Legendary Destiny The wizard prepares to chant the final incantation that he has been working for so many years to complete. He recites the words, and holds aloft a beautiful medallion, which glows with light from hundreds of tiny magical runes painstakingly carved into its surface. As the final word leaves his lips, he immediately doubles over in pain, clutching his head and screaming out in pain. His flesh liquifies from the head down and slowly drips off his bones, leaving nothing but a shrieking skelaton. After minutes of painful agony atop his mage tower, the screaming subsides. The skelaton rises to its feet from the floor, it's eye sockets filled with flame. Thus is born the newest Lich in the land. Ambition is a gift given to certain individuals. The drive to decide their own dreams. The patience to hone their skillsets. The determination to make their goals reality. Your character possesses these, and so, you have embarked on a path marked not just to complete external goals, but to mold yourself into an image set out by you. You want not just power, mastery, or skill, but the reputation fitting of one called to such higher duties. Prestige Class Variant This can be considered as variant of Prestige Classes, or more simply as a "21st level" that can be obtained independent of any other levels and can be completed whenever all the prerequisites are met. Since obtining one of these Destinies constitutes a full story of itself, they are best used in long, open-ended campaigns. Make sure to speak to your DM about how to incorporate one of the adventures required into longer stories. Prerequisites A Legendary Destiny is a challenging adventure, and it is not for the faint of heart. Below are the general prerequisites required for gaining a Legendary Destiny in general. Each destiny will have further requirements which must be filled that are specific to that destiny. Character Level 12th The powers and reputations are much to handle, and only powerful characters can handle them. You must be a 12th level character before you gain your legendary destiny, although you can begin filling any action-based prerequisites before that, and have them still count towards your goal. A Reputation to Maintain A large part of being a figure of legend is not not just what you do, but the mythos behind it. You cannot be considered a legend if no one knows who you are. You must be renowned in some way, ideally one that makes sense with what destiny your character seeks. Your actions leading up to acquiring this mantle should be in line with this goal.

List of Legendary Destinies Destiny Types: Phantom Thief Pirate Lord Lich Holy Crusader (Unfinished) Chessmaster (Unfinished) Knight of Winter (Unfinished) Dreamweaver (Unfinished) World Guardian (Unfinished) Blademaster (Unfinished) Vampiric Progenitor (Unfinished) Features Due to the difficulty inherent in acquiring these, they all give you added features to strengthen your character. Below are some of the general benefits of acquiring a Destiny. Each individual Destiny will have additional benefits specific to it. Additional Hit Die Gaining a Legendary Destiny makes you a larger-than-life figure, and appropriately resiliant to boot. You gain 5 (1d8) additional hit points, and 1d8 additional hit dice.

Phantom Thief Prerequisites Being a Phantom Thief is no easy task, and the road to being the greatest burgler who ever lived is strenuous. Your character must fulfill the following requirements to gain the Phantom Thief Legendary Destiny. Dexterity 15 You require a certain level of agility and fine motor control to move as effortlessly and stealthily as you do. Intelligence & Charisma 11 You are more than just a common burgler, you must be capable of planning and setting off elaborate plans, of seducing the enemy and teasing the necessary information out of them without their even realizing it. Proficiency in Stealth Your duty to yourself and your honor is not to get caught. It would not do to be noticed by every guard. Rogue Skillset Only persons who have been trained can effectively operate as a Phantom Thief. You must have more class levels as a Rogue than any other class. Perform a Heist You must complete a task, (it is highly recommended that you work with your DM to decide what and how) that will cement your place as one of the greatest thiefs of your time. You must perform a daring heist and recover a priceless item. This requires three steps: First you must notify the target of your intentions, so as to build a public image. Second, you must infiltrate that secure location, while keeping your presence minimal. Lastly, you must make your escape, with treasure in tow.

Notes for DMs A good way to start off a character on their new life of super-thievery is to make their first heist more personal in nature. Taking back an item with personal significance, rescuing a beloved ally, or emptying a vault, with a use for the money already in mind will make it easier for the players to get into the mindset of trying to invade something that at first might seem impregnable.







