“Nomads and exiles, slaves and free folk—all of them rally to your banner to sweep away the corruption of civilization.”
Prerequisite: 21st level
You reject civilization and the temptations of the cities.
You see the city-states groan beneath the sorcerer-kings’ tyrannies, and you observe how the people fear to speak out.
The city dwellers, even non-slaves, give up freedom and morality for the promise of wealth and protection, but you do not make that choice.
You have turned to the wilds to be your haven, abandoning “civilized” folk to the fate they deserve.
You hone your body and master your techniques until the day comes when you will be powerful enough to tear down the city walls and bring an end to the sorcerer-kings’ villainy.
As you embark on this destiny, your actions win you renown throughout the land.
Wherever you go, people come to glimpse you.
Throughout Athas, people whisper about your power and your intentions.
Cities and merchant houses send envoys, bringing you tribute and seeking your favor.
Raiders, refugees, escaped slaves, and fugitives flock to you.
Some come to learn from you, and others come to fight on your behalf.
Between your adventures, a mighty entourage surrounds you.
Yet despite your acclaim, you are quick to strike out on your own or with a few trusted companions when adventure calls.
Only cowards would have others fight on their behalf...
Immortality
The desert tribes of your race—human, halfling, elf, goliath, whatever your kind—flock to your banner.
With them come exiles, brigands, mercenaries, and adventurers, all of whom sense the winds of change blowing across the deserts.
A mighty storm gathers around you, a storm of war and blood that will cleanse the world of corruption.
Whether you lead your horde away from the Tyr Region to found a realm elsewhere, or whether you challenge the cities of the sorcerer-kings, your decisions will forever change Athas...
Shaker of Thrones
Upon completing your final quest, you unleash the long-awaited war.
Cities burn, and your warriors conquer.
Whether you are a blood-soaked warrior or an inspiring liberator, your horde reshapes history.
When death arrives at last, your legend survives you; for a thousand years, your name will represent ferocity and military prowess.
Hordemaster Features
Horde Champion (21st level): Two ability scores of your choice both increase by 2.
Swarming Followers (21st level): While you are adjacent to an enemy, any ally who starts his or her turn adjacent to that enemy can move 10 feet as a bonus action during his or her turn, without provoking attacks of opportunity.
The Legend Lives On (24th level): If you die and do not return to life within 12 hours, a devoted follower, such as a trusted lieutenant, takes your place, adopting your identity, your equipment, and your goals.
This follower is identical to you, with the same level, race, class, archetype, epic destiny, feats, and so forth.
The two of you are essentially the same person and even have the same memories and experiences, if only because your follower listened so closely to your tales.
If you are revived after being dead for more than 12 hours, your trusted follower returns to his or her former role.
Horde Attack (30th level): Once per short rest, when you or an ally within 25 feet of you first drops below half their total hit point maximum in an combat encounter, you and each ally within 25 feet of you can make a single attack against a hostile creature.
“The spirits that have clustered around you all your life reveal their final secret—you have always been one of them.”
Prerequisite: 21st level, Barbarian, Druid or Ranger
As you have risen toward epic power, it has become increasingly clear that you have a unique relationship with the ancestor spirits that other primal heroes know as guides and allies.
If you’re a druid, you hear the voices of the ancestors each time you shift shapes.
If you’re a barbarian, your rages are always tempered by a third perspective, and sometimes a fourth, fifth, and sixth, as if you were observing yourself from above and on each side, seeing through more than your own rage-filled eyes.
If you’re a ranger, you have realized the truth before attaining your epic destiny: The ancestors are more than guides and allies—they were once your comrades, your friends, and your helpers when you walked the world in earlier lifetimes, helping the people as an ancestor spirit.
You are an ancient ancestor reborn into a new life.
You share understandings and communication with other primal spirits beyond anything that most primal heroes experience because you know all the voices of the spirits, all the subtle ways and swift whispers by which they make themselves known.
You can see the spirits everywhere in the world as they inhabit trees and rocks or flow through the bodies of you and your allies.
