When all seems lost, the darkness is winning, and you're out of everything - even hope - it's time to pull that special move out of your arse and come through for the team. Or maybe you're just in the mood to make a grand spectacle of yourself and pop the whiz bang botta boom to get that special song written about you. Either way, it sounds like you're in need of a Heroic Action. So, you muster all the inner power of your body and mind, call on every deific favor you can, and force it all out in one gigantic display of heroism.
Once per level, a character may initiate a Heroic Action feat power. Any class or type of character may choose to activate any one of the powers listed below, but some make more sense for a certain class or type to use. Any dice roll necessary because of the power must be rolled in full public view of everyone; because heroes don't cheat.
- Heroic Assault: You make a single attack that has advantage regardless of the current circumstances against the hero or for the target, in addition to any other actions already made or to be made. A successful hit is automatically a critical hit; a x3 critical hit. Each die roll below half of maximum is flipped (ie. on a d6, 1 becomes 6, 2 becomes 5, and 3 becomes 4), and each maximum value rolled for damage is added to the total damage and the die rolled again. Flipped die rolls of 1 to maximum do not count as "rolled" and are not rolled again. On a natural 20 roll, at the DM's discretion, the damage may either bypass all damage reduction and immunity, double the rolled damage, or instantly kill the target. This ability can be used on a spell that requires an attack roll but not on a spell that has multiple shots or attack rolls. As this is not an actual action, bonus action, or reaction, no additional spells or powers may be triggered as part of this attack (such as Sneak Attack, Sharpshooter, Smite, Metamagic, Empowered Evocation, Overchannel, Power Surge, etc.)
- Heroic Assault (Alternative). You blip in time back to the start of your turn and get to repeat it as though your first time. Everything that happened to you or by you on your first turn remains and everything that happens during your new turn is just as real.
- Heroic Guardian. For a number of rounds equal to the higher of your Strength or Dexterity modifier (maximum of 5) you become protector of all those you deem worthy within 5 feet. In order to carry out this honorable duty as guardian, you instantly heal hit points equal to 5 x your level (gaining temporary hit points if this would exceed your maximum), gain resistance to all types of damage, increases your armor class by 3, and intercept any attack directed at any of those you are defending, taking the attack in their stead.
- Heroic Blast. You cast an available spell that causes damage (or alternatively, you may expend any unused spell or spell slot to cast either a fireball or lightning bolt, damage adjusted for level), imbuing it with heroic power. This causes the DC of any save(s) to increase by 2, each die roll below half of maximum to be flipped (ie. on a d6, 1 becomes 6, 2 becomes 5, and 3 becomes 4), and each maximum value rolled for damage is added to the total damage and the die rolled again. Flipped die rolls of 1 to maximum do not count as "rolled" and are not rolled again. In addition, each victim immune to the type of damage caused is instead resistant and each victim resistant is affected normally. You may not add additional powers or effects to this spell (such as Metamagic, Empowered Evocation, Overchannel, Power Surge, etc.) and it must expend the proper spell slot or higher for the given spell (no Ritual casting, using a Spell Gem or Ring of Spell Storing, etc.). Even if completely out of spells, you can still perform this heroic action to cast a normal, unadjusted fireball or lightning bolt spell at your highest spell level.
- Heroic Healing: If you have a divine connection (cleric, druid, paladin, ranger, etc.) or if you have any spell that cures hit points in your spell list, you may expend any unused spell or spell slot to heal up to 8 beings you designate within 60 feet for a number of hit points equal to 8 x the level of the spell or spell slot used + a one-time bonus equal to your level. Alternatively, for every 2 less beings targeted, the healing for others increases by 8 points. Thus, a 5th level cleric using a 3rd level spell could heal up to 8 beings within 60 feet for 29 hit points each or he could heal 6 beings for 37 points each, 4 beings for 45 points each or 2 beings for 53 points each. Even if completely out of spells, you can still perform this heroic action, acting as if you used a spell of your highest level available but only healing at 4 points per level. Thus, the aforementioned cleric could heal up to 8 beings for 17 points each, or 6 for 21, or 4 for 25, or 2 for 31.
- Heroic Escape. All movement impairing effects on you end immediately and you gain the effects of a freedom of movement spell and an expeditious retreat spell. Both of these spell effects last 1 minute and do not require concentration. Furthermore, you may cast a dimension door spell, without using a spell slot or components, once over the next three rounds regardless of whether you are a spellcaster or have the spell on your available list.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/23/2021 1:38:19 PM
|
22
|
0
|
1
|
Coming Soon
|
Comments