Table of Potential Heists d6 Location 1 Castle 2 Archive/Museum 3 Bank/Vault 4 Cathedral 5 Wizard's Tower 6 Haunted Manor d6 Object 1 Art Piece 2 Symbol of Royalty 3 Money 4 Magical Artifact 5 Secret 6 Person Features Master Thief You gain proficiency in the Sleight of Hand and Acrobatics skills if you do not have it already. If you do, double your proficiency bonuses in those skills. Double your proficiency bonus in the Stealth Skill. Leave no Trace You are a master of moving undetectected. You cannot be tracked except by magical means, and leave behind no traces of your passing. Graceful Movement Your jump distance is doubled, and your movement speed is increased by 10 ft. Your maximum falling speed is 60 ft, and whenever you fall, you always land on your feet. The maximum damage you take from falling is 2d6. If no non-ally is aware of your presence in the surrounding area, as a bonus action, whenever you are behind total cover or in a heavily obscured area, you may instantly teleport to any nearby total cover or heavily obscured area within 30 ft by dashing at breakneck speed while covered in shadow. You cannot pass through walls using this ability. Infilatration Artist You make moving around in the dark almost into an artistic expression. Whenever you fail a Stealth check, you are instantly aware of it, and know where the creature that has discovered you is located. This thief's sense also gives you advanatage on Perception checks made to notice alarms and security measures. You naturally do not set off the Alarm spell, and passing through the area of one dispels it without notifying the owner. Enrapturing Demeanour You are a character of the highest class, and a figure of refinement. You gain advantage to Persuasion and Deception checks to seduce a character that ought to be antagonistic to you, and to gain information regarding your mark.

Pirate Lord Prerequisites Commanding the unruly characters of pirates and uniting them to the common goal of being the most feared group of scallywags to roam the sea is no mere feat. Your journey will take many great efforts to accomplish. Strength and Charisma 15 Pirates are a lawless bunch, and naturally respect only strength. You will need a strong force of character and the power to back it up to be able to lead your crew. Proficiency in Intimidation You need to strike fear into the hearts of all those who oppose you, and whip your unruly crew into line. Warrior Skillset A captain cannot be a stranger to fighting and still hold the respect of his crew. You must have more class levels as a Barbarian or Fighter thn any other class. Assemble a Crew and Plunder the Seas You must complete a task, (it is highly recommended that you work with your DM to decide what and how) that will cement your place among the most feared pillagers of history. You must come into possession of a vessel of the sea, find a crew enough to man it, and then begin plundering locales and other ships for their booty (At least one to gain this destiny). Minimum member requirements for a full pirate crew Quartermaster Navigator Boatswain Carpenter Doctor Gunner Cook Cabin Boy Additionally: The position of First Mate is often given to the Quartermaster, Navigator, or Boatswain. The Doctor is also usually a Surgeon and Barber. The duty of lookout is often roatated among the positions of lesser importance. A crew often can include any number of other positions, such as merchant, musician, or rigger, etc. These all provide extra bodies when attacking another ship or defending oneself, but are also additonal mouths to feed and pay. Consider what exactly your crew ought to be made up of when assembling it.

Features Master Sailor You gain proficiency in Water Vehicles, Cartographer's Tools, and Navigtor's Tools. You gain a swimming speed equal to your movement, and gain additional bonuses to Intimidation checks according to the following table of your notoriety: Notoriety Bonus Notoriety Intimidation Bonus No-name Pirate Captain +1 Menace of Your Coast +2 Scourge of the Sea +3 Feared Across Seven Seas +5 Galvanizing Reaver Your melee weapon attacks score a critical on a roll of 19 or 20. Whenever you score a melee critical hit, each ally who can see you do so becomes invigorated and battle-hungry. They gain 4d6 temporary hit points, and deal an additional 2d6 damage whenever they would deal damage using a melee weapon for the next 30 seconds. If you reduced an opponent to 0 hit points with a critical hit, you may, using your bonus action for that turn, move up to 30 ft and Attack a nearby enemy. Ferocious War-Cry As an action, you may yell out a hearty laugh or some kind of inspiring cry to an ally. You and one ally who can hear you will score critical hits on attack rolls on a roll of 17-20 for the next 12 seconds. This cannot be used if no ally nearby can hear you and can only be used up to three times. These uses are replenished upon a long rest. Mark of your Grip Your standard becomes a significant mark of others' relationships to you. Create for yourself an insignia to fly from your ship and to mark those who have interacted with you. Those branded with it have been crushed by you or captured and enslaved, those with it tattooed upon their body are allies of yours. Regardless of how it is implemented, any who see this mark will understand the association to you. At your DM's discretion, fugitives of the law and those who provide aid to them might bear the mark as a sign of rebellion against government. You may find allies to help you that you have not even met. Lust for Loot You are innately aware of caches of gold around you. If there is a collection worth 50gp or more within 10ft of you, you become aware of it. If there is a collection worth 1,000gp or more within 300ft of you, you become aware of it.

