Optional - Iconic Abilities

Life has become immeasurably better since I have been forced to stop taking it seriously. (Daniel Day Lewis)

These abilities represent the pinnacle of a character, not intended as the final abilities of the 20th level, but as abilities tied to the way of roleplaying, to the type of character that has been created and developed. These abilities should only be given to characters who have been taken from first to at least the 15th level, it is a recognition to the player.

Each character can have only one iconic ability, an ability that distinguishes heroes, capable of actions at the limit and beyond human. Players are encouraged to create new Iconic Abilities based on character development.

A Light Against the Darkness

Suggested Requirements: Patron Ljust, Sumkjr

Once a day you emit sacred light around you for 60 minutes that gives you +1d6 to Saving Throws and Attack Rolls against Devotees and Followers not of your Patron. You can channel the light 1 time per day and all creatures who are Followers or Devotees of other Patrons within 10 meters of you must make a Fortitude Saving Throw at DC 10 + sum of Traits in common with the Patron + Wisdom or be stunned for 2d6 rounds.

The Smith

Suggested Requirements: skill in metalworking

Your abilities to work with weapons and armor are legendary. Any armor you make encumbers and weighs as a lower category, weapons do damage of a higher dice category.

The Oracle of War

Suggested Requirements: master melee fighting

Every weapon in your hands is lethal. The weapon die doubles as does the damage caused by Strength. E.g. a longsword does 2d8 damage and if you have Strength +3 the total damage becomes 2d8+6

The Fearless Hero

Suggested Requirements: brave and resolute

Once per adversary you can ignore (for 1d4 rounds) the conditions that afflict you as a Reaction.

Mindmaster

Suggested Requirements: an adventurous life managed with intelligence and cold blood

You can use the score in a mental Ability Score (Intelligence, Wisdom, or Charisma) instead of a physical one (Strength, Dexterity, Constitution) for all checks.

On a Pale Saurovall

Suggested Requirements: not fear death, having killed many opponents

You are the closest thing to death your enemies will ever see. When you kill an enemy all opponents (who can have seen the scene) within 10m radius must make a Will Saving Throw with DC equal to your Attack Roll, cost one Reaction, or be affected as by the Fear spell. This ability can be used 3 times per day.

The Magical Fury

Suggested Requirements: a life dedicated to explosive magic

You are capable of unleashing hell with magic. The difficulty (DC) of each of your spells increases by 2, when you make a Magic Check you roll 3d6 more and ignore 2 dice rolled.

The Shadow

Suggested Requirements: a life dedicated to hiding and surprising enemies

Three times a day you can teleport onto the shadow of another creature within 30 meters. Cost 1 Reaction.

The Mother

Suggested Requirements: spent more time in animal form than your own

You have the innate ability to leave footprints of any animal, compatible with your size, even if you are not transformed. You can speak with any animal as if you were always under the effect of the Speak with Animals spell.

The Dead

Suggested Requirements: a life always on the brink of death

Three times a day when your Hit Points drop below 1, with a Reaction Action you recover 3d12 Hit Points. This ability can be used even when Hit Points are negative or you should be directly dead.

The Hunter

Suggested Requirements: a life dedicated to hunting and pursuing

Your Survival checks have a +2d6 bonus. The first hit against an opponent automatically gets 2 criticals.