D&D (2024) Midnight Legacy of Darkness alternate heroic paths

greenleaf

Explorer
I'm looking to get back into running a campaign as a DM after years of not playing. I ran a Midnight campaign in the 3.5 edition and plan on setting this campaign in that world as well, using the 2024 rules, though the recent edition of Midnight was written for 5e. I have the new Midnight Legacy of Darkness core book from Edge Studios and plan to use the rules about heroic paths. However, between the 3.5 rules for Midnight and the ones written for 5e, a lot of heroic paths were dropped. Some of them made sense as they were very niche or their abilities can be replicated in other ways. But two that were left off that I really missed were Painless and Quickened.

I decided to take a stab at recreating these heroic paths and making them available for my characters and I also created a brand new one, which I consider a combination of the Steelblooded and Giantblooded called Worldbreaker. I would like some feedback before finalizing them and presenting them to the players.

Since I'm so rusty and haven't fully poured over the new 2024 ruleset, I wonder if I might be overlooking something or adding abilities that are easily replicated by other feats or class abilities or are too powerful or too weak.

You don't need to know anything about Midnight to leave feedback, but just as background, it's a very gritty, harsh world where magic is outlawed and an evil power rules much of the known world and currently wages war to conquer the rest. The world is cut off from other planes and as such, there are no clerics or warlocks. There are also no monks. Because the heroes have the deck so stacked against them, the heroic paths help offset some of that difficulty.

For rules purposes, each character in Midnight is given a free heroic path feat at level 1. Then whenever they would gain a new feat, they can choose to advance the abilities of their heroic path by choosing a feat from the path they chose at character creation or they can instead choose some other feat and not follow their path.

I'll present the different paths in follow up comments below. Thank you for your feedback.
 

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Steelblooded

The steelblooded hero often finds himself falling into the life of a mercenary. When it becomes obvious that his powers go beyond simple skill or training, however, most steelblooded recognize that they have been chosen by Aryth to defend her with strength of arms.

Natural Talent (Steelblooded heroic path feat)

Prerequisite: Have not selected feats from a different heroic path.

You pick up combat skills far more quickly than other warriors.

  • You gain a bonus feat from the following list and qualify for it as if you were 4th level, however, you do not get the ability score increase from the feat: Athlete, Charger, Crusher, Defensive Duelist, Dual Wielder, Grappler, Great Weapon Master, Heavy Armor Master, Medium Armor Master, Piercer, Polearm Master, Sentinel, Shield Master, Slasher.
Offensive Tactics (Steelblooded heroic path feat)

Prerequisites: Minimum level of 4 and the Natural Talent Steelblooded heroic path feat.

Your skill in combat gives you an extra edge wherever you need it most.

  • You get the ability score increase from the feat you chose for Natural Talent.
  • As a free action, your next attack is +1 to hit and damage. You may use this ability a number of times equal to your proficiency bonus before needing to complete a long rest, though you may regain one use of it during a short rest. The bonus increases to +2 at 8th level, +3 at 12th level, +4 at 16th level and +5 at 20th level.
Strategic Blow (Steelblooded heroic path feat)

Prerequisites: Minimum level of 8 and the Offensive Tactics Steelblooded heroic path feat.

You know how to find the weak spots of your enemy, no matter the weapon you use.

  • Your Strength or Constitution score increases by 1, to a maximum of 20.
  • Your attacks do full damage against creatures that have resistance to piercing, slashing, and bludgeoning attacks.
  • You gain a second bonus feat from the following list, however, you do not get the ability score increase from the feat: Athlete, Charger, Crusher, Defensive Duelist, Dual Wielder, Grappler, Great Weapon Master, Heavy Armor Master, Medium Armor Master, Piercer, Polearm Master, Sentinel, Shield Master, Slasher.
Skilled Warrior (Steelblooded heroic path feat)

Prerequisites: Minimum level of 12 and the Strategic Blow Steelblooded heroic path feat.

Your mastery of your chosen weapon goes beyond anything that could be naturally explained.

  • You get the ability score increase from the feat you chose for Strategic Blow.
  • The Steelblooded chooses one weapon with which he is proficient and for which he has mastery. He can add an additional mastery ability when using that weapon. He can change the weapon and the additional mastery whenever he gains a new level.
Untouchable (Steelblooded heroic path feat)

Prerequisites: Minimum level of 16 and the Skilled Warrior Steelblooded heroic path feat.

You have become nigh impossible to bring down in battle.

  • Your Strength or Constitution score increases by 1, to a maximum of 22.
  • You gain an extra +1 to your AC when using your Skilled Warrior Weapon. This increases to +2 at 20th level. In addition, whenever you hit an enemy with an attack, that enemy has disadvantage when attacking you until the beginning of your next turn and you do not provoke attacks of opportunity against them.
 
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Quickened

Some heroes fight as if others were standing still. The quickened hero uses his speed and agility to both avoid his foes and cut them down before they can defend themselves.

A Step Ahead (Quickened heroic path feat)

Prerequisite: Have not selected feats from a different heroic path.

Energy flows through you, making you lighter and quicker of step than any natural forces can explain.
  • You gain +5 to your movement speed.
  • Opportunity attacks against you suffer disadvantage when moving more than 15 feet in a turn.
Burst of Speed (Quickened heroic path feat)

Prerequisites: Minimum level of 4 and the A Step Ahead quickened heroic path feat.

