Epic Death [PCF] Image
Prerequisite: Requires player to be at least level 15
 

When you go into fail all your death saves, you die. In this moment you can decided to stay dead with the possibility of resurrection, or you may choose to use this feat.

On the start of your next turn, you rise from the dead willing your body to move and think past any known limits. You burn your very soul to continue living.
When you die after using this feat, you cannot be revived by any means. 

  • During the use of this feat, you are immune to all conditions and cannot be killed.
  • You loose all gained abilities from this feat unless stated so.


You may choose one of the following from your classes:


 

Artificer: As you take your last breaths, you innovate a system that keeps you living for three more turns.

  • You begin to tap into the magic of all items within 200 ft of you. You may choose to temporarily nullify the magic of any object you can see until the end of this ability, and you my choose to refill the magical charges of any items you see.
  • Once each turn you can cast shatter at the 7th level as free action. The DC is increased by 5.
  • Each turn you may make an item that is very rare or below and one item that is legendary or below. Any creature using the item automatically meet the requirements to use them and they do not count against the number of items the creature has attuned. The items are on full charges when created.
  • Any item that you are using that requires an action, may be used twice.
  • At the end of your 3rd turn you die.
  • When you die you become an item that is legendary or below, you fly into the hand of a creature of your choice. You do not require attunement.
  • In 1d100 years you may choose to take on the property of being a sentient item and give two stat increases of +1 to whichever stats you choose. Once this choice is made, it can not be changed.

Barbarian: You fly into an unstoppable rage.

  • You gain +10 on your to hits.
  • Your speed is doubled and cannot be slowed.
  • You gain an additional 1 action, 1 bonus action, and 2 reactions until the end of this feat.
  • All attacks against you crit.
  • If an enemy creature starts its turn within 30ft of you, it must fight to not be pulled into your rage. The creature must make a WIS Save (WIS DC: Your Barbarian Level + 5). If it fails it must attack only you with all of its might.
  • You can take damage, but it cannot stop your rampage. For every 30 points of damage you take, you choose to either gain a size class or gain a +30 damage on your attacks until the end of your 3rd turn. This damage may be self inflicted.
  • You automatically succeed any strength save and the DC against your grapple is doubled.
  • You crit on an 17-20.
  • You die at the end of your 3rd turn.

Bard:  As your life flashes before your eyes you gain inspiration for your final song.

  • As you play, you become invulnerable.
  • Your music can reach anyone within 5 miles.
  • Your music empowers your allies, all creatures you choose within range gain resistance to all damage.
  • All enemies within your range lose immunities and resistances to all types of damage.
  • On your third turn you may grant every creature allied to you an automatic inspirational crit (creature's choice of when to use it.) as well as an additional action and an additional 30 movement speed. 
  • All effects except for the inspirational crit go away at the end of the 3rd round. A creature may keep the inspirational crit until it is used. The crit takes the form of a small magical memento of the casting bard.
  • You die at the end of your 3rd turn.

Blood Hunter: You begin to lose your humanity and cursed energy fills the air.

  • You gain an additional an action and an additional bonus action until the end of this feat.
  • You gain an additional 30 movement speed until the end of this feat.
  • Your curse DC increases by 5 until the end of this feat.
  • When a creature is branded by you, it becomes paralyzed.
  • At the start of your turn you may afflict a creature in your sight with two amplified blood curses.
  • You die at the end of your 3rd turn. As part of your death you may choose one of the following:
    - You turn into a curse and afflict one creature you can see. When cursed by you any roll higher than a 10 becomes 10. This effect can be only removed by a Wish.
    - You permanently apply an amplified blood curse to 2 creatures of your choice. This choice cannot be the Blood Curse of Binding.
    - You permanently add 2d6 rite damage of your choice to one weapon from each of your allies. Each weapon can have a different type of rite damage. 

Cleric: As you take your last breath, you ask your deity for one last thing in exchange for your soul.

  • You become wreathed in a visual effect such as light, or a choice appropriate for you or your deity. This effect destroys all undead of CR5 or lower and has a range of 300ft.
  • Your size class becomes huge (15ft x 15ft). All melee or ranged attacks deal double damage.
  • You may cast any spell you have without the use of a spell slot. (You may up cast to the highest level spell slot you have.)
  • You may make any attack that you can see deal radiant or fire damage.
  • At the end of your 3rd turn you may move to and touch one creature of your choice and either heal it fully or bring it back to life. A creature that has used this feat may not be brought back to life.
  • You die at the end of your 3rd turn.

