by another Divine Blessing (any Divinity spell beginning with the word Blessing), the creature is fated to find its place in the afterlife as ordained by you. Also while under the effects of this spell you are always aware how many hit points the creature is on, and if it falls unconscious due to damage you may immediately grant it either one failed or one successful death saving throw. If a creature attempts to interfere with this process (such as with the spell Soul Cage) you may make a contested spellcasting ability check against the creature. On a success they do not gain the effects of the spell or ability used. \pagebreakNum #### Blessing of Steel *Divinity 1st Abjuration* ___ - **Casters:** Bellis - **Casting Time:** 24 hours - **Range:** Special (Touch, or any creature which is a worshiper of you) - **Components:** V, S - **Duration:** Indefinite ___ You undertake a complex and intricate blessing, undertaking an innovative and dangerous ritual to guide the creature through your domain. For the duration, or until the creature is affected by another Divine Blessing (any Divinity spell beginning with the word Blessing), the creature becomes unnaturally skilled at metalwork. It becomes proficient in two tools of your choice, and gains a 1d6 bonus to all tool checks. #### Blessing of Freedom *Divinity 1st Abjuration* ___ - **Casters:** Pan - **Casting Time:** 24 hours - **Range:** Special (Touch, or any creature who has been freed by you) - **Components:** V, S - **Duration:** Indefinite ___ You undertake a complex and intricate blessing, undertaking an innovative and dangerous ritual to guide the creature through your domain. For the duration, or until the creature is affected by another Divine Blessing (any Divinity spell beginning with the word Blessing), the creature becomes unnaturally difficult to restrain and imprison. It is under the effects of the spell *Freedom of Movement* at all times, which cannot be dispelled by normal magic. #### Blessing of Heroism *Divinity 1st Abjuration* ___ - **Casters:** Evelyn - **Casting Time:** 24 hours - **Range:** Special (Touch) - **Components:** V, S - **Duration:** Indefinite ___ You undertake a complex and intricate blessing, undertaking a divine ritual to bestow a blessing upon a creature. For the duration, or until the creature is affected by another Divine Blessing (any Divinity spell beginning with the word Blessing), the creature becomes naturally suited to bravery and heroism. It is under the effects of the spell *Heroism* at all times, which cannot be dispelled by normal magic. #### Burning Gaze *Divinity 1st Evocation* ___ - **Casters:** Pan - **Casting Time:** 1 Action - **Range:** Self (Sight) - **Components:** V, S, M (A drop of Lava) - **Duration:** Concentration. ___ Lava pours from your eyes, and fire shrouds you. For the duration of your concentration, you are immune to Fire damage, and gain a fly speed equal to your walking speed. In addition, as an action on subsequent turns you may select one creature, object, or structure you can see. The target takes 10d6 + 20 fire damage. #### Call of the End *Divinity 1st Evocation* ___ - **Casters:** Kya, Evelyn - **Casting Time:** 1 Action - **Range:** Self (Sight) - **Components:** V, S, M (The Ground Bones of a Lich) - **Duration:** Concentration. ___ Radiant light burns in your eyes, passing divine judgment upon the undead. As an action on subsequent turns after you cast this spell you may select a cone of up to 1 mile in length, in which all undead of CR 10 or lower within this cone are destroyed. #### Chains of Magma *Divinity 1st Abjuration* ___ - **Casters:** Pan - **Casting Time:** 1 action - **Range:** 120ft - **Components:** V, S, M (a mote of magma) - **Duration:** Concentration, up to 1 minute ___ You weave fire and bindings together, creating chains made of magma enscribed with divine power. A creature that you can see within 120 feet taked 10d6 fire damage and must make a Charisma saving throw, or be unable to move further from you than the distance between you. A creature that fails this saving throw is unable to move away from you, only closer. If you reduce the distance between you and the creature, it cannot move further away from you than the shortened distance. Creatures that fail this saving throw also take 10d6 fire damage for each subsequent turn that they are bound by these chains. #### Exaltation *Divinity 1st Abjuration* ___ - **Casters:** Kya, Evelyn - **Casting Time:** 1 Action - **Range:** 60ft - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You bless up to three creatures of your choice you can see within range. Whenever the target makes an attack roll or a saving throw before the spell ends, the target may roll an additional 1d10 and add the number to the roll. Additionally while you are concentrating on this spell the creature regains a number of hit points equal to your spellcasting ability modifier whenever it uses the additional die granted by this spell. \pagebreakNum #### Divine Shackles *Divinity 1st Abjuration* ___ - **Casters:** All - **Casting Time:** 1 Action - **Range:** 60ft - **Components:** V, S - **Duration:** Concentration, up to 1 year ___ You unleash divine shackles upon a creature, attempting to pin them in place and restrain them. The creature must make a Wisdom saving throw, or become restrained, grappled, paralysed, stunned, blinded, deafened, and becomes _Immovable_. Any time the creature is damaged while in this state it may reattempt the saving throw, but does so with disadvantage. #### Divine Banishment *Divinity 1st Abjuration* ___ - **Casters:** All - **Casting Time:** 1 Reaction taken when a creature targets you with a hostile effect. - **Range:** Special - **Components:** V, S - **Duration:** Concentration, up to 1 year ___ You unleash divine retribution upon a creature, hurling it through the planes. The creature must make a Charisma saving throw, or be instantly transported to a location on a plane you deem hostile to that creature, and cannot leave while you maintain concentration on this spell. If you successfully hold concentration upon this spell for the entire duration the creature then the creature cannot leave this plane by any means short of greater divine power. #### Grasp of the Machine God *Divinity 1st Evocation* ___ - **Casters:** Bellis - **Casting Time:** 1 Action - **Range:** 1200ft - **Components:** V, S, M (A Pair of Fabricated Gauntlets) - **Duration:** Concentration. ___ You create a pair of hands made from of a gleaming metal of your choice in two unoccupied spaces that you can see within range, each with a size category of your choice between Large and Awesome. The hands lasts for the spell’s duration, and they move at your command, mimicking the movements of your own hands. Each hand has a Strength of 30 (+10) and a Dexterity of 18 (+4). The hand doesn’t fill its space, and cannot be destroyed or harmed. When you cast the spell and as an incidental action on your subsequent turns, you can move each hand independently up to 120 feet and then cause one of the following effects with each of them. **Clenched Fist.** The hand strikes one creature, object, or structure within 15 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 + 10 force damage. **Forceful Hand.** The hand attempts to push a creature within 15 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is smaller than the hand, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your level. The hand moves with the target to remain within 5 feet of it. **Grasping Hand.** The hand attempts to grapple a creature within 15 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is one or more sized smaller than the hand, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 4d8 + 10. **Interposing Hand.