Immortality
As an ancient spirit returned to mortal flesh, you strive to fulfill the mission that returned you to the world...
Great Ancestor
What is your great cause, your mission?
It must be something huge, something that the natural course of the world could not have accomplished.
If you don’t already know your cause as you move into the epic tier, work with your DM to arrange a great a mission that befits a returned Honored Ancestor.
When you have completed your Destiny Quest, you might stay within the world for one more season to fix each of the world’s textures in your memory.
Then you must return to the world of the ancestors.
As a spirit, you will remember this life, and all the others.
It was a good life...
Perhaps it was the last time you will walk the earth. Perhaps not...
Honored Ancestor Features
Spirit Guide (21st level): You can no longer be surprised, and you don’t grant advantage for being flanked, stunned, or prone.
Spirit Migration (24th level): Once per short rest, when you spend an action to attack a creature, you can teleport 25 feet freely, choosing to teleport either before or after the attack action.
Spirit’s Protection (30th level): The first time you are reduced to 0 hit points or fewer during a short rest, you regain hit points equal to your Wisdom or Charisma score, whichever is higher.
“Through your veins flows the blood of Bael Turath’s first emperor. With the vigor it gives you, you will see the empire rise again.”
Prerequisite: 21st level, tiefling
For too long your people have lived in the shadow of humanity.
It is your birthright to rule.
Yet that right comes with the responsibility to protect and steward, rather than abuse and enslave.
You realize that your ancestors squandered the gift of their destiny, and you vow not to do the same.
You struggle with this fate. Why you and why now?
How can an empire so evil deserve rebirth?
Yet the pieces of the tiefling past that pass into your life come alive at your touch.
The crown fits...
The scepter’s weight feels right in your hands.
The throne seems like home.
You dare to think that you might guide the world to see the bright future that you experience in prophetic dreams.
Your new Bael Turath shall not be a place of shadows and despair.
All who seek safety will find refuge.
Justice will be merciful.
Your rule will be righteous.
Tieflings will again have a home in the world.
An empire cannot rise overnight, yet many already look to you for leadership.
More flock to your banner every day.
Your fame surpasses that of any tiefling who has lived since the empire’s fall.
If the empire can be returned to glory, it will be at your hand...
Immortality
Your legacy will be the reformation of the image of Bael Turath.
Once more the world shall see a golden age wherein the light of civilization pushes back the darkness of lawlessness and strife.
Your name and deeds will echo throughout history because the empire you form will itself be immortal.
By Destiny Crowned...
When you complete your final quest, you have earned a reputation for great goodness.
Your deeds are the stuff of legend, even when compared to your companions.
Human kings and queens kneel in the court you create, and the rulers of other peoples come there to bow in homage.
Even the dead ruins of Bael Turath recognize your greatness...
By your presence alone they rise from the earth and remake themselves in brighter forms.
You too are remade—gone are the sins and foibles of your past, replaced by noble righteousness.
Others follow your example, and soon those who see a tiefling expect not wickedness but honor.
Alternatively, you build your empire upon the bones of those who defy you.
Many seek to thwart your rule, and thus many die by your hands or those of your fanatical followers.
It’s not the way you wanted it to happen, but you know the ends justify the means.
They will remember you as a terrible tyrant, but your story will be passed down through the generations of a great society that continues to exist for millennia after your bones have turned to dust.
Heir to the Empire Features
Born to Rule (21st level): Your Intelligence and Charisma scores each increase by 2, and you gain a +2 bonus to Persuasion, Insight, and Intimidation checks.
Imperial Wrath (24th level): When you cast a spell which you gain as part of your Infernal Legacy, the target is also knocked prone and stunned until the end of your next turn.
Irresistible Will of the Empire (30th level): The first creature that hits you with a melee attack each combat encounter is then charmed by you until the end of its next turn.
“My destiny, too, is written in my dragonmark. Not service to my house, but . . . something more.”
Prerequisite: 21st level
Most dragonmarked individuals manifest their marks in adolescence, when heirs of the dragonmarked houses undergo a rite called the Test of Siberys.