You can push yourself to give yourself an extra boost when needed.
  • Your Dexterity score increases by 1, to a maximum of 20.
  • Once before completing a short or long rest you can double your movement speed on your turn. If you move at least 15 feet on that turn, you double your proficiency bonus on your attack roll for all your attacks that turn. You may use this ability twice per short or long rest at 14th level.
Blinding Motion (Quickened heroic path feat)

Prerequisites: Minimum level of 8 and the Need For Speed quickened heroic path feat.

Your speed makes you almost impossible to pin down.
  • Your Dexterity score increases by 1, to a maximum of 20.
  • Whenever you move more than 15 feet in a turn, you gain +1 to your AC for that turn. This bonus increases to +2 at 10th level and +3 at 18th level.
  • You gain the Acrobatics skill or, if you already have it, you gain expertise in that skill.
  • You gain +5 to your movement speed.

Quicker Than the Eye (Quickened heroic path feat)

Prerequisites: Minimum level of 12 and the Unmatched Celerity quickened heroic path feat.

You are impossible to pin down and make other warriors look like they are standing still.
  • Your Dexterity score increases by 1, to a maximum of 22.
  • Twice before completing a long rest you may re-roll a failed Dexterity saving throw.
  • Once before completing a short or long rest you can make make an extra attack during your attack action. At 19th level you may perform this twice before completing a short or long rest.
Ride the Lightning (Quickened heroic path feat)

Prerequisites: Minimum level of 16 and the Burst of Speed quickened heroic path feat.

Combat has slowed down for you to the point that everyone else moves in slow motion.
  • Your Dexterity score increases by 1, to a maximum of 24.
  • You may Ride the Lightning by turning yourself into a whirl of speed as your attack action. This may not be combined with your Quicker Than the Eye feat or any other extra attacks you might receive from your class. You may strike up to four targets. You must be within 10 feet of the first target and, after moving next to it and making an attack, you may then move up to 10 feet each time you attack a new target. Each time you attack you must strike a different target from your current one, however you may strike a target struck previously on a future attack using this ability. This is not part of your move action, does not provoke attacks of opportunity, and does not count against the total distance you may move in a turn. At the end of the third attack you must position yourself within 10 feet of the last enemy you attacked. You can use up to four different weapons, one for each attack. You may not perform this action again until performing a short or a long rest. At level 20, you may strike up to five targets with this ability.
  • You gain +5 to your movement speed.
 
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Worldbreaker

Sometimes the battle is won through raw physical power. And the Worldbreaker is the pinnacle of that, someone whose strength is the stuff of legend.

Physical Prowess (Worldbreaker heroic path feat)

Prerequisite: Have not selected feats from a different heroic path.

You have few rivals when it comes to physical challenges.
  • You gain the Athletics skill and you also gain Expertise in that skill.
Heavy Blows (Worldbreaker heroic path feat)

Prerequisites: Minimum level of 4 and the Physical Prowess worldbreaker heroic path feat.

Your strikes land with unbelievable force, whether against your foes or when smashing objects.
  • Your Strength score increases by 1, to a maximum of 20.
  • You add your proficiency bonus to damage on the first melee attack you make each round.
Furious Smash (Worldbreaker heroic path feat)

Prerequisites: Minimum level of 8 and the Heavy Blows worldbreaker heroic path feat.

Your blows have been known to lay low even the stoutest of enemies.
  • Your Strength score increases by 1, to a maximum of 22. .
  • You may attempt to devastate an opponent with an overwhelming blow. As a bonus action, you can attempt a Furious Smash. If you roll a natural 18, 19, or 20, it is a critical (if it hits). If your roll was 19, the critical does an extra d6 damage. If it is a 20, you do an extra 2d6 damage. After making a successful Smash, you may not use this ability until you have completed a short or long rest. At 14th level you may attempt a Furious Smash twice before needing to replenish the ability.
Intimidating Strike (Worldbreaker heroic path feat)

Prerequisites: Minimum level of 12 and the Furious Smash worldbreaker heroic path feat.

Your strength is so devastating it invokes fear and awe in those who have the misfortune to face you.
  • Your Strength score increases by 1, to a maximum of 22.
  • You gain advantage on Intimidation checks when using Strength.
  • When you perform a successful Furious Smash, you may attempt an immediate intimidation check using Strength as your ability instead of Charisma. Every creature within 30 feet of you that can see you, must make a Wisdom save with a DC of your Intimidation check or become Frightened for 1 minute. They can make a save to end this condition at the end of each of their turns. You can use this ability once before needing to replenish it with a long rest.
Paragon of Strength (Worldbreaker heroic path feat)

Prerequisites: Minimum level of 16 and the Intimidating Strike worldbreaker heroic path feat.

Combat has slowed down for you to the point that everyone else moves in slow motion.
  • Your Strength score increases by 1, to a maximum of 24.
  • Once before completing a long rest you may draw upon supernatural levels of strength. As a free action, you can enter the Worldbreaker stance. For the next minute, for any critical strikes you make, you roll the damage dice three times. In addition, the first attack you make every round sunders your enemy’s defenses. Their armor class is reduced by 1. On subsequent rounds you can reduce it by an additional 1 with each blow. The total amount you can reduce an enemy’s armor in this way is equal to your proficiency bonus. The sundering effect lasts for 10 minutes.
 
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I have updated the three heroic paths. I replaced Painless with Steelblooded as Painless had a lot of overlap with the current version of Ironborn from the books.

I'm also considering making the all of the feats free, not just the feats for level 1. That seems much more consistent with the way Midnight 2nd edition handled Heroic Paths.
 

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