** The hand interposes itself between you or a creature you choose and another creature you choose until you give the hand a different command. The hand moves to stay between the protected creature and the target, providing them with 3/4 cover against the target. The target can’t move through the hand’s space if its Strength score is equal to the hand’s Strength score, or they have the ability to move through otherwise impassable obstacles, such as with ethereal movement. #### Idols of Divine Sanctuary *Divinity 1st Abjuration* ___ - **Casters:** Pan - **Casting Time:** 1 week - **Range:** Self (5 mile radius) - **Components:** V, S, M (A holy symbol of a god) - **Duration:** 1 year ___ You ward an area against a divine beings influence, protecting it from all influence of that gods power. When you complete casting this spell you ward it against the influence of the god you select. Idols, perhaps stone statues or effigies of your image enscribed upon surfaces at the exterior of this area. Attempts made to call for Divine Intervention or to cast spells using the *Spellcasting* feature granted by Divine creatures made by mortals within this area automatically fail. #### Inferno Seal *Divinity 1st Abjuration* ___ - **Casters:** Pan - **Casting Time:** 1 Action - **Range:** Self (60 foot radius) - **Components:** V, S, M (a lump of charcoal) - **Duration:** Concentration, up to 1 minute ___ You enscribe a seal of fire unto the world, line of white hot flames spreading out from you at their epicentre in a colossal glyph of power. Whenever a spell, attack or effect would deal fire damage within this are you regain hit points equal to the damage dealt. \pagebreakNum #### Iron Legion *Divinity 1st Transmutation* ___ - **Casters:** Bellis - **Casting Time:** 1 Action - **Range:** 120ft - **Components:** V, S - **Duration:** Concentration, up to 1 hour ___ You cast the spell _Animate Objects_, but with 40 points rather than 10. #### Investiture of Power *Divinity 1st Transmutation* ___ - **Casters:** All - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 8 hours ___ You touch the divine spark within yourself and lend that power to yourself or another. For the duration of the spell you gain a flight speed of 120 feet, or increase your existing flight speed by that amount as you reveal wings of divine power. Additionally you shed bright Sunlight to a distance of 600ft and dim Sunlight to a distance of 1 mile. In addition for the duration of the spell once per turn when you deal damage to a creature an additional 1d20 _Pure_ damage, which may trigger on multiple creatures in the same round but not twice on the same creature. #### Judgement *Divinity 1st Abjuration* ___ - **Casters:** Pan - **Casting Time:** 1 Reaction, which you take when a creature makes an attack or casts a spell - **Range:** 60 feet - **Components:** V, S, M (A broken shard of mirror) - **Duration:** Instantaneous ___ You speak a word of divine retribution upon the actions of a creature, inflicting your judgement upon them for their transgressions. The creature you target suffers the maximum effects of whatever action it attempted to undertake, automatically failing the first saving throw required (if any). #### Malediction of the Grave *Divinity 1st Necromancy* ___ - **Casters:** Kya - **Casting Time:** 24 hours - **Range:** One Creature - **Components:** V, S, M (One Willing Creature who is killed during the spell) - **Duration:** Until triggered ___ You conduct a powerful ritual, weaving potent magic into the very soul and life of your target, a magical force to be unleashed in the event of their death. Over the duration of this spell, you ritually kill the target creature, and bring them back from the dead at the end of the spell. \columnbreak When the creature returns from the dead, it may sacrifice an amount of its hit point maximum, which remains unavailable to it until the spell is triggered. The creature must retain at least 1 hit point from its hit point maximum when it sacrifices these hit points. The next creature other than you to reduce the target of this spell to 0 hit points suffers an immediate and terrible curse, the strength of which is determined by how many hit points the target sacrifices. You may select from the below options, and may choose to apply multiple effects by spending the total number of hit points (though you may not select the same option twice), or discuss similar options with your DM. * **25 Hit Points:** For the next year, life recoils from the creature, plants it tends to die, its milk curdles at alarming rates, food becomes bland and tasteless, and generally nothing goes well. * **50 Hit Points:** The creature immediately fails its next ability check, attack roll, and saving throw. * **75 Hit Points:** The creature cannot regain any hit points it currently lacks for 1 year. * **100 Hit Points:** The creature immediately fails all death saving throws, which lasts until its next long rest. If it is reduced to 0 hit points in this state, the creature dies instantly. * **125 Hit Points:** The creature suffers a point of exhaustion, which cannot be removed until 1 year has passed. * **150 Hit Points:** Loved ones of the creature will immediately suffer up to 150 points of damage in calamities and random events of ill fortune. * **200 Hit Points:** Should the creature that killed you die in the next year, it will remain in the moment of its death in whatever form that suffering takes, unable to die, but unable to return to life, for the duration of 1 year. After this year, the creature passes on. #### Mass Revivify *Divinity 1st Evocation* ___ - **Casters:** Kya - **Casting Time:** 1 Action - **Range:** 120ft - **Components:** V, S - **Duration:** Instantaneous ___ You may select up to 5 dead creatures within 120 feet of you which have died in the last hour. Each of these creatures have their souls immediately returned to them, and return to life on 1 hit point and standing up. This spell also restores any missing limbs, heals any mortal injuries, cures any diseases or poisons, and removes any curses the creatures are under. \pagebreakNum #### Mass Timestop *Divinity 1st Chronomancy* ___ - **Casters:** Bellis - **Casting Time:** 1 Action - **Range:** 120ft - **Components:** V, S - **Duration:** Instantaneous ___ Time bends entirely to your will, folding in upon itself to create a brief bubble where the seconds do not pass as they should. Time ceases to flow for all creatures except those you select within range. You and all these creatures may immediately take 5 turns as if in initiative, allowing you to move and act as normal so long as none of the creatures leave the range of the spell for the duration. If any creature leaves the range of the spell, or if any of the actions or other effects you create within this time affect a creature not affected by the spell, then the spell immediately ends. #### Metaphysical Apotheosis *Divinity 1st Metamancy* ___ - **Casters:** Bellis - **Casting Time:** 1 Action - **Range:** Touch - **Components:** V, S, M (Bullshit) - **Duration:** Instantaneous ___ You reach through worlds, drawing upon the properties of materials across vast distances and eons past. Up to a 30ft cube of material that you are touching is imbued with a unique property from the list below. This property lasts until the material is destroyed, or this spell is cast upon it again. | Prefix | Property | |:---:|:-----------| | Dura | The material is unbreakable by mortal hands. | | Turbo | Any construction made of this material moves far faster than it should. | | Vibro | The material gains the Vorpal property | | Holo | The material exists in both the material and ethereal planes. | | Transpara | The material is Invisible | | Plasti | The material is astonishingly breakable | | Synth | The material does not detect as it should to divination effects | | Hyper | Whatever existing properties the material had are amplified | | Mando | Creatures feel tentative to start fights against people using this material | | Replusor | The material repels a different material or creature of your choice | | Roto | The material is far better at rotating than it should be | The specific mechanical implications of constructions made from these materials are determined by the DM for balance reasons. #### Panascea *Divinity 1st Evocation* ___ - **Casters:** Kya, Evelyn - **Casting Time:** 1 Action - **Range:** Touch - **Components:** S - **Duration:** Instantaneous ___ You touch a living creature, instantly restoring it to the epitome of its health. When you do so the creature is instantly restored to maximum hit points, and gains a number of temporary hit points equal to its hit point maximum. Additionally it is cured of all status conditions affecting it, and any diseases, ailments, curses, poisons or similar malicious effects which could negatively affect the creatures life. For the next year and a day the creature cannot become diseased and suffers no ill effects from its age. This spell does not extend the creatures lifespan, but can be used to ensure