Heroic
Heroic Powers are non-magical powers that, while they would probably be supernatural in our world, are merely extraordinary in the world of fantasy. They are feats of strength, agility, intellect, etc. that are beyond the capabilities of normal people, but not so far beyond that they can't be achieved by a heroic adventurer.
Ability Score Powers
Might, tbd, Fortitude, Wit, tbd, Will
Heroes Champions Paragons Legends Mythic
Strength
| Power | Min Rank | Brief Description |
|---|---|---|
| Might of Heroes | 1 | Gain +2 to Strength and enhance physical capabilities. |
| Might of Champions | 2 | Gain +4 to Strength and further enhance physical capabilities. |
| Might of Paragons | 3 | Gain +6 to Strength and further enhance physical capabilities. |
| Might of Legends | 4 | Gain +8 to Strength and further enhance physical capabilities. |
| Mythic Might | 5 | Gain +10 to Strength and further enhance physical capabilities. |
Dexterity
| Power | Min Rank | Brief Description |
|---|---|---|
| Heroic Alacrity | 1 | Gain +2 to Dexterity and enhance agility. |
| Champion's Alacrity | 2 | Gain +4 to Dexterity and further enhance agility. |
| Paragon's Alacrity | 3 | Gain +6 to Dexterity and further enhance agility. |
| Legend's Alacrity | 4 | Gain +8 to Dexterity and further enhance agility. |
| Mythic Alacrity | 5 | Gain +10 to Dexterity and further enhance agility. |
Constitution
| Power | Min Rank | Brief Description |
|---|---|---|
| Heroic Fortitude | 1 | Gain +2 to Constitution and enhance resilience. |
| Champion's Fortitude | 2 | Gain +4 to Constitution and further enhance resilience. |
| Paragon's Fortitude | 3 | Gain +6 to Constitution and further enhance resilience. |
| Legend's Fortitude | 4 | Gain +8 to Constitution and further enhance resilience. |
| Mythic Fortitude | 5 | Gain +10 to Constitution and further enhance resilience. |
Intelligence
| Power | Min Rank | Brief Description |
|---|---|---|
| Heroic Wit | 1 | Gain +2 to Intelligence and enhance mental acuity. |
| Champion's Wit | 2 | Gain +4 to Intelligence and further enhance mental acuity. |
| Paragon's Wit | 3 | Gain +6 to Intelligence and further enhance mental acuity. |
| Legend's Wit | 4 | Gain +8 to Intelligence and further enhance mental acuity. |
| Mythic Wit | 5 | Gain +10 to Intelligence and further enhance mental acuity. |
Wisdom
| Power | Min Rank | Brief Description |
|---|---|---|
| Heroic Insight | 1 | Gain +2 to Wisdom and enhance perception and intuition. |
| Champion's Insight | 2 | Gain +4 to Wisdom and further enhance perception and intuition. |
| Paragon's Insight | 3 | Gain +6 to Wisdom and further enhance perception and intuition. |
| Legend's Insight | 4 | Gain +8 to Wisdom and further enhance perception and intuition. |
| Mythic Insight | 5 | Gain +10 to Wisdom and further enhance perception and intuition. |
Charisma
| Power | Min Rank | Brief Description |
|---|---|---|
| Heroic Presence | 1 | Gain +2 to Charisma and enhance social influence. |
| Champion's Presence | 2 | Gain +4 to Charisma and further enhance social influence. |
| Paragon's Presence | 3 | Gain +6 to Charisma and further enhance social influence. |
| Legend's Presence | 4 | Gain +8 to Charisma and further enhance social influence. |
| Mythic Presence | 5 | Gain +10 to Charisma and further enhance social influence. |
Descriptions
Might of Heroes
Gain +2 to Strength.
- Your unarmed attacks inflict medium lethal bludgeoning damage.
- All of your melee attacks that inflict damage optionally cause a push 1 (Str negates).
- Your carrying capacity doubles.
- Once per short rest, you can add +10 to a strength check used for non-combat tasks such as lifting, climbing, bending bars, etc.
- Once per short rest, you can maximize the damage of any Strength-based attack.
Might of Champions
Gain +4 to Strength.
- Your unarmed attacks inflict heavy lethal bludgeoning damage.