This test puts the young heirs into stressful situations in the hopes that their marks will manifest.
Siberys dragonmarks, however, break all the rules.
The magic of a Siberys dragonmark is powerful and fundamentally unpredictable.
The mark is larger and more elaborate than the normal mark in its family, but it’s rare for a normal mark to develop into a Siberys mark—more often, Siberys marks appear on older members of the house who were previously unmarked.
Even more so than the common dragonmarks, a Siberys mark is viewed as the touch of the Prophecy—a character’s inextricable link to the destiny of the world.
The dragonmarked houses keep a careful eye on members who bear Siberys marks.
If a Siberys mark can be used in the service of the house, the house’s leaders are content to let it, but a Siberys heir who does not remain firmly under the house’s control is likely to become the target of assassins.
In game terms, a character can adopt the Heir of Siberys epic destiny to reflect the presence of this exceptional mark.
Most characters with Siberys dragonmarks did not previously have a dragonmark, but a character who already has a dragonmark feat isn’t prevented from taking this path.
You can also craft unique epic destinies for each Siberys mark or even for each individual with such a mark.
Heirs of Siberys, by their nature, defy easy categorization and have little in common with each other or with other dragonmarked characters.
Immortality
Your destiny is written in the Prophecy, and it is greater than the short span of your mortal life.
As the Prophecy writes itself on your skin, you gain an increasing depth of understanding into its meaning and the various ways it can be fulfilled.
What’s more, you begin to understand that while you are a player in a cosmic drama, you are also the playwright, master of your own destiny, and not bound to any single vision of the future, whatever the Prophecy might say.
The Eternal Prophecy
When you complete whatever the Prophecy has in store for you—or whatever destiny you wrote into the Prophecy for yourself—you might disappear from the world for a time.
But just as prophetic marks appear written on the bones of the earth, your Siberys mark is a part of the world.
The Prophecy is Eberron, Eberron is the Prophecy, and you are equally part of both.
If the world needs you in the future, you might choose to manifest once more in flesh forever altered by the mark of the Prophecy on your skin.
Heir of Siberys Features
Blessing of Siberys (21st level): Increase two ability scores of your choice by 2.
Will of Siberys (21st level): Each time you fail a saving throw against an effect that a save can end, you gain a cumulative +2 bonus to saving throws against that effect until the effect ends.
Lifeblood of Siberys (24th level): Once per day, when you are reduced to 0 hit points or fewer or you fail a death saving throw, you regain hit points equal to 5 + your constitution score.
Speaker of Prophecy (30th level): When you miss every target with an attack, you gain Advantage on your next attack roll.
In addition, every target that you miss with your attack gains a Disadvantage on their next attack roll.
You are an omen of storms, a herald of destruction, a spreader of calamity—wherever you go, destinies are unraveled and woven anew.
You have broken free of the bonds of fate, and for you, nothing is written.
Every step along your path, every decision you make, forces the future to shape itself accordingly.
The ripples spreading from your choices can topple kings, wake ancient terrors, ruin kingdoms, and thwart the designs of the gods themselves.
The most dire consequences of your choices befall those people, realms, or causes to which you choose to give battle.
Misfortunes, accidents, and natural disasters gather around your enemies when you are near—minor flukes at first, such as a hailstorm that ruins a crop, a messenger delayed by a few important hours when his horse throws a shoe, or a servant who forgets to secure a gate.
You can’t control these happenings, or even guess how they might take shape.
In fact, ill chance often falls upon those you do not wish to harm, although not in the same measure as your enemies suffer.
You dare not linger in places you love, lest you inadvertently destroy the things you hold dear.
Immortality
No one can know for sure what doom your existence portends.
You might battle a dark overlord as a valiant champion of good.
Your failure might cause the destruction of the kingdom you fought to defend, and your success might lead to the rise of an inflexible tyranny every bit as dangerous as the dark overlord you overthrew.
Only at the end of your mortal life does your true purpose become clear.