that a creature can live its life to the best of its ability. #### Path to the Beyond *Divinity 1st Conjuration* ___ - **Casters:** All - **Casting Time:** 1 Action - **Range:** Sight - **Components:** V, S - **Duration:** Concentration, up to 1 hour ___ You conjure a portal linking an unoccupied space you can see within range to a precise location you are familiar with. The portal is a circular or rectangular opening, which you can make 5 to 5000 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back at each location where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other location, appearing in the unoccupied space nearest to the portal. Deities of divine rank 9 can prevent portals created by this spell from opening in their presence or anywhere within their domains. #### Penitence for the Damned *Divinity 1st Necromancy* ___ - **Casters:** Kya - **Casting Time:** 1 Reaction which you take when a creature is killed - **Range:** Sight - **Components:** V, S, M (The Soul of your Target) - **Duration:** Until triggered. ___ You reach out to the soul in its moment of transition, just as it would pass beyond, and offer it a chance at redemption. You may state up to three tenants (such as "Do no harm"), with the approval of the DM. If the creature is willing to live its life by these tenants and accepts the consequences of breaking them, it is Reincarnated as per the spell in a location in the material plane of your choosing. \pagebreakNum If the creature breaks any of these tenants, it immediately dies, and its soul is destroyed. If the creature dies without having broken any of these tenants, you may choose to direct its soul to a more appropriate afterlife. If a creature does not agree to the tenants, its soul continues to the afterlife as normal. #### Power Word Metamorphysis *Divinity 1st Transmutation* ___ - **Casters:** Bellis, Pan - **Casting Time:** 1 action - **Range:** Sight - **Components:** V, S - **Duration:** Instantaneous ___ You transmute any non-living, non-magical matter within a 120-foot radius sphere centered on a point you can see within range. The matter changes into a different material of your choice. You can change all matter within the sphere into one material, or you can change different types of matter into different materials. A new material can be anything, so long as you have seen it before. It then replaces the old material, occupying the same space, size, and shape the old one did. *For example, you could turn an iron sword with a gold pommel into an adamantine sword with a diamond pommel, or transform all of it into acid. You could transform molten rock into a flower-scented breeze, fire into wine, and anything in-between.* #### Power Word Life *Divinity 1st Transmutation* ___ - **Casters:** All - **Casting Time:** 1 Action - **Range:** 120ft - **Components:** V - **Duration:** Instantaneous ___ You speak an ancient and impossibly powerful word, bestowing pure life force into the world. When you cast this spell, select one clearly distinct object you can see within range. This object comes to life, even if it could not otherwise do so (the DM determines its statistics). #### Prescience *Divinity 1st Divination* ___ - **Casters:** Bellis - **Casting Time:** 10 Minutes - **Range:** Touch - **Components:** V, S, M (An hourglass and Smugness) - **Duration:** 8 hours ___ You look into the future, gaining glimpses of the future before they would happen. When you cast this spell, you gain a 3 Moments of Prescience. Before you make a skill check, attack roll, or saving throw you may use your reaction to expend a Moment of Prescience and cast a non divinity spell which can target you with a casting time of 1 action on yourself before you make the roll. \columnbreak #### Prophetic Curse *Divinity 1st Necromancy* ___ - **Casters:** Kya - **Casting Time:** 1 Action - **Range:** Touch - **Components:** V, S, M (The Soul of a Witch) - **Duration:** Until triggered. ___ You touch a single creature or object, and define a particular outcome or event involving that target, however broad or narrow it may be. If that outcome or event is ever about to occur, you become instantly aware of it and can use your reaction to take one action as if you were standing next to the target. You can attack the target, manipulate an object, cast a spell, or do anything else you can do in one action, affecting the target and anyone else present, though you are not actually there and cannot be perceived or affected. #### Purge the Living *Divinity 1st Evocation* ___ - **Casters:** Kya - **Casting Time:** 1 Action - **Range:** 60ft - **Components:** V, S - **Duration:** Instantaneous ___ You may select up to 5 hostile creatures you can see within range. Each of these creatures must make a Constitution saving throw against your spell save DC, and creatures with an unnaturally extended lifespan (such as by the _Clone_ spell make the saving throw with disadvantage. On a failure they take 100 points of _Pure_ damage. Creatures that fail this saving throw by 5 or more must also make a Death saving throw. On a failure, they die. #### Shapechange *Divinity 1st Transmutation* ___ - **Casters:** All - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 hour ___ You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form. \pagebreakNum You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, you hit points remain at their current value. #### Shroud of Silence *Divinity 1st Evocation* ___ - **Casters:** Kya - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 hour. ___ You draw a cloak of death about yourself, shielding you from moral hands. For the duration of the spell, any mortal who touches you (including to make any kind of melee attack) must make a Constitution saving throw vs your Spell Save DC or die. #### Shroud of Friendship *Divinity 1st Transmutation* ___ - **Casters:** Pan - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 hour. ___ You draw a cloak of familiarity about yourself, subtly altering your appearance, words and gestures to suit your circumstances. For the duration of the spell, any mortal who sees or interacts with you interprets you as a friendly and trusted person they know well, allow you access to restricted places they probably shouldn't, buy you coffee, and generally act in a fashion favourable to your ends. \columnbreak #### Shroud of Invention *Divinity 1st Evocation* ___ - **Casters:** Bellis - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 hour. ___ You draw a cloak of transformative magic about yourself, allowing you to alter the world around you. For the duration of the spell, you may use an action to cast the spell *True Fabricate* without expending a spell slot. #### Shroud of Light *Divinity 1st Evocation* ___ - **Casters:** Evelyn - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 hour. ___ You draw a cloak of brilliant light about yourself, shining through any amount of darkness. For the duration of the spell, no magical darkness may exist within your sight, and whenever you are hit by a melee attack all friendly creatures you can see regain 1 hit point. #### Starfire Wrath *Divinity 1st Evocation* ___ - **Casters:** Pan - **Casting Time:** 1 Action - **Range:** 5ft - **Components:** V, S, M (Any source of heat) - **Duration:** Concentration, up to 10 minutes ___ You conjure a flaming sphere burning with firey power. A tiny *Sun* appears between your hands, and begins to grow by one size category per round, up to Awesome in size. As a bonus action you may move this *Sun* up to 500 feet to a location you can see within range. All creatures, objects, and structures that start their turn within 10 times the radius of the *Suns* size category must make a Constitution saving throw against your spell save DC or take 8d6 Fire damage. This fire damage bypasses any resistances, and treats all resistances as immunity. You are immune to all damage caused by this spell. #### Unerring Strike *Divinity 1st Evocation* ___ - **Casters:** All - **Casting Time:** 1 Action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You touch a creature and imbue it with divine accuracy. For the duration of the spell the creature rolls the minimum amount needed for it to hit a creature it targets with an attack roll. \pagebreakNum #### Weaveburn *Divinity 1st Evocation* ___ - **Casters:** Pan - **Casting Time:** 1 Action - **Range:** Self (120 foot aura) - **Components:** V, S, M (1 nonmagical spellcasting focus, which the spell consumes) - **Duration:** Concentration, up to 1 minute ___ You reach out with flaming hands, grasping the very material of the weave itself and setting it alight. Bright light fills the area, and whenever a spell is cast within this area the colour of the light changes to match the thematics of the spell and the spellcaster. Whenever a hostile creature within this area attempts to cast a spell it must make a Constitution saving throw against your spell save DC, taking 10d6 + 1d6 fire damage per level of the spell they cast or half as much on a successful saving throw. When a creature casts a Divinity spell within this area, it instead takes 30d6. #### Winds of Time *Divinity 1st Transmutation* ___ - **Casters:** All - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 hour ___ You touch a creature, shifting through space and time to allow it to move at speeds beyond comprehension. Until the end of the spell the creatures movement speed becomes 2400ft, it cannot be targeted with attacks of opportunity, attack rolls against it have disadvantage, it may take the Dash action as a bonus action, may run across liquids as if they were solid surfaces, and ignores all difficult terrain. While under the effects of this spell the creature cannot be grappled or restrained, and has advantage on Dexterity saving throws, initiative checks and acrobatics checks. Once before the spell ends, the creature may put on a burst of speed, allowing it to appear anywhere on the same plane that it could navigate to on foot. When it does this it takes a single level of exhaustion. #### Windsinger *Divinity 1st Transmutation* ___ - **Casters:** All - **Casting Time:** 10 minutes - **Range:** Self (100 mile radius) - **Components:** V, S, M (Lightning) - **Duration:** Concentration, up to 1 year ___ You begin to sing a soft tune, an enchanting and enthralling tune which whispers to the very winds themselves. While you are concentrating, you have perfect control over the weather within the radius of the spell, and are able to change it at a moments notice. While you control this weather, you may knock over fragile structure, make mundane archery impossible, and generally replicate the effects of any weather which is normally possible. #### Bane of the Wizard Cabal *Divinity 1st Metamancy* ___ - **Casters:** Bellis - **Casting Time:** 1 Action - **Range:** Touch - **Components:** V, S, M (Corporate greed) - **Duration:** Instantaneous ___ You reach through worlds, drawing upon all the intellectual property which supports the ecosystem you operate in with the unassailable belief it belongs to you. Up to a 30ft cube of material that you are touching is imbued with a unique property from the list below. This property lasts until the material is destroyed, or this spell is cast upon it again. | Prefix | Property | |:---:|:-----------| | Artificer | The material is much better at going through revisions. | | Barbarian | The material is quite dense, but strong like ox. | | Bard | This material is haunted by sexy saxophone music which rather limits its potential. | | Cleric | People tend to perceive this material as boring until they have suffered damage. | | Druid | The material disagrees with metal weapons and armour for some reason. | | Fighter | While appearing very plain, this material can be customised to surprising levels. | | Mystic | The material does a very poor job of pretending to not be magical. | | Monk | This material looks like it should be way cooler than it actually is. | | Paladin | Creatures tend to assume that whenever the material is made from is Lawful Good. | | Ranger | The material looks and feels rather lacklustre outside of extremely specific circumstances. | | Rogue | The material gains the benefits of the Orphan background, but weirdly also comes with a certificate attesting that it does not have a home. | | Sorcerer | The material is a lacklustre version of the Wizard material, is inexplicably good at annoying people who have to put in hard work | | Warlock | No one trusts this material to make good decisions. | | Wizard | The material is extremely versatile if you have the time to prepare but is also really expensive. | The specific mechanical implications of constructions made from these materials are determined by the DM for balance reasons. \pagebreakNum
Enemy Divinity Spells
\pagebreakNum #### Mantle of Marrow *Divinity 1st Evocation* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ Your bones become magically infused with regenerative power, and push shards of bone out through every pore. An opaque, blinding cloud made up of shards of bone and marrow extends around you in 30 feet in every direction, and moves with you. Creatures other than yourself who move in this space take 1 point of damage for each foot they willingly move, and an additional 5 points of damage whenever they take an action (including bonus actions and reactions) or attack in that space. #### Reflected Reality *Divinity 1st Evocation* ___ - **Casting Time:** 1 Reaction (Which you take in response to a mortal spell or Divinity spell of 1st level you see being cast) - **Range:** Special - **Components:** V, S - **Duration:** Instantaneous ___ You react to alterations in the weave, inverting and reflecting it. The effects of the spell are inverted (at the discretion and description of the DM). This spell may not always be possible to be cast depending on the target, however the DM will warn you if it would have no effect. #### Exsanguinate *Divinity 1st Evocation* ___ - **Casting Time:** 1 Action - **Range:** One Creature you can see - **Components:** V, S - **Duration:** Concentration, up to 10 minutes. ___ You gaze upon a creature, and draw its blood to you. The target must make a Constitution saving thow vs your Spell Save DC or take 200 points of pure damage (healing you for the same amount), or half as much on a successful saving throw. Each time the target takes an action while you concentrate, it takes 50 points of damage, and you regain 50HP. \pagebreakNum
Feats of Myth
\pagebreakNum ### Feats of Myth When you learn a Feat of Myth you may select from the following list. If a feat is exclusive to a particular character it is noted as such. #### Evolving Defense *Defensive Feat of Myth* ___ - **Characters:** Red - **Action Cost:** 1 Action - **Target:** One Creature you can see - **Duration:** Until the creature changes the way it fights, or you use this ability on another creature ___ You may use this Feat of Myth to learn from your enemy and evolve your skills to match their particular style of combat. Each time your target attacks or begins a turn while you can see it, you gain a +1 AC bonus against them. #### Unstoppable Blow *Offensive Feat of Myth* ___ - **Characters:** All - **Action Cost:** None - **Target:** One creature you hit - **Duration:** Instantaneous ___ You may use this Feat of Myth to hurl your enemies beyond the horizon, though this makes it hard to continue the fight. When you hit a creature with a weapon attack you may use this Feat of Myth to shove that creature away from you in a straight line until it meets a sufficiently solid surface to break it's momentum (such as a mountain or castle wall, don't throw them into space please). When they impact they take the maximum amount of fall damage. #### Warriors Legacy *Narrative Feat of Myth* ___ - **Characters:** All - **Action Cost:** 1 Action - **Target:** Your weapon - **Duration:** Indefinite ___ You may use this Feat of Myth to pass down the tools of your craft to those who would be worthy. When you use this Feat of Myth you may embed your weapon in any solid object within range. Only you or a successor you would deem worthy may remove it once it has been embeded in this way. #### Walk Between The Rain *Defensive Feat of Myth* ___ - **Characters:** Red, Aithira - **Action Cost:** 1 Action - **Target:** Self - **Duration:** Until you attack or cast a spell ___ You may use this Feat of Myth to avoid any blow, escape any mortal peril, protecting you completely from weapons. Until this is broken, you cannot be hit by or take damage from any effect which requires an attack roll. \columnbreak #### Conceptual Agility *Defensive Feat of Myth* ___ - **Characters:** Red, Aithira - **Action Cost:** Out of turn incidental - **Target:** One hostile effect or concept - **Duration:** Until you use