D&D 5E (2014) Deeds of Legend (Fighter high level abilities)

Stormonu

NeoGrognard
I've been working on my homebrew rules, getting some rules analaysis assistance from ChatGPT when it broadsided me with an interesting seed of an idea - Deed of Legends. The different Martial classes (Fighter/Barbarian/Paladin/Ranger, some sort of equivalent for a Rogue) would get their own special set of high level abilities at 14th, 16th and 18th level. They're non-magical in nature that are designed to be roughly in line of power with 1/day 7th, 8th or 9th level spell effects, but I'm curious to think what others think of this idea and its implementation, as I don't normally play at these levels.

This is the fighter's package.

PS: forgive the DC format; my homebrew is entirely skill based; for other games assume the DC would be 8 + proficiency bonus + ability modifier.

### Deeds of Legend
Starting at 14th level, you gain access to a suite of powers, termed Deeds. You may only use a given Deed of Legend once per long rest. It does not take an action to activate a Deed of Legend. Instead, each has a triggering moment when they can be employed. You gain one Heroic Deed at 14th level, one Warlord Deed at 16th level and one Legendary Deed at 18th level. When you take a long rest, you can swap out one Deed that is available to you at each level for a different Deed.
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#### Heroic Deeds
At 14th level, choose one of the following Deeds when you gain the feature.

##### Decisive Strike
When you hit, you may declare this a Decisive Strike. The hit deals maximum damage and the target must make a Wisdom save DC 8 + your Melee/Ranged Combat (Weapon Group) skill or be stunned until the end of its next turn.

##### Forge of Heroes
When you enter a town, city, or industrial location you can invoke this deed. For the next 24 hours smiths, carpenters, engineers, alchemists, and laborers work under your direction. One of the following is built for you or your ally's use:

  • A siege engine
  • 100 mundane weapons
  • 20 sets of armor
  • 10,000 gp worth of infrastructure
  • 1 magic item of a rarity of up to Rare (with DM's approval)
  • A fortified camp or field base

The item(s) are constructed or repaired at seemingly impossible speed, or completed from incomplete materials that are locally available. You must pay for the items that are constructed or repaired.

##### Iron Host
When you enter or arrive in a settlement, fort, camp, or war zone, you invoke your reputation, victories, and name. For the next 24 hours you can recruit mercenaries, militia, guards, or volunteers equal in power to one large adventuring party per 100 inhabitants (DM adjudicates exact composition). They will provide:

  • Labor
  • Escorts
  • Build or man Fortifications
  • Assemble or drive wagon trains
  • Send message runners to other communities or to a seat of power
  • They will fight for you in mass combat to the best of their ability, though they will not join dungeon excursions, raids or the like.

This effect is nonmagical and they will expect pay, plunder, or loyalty for their efforts — but will follow you willingly for this time.

##### Perfect Riposte
When you end your turn, until the start of your next turn every time an enemy misses you, you may make one weapon attack against them (no action)

##### Unstoppable Advance
When you move, until the end of your next turn you gain the following movement abilities.
- You ignore difficult terrain and you cannot be slowed, restrained, or knocked prone.
- Moving does not provoke opportunity attacks and you may move through enemy spaces.

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#### Warlord Deeds
At 16th level, choose one of the following Deeds when you gain the feature.

##### Turn the Tide
On your turn you may activate this ability, granting the following benefits to all allies within 60 feet.

  • May gain temp HP equal to your level
  • May immediately move up to half their speed
  • May immediately make one attack

##### Hold the Line
On your turn you may activate this ability, for 1 minute the following benefits are in place.

  • Enemies cannot move through allied spaces
  • Allies cannot be pushed, knocked prone, or repositioned unwillingly
  • Allies gain advantage on saves

##### Living Battle Standard
When you enter a region you have previously visited or fought in, for the next 30 days the following effects are in place.

  • Your banner, name, or legend spreads.
  • Friendly factions offer safe haven, share known intelligence and hide you from enemies
  • Hostile factions have disadvantage on tracking, ambushes, and covert actions against you
  • The region becomes politically tilted in your favor; choose a non-hostile faction in the area and you gain advantage in social situations with the chosen faction.

##### No One Falls Today
When you or an ally is at half hit points or less, you may activate this Deed. For 1 minute the following benefits are in place.

  • Allies reduced to 0 HP instead stay at 1 HP once
  • They gain advantage on death saves
  • You may move to them as a reaction

##### Unwavering March
When you declare a journey, invasion, migration, or evacuation for the next 7 days the following effects are in place.
  • All friendly creatures within 50 miles can reach you or your destination at triple normal overland speed.
  • Supply lines self-organize gathering needed food, ammunition, animals and means of transport.
  • Terrain, weather, and physical obstacles do not slow the movement of your forces.

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#### Legendary Deeds
At 18th level, choose one of the following Deeds when you gain the feature.

##### The Great Work
When you declare a project of regional importance to build or rebuild one of the following: a city, fortress, road, fleet, canal, wall, religious center or trade hub. Over the next 30 days, it is completed as labor and materials arrive in vast quantities, and organization become exceedingly efficient. Non-hostile governments, guilds, and workers cooperate unnaturally well

You just created a permanent campaign landmark.