Lich Prerequisites Channeling the dark magic required to turn yourself into a lich and survive the process is incredibly taxing and marks you as an extremly potent wizard without even considering the powers given to you through the ritual. Intelligence 17 You must be incredibly precise and possess a cunning mind to orchestrate the circumstances whereby you might become a lich. Constitution 13 The actual proscess of being made into a lich is both physically and mentally taxing, and not for the faint of heart. Your physical form must be able to bear the process. Proficiency in Arcana To be able to decipher, understand, and make plans to implement the process of the dark magic that is the lich-ceremony, you must have a powerful understanding of all things magical. Eldritch Skillset A lich must be a master of the arcane to control his innate magical ability. You must have more class levels as a Sorcerer, Wizard, or Warlock than any other class. Learn and Perform the Blood-Ceremony The dark magic required to become a lich is a secret banished from all the good places of the world, and so you must complete a task (it is highly recommened that you work with your DM to decide what and how) to learn the invocations that are required to ressurect you as a demon-mage. Few know the secrets and even fewer are willing to part with them. You might seek another lich, a demon or devil, an archivist with the knowledge of countless lifetimes in his possession, or any other such source at your DM's discretion. Once you have learned the unholy procedure, which invariably involves the ritual sacrifice of an innocent, you must actually follow through with the ceremony. Work with your DM to create a fitting ceremony for your character's rise to evil might. A Blight upon all living things Due to the dark magic and immorality involved in the process of becoming a lich, as well as the near-universal ill intent and dark powers they tend to possess, lichs are universally feared and despised by the living, and even other creatures of evil. Be aware of this as you procede down this legendary destiny, and know that your kind is hunted by the most valiant of heroes. Acting for the sake of good as a lich is admirable but will not ensure that you are saved from whatever retribution you have wrought by tampering with the flow of life. Features Master of Undeath During the painful process of becoming a lich, your body changes drastically. Your flesh melts away, and your "body" is a walking skeleton in robes, held together by dark magic. Benefits come with this transformation: You become immune to poison and the poisoned condition, and gain resistance to necrotic damage. You no longer need to eat, sleep, breathe, or drink. You no longer age, and cannot magically be aged. Phylactery The road to lichdom requires that you create a phylactery, which is an item that will house your soul. With 10 days of effort and 10,000 gp worth of magical reagents and materials, you fashion a treasure to bind yourself to in the blood-ceremony. A phylactery is often a treasure that the Lich consider's his most valuable possession, and they often take the form of rune-covered gems, talismans, crowns, or some comparable item. Should you be reduced to 0 hit points and die, in seven days your body will be reformed at the location of yoru phylactery, unless it is caught in an antimagic field. If your phylactery is destroyed, your form becomes unstable and in danger of being permanentaly killed. For each week that you go without a phylactery, you must make a constitution saving throw, or else your body will be unable to sustain itself and crumple to dust. You can make a replacement phylactery in such a case with the same resources and time spent to make the original. Wielder of Blood Magic Throughout the process of becoming a lich, you inevitably learn dark magic and how to manipulate the power of souls into magical energy. You gain 10 Sanguimancy points that may be spent to cast spells wuthout expending a spell slot according to the following chart. Cast those spells at their natural level. You may spend 10 minutes preforming a ritual with a body that has been dead for no more than 2 days to replenish your current Sanguimancy points back to 10. Sanguimancy Spell Chart Spell Sanguimancy Point Cost Forbiddance (With permanent effect if centered on your phylactery 10 Power Word Kill 7 Globe of Invulerability 5 Finger of Death 4 Cloudkill 3 Word of Recall (The location of your phylactery is your designated sanctuary) 3 Counterspell 2 Animate Undead 1