this Feat of Myth on another target ___ You may use this Feat of Myth to dodge even that which does not truly exist. When you are targeted by a hostile effect or concept (with DM approval, don't get cheeky and say disadvantage), you may use your reaction to dodge it, rendering yourself completely immune to its effects. #### Faster Than Thought *Offensive Feat of Myth* ___ - **Characters:** Red - **Action Cost:** 1 reaction - **Target:** Self - **Duration:** Instantaneous ___ You may use this Feat of Myth to react with a preternatural agility and speed. When a creature takes an action which would trigger a reaction from you, you may use your reaction to immediately take one action. This action occurs entirely before the action of the creature who triggered this ability. #### Mighty Burden *Narrative Feat of Myth* ___ - **Characters:** Aithira, Evelyn - **Action Cost:** 1 Action - **Target:** One object - **Duration:** Until you put the object down ___ You may use this Feat of Myth to wield the mightiest of burdens with an impossible ease. Select one object you are able to get a handhold on, and lift it above your head. You can carry this object, regardless of its weight, until you set it down again. You feel quite sore the next day. #### Legendbreaker *Offensive Feat of Myth* ___ - **Characters:** All - **Action Cost:** 1 Reaction - **Target:** One non-artefact magical weapon or piece of armour - **Duration:** Instantaneous ___ You may use this Feat of Myth to break all but the most powerful of magic. As a reaction to being hit by a magical weapon which is not an artefact you may parry it, breaking the weapon upon your own and rendering it nonmagical, useless, and broken. Alternatively when you hit a creature with your weapon you may use your reaction to shatter one piece of magical armour which is not an artefact, rendering it nonmagical, useless, and broken. Weapons broken in this fashion may be reforged as part of a sufficiently legendary quest. \pagebreakNum #### Mythic Endurance *Defensive Feat of Myth* ___ - **Characters:** All - **Action Cost:** 1 reaction - **Target:** Self - **Duration:** Until you are safe ___ You may use this Feat of Myth to ensure the mightiest of trials, and the most hostile of environments. When you are subject to an environment or terrain which would cause harm to your body (such as the cold depths of space, or the plane of Negative Energy), you may use this Feat of Myth to endure past it. Until you are safe, you suffer no effects from this environment. #### Line in the Sand *Defensive Feat of Myth* ___ - **Characters:** Red, Evelyn - **Action Cost:** 1 Action - **Target:** Self - **Duration:** Until you move ___ You may use this Feat of Myth to sink into a meditative focus, fending off all who would approach, allowing the tide of battle to wash over you like a wave on a rock. Until you break this Feat of Myth you are immune to the effects of Exhaustion, and may take a reaction each turn in combat, rather than each round. Whenever you defeat a significantly dangerous foe or number of foes (at the DMs discretion), you gain the benefits of a short rest. #### Idol of Blood and Steel *Narrative Feat of Myth* ___ - **Characters:** Red, Evelyn - **Action Cost:** 10 Minutes - **Target:** 1 army who you lead - **Duration:** Until you are reduced to 0 hit points ___ You may use this Feat of Myth to lead those that follow you against the most impossible odds, rallying them behind your legend. Until this Feat of Myth ends the army you lead are immune to the Frightened condition, and whenever you make an attack roll any creatures in that army may repeat a saving throw against any ongoing hostile effect it previously failed against. #### One Shall Live *Narrative Feat of Myth* ___ - **Characters:** All - **Action Cost:** None - **Target:** 1 creature you deem to be a worthy foe - **Duration:** Until you or your foe are defeated ___ This Feat of Myth allows you to challenge even the most impossible odds, evening the playing field to give you a fighting chance. For the duration of this Feat of Myth neither you nor your target can suffer from Advantage or Disadvantage on attack rolls, skill checks, or saving throws made against one another. \columnbreak #### Steel Wind *Offensive Feat of Myth* ___ - **Characters:** Red, Aithira - **Action Cost:** 1 Bonus Action - **Target:** Self - **Duration:** Until you stop moving or take a turn without making an attack roll ___ A wind which carries blood and iron blows behind you, pushing you onwards and through your foes. For the duration of this Feat of Myth whenever you make an attack roll you may move up to your movement speed without provoking attacks of opportunity, and you cannot be restrained, grappled, or have your speed reduced. #### Bane of Armies *Offensive Feat of Myth* ___ - **Characters:** Red, Evelyn - **Action Cost:** None - **Target:** All hostile creatures that can see you - **Duration:** Instantaneous ___ Your prowess as a warrior is truly formidable, and those who would fight you must be brave indeed. You may use this Feat of Myth when you slay a powerful foe to force all creatures who can see you to make a Wisdom saving throw against your Feats of Myth DC. On a failure, they become Frightened of you. This fear lasts until they see you defeated in battle, or hear a sufficiently inspiring tale of your defeat. #### Vorpal Blow *Offensive Feat of Myth* ___ - **Characters:** All - **Action Cost:** None - **Target:** One creature you hit - **Duration:** Instantaneous ___ The Vorpal Sword may be the stuff of legends, but your skill at arms is mythic. When you hit a creature with a weapon attack that deals Slashing damage and roll a 20 on the die, you may use this Feat of Myth to decapitate your foe. Unless the creature you hit is a God, Titan, or similar entity, it is decapitated and dies. This places no restriction on the size of the creature you target. #### Seek the Horizon *Offensive Feat of Myth* ___ - **Characters:** Aithira - **Action Cost:** 1 Action - **Target:** Self - **Duration:** 1 hour ___ Your arrows seek those at whom you fire, regardless of the distance between. All ranged weapons you wield have a range of Sight, and should a target move between you firing an arrow and it arriving at its destination, the arrow will simply curve through the air to seek out its target. Additionally, your arrows pass through any amount of cover between you and the target, provided you can see your target. \pagebreakNum #### Feathered Tempest *Offensive Feat of Myth* ___ - **Characters:** Aithira - **Action Cost:** 1 Action - **Target:** Sight (1 Mile Circle) - **Duration:** Instantaneous ___ You draw and fire a single arrow into the sky, which falls instead as a storm of arrows. All hostile within a 1 Mile diameter circle you can see take damage equal to 20 + the maximum result of your normal weapon damage. #### Veiled Step *Narrative Feat of Myth* ___ - **Characters:** Aithira - **Action Cost:** 1 Action - **Target:** Self - **Duration:** Concentration. ___ You blend perfectly into the background, allowing the world to hide you. For the duration of your concentration, you cannot be perceived, unless you attack, cast a spell, or end your turn within 5 feet of a creature. While you are concentrating in this fashion, you do not need to be hidden or even obscured from a creature in order to hide you from its sight. #### Tremors of the World Heart *Offensive Feat of Myth* ___ - **Characters:** Evelyn - **Action Cost:** 1 Action, or a Reaction you take when you hit the ground from a fall. - **Target:** Self (10 Mile Radius) - **Duration:** Instantaneous. ___ You strike the ground with such force that the very bones of the earth seem to shake. All creatures on the ground within a 10 mile radius of you must succeed on a Strength Saving throw, or fall prone. This also affects any creatures usually immune to the Prone condition due to size or arrangement of limbs. All structures within the area take 200 points of force damage, and any creature concentrating in the area who fails the saving throw must also succeed on a Concentration check made at disadvantage. #### Road of Dust *Narrative Feat of Myth* ___ - **Characters:** Aithira - **Action Cost:** 1 Action, or 1 Reaction you take when you are targeted by a skill check or spell intended to track you. - **Target:** Self - **Duration:** Instantaneous ___ You slip the pursuit of any creatures