##### Slayer of Legends
You may activate this deed at any time during your turn. Choose one creature you can see, for 1 minute the following benefits are in place.

  • All your attacks against it have advantage
  • Your attacks ignore resistance and immunity
  • When you hit, you deal +PB dice damage
  • If it drops to 0 HP, all enemies who saw it must make an immediate Wisdom save DC 8 + your Intimidate (Violence) skill or be frightened for 1 minute, using their movement to flee directly away from you.

##### Avatar of War
At the start of your turn or when you are attacked, you may activated this Deed. For 1 minute the following benefits are in place.

  • You gain an extra reaction each round
  • You gain resistance to all damage
  • You cannot be stunned, frightened, or paralyzed
  • Allies within 30 ft gain advantage on attacks



##### This Is Our Battlefield
During your turn, choose an area up to 300 feet square within 100 feet. You do not need to be familiar with the area and this Deed is unaffected by walls, barriers or other obstructions that hinder your ability to see or reach the affected area.

For 10 minutes, while this Deed is active, for all allied creatures within the affected area:
- Ignore difficult terrain
- Ignore nonmagical obstacles such as rubble, undergrowth, shallow water, crowds, or low walls
- May move through hostile creature spaces (treated as difficult terrain only if the creature is Huge or larger)
- Immune to being Grappled, Restrained, Slowed or Knocked prone or having their speed reduced to 0 and if already affected by any of these, the effects immediately end
- May choose to ignore any push, pull, or teleport effect
- Automatically succeed on saving throws against forced movement, pulls, or knockbacks
- Enemies cannot make opportunity attacks against allies while this effect is active.
- Whenever they take the Attack action, casts a spell, uses an item or makes a skill check they may move up to 10 feet before or after the action without using movement.

Also
- Enemies have disadvantage on all attacks
- You know to within 5 feet of its location where every enemy is regardless whether they are visible, invisible, hidden, ethereal or otherwise beyond the normal ability to be perceived. If an enemy leaves or enters the area, you are immediately aware of this.
 

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Mechanics at level 11+ should echo mechanics at level 1-5 not be out of left field. People get into their class in the first few levels; most people want something that feels the same, if better, not something new.

6/7/8/9 spells are similar mechanically to lower level spells, just stronger. Improved Smite is a small auto-smite. Etc.

So you should have lower scale version of these features down to T1/2 (introduce them there) instead of having them show up in T3.5/4 de novo.
 


I like the ideas and the fact that they have multiple options allowing for an extra bit of customisation. Part of me wants these to kick in at level 9, but that's only because I'm a little old school with 9th level being when you've really made a name for yourself, but I've no real objection the the level they gain the abilities.

I also like that some of these are more roleplay options rather than straight combat power, giving the fighter benefits with factions is a cool idea.
 

There are some good ideas there, but some of these are so different that it is hard to tell how balanced they are with each other... the combat ones for example may be even made "recharge on a short rest".

That said, I would rather have these be alternate class features that a character can choose to take in place of their 14/16/18th level abilities. I don't like freebies because they do not create a strategic choice-point in character advancement.

Also, I absolutely detest the "swap on a long rest" mechanic, this is pretty much what made me forsake 5e since Tasha. Do what you want, but I would personally walk away from a game where the narrative of non-magical abilities can be "today I know how to recruit engineers but I don't remember how to recruit mercenaries... but let me sleep on it and tomorrow I will". It totally breaks my suspension of disbelief.
 

Hard disagree. Levels 11+ should not be a copy & paste of of the first two Tiers, but "MOAR".
No, it shouldn't be copy and paste? Meteor Storm is not a copy and paste of Shield.

But Meteor Storm has mechanics in common with shield. Mechanics should be introduced in lower tiers and made epic in later tiers, not utterly different in design in later tiers.

This means if you add Deeds of Legend, you should make it a continuation of something you give in T1 or T2.

If you have reputation mechanics like Iron Forge? Have some lower tier reputation mechanics. Group buffs? Have something show up tied to second wind. Dueling mechanics? Something like it at lower levels.

Lower level versions that make the higher level stuff not arrive out of left field, like:

Combat Dominance: At 5th level, if you make a melee weapon attack on a creature on your turn, you gain advantage on the attack roll if they have not attacked you or damaged you since the end of your last turn. You continue to have advantage on melee weapon attacks against them until the start of your next turn, or until they attack you or damage you.

Deadly Threat: At 8th level, when you reduce a creature to 0 HP or score a critical hit, you can threaten up to your Charisma bonus (min 1) creatures as a reaction. They must have been able to see the triggering deed, and the original creature must have a proficiency bonus equal to or greater than the threatened creature. Each threatened creature must make a Wisdom saving throw (DC 8 + your proficiency bonus + your charisma bonus) or become Frightened of you for 1 minute. At the end of each of their turns while frightened they can repeat this save to end the effect. Once a creature successfully saves against Deadly Threat they are immune to it for 24 hours. You need not share a language to threaten them with Deadly Threat.
 

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