The Tyranny of Dragons
Experience Points and Destiny
The party gains experience points towards their Party Heroic Level thru combat, challenges, role-playing and quest completion. Every experience point counts towards the party total (not divided by the number of players). Upon achieving a new Heroic Tier, each member of the party will refresh to the number of Destiny Points illustrated in the chart below.
Destiny Point Boons
Once per turn, as a free action, and not as an interrupt, you may invoke the name of a great figure of the realm spending a destiny point from your reserve to trigger one of the following Destiny Boons:
Skill, expertise and luck bind together for a perfect outcome.
You may spend a destiny die in lieu of rolling a Quick Resolution check per DM direction for encounters that are decided to follow Quick Resolution vs play-thru.
Through a rush of adrenaline and focus you insulate yourself from a degree of damage and fatigue augmenting your life force.
You roll for temporary hit points based on your current character level obtaining a minimum threshold as listed. Temporary hit points expire after a long rest.
- Level 1-8: 1d6, minimum 3
- Level 9-12: 1d8, minimum 4
- Level 13-16: 1d10, minimum 5
- Level 17-20: 1d12, minimum 6
Your passion for adventure and glory fortifies your life force warding off harm and ultimately the Reapers claim for your soul.
Once per death saving throw iteration, you may turn a failed death saving throw into a success. Once per turn you may add 1d4 to a saving throw after the dice is rolled, but before results are known.
A few extra moments of observation reveals a small tactical advantage.
You may add 1d6 with a d20 roll when making an attack (melee, range, spell) or an ability check. The 1d6 must be declared before the d20 is rolled.
The situation is ideal for ingenuity and you have just the right plan of action.
You may request a special action of your creation for DM approval.
This chart is based on a party of 5 players whereas the party will advance after 2 full adventuring days of experience based events.
SAMPLE SPECIAL ACTIONS
Climb onto Bigger Creature
A creature may jump onto another creature, treating its space as difficult terrain, if the creature is 2 sizes larger than itself. The smaller creature uses an action to make a Strength (Athletics) or Dexterity (Acrobatics) contest against the larger creatures Dexterity (Acrobatics) check. If the contest is won, the smaller creature successfully moves into the target creature’s space and clings to its body. While in the target space, the smaller creatures has advantage on attack rolls against it.
The larger creature may attack the smaller creature, at the DMs discretion. The larger creature may dislodge the smaller creature as an action by making a Strength (Athletics) contest against the smaller creature’s Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses its defense.
A creature can use a Weapon attack to knock a weapon or another item from a target’s grasp. The attacker makes an attack roll contested by the target’s Strength (athletics) or Dexterity (acrobatics) check. If the attack is successful, the target drops the item. No damage or other ill effect occurs.
The attacker has disadvantage on the disarm roll if the target is holding the item with two or more hands. The attacker has advantage on the disarm if the creature is smaller than itself. The attacker has disadvantage on the disarm if the creature is larger than itself.
When a creature makes a melee attack, it can also mark its target. Until the end of the attacker’s next turn, any opportunity attack it makes against the marked target has advantage. This opportunity attack does not expend the characters reaction, but does expend the once per turn opportunity action. The attacker must be able to react to make the opportunity attack.
When a creature tries to move through a hostile creature’s space, the mover can try to force its way through by overrunning the hostile creature. As an action or bonus action, the mover makes a Strength (athletics) contest by the hostile creature’s Strength (athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature or disadvantage if it is smaller than the target. If the mover wins the contest, it can move through the hostile creature’s space once this turn and negate an opportunity attack from this creature if leaving the hostile creatures threatened area as part of a continuous move.
A creature can try to tumble through a hostile creature’s space, ducking and weaving past the opponent. As an action or bonus action, the tumbler makes a Dexterity (acrobatics) check contested by the hostile creature’s Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature’s space once this turn and negate an opportunity attack from this creature if leaving the hostile creatures threatened area as part of a continuous move. The tumbler has advantage on the contest if its is two sizes smaller than the creature.
With this option, a creature uses the shove attack option, but may force a target to the side rather than away. The attacker has disadvantage on its Strength (athletics) check for this action. If successful, the attacker moves the target 5 feet to either side of themselves.