who may be attempting to track you or your companions. When you use this Feat of Myth, all creatures tracking you, pursuing you, or researching you instantly loose you. This effect also protects to any creatures who are traveling with you at the time. This may cause hunters to become lost in the woods, scholars to misplace a vital clue, or other similar events. The time it takes for your pursuers to refind your trail is reflective of their skill, but is never shorter than 1 day. #### Strength of the Mountain *Narrative Feat of Myth* ___ - **Characters:** Evelyn - **Action Cost:** 1 Action - **Target:** Self - **Duration:** Instantaneous. ___ You may use this Feat of Myth perform an impossible feat of strength. When you are confronted with an Athletics check which would otherwise not be possible to roll for, you may use this feat to allow you to roll anyway. When you do so, you are considered to have Mastery in Athletics (multiply your Proficiency bonus by 3). #### Weave of Steel *Offensive Feat of Myth* ___ - **Characters:** Red - **Action Cost:** 1 Bonus Action. - **Target:** Self - **Duration:** Concentration. ___ You may use this Feat of Myth draw from the weave and infuse all bolts with arcane energy. Until your concentration is broken, you regain all expended uses of your Arcane Shot feature whenever you finish a turn, and can use one arcane shot per attack you make, rather than the usual limit. #### Shield of Mercury *Defensive Feat of Myth* ___ - **Characters:** Red - **Action Cost:** 1 Action. - **Target:** Self - **Duration:** Concentration, until you attack or cast a spell. ___ You may use this Feat of Myth to face an endless tide of attacks, bending beneath their fury but redirecting it to your foes. Whenever a weapon attack roll hits you while you are concentrating on this Feat of Myth, you disarm the attacker of their weapon or catch the projectile from the air. Immediately after it hits, you may select a creature within the 60 feet of you, and throw the weapon or projectile at that creature, using the original attack and damage roll (without any damage riders or on hit features such as Smites). #### Cut the Ties *Offensive Feat of Myth* ___ - **Characters:** Red - **Action Cost:** None. - **Target:** One Creature you hit - **Duration:** Instantaneous ___ You may use this Feat of Myth to cut through the very weave of magic itself, unraveling the fabric of magic as it flows through your enemy. When you hit a creature with a weapon attack, you may use this Feat of Myth to force the creature to make a Concentration check as it normally would against your weapons damage. On a failure, all ongoing mortal magical effects and enchantments the creature has created over its life break, unraveling back into the weave. This dispels ongoing magical effects such as *Teleportation Circles*, and renders magical items inert and nonmagical. \pagebreakNum #### Crimson Anointment *Narrative Feat of Myth* ___ - **Characters:** Red - **Action Cost:** Special. - **Target:** One weapon not currently anointed. - **Duration:** Permanent. ___ You may use this Feat of Myth to anoint a weapon you use, imbuing it with a legacy derived from your impossible skill. When you kill a Legendary creature, you may use this Feat of Myth to anoint your weapon. When a creature other than you is using this weapon they may use the fighter ability Action Surge once. Once they have done so, the weapon looses its anointment. #### Verdant Anointment *Narrative Feat of Myth* ___ - **Characters:** Aithira - **Action Cost:** Special. - **Target:** One weapon not currently anointed. - **Duration:** Permanent. ___ You may use this Feat of Myth to anoint a weapon you use, imbuing it with a legacy derived from your impossible skill. When you kill a Legendary creature, you may use this Feat of Myth to anoint your weapon. Once when a creature other than you rolls initiative while using this weapon they may cast the spell *Ensnaring Strike* at will for the duration of the encounter. Once they have done so, the weapon looses its anointment. #### Radiant Anointment *Narrative Feat of Myth* ___ - **Characters:** Evelyn - **Action Cost:** Special. - **Target:** One weapon not currently anointed. - **Duration:** Permanent. ___ You may use this Feat of Myth to anoint a weapon you use, imbuing it with a legacy derived from your impossible skill. When you kill a Legendary creature, you may use this Feat of Myth to anoint your weapon. Once when a creature other than you rolls initiative while using this weapon they may increase their Strength score by 6 for the duration of the encounter. Once they have done so, the weapon looses its anointment. #### Green Railroad *Narrative Feat of Myth* ___ - **Characters:** Aithira - **Action Cost:** Special (24 hours). - **Target:** Yourself and any companions (regardless of willingness). - **Duration:** 24 hours. ___ You may use this Feat of Myth to slip through nature with an unnatural ease, crossing unfathomable distances with little effort. When you use this Feat of Myth, name a destination which could be walked to from your current location, and begin to walk there. You arrive at the destination after 24 hours of travel, regardless of the intervening distance. If your destination cannot be walked to, you instead intuit an appropriate starting point from which this Feat of Myth could be used. #### Predator of the Weave *Offensive Feat of Myth* ___ - **Characters:** Aithira - **Action Cost:** 1 Reaction, after you are targeted with a magical ability which uses a resource - **Target:** The creature who triggered the reaction. - **Duration:** Instantaneous ___ You may use this Feat of Myth to harm the very weave of magic itself when a foe seeks to harm you. Lashing out at the weave, it recoils and refuses to return to the form which wrought you harm. When you use this reaction, the creature who targeted you is unable to take the same action again, and cannot regain any resources expended to use the ability. This effect lasts until you use it again on the same creature, though you may use it on a different creature. *For example, you may use this ability when a monster uses a recharge ability to prevent it from regaining that ability or rolling the recharge, or you may use it when a creature targets you with Wish to prevent it from casting Wish again, and to prevent it from regaining its 9th level spell slot.* #### Godkillers Reach *Offensive Feat of Myth* ___ - **Characters:** Aithira - **Action Cost:** 1 Action - **Target:** One Creature - **Duration:** Instantaneous ___ You may use this Feat of Myth to make a single attack against any creature you are familiar with, regardless of your location or its. When you do so, roll to hit as normal. If you hit, you deal damage as normal (and may smite if you wish), but the creature only learns your plane of existence, rather than exact location. #### Unbreakable Spirit *Defensive Feat of Myth* ___ - **Characters:** All - **Action Cost:** 1 Action. - **Target:** Self - **Duration:** 1 minute. ___ You may use this Feat of Myth to ensure, and to persevere. When you are subjected to a harmful condition (such as Stunned, Restrained, or Dead) while you are using this Feat of Myth, you instead suffer the consequences of a lesser condition. The lesser conditions are listed below: * Restrained → Grappled * Blinded → Deafened * Paralysed → Restrained * Stunned → Restrained * Incapacitated → Restrained * Dying → Unconscious, but stable * Dead → Dying Additionally, using this Feat of Myth allows you to make all saving throws to end an ongoing effect on you at the start of your turn, as well as at the end. \pagebreakNum
Miracles