Doom Fulfilled
You are drawn irresistibly to fulfill some ultimate doom—usually the catastrophic destruction of a great creature, a mighty realm, or a legendary artifact.
When you triumph, fate repairs itself around you, and a new skein of destiny takes shape.
In such a weaving, you no longer have a place, and you are hurled out of existence.
Nothing remains of you, but you are remembered in the world’s myths and legends as an agent of change and destruction.
In some future time and place, you awaken with the dreadful knowledge that once again you must serve as doom’s harbinger.
Harbinger Of Doom Features
Shield of Ill Fortune (21st level): Whenever you roll a natural 1 on an attack roll, you can re-roll it.
If you roll a second natural 1, you can’t re-roll it.
In addition, when any enemy rolls a natural 1 on an attack roll against you, that enemy is stunned until the end of your next turn.
Master of Ill Fortune (24th level): Once per short rest, when a creature within 60 feet of you drops to 0 hit points or fewer, you gain Advantage on your next ability check, skill check, attack roll or saving throw.
Doom’s Reward (30th level): Whenever you make an attack and miss every target, you gain temporary hit points equal to one-half your level.
“You have lived your final lifetime and achieved the enlightened perfection you have long sought.”
Prerequisite: 21st level, monk
It is said that not even the gods themselves know what lies in store for souls loosed from their bodies.
You believe that beyond death is rebirth.
Each lifetime is spent improving on the lifetime before, shedding imperfections in the hope of attaining the perfect state of enlightenment.
Your soul is like a great garden, and its beauty and perfection depend on how you tend it during all seasons.
When the winter of death approaches, the garden becomes dormant for a time.
Then, as the warm winds chase away snow and ice, new life begins.
With the spring comes the chance to clear away the detritus and weeds of each life that has passed before.
Only when you achieve perfection in your soul will you find the enlightenment that is your ultimate reward.
Immortality
You have lived many lives, each improving on the one before.
In this last life, you have come closer than ever to achieving perfect harmony.
If you can succeed in purging yourself of the last traces of imperfection, you will know enlightenment.
Perfect Peace
The state you seek removes all grief, all craving, all fear to bring mind, body, and soul into harmonious balance.
In attaining this state, you are no longer troubled by the world’s demands, and you spend your final days in quiet contemplation.
During those days, many who seek the path to enlightenment will come to you in hopes of learning from your wisdom.
When you are ready, you step free from this world to merge with those souls who have already attained the perfect peace for which you have long strived.
Grandmaster Of Flowers Features
Enlightenment’s Blessing (21st level): Your Dexterity Score increases by 2.
Balanced Mind (21st level): Whenever you make a saving throw to end a charm, fear, or psychic effect, you do so at Advantage.
In addition, when an enemy misses you with an attack which may deal psychic damage, that enemy takes 10 psychic damage.
Ubiquity (24th level): Whenever you hit with a melee attack, you can teleport 15 feet to an unoccupied square adjacent to the target as a bonus action.
Luminous Consciousness (30th level): You transcend mortal limitations.
Your movement never provokes opportunity attacks, and when an effect causes you to be pushed or moved, you can instead move your speed.
You ignore difficult terrain.
You can move across and end your movement on any vertical or liquid surface.
Finally, whenever you walk, run, or charge, you can spend any or all of that movement flying.
If you are still flying when you end this movement, you land safely in the nearest unoccupied space.
“If it bleeds, you can kill it. If it doesn’t bleed, you can make it bleed. Then you can kill it."
Prerequisites: 21st level, ranger or rogue
Face it—you’re a killer.
That doesn’t necessarily make you a bad person.
Some creatures need killing.
It’s better for everyone in the end, and you’re especially good at endings.
Not only are you an ace slayer, but you have also developed a reputation for taking out the tough marks.
No matter how formidable a foe, you always find a way—by blade or bow—to send it to its doom.
Destiny chose you to be the one who has what it takes to kill those tougher than you.
Your allies rely on you for your deadly art.