- All of your melee attacks that inflict damage optionally cause a push 2 (Str negates) or knockdown (Str negates).
- Your carrying capacity triples.
- All non-combat strength checks gain double your proficiency bonus.
- Once per short rest, you can double the damage of any Strength-based attack.
- You wield or throw a small object/creature as a weapon.
Might of Paragons
Gain +6 to Strength.
- All Strength-based attacks gain your Strength proficiency bonus per die as bonus damage.
- All of your melee attacks that inflict damage optionally cause a push 5 (Str negates), knockdown (Str negates), or stun (Str ends).
- You can turn any Strength-based melee attack into a sweeping arc attack, affecting all enemies within reach, constrained to a 180-degree arc. This area attack does not cause push/knockdown/stun effects.
- Your carrying capacity is 5x normal.
- When rolling non-combat strength checks, any roll less than 10 gains +10.
Might of Legends
Gain +8 to Strength.
- All Strength-based attacks cause a burst 1 at the point of impact, inflicting half the damage dealt to enemies within the area other than the original target.
- All of your melee attacks that inflict damage optionally cause two of: push 10 (Str negates), knockdown (Str negates), or stun (Str ends).
- Your carrying capacity is 10x normal.
- You wield or throw a medium object/creature as a weapon.
- Your ability to double the damage of a Strength-based attack becomes a recharge 33% ability.
Mythic Might
Gain +10 to Strength.
- All Strength-based attacks cause a burst 2 at the point of impact, inflicting half the damage dealt to enemies within the area other than the original target.
- Your sweeping attack affects a 360 degree arc, affecting all enemies within reach. You may add one push, knockdown, or stun effect to your sweeping attack.
- You can throw or wield a large object/creature as a weapon.
- Your non-sweeping attacks gain an additional option: pounding an enemy into the ground, such that they are restrained (Str ends).
Heroic Alacrity
Gain +2 to Dexterity.
- You gain advantage to Initiative and +2 squares to your movement speed.
- You can draw or stow a weapon, or retrieve a stored item (such as a potion) as a free action.
- Once per round, you can Dodge without spending your reaction.
- When you successfully Dodge, you can take an immediate Aim action against the attacker, gaining advantage to your next Dexterity-based attack against them.
- Once per short rest, you can take an additional move action on your turn.
- Once per short rest, you can add +10 to a dexterity check used for non-combat tasks such as balancing, acrobatics, or lockpicking.
Champion's Alacrity
Gain +4 to Dexterity.
- You gain +4 squares to your movement speed.
- You gain resistance to falling damage.
- You can draw, stow, or swap weapons as a free action, even mid-attack.
- You can Dodge twice per round without spending your reaction.
- When you have unused movement, you can add +1 per 2 squares to the attack roll of a Dexterity-based attack.
- You ignore difficult terrain.
- Once per short rest, you can take an additional swift action on your turn.
- All non-combat Dexterity checks gain double your proficiency bonus.
Paragon's Alacrity
Gain +6 to Dexterity.
- You gain Superiority to Initiative and +6 squares to your movement speed.
- When you successfully Dodge, you can immediately move up to half your movement speed.
- Dodge attempts no longer consume reactions.
- When attacking after movement, gain +1 per 2 squares moved to the damage roll of a Dexterity-based attack.
- Gain a Jump movement type equal to your walking speed.
- Once per short rest, you can take an additional std action on your turn, in order to make a Dexterity-based attack.
- When rolling non-combat Dexterity checks, any roll less than 10 gains +10.
Legend's Alacrity
Gain +8 to Dexterity.
- You gain +8 squares to your movement speed.
- You gain immunity to falling damage.
- When you successfully Dodge, you can immediately make a Dexterity-based attack against the attacker.
- You gain an additional move action in all rounds.
Mythic Alacrity
Gain +10 to Dexterity.
- You always act first in Initiative ties.
- You cannot be surprised, and attacks against you never have advantage due to being unseen or hidden.
- Ranged and finesse attacks gain +5 to hit. Critical hits with ranged and finesse weapons deal triple damage instead of double.
- As a reaction, when you are hit by an attack, you can choose to take no damage and instead jump up to your movement speed to any unoccupied space you can see.
- Your movement never provokes opportunity attacks.