\pagebreak ## Aithira Aithira has three options as listed below: ### Hunter **Epic Destiny:** Inevitable. ___ Your hunt is relentless, your pursuit inevitable. As an action, you may declare a target you know the name of. When you do so you become aware of the following for 1 day: * The creatures current location (Plane, layer, location within the plane etc) * Its distance and direction from you * How aware of you it is, and how it regards you * Any status conditions affecting it * How it is attempting to protect itself from magical location. If you are on a different plane to your target you may immediately cast the spell *Plane Shift* as part of the same action, targeting only the plane of existence your target is on. When you do so you may take all willing creatures within 60 feet of you with you, and all creatures affected by this spell gain a +10 bonus to Dexterity (Stealth) checks and a 20 foot movement speed bonus. This effect lasts for 1 day. If the creature attempts to leave the plane you are on while it is the target of your miracle you may use your reaction to prevent this. When you do so it is affected as if it had been *Dimensionally Shackled* for 10 minutes. ### Wrath of the Earth **Epic Destiny:** Queen of Flowers ___ You are destined to lead the Court of Flowers, protecting nature and the Material against all who would threaten it. As an action you may begin to emanate an aura of natural power, which lasts for 1 hours. When you do so, you gain the following benefits: * The area for 1 mile around you becomes forested, as if it had been forested for 1000 years. This aura moves with you, growing before you and decaying behind you. * All creatures of your choice within this aura gain a 15 foot bonus to their speed, and have advantage on all Survival, Stealth, Athletics and Perception checks made within the space as the environment changes itself to assist them. They all also gain the benefits of *Freedom of Movement* and *Regeneration*. * All hostile creatures treat the area as difficult terrain when using a non flying speed. * You summon 5 Teants, which follow you, obey your instructions and act on your turn in combat. * All damage dealt by you within this area deals an additional 2d12 magical piercing damage. \columnbreak ### Golden Shot **Epic Destiny:** Reaper of the Sewn ___ Your arrows blot out the sun. For there to be growth, first something has to die. Nothing should last forever, not even gods. As an action, you may shoot an arrow at a creature you can see, regardless of the range. This arrow does not miss, and deals 20d20's pure damage. Gods resist this damage. Additionally, you may select three of the following effects to apply to the arrow. * *Dispel Magic* as if cast at 9th level. * *Bestow Curse* as if cast at 9th level. * The target becomes *Blinded* until the start of its next turn. * If the target has 200 or fewer hit points after being hit by this shot it must make a Constitution saving throw of DC 18 or die. * You may use your *Smite* feature on this arrow. * All creatures have advantage on Wisdom (Perception) checks to see the target for 1 day. * All creatures have advantage on Attack rolls made against the target until the end of your next turn. * The target is pushed straight backwards a number of feet equal to the damage you deal, and is knocked prone. * The target of this shot cannot be resurrected, by any means. \pagebreakNum ## Pan Pan has three options as listed below: ### Chainbreaker **Epic Destiny:** Aspect of Freedom ___ Theres nothing quite like that first taste of freedom. As an action, you may make the world around you a freer place. All restraints, both nonmagical and magical of Very Rare or lower rarity within 5 miles are instantly destroyed, as are any doors or similar constructs to prevent access. All friendly creatures of your choice within this area also benefit from the *Freedom of Movement* spell for the next 8 hours. All creatures with Warlock class levels may at the moment of this choose if they with to continue being a Warlock. If they do not, the effects of their deal are harmlessly undone, leaving them free. Any Warlock patrons must make a Charisma saving throw against your spell save DC. On a failure, any deals they have made with unwilling creatures are rendered null and void, and are harmlessly revoked. ### ~~Heart of the Inferno~~ ~~**Epic Destiny:** Sundancer~~ ___ ~~Burn baby burn. The world has never seen someone as hot as you. As an action you may begin concentrating on the heart of flame that burns within you. When you do so you conjure an *Awesome* sized Sun anywhere you can see within range. Friendly creatures you designate when you use this ability have resistance to the damage it would deal.~~ ~~All other creatures and objects within 2 miles of the Sun take 5d10 fire damage at the beginning of their turn. Creatures within 1 mile of the Sun must also make a Constitution saving throw against your Spell Save DC or take an additional 5d10 radiant damage. Creatures that fail this saving throw by 5 or more are blinded until the start of their next turn.~~ ~~The Sun lasts for 10 minutes, however after the 2nd minute and for each subsequent minute you must make a DC 20 Constitution saving throw to maintain the sphere. On a failure you take a point of exhaustion.~~ ~~As an action you may move this sun up to 500ft.~~ ### ~~Well Rounded Defence~~ ~~**Epic Destiny:** Partner - Kalathris, Aldricht and Ao~~ ___ ~~Legally speaking, you're as hard to attack as you can possibly be. When you use an action to activate this ability, you spread a golden web of magical energy between yourself and the rest of Eos, and begin concentrating as if on a spell. While you do so, you and each member of your defensive web may use the best option for their Armour Class and each of the saving throws. This effect lasts for 1 hour, or until you lose concentration.~~ ~~*For example, the Party would gain the benefits of whomever has the highest AC across the board, making everyones AC that number. Similarly everyones Int Save would be Bellis's Int save, as its the best in the party, and everyones Charisma save would be Pans, because its the best in the party*~~ \pagebreakNum ## Red Red has three options as listed below: ### ~~Balance of Probability~~ ~~**Epic Destiny:** Soldier of Fortune~~ ___ ~~Hopefully your enemies are feeling lucky... because you sure as hell are. As an action you may begin to feel very very lucky. When you do so, all rolls made against you by CR 10 or lower creatures are always a 5, and all other creatures have a d6 penalty on rolls made against you, and you are immune to the additional damage of a critical hit. Additional you may use your Red Gambit feature at will, and get to use the critical deck.~~ ~~This feature lasts for 1 hour.~~ ~~In addition, for the duration of this ability you gain an additional action which can be used for one of the following actions: Dash, Disengage, Use Item, Help.~~ ### ~~Order of the Universe~~ ~~**Epic Destiny:** Aspect of Order~~ ___ ~~Everything has order, everything can be predicted, if you're looking for it. As an action you may peer behind the veil and see the structure of the universe. For one hour, you add your Intelligence Modifier to your AC, all d20 rolls you make, and gain the following benefits:~~ * ~~Creatures cannot be nonmagically hidden from you.~~ * ~~You gain the *Evasion* ability~~ * ~~You gain the *Uncanny Dodge* ability~~ * ~~You gain **Truesight** to a range of 120 feet.~~ ### Indestructible **Epic Destiny:** One Woman Army ___ Facing down an army would be a very foolish thing to do. Then again... so would fighting you. As a reaction to an effect or attack that would cause damage you may *non-magically* gain the benefits of the *Invincibility* spell, lasting for 1 hour. For the same duration you magically gain the following benefits: * An additional attack from your Extra attack feature. * A 10 foot movement speed increase * You gain the benefits of the *Freedom of Movement* spell and at the start of each turn you regain 5 hit points. \pagebreakNum ## Bellis Bellis has three options as listed below: ### ~~Work of Genius~~ **Epic Destiny:** ~~Aspect of Innovation~~ ___ ~~Few can match your mind, none can match your ingenuity. You may spend 8 hours building a techno-magical device no larger than the size category *Awesome* that would otherwise be physically or magically impossible, with approval from the DM. The nature and mechanisms for this device should also be discussed with the DM, who will then provide its statistics.~~ ~~You must supply the raw materials, though not necessarily in their final form, but you do not need to provide magical power to make the device operate. You also attune to the device as part of the process without requiring the use of an attunement slot.~~ ~~This device lasts for 8 hours, after which it ceases to operate and cannot be repaired.