Wary opponents maneuver to avoid giving you an advantage.
Common folk and planar denizens equate your name with quick death.
Immortality?
Already legendary, your name, along with accounts of your remorseless fighting style, shall live forever.
Few of your opponents survive past their fateful meeting with you, but you might just live on past your own meeting with fate.
Keen Motivation
You met your utmost challenge, and look who’s dead and who isn’t.
The proof is in the grave.
Among those that have a similar mortal origin, you are the greatest slayer in the universe.
Maybe a god or two has skills that compare. Maybe....
Sticking around to stir up the cosmos isn’t a bad idea.
Powerful mortals, deities, demon lords, and primordials can get complacent or uppity.
The worst rest in their own realms in smug satisfaction, and either cease doing what they should do or start doing something they shouldn’t.
No one rests easy with you nearby.
Mortal terror has a way of inspiring decisive change, and you have a pointed way of rousing just such a fear.
It’s not that you need to threaten anyone in particular.
It could just be made known that you have a particular agenda.
Working as a free agent, you leave no entity safe from the prospect of your lethal prompting.
Even a little prodding is bound to be a boon to progress.
You could be just the wild card the world needs to keep power in the right balance and affairs moving along smoothly.
Godhunter Features
Peerless Predator (21st level): Once per encounter, you can re-roll an attack roll against a creature that has a higher total hit point maximum than you.
Deific Agony (24th level): When you score a critical hit against a creature that has a higher total hit point maximum than you, the creature gains a disadvantage to saving throws and cannot regain hit points or recharge any powers until the end of your next turn.
Blasphemous Recovery (30th level): Once per day, when you are hit by an attack from a creature that has a higher total hit point maximum than you, you can choose to treat that attack as a miss.
"Glorious deeds live forever. You have been marked for immortality as a warrior spirit to guide future generations."
Prerequisite: 21st level, barbarian, druid or ranger class
Among the host of primal spirits that guard the world and maintain its natural order, the revered spirits of great mortal heroes stand as proud beacons guiding their living descendants to follow their paths.
It is your destiny to stand with them, proving your worth by earning glory in battle.
While you still live, you are not yet a Glorious Spirit, but your immortal kindred exult in your triumphs and strengthen you with some portion of their own power, awaiting the appointed day when you fight your last mortal battle and join them in the spirit world.
Battle against any worthy adversary fills your heart with joy and wins the acclaim of your unseen comrades.
You harbor a special enmity for foes who would cheat death or inflict inglorious deaths on others.
These foes above all you seek to send ahead of you into the dark.
Immortality
The great ancestral spirits you revere are those who take joy in mortal examples of valor and great endurance.
Through your love of battle, you have won the approval of these spirits, and in return they offer you the chance to aid your descendants and those of like mind when your days are done.
Eternal Glory
You distinguish yourself during your final battle, fighting with unmatched valor.
Whether you stand or fall, you finally behold the great company of Glorious Spirits, gathered to welcome you into their shining ranks.
In a flight of wild joy, they lead you into the spirit world, where a great feast has been prepared in your honor.
Leaving your mortal life behind, you become a true Glorious Spirit, an unseen presence on the battlefields of the world who fills living warriors with the courage and might needed to overcome their enemies.
Glorious Spirit Features
Worthy Foe (21st level): Once per encounter as a bonus action, you can designate the enemy nearest to you as a worthy foe until the end of the encounter.
Until the start of your next turn, your attacks against the worthy foe ignore any resistances.
In addition, once per round, you can deal 2d8 extra damage to the worthy foe on a hit.
If you can make multiple attacks against the worthy foe during your turn, you decide which attack to apply the extra damage to after all the attacks are rolled.
Finally, if you reduce the worthy foe to 0 hit points, you can gain temporary hit points equal to your level.
Seeker of Foes (24th level): Once per encounter as a bonus action, you can teleport to a space adjacent to any creature that you can see.
Bearer of Doom (30th level): If your worthy foe is the only target of your attack and that attack misses, you gain advantage on your next attack against your worthy foe.