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rules:empowered_abilities

Strengthened Abilities Across All Thresholds

Strength

Score Boon Description
15 Enhanced Athletics: Gain a +3 bonus on Athletics checks. Mighty Build: Double your carrying capacity. Powerful Strikes: Add +2 weapon damage to Strength-based attacks.
20 Greater Grappler: You can grapple or shove creatures one size larger than you. Crushing Grip: When you successfully grapple a creature, you deal bludgeoning damage equal to double your Strength modifier at the start of each of your turns while the grapple is maintained and when you first grapple the target.
25 Demolition Expert: Deal double damage to structures. Colossal Grappler: You can grapple or shove creatures two sizes larger than you with disadvantage. Effortless Leap: Jumping costs no movement once per turn. Shockwave Strikes: Your Strength-based attacks can cause shockwaves in a 5-foot radius around the target, dealing half the weapon damage to surrounding creatures and objects.
30 Impossible Strength: Once per long rest, you automatically succeed on any Strength-based action that would normally be impossible. And for the next minute, your Strength-based attacks deal an extra 2d12 weapon damage, and you can lift or move objects of any weight.

Dexterity

Score Boon Description
15 Agile Defense: Your AC increases by 1 and movement speed increases by 10 feet when not wearing heavy armor.
20 Swift Step: Once per turn, you can Disengage or Hide as a free action. Evasion Master: When you take damage from an attack or effect that requires a Dexterity saving throw, you can use your reaction to move up to half your speed without provoking opportunity attacks. If this movement places you out of the area of effect, you take no damage from the attack or effect.
25 Reactive Agility: Gain an additional reaction per round. Quick Reflexes: Gain a +3 bonus to Initiative.
30 Master of Time: Once per long rest, immediately after your turn, you can take an additional turn. During this extra turn, you have advantage on all attack rolls, attacks against you have disadvantage, your movement speed is doubled, and you can move across liquids, vertical surfaces, and even through the air without falling. Your movement doesn't provoke opportunity attacks during this turn.

Constitution

Score Boon Description
15 Poison Resilience: You have resistance to poison damage and advantage on saving throws against disease. Toughness: Your maximum hit points increase by 5.
20 Steadfast Recovery: When you finish a short rest, you can reduce your exhaustion level by one. Restorative Rest: When you finish a long rest, you regain all hit points without expending Hit Dice.
25 Indomitable Life: You automatically stabilize when you are dying at the start of your turn. Greater Toughness: Your maximum hit points increase by 40.
30 Death Defiance: Whenever you would fail a death saving throw, there is a 50% chance you don't and your overkill health is doubled.. Extended Life: The next time you are revived, it's guaranteed to work; you regain this feature one year after. Unyielding Vitality: Once per long rest, when you are reduced to 0 hit points, you can drop to 1 hit point instead and immediately regain hit points equal to half your maximum hit points—no feature can stop this healing unless you are targeted by a wish spell. Purified Body: You are immune to poison and disease.

Intelligence

Score Boon Description
15 Accelerated Learning: Learn languages or other knowledge twice as fast. Tactical Insight: Once per short rest as a free action, target a creature within 30 feet of you and the next two attacks against it gain +2 to hit. Keen Insight: Gain +3 bonus in the Insight skill if you don't already have it.
20 Mind Over Matter: Once per short rest, you can treat any Intelligence check or saving throw as if you rolled a natural 20 (this does not count as a critical hit).
25 Object Mastery: When you observe an object for at least one minute, you gain deep insights into its properties, understanding its function and how to use it. Universal Proficiency: You gain proficiency with any tool. Adaptive Expertise: After analyzing a non-magical object for at least one minute, you temporarily gain proficiency with the tools required to create or repair that object.
30 Telekinetic Mastery: You can use your thoughts to interact with objects within 500 feet, as if targeting them with the Telekinesis spell. Global Telepathy: You can share your thoughts telepathically with multiple creatures anywhere on the planet, provided you have perceived and remember them. Thought Manifestation: Your mind transcends your physical form, allowing you to act as if you are in any location within 60 feet of you. You can cast spells, make attacks, or interact with objects from any point within this range, as though you were physically standing there.

Wisdom

Score Boon Description
15 Danger Sense: You instinctively sense danger when near a creature. Within 30 feet of a creature, you get a feeling of how much more powerful it is than you, giving you an intuitive sense of the threat it poses.
20 Insightful Analysis: Whenever a creature you see starts its turn, you can obtain information about a single resistance, immunity, or vulnerability of your choice. Empathic Presence: You can use Wisdom instead of Charisma for any Charisma check.
25 Unconscious Awareness: While unconscious, you remain semi-aware of your surroundings; you can hear as if you were conscious. Enhanced Senses: All your senses' ranges are doubled.
30 Transcendent Perception: Once per long rest, you can enter a heightened state for 1 minute. During this time, you have truesight out to 120 feet, can perceive invisible creatures and objects, detect thoughts of creatures within range without concentration, and have advantage on all Wisdom checks and saving throws. You can foresee immediate future events, granting you and allies within 30 feet a bonus equal to your Wisdom modifier on attack rolls, saving throws, and ability checks. During this state, you can't be surprised, and attacks against you can't have advantage.

Charisma

Score Boon Description
15 Skill Mastery: Gain +3 bonus in a skill of your choice. Resilient Personality: Once per short rest, you can reroll a failed social ability check.
20 Mimic Voice: You can mimic a person's voice after hearing them speak for at least one minute, allowing you to impersonate them convincingly. Secret Gestures: You can send small messages of up to 10 words through simple gestures that only your target understands. Deceptive Aura: Creatures have disadvantage on Insight checks against you.
25 Commanding Presence: As an action, you can target a creature within 30 feet that you can see, and the creature must be able to sense you. The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed or frightened by you (your choice) for 1 minute. While under this effect, the creature must follow your verbal commands to the best of its ability. Once a creature successfully saves against this effect, it becomes immune to your Commanding Presence for 24 hours. You can target one creature at a time with this effect.
30 Reality Shaper: Once per day, as an action, you can reshape the environment and non-sentient matter within a 60-foot radius centered on you. The ground shifts, objects deform, and the air bends to your will. You can choose up to a number of creatures equal to your Charisma modifier within this area to be affected by Commanding Presence. The chosen creatures must make a Wisdom saving throw as the reality around them warps. Once a creature successfully saves, it is immune to your Commanding Presence for 24 hours. Overwhelming Will: You can bypass either charm or frighten immunity (your choice) for one creature of your choice within the area. Only a wish spell or divine intervention can stop this.
rules/empowered_abilities.txt · Last modified: 2025/01/05 17:08 by traff