I think Mythic Feats make PC's more heroic, so I wanted to introduce the same concept into my 5e campaign I'm running. I was hoping to get some feedback on how the first tier looks before moving into the more specific class based branches. I'm aware of the Epic Feats, but they seem... TOO epic to introduce into an early campaign (which they weren't designed for).
Balance is a funny thing when you're trying to make super hero's, but I would still like a couple of eyes on it to see if something could be WAY broken, or something that just doesn't make sense.
Here it is:
Legacy Tier 1
110 Percent: You are no longer limited to the physical or mental limitations that do not allow you to go over 20 in a stat.
Hard to Kill: When making a death saving throw, a Legacy Player adds their Legacy tier to the save. (A natural 1 still counts as a double failure even if this bonus would cause the roll to succeed.)
Legacy Power: Legacy characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of Legacy power equal to 2x your Legacy tier. This amount is your maximum amount of Legacy power. If an ability allows you to regain uses of your Legacy power, you can never have more than this amount. After using hit dice to heal, you may spend a number of hit dice to regain Legacy power equal to the amount spent. Like using hit dice to heal, hit dice spent to recover Legacy power are not available to use until after a long rest. Additionally you regain all of your Legacy power after a long rest.
Surge: You can call upon your Legacy power to overcome difficult challenges. You can expend one use of Legacy power to take an action or move up to your speed after another creature's turn in combat. This does not change your initiative, you still act normally when your turn comes up. You can only use surge once a round.
Advantage: You can expend a use of Legacy power to receive advantage on a saving throw, attack roll, skill check or ability check.
Bend Fate: After a roll is determined a failure, you may use a Legacy power to add a d6 to attempt to change the outcome to a success.
Healing: You may use any amount of Legacy power to immediately spend an equal amount of Hit Die to heal yourself without a short rest.
Break Condition: You can expend a use of Legacy power to make a second saving throw on an effect that causes an ongoing condition. If the second saving throw is successful, the condition is ended.
Modded From: Kain Darwind of DiceFreaks Forum
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Howdy!
I think Mythic Feats make PC's more heroic, so I wanted to introduce the same concept into my 5e campaign I'm running. I was hoping to get some feedback on how the first tier looks before moving into the more specific class based branches. I'm aware of the Epic Feats, but they seem... TOO epic to introduce into an early campaign (which they weren't designed for).
Balance is a funny thing when you're trying to make super hero's, but I would still like a couple of eyes on it to see if something could be WAY broken, or something that just doesn't make sense.
Here it is:
Legacy Tier 1
110 Percent: You are no longer limited to the physical or mental limitations that do not allow you to go over 20 in a stat.
Hard to Kill: When making a death saving throw, a Legacy Player adds their Legacy tier to the save. (A natural 1 still counts as a double failure even if this bonus would cause the roll to succeed.)
Legacy Power: Legacy characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of Legacy power equal to 2x your Legacy tier. This amount is your maximum amount of Legacy power. If an ability allows you to regain uses of your Legacy power, you can never have more than this amount. After using hit dice to heal, you may spend a number of hit dice to regain Legacy power equal to the amount spent. Like using hit dice to heal, hit dice spent to recover Legacy power are not available to use until after a long rest. Additionally you regain all of your Legacy power after a long rest.
Surge: You can call upon your Legacy power to overcome difficult challenges. You can expend one use of Legacy power to take an action or move up to your speed after another creature's turn in combat. This does not change your initiative, you still act normally when your turn comes up. You can only use surge once a round.
Advantage: You can expend a use of Legacy power to receive advantage on a saving throw, attack roll, skill check or ability check.
Bend Fate: After a roll is determined a failure, you may use a Legacy power to add a d6 to attempt to change the outcome to a success.
Healing: You may use any amount of Legacy power to immediately spend an equal amount of Hit Die to heal yourself without a short rest.
Break Condition: You can expend a use of Legacy power to make a second saving throw on an effect that causes an ongoing condition. If the second saving throw is successful, the condition is ended.
Modded From: Kain Darwind of DiceFreaks Forum