 Druid: You tap into the essence of nature and become something more.

  • Where ever you move or attack you leave a trail of growth behind.
  • On your first turn, you may teleport up to 300ft to a place that you have seen. 
  • You wild shape into any non-humanoid creature you have seen and know the general or specific name of. The creature may not be undead, fiend, or celestial.
  • You gain a size class of huge, or one size class above your form's current size class.
  • Each turn, as a free action, you may cast fireball, however the damage is magical bludgeoning and it causes a growth of nature instead of fire.
  • Any creature you kill becomes a beast of your choice that allies with you until the end of this ability. At the end of this feat any morphed creatures die.
  • On your third turn you may teleport to and succeed at grappling a single creature within 300ft. This grapple cannot be broken until the end of this feat.
  • At the end of your third turn you die and grow into a plant of your choice. You may choose to grow between 10ft to 200ft.
  • If the creature you have grappled has one quarter hp or less, or is willing, you kill it instantly and they become part of your growth with you. Any creature that becomes part of the growth cannot be revived since the soul is within the plant as long as the plant lives.
  • If the creature is unwilling and has more than one quarter hp or you reject them as part of your growth, it takes 12d12 magical bludgeoning damage.

Fighter: You pick yourself up and give it every last bit of strength in your body.

  • You gain an additional action until the end of this feat.
  • Multiple free actions may be taken per turn.
  • You may switch weapons between attacks as a free action. 
  • You gain a +5 on your to hits.
  • The hits from your weapons becomes so strong that on hit you may choose to push an enemy that is bigger than you by 2 size classes or less back 30ft. If you do so, you gain 30ft of movement for that turn. This affect can be applied multiple times per turn.
  • If an enemy attacks you with using an opportunity attack, you may make an opportunity attack back as a free action.
  • If an enemy within 5ft of you is hit by an attack other than your own and the attack is not an opportunity attack, you may make an opportunity attack against it as a free action.
  • At the end of your 3rd turn you die.

Monk: You gain a form of enlightenment as you souls sits between worlds.

  • You movement speed is now tripled and you are always considered to be disengaged.
  • You gain an additional 2 bonus actions until the end of this feat.
  • You regain all of your ki points at the start of your turn.
  • As your fists speed up, any attack you make can also be made at any other creatures within 5ft of you as a free action. (This ability does not stack on itself)
  • The DC for stunning strike is increased by 5.
  • As your third turn you may choose a creature you can see within 100ft. You move to that creature even if it is in the air and make 10 attacks against just that creature. If any of the attacks are a crit, you my knock it up to 300ft in a direction of your choice.  
  • You die at the end of this action.

Paladin: You strengthen your resolve or recant your oath.

  • Your allies become sheathed in an aura of protection. While sheathed, they have +5 to their AC and are immune to your attacks.
  • Your attacks are filled with a powerful divine energy; your attacks deal an extra 5d8 radiant damage.
  • On a melee or ranged weapon hit, you cast a fireball  that deals radiant damage on the targeted creature. The DC is increased by 5. Any sheathed creatures are immune to this damage.
  • On each turn you may reduce the speed of a creature that you can see, by 20 until the end of your next turn. A creature affected by this may not sprint nor teleport.
  • On your third turn, if you have not delt damage on your previous two turns, you may automatically crit. When you crit on this attack your weapon deals an additional 20d8 radiant damage.
  • You die at the end of your third turn.

Ranger: You senses elevate as adrenalin courses through your body.

  • You gain an additional action until the end of this feat.
  • You gain an additional +5 to your to hits until the end of this feat.
  • You gain an additional 30 movement speed until the end of this feat.
  • You always attack with advantage until the end of this feat.
  • You see the weakness in other creatures, on a hit you are able to impose a constitution DC equal to (your Ranger Level + STR mod + DEX mod). If a creature hit by you fails this DC, it is knocked unconscious (even if it is normally immune) until the end of your next turn.
  • You die at the end of your 3rd turn.

Rogue: You master the art of your ways.

