Something akin to the pathfinder mythic rules, where the PCs obtain extra power, but not in the form of just adding numbers to their hit or damage rolls.
I'd like to translate a similar concept to 5e, keeping in mind this would be a once in a campaign opportunity that might not even come up, it entirely depends on the players actions at the time. Truth be told i didn't even consider it for ages, and i've been conceptualising this campaign for years.
My thoughts are to allow them to choose a secondary path to add on to their existing one. e.g, an eldritch knight fighter can now also gain access to the battlemaster stuff. Or a lore bard can also be a valor bard at the same time. This allows them to gain in power without just adding pure bonus numbers. As most of the abilities are accessible in actions and as such they'd have to choose between them, but it would give them flexibility in combat, especially for someone like a bard who can now grab the ability to cast a spell one round and then swing out a couple of attacks the next round.
Also on the idea list is to allow them to grab a path from a different class that has similar themes, i.e martial/stealthy/spellcasting etc. Maybe give the paladin access to a bunch of cleric spells or fighter abilities, allow the rogue to grab some ranger abilities, or a wizard to branch out in the knowledge department by nabbing the lore bard path.
I know the end result of this would be OP, but that is the point. It's not expected to happen, but those pesky players always end up zigging instead of zagging. Especially when you drop a serious choice moment on them when you think you've given them the idea of choice A or B, and they somehow create choice C.
I don't have much in the way of tips but giving them a second path seems like a decent way to make them 'epic' in their own way. I think sticking to their own subclasses and utilizing UA options would be a good option. I would be curious to see what warlocks and clerics would end up playing like with two options.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
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Something akin to the pathfinder mythic rules, where the PCs obtain extra power, but not in the form of just adding numbers to their hit or damage rolls.
I'd like to translate a similar concept to 5e, keeping in mind this would be a once in a campaign opportunity that might not even come up, it entirely depends on the players actions at the time. Truth be told i didn't even consider it for ages, and i've been conceptualising this campaign for years.
My thoughts are to allow them to choose a secondary path to add on to their existing one. e.g, an eldritch knight fighter can now also gain access to the battlemaster stuff. Or a lore bard can also be a valor bard at the same time. This allows them to gain in power without just adding pure bonus numbers. As most of the abilities are accessible in actions and as such they'd have to choose between them, but it would give them flexibility in combat, especially for someone like a bard who can now grab the ability to cast a spell one round and then swing out a couple of attacks the next round.
Also on the idea list is to allow them to grab a path from a different class that has similar themes, i.e martial/stealthy/spellcasting etc. Maybe give the paladin access to a bunch of cleric spells or fighter abilities, allow the rogue to grab some ranger abilities, or a wizard to branch out in the knowledge department by nabbing the lore bard path.
I know the end result of this would be OP, but that is the point. It's not expected to happen, but those pesky players always end up zigging instead of zagging. Especially when you drop a serious choice moment on them when you think you've given them the idea of choice A or B, and they somehow create choice C.
I don't have much in the way of tips but giving them a second path seems like a decent way to make them 'epic' in their own way. I think sticking to their own subclasses and utilizing UA options would be a good option. I would be curious to see what warlocks and clerics would end up playing like with two options.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."