~~ ### Deus Mechanicus **Epic Destiny:** God of the Machine ___ Gods are born, not made. Or at least, thats what people used to think. As an action, you may extend your influence into your surroundings. When you do so, you fall *Unconscious* for 8 hours, but free your mind to wander. Your mind may inhabit any mechanical, metallic, or manufactured object it finds not already in use as either an action or a bonus action, moving at a speed of 60 feet through reality. When you do so, you have 20 charges to expend, and regain them whenever a mechanical device you are controlling is destroyed or you relinquish it as a bonus action. When you expend charges, you expend them in accordance to the table below. Magical items cost 2 more points than nonmagical ones | Charges | Item Size | Examples | |:---:|:-----------:|:-------| | 1 | Small or lower | A mechanus crossbow | | 2 | Medium | A suit of armour | | 3 | Large | A gate door | | 4 | Huge | Hazeems dragon armour | | 5 | Gargantuan | A particularly big statue | | 6 | Colossal | The Ardent | | 7 | Awesome | That set of armour you saw in that one painting | When you take a turn in combat, you may instruct all objects under your control to perform individual tasks. When you do so you may for example have a weapon fire and reload itself, or a statue run and hold a gate open. At the end of the 8 hours these objects cease to be animate. \columnbreak ### ~~Temporal Nexus~~ **Epic Destiny:** ~~Time Lord/Chronos Club Director~~ ___ ~~What could you do if you had more time? As a reaction to failure, you may shatter the space-time continuum.~~ ~~When you do so, you establish a time loop, and the narrative resumes as it was 8 hours ago. Only you remember the events that occurred within this loop. Time then resumes as normal, however no creature may use abilities that inflict temporal frag within 10 days of this point in time.~~ ~~After 8 hours have passed, you may either choose to allow time to continue as per normal, or you may instead choose to attempt to cause it to loop again. If you wish to cause it to loop again you must make a DC 20 Intelligence check, with time continuing as normal on a failure. On a success all creatures affected by the loop must make a History check with a DC equal to your spellcasting DC. On a success, the creatures remember that a loop occurred, as well as the events that occurred within the loop.~~ ~~If you wish to cause the loop to occur multiple times, the spellcasting ability DC increases by 5 for each subsequent loop.~~ \pagebreakNum ## Kya Kya has three options as listed below: ### ~~Soulkeeper~~ ~~**Epic Destiny:** Queen of the Lost~~ ___ ~~Maybe Rowan has a point, in his own way. But you could do it better, and kinder. As an action you may bring forth the soul of any creature you have seen die within the last 100 years.~~ ~~This soul manifests a physical body, with the full capabilities of the body it had in real life, but has 500 more hit points than it would otherwise. The soul is friendly to you, and obeys your instructions for 8 hours, after which time it returns to the place its soul is at rest.~~ ~~If the soul had a significant connection to a magical item, it also calls the item to it for the duration, functioning as if it were attuned.~~ ### Shepard of the Damned **Epic Destiny:** Glaistig Banríon *GLASS-tig BAHN-reen* ___ Kya embraces no the teachings of either Death before her, but instead seeks to care for and guide those who pass beyond, drawing from them both power and wisdom, and sharing her own in return. As an action you may draw upon all those who have died, calling upon them to aid you. Souls pour into you, taking refuge within the bounds of your body and soul, standing ready to fight beside you. When you do this, three spirits appear near you, circling slowly around you and confering their power and knowledge upon you. Each spirit that you call will allow you to take use a different effect as determined by their capacities in life. As a bonus action you may choose to dismiss any number of spirits you currently hold, causing a random replacement spirit to appear beside you at the start of your next turn. This effect lasts for 10 minutes, or until you choose to call no more spirits to you. The first three spirits drawn to you would be: - **The Wrathbearer:** A half-orc from many years ago menaces behind Kya, filling her with his indomitable rage. Once per turn while you hold his spirit you may make a Constitution saving throw of DC 5 + the damage you take whenever you are reduced to 0 hit points. If you succeed, you instead remain on 1 hit point. - **The Cunning Scribe:** Circular framed glasses perch at the end of this woman, though they do little to temper her penetrating gaze. When you start your turn holding this spirit you may select one creature within 60 feet of you and remove the Grappled, Prone and Restrained conditions from them. - **The Twice Bright Candle:** This elves gaunt and haunted eyes do not hide the mad brilliance which lurks within. While you hold this spirit you are proficient in Alchemy tools and are immune to any kind of poison designed to harm mortals. ### ~~Death comes for All~~ ~~**Epic Destiny:** Heir to the Gate~~ ___ ~~Everything must end, and everyones time must come to pass. As an action you may designate one creature you can see, and help to bring about its end. While you concentrate for up to 1 minute (as if on a spell) the creature becomes vulnerable to all damage, even if it would otherwise be resistant or immune to that damage.~~ ~~If the creature dies within the minute, you may use a bonus action to designate another creature you can see and move this effect onto them for the remainder of the duration. You may do this multiple times.~~ ~~Additionally while you are using this effect all creatures with unnatural lifespans, or being kept alive by the Keeper within 1 mile of you take 10 radiant damage at the start of their turns, and must make a Wisdom saving throw against your spell save DC, or become Frightened while they remain within the mile, as they are overcome with mortal dread.~~ ~~Creatures killed by either of these effects cannot be resurrected by any means, not even the direct intervention of a god.~~ \pagebreakNum ## Evelyn ### Path to Victory **Epic Destiny:** Prescient Justiciar ___ Knowing is half the battle, but its a battle you can win before you even draw your blade. As an action you may cause future unfolds before you, allowing you to step through it with a preternatural grace. For the next hour you cannot be hit by weapon attacks, and automatically succeed on attack rolls you make (though you may still roll to determine critical hits). In addition you gain a 1d20 bonus to ability checks and saving throws, and at the beginning of each of your turns you may ask the DM one question, which he answers to most narratively appropriate level. ### Reincarnate Hero **Epic Destiny:** Deathless Legend ___ You return again and again, unkillable and inevitable. Attempts to vanquish you only cause you to return more powerful than before. As a reaction to your own death you may return to life, waking up again on one hit point. For the next 8 hours each time you die, you return to life on 1 hit point immediately with the following benefits: | Death Number | Benefit | |:---:|:-----------:| | 1 | You gain a 1d4 bonus to attack rolls and saving throws | | 2 | You gain a +5 bonus to your AC | | 3 | You gain the benefits of a short rest | | 4 | You regain all of your hit points | | 5 | You gain the benefits of a long rest | | 6 | Your Constitution score increases by 2 | | 7 | Your Strength score increases by 2 | | 8 | You gain the benefits of a short rest | | 9 | Your bonus to attack rolls and saving throws becomes 1d8 | | 10 | You gain the benefits of a long rest | I will add more if you need them. \columnbreak ### Sword of Damocles **Epic Destiny:** Divine Arbiter ___ You represent the power to hold even the divine in check. Divine power should be wielded with great responsibility, and should it not be then there should be someone to balance against it. As an action you may call down judgement upon a creature you judge to be wielding its power wrongly. A colossal blade of light falls from the sky, striking a target you can see, dealing 20d20 damage. Gods resist this damage. Additionally, the target must immediately make a saving throw with disadvantage against a form of *Imprisonment* of your choice. If it fails, the effects of this *Imprisonment* cannot be undone by any means. If the target succeeds, any ongoing effects the creature is sustaining (such as permanent teleportation circles or clerics) cease functioning for the next minute.