  • You gain an additional 30 movement speed until the end of this feat.
  • You gain an additional 2 actions until the end of this feat.
  • You can roll Sneak attack for any hit you land against a creature that has advantage.
  • You master stealth and become invisible and cannot be detected by vision or spells.
  • You gain impeccable dexterity, when an attack hits and you are within 5ft from the creature, you may steal an item that is worn or carried by the creature instead of dealing damage to it. The item removed from the creature's person and is now within your possession.
  • When you deal damage to a creature it becomes blinded it until the end of your next turn.
  • Once per turn you may teleport up to 60ft to a location you can see.
  • Once per turn you may cast silence as a free action.
  • You die at the end of your 3rd turn.

Sorcerer: You manifest strong unstable magic around you and merge with it.

  • On your first turn you may cast 2 non concentration spells that you know that are 8th level or below without the use of a spell slot. They may be up cast to the highest spell slot you have. You regain all your spell slots as well as sorcerer points and may then take your turn as normal.
  • On your second turn you Cast a Time Stop, which lasts until the end of your third turn.
  • On your second turn you can choose to cast teleport on any allied creatures around you to any place you know of within 200ft. In addition you may also choose to teleport yourself to a different location within 300ft.
  • On your third turn you may take only your movement and cast sending to any creatures you wish before exploding in a huge blast of magic. This explosion pierces through anti magic, immunities and resistance. Anything within 100ft of the explosion takes 4 sets of 12d10 damage, you may choose what damage type each set of 12d10 is. Any creature killed by this explosion is turned to ash.
  • You die at the end of your 3rd turn.
  • Upon your death you may choose to turn into the spell gate, leaving a portal torn into the air. This portal lasts 1 hour and leads to a location that you have seen or a plane that you know of.

Warlock: You make a deal with your patron and take on a form similar to your patron.

  • You gain a flight speed of 100ft until the end of this feat.
  • You gain 2 additional actions until the end of this feat.
  • You may cast more than one spell per turn.
  • You gain the spell Eldritch Laser at will until the end of this feat: 
    (DEX DC: warlock level + wisdom mod + 5, Damage: (10d8 + wis mod ) force damage, Range : 300ft).
    You fire a 10ft wide by 300ft long beam of force that decimates everything in its path. Any creature caught within the beam's must make a DEX Save, on a save the creature takes half damage. When a creature is hit by this beam it has an effect of your choosing from the spell contagion placed on it. The creature may not attempt a save to recover from the disease. This effect lasts for 7 days.
  • On your 2nd turn gain access to the spell True Scatter at will until the end of this feat:
    (Targets: up to 10 creatures, WIS DC warlock level + wisdom mod + 5, Range: 1000ft).
    You learn how to manipulate teleportation on a higher level. You attempt to teleport the chosen creatures into separate pieces. Any creature that fails the save takes  10d12 force damage and if the creature is CR10 or below it is sliced in half. If this would kill the creature, it dies. If a creature successfully saves, it takes half the damage and is knocked prone.
  • At the end of your 3rd turn you die, but you bless each of your allies in your main party with some of your life force, you may distribute one eldritch invocation to each ally of your choice.

Wizard: Your spell book flips endlessly as the spells come to your mind.

  • You gain a +5 to hit with spell attacks.
  • You gain a +5 to your spell DC.
  • Spells that require concentration no longer do and maintain themselves until the end of your 3rd turn.
  • Any spell with a casting time is instead instantly cast.
  • On your first turn you cast every spell you know that is level 0-3.
  • On your second turn you cast every spell you know that is 4-6.
  • On your third turn you cast every spell you know that is 7-9. If you have lost the ability to cast wish, you regain the ability but only for this casting. Imprisonment is not cast by this ability. 
  • At the end of your third turn you turn your spell book into a ball of magic and fire it at one creature you can see within 300ft. When hit by this unavoidable attack the spell book explodes on contact dealing damage equal to twice (all of the spell levels of all the spells written in your book added together ). (Level 9 spell + Level 8 spell = 17 damage; cantrips count as 1 damage each).
  • You die at the end of your 3rd turn.

 NOTES for GOOD ETIQUETTE: 
This feat is intended to be over powered at the cost of never being able to play this character ever again. This is for those who want that epic anime death moment, so have fun with it.
Players:
This feat is made purely for the rule of cool and as a fun way to say goodbye to a character. Make sure to use it wisely and to be kind to the others in your group. The DM is allowed to alter anything they wish about this feat and the player may not contest the DMs choice.
DMs: If you chose to alter anything about this feat, try to let the player know ahead of time so that they are not disappointed at the time of use. 

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Epic Death [PCF] Image

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