6. HEROIC ACTIONS (HEROIC MOMENTUM)
Overview
Heroic Momentum represents bursts of will, cinematic focus, divine favor, or supernatural exertion that allow a character to bend outcomes in decisive moments.
Where other systems are passive (Scale Bonus, Attributes, Resistance), Heroic Momentum is active:
It lets players choose when they are extraordinary.
It is designed to:
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create clutch moments
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reward bold play
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prevent anticlimactic failures
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give agency against overwhelming threats
Heroic Momentum Points
Each Heroic Rank grants a pool of Momentum points.
Momentum by Rank
| Rank | Points per Long Rest |
|---|---|
| Minihero | 2 |
| Hero | 3 |
| Superhero | 5 |
| Megahero | 7 |
| Ultrahero | 10 |
All points are restored after a long rest, unless otherwise specified.
Spending Heroic Momentum
A character may spend 1 Heroic Momentum point to activate one of the following effects.
Unless stated otherwise, these effects require no action and can be used at the moment of resolution.
Core Momentum Effects
1. Reroll
You may reroll one roll you just made.
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You must take the new result
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Can be used on:
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attack rolls
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saving throws
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ability checks
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2. Narrow Success
When you fail a roll by a small margin, you may turn it into a success.
Recommended Rule
A narrow failure is:
Missing the target number by 3 or less
The DM may adjust this threshold depending on tone.
3. Extra Impact
Add one additional Heroic Impact Die to a successful hit.
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Applied after confirming the hit
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Stacks with existing Impact Dice
4. Limited Additional Action
Gain a limited extra action on your turn.
This action can be used to:
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make one weapon attack
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take the Dash, Disengage, or Dodge action
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perform a simple ability-based action
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use a minor class feature (DM approval)
This is not a full Action Surge—it is controlled flexibility.
5. Ignore Condition
Ignore one condition affecting you until the end of your turn.
This includes:
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frightened
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charmed
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restrained
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paralyzed (partial—see below)
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stunned (partial—see below)
Important Limitation
For severe conditions (paralyzed, stunned):
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you ignore the effects for your turn only
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the condition returns afterward if still active
6. Activate Rank Feature
Some Heroic Rank abilities require spending Momentum.
This allows:
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activating powerful effects
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triggering special abilities
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enhancing existing features
Timing Rules
Heroic Momentum can be used:
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after rolling but before outcome is finalized
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during your turn
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in reaction to events (DM approval)
Reaction Use (Optional Rule)
You may spend Momentum outside your turn to:
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reroll a saving throw
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reduce incoming damage
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resist control
Momentum Scaling by Rank
As Heroic Rank increases, Momentum becomes more flexible and powerful.
Superhero and Above: Enhanced Uses
From Superhero rank onward, characters unlock additional options.
7. Action Surge (Superhero+)
Spend 2 Momentum to gain a full additional action.
-
This follows normal action rules
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Cannot be used more than once per turn
8. Break Control (Superhero+)
Spend 1 Momentum to immediately:
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end one condition affecting you
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or gain advantage on a saving throw against it
9. Impact Surge (Superhero+)
Spend 2 Momentum to:
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double your Heroic Impact Dice on one hit
10. Defensive Surge (Megahero+)
Spend 1 Momentum to:
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reduce incoming damage by half after all calculations
11. Interrupt Action (Megahero+)
Spend 2 Momentum to:
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take a reaction immediately after another creature acts
12. Reality Push (Ultrahero Only)
Spend 3 Momentum to:
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automatically succeed on a roll
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or force another creature to reroll
DM may limit frequency for balance.
Momentum Limits
To prevent abuse:
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You may not spend more than 2 Momentum per turn
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Ultrahero may spend up to 3 per turn
Optional stricter rule:
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Only 1 Momentum per roll
Narrative Interpretation
Heroic Momentum represents:
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last-second determination
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divine intervention
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perfect timing
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cinematic luck
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supernatural instinct
It is not just mechanics—it is story pressure turning into action.
Rank-Based Feel
Minihero
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Rare clutch moments
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survival tool
Hero
-
reliable heroic pushes
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occasional control over outcomes
Superhero
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frequent cinematic bursts
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control over action economy
Megahero
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battlefield influence
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defensive dominance
Ultrahero
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reality-bending interventions
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near-absolute control in key moments
DM Guidance
Do NOT:
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punish players for using Momentum
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restrict it excessively
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forget it exists
DO:
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encourage dramatic use
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reward timing and creativity
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design encounters that justify its use
Optional Rule: Momentum Refresh
To encourage active play:
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regain 1 Momentum on critical hit or critical failure
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regain 1 Momentum when achieving a major objective
Optional Rule: Momentum Burnout
For harsher campaigns:
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spending more than 2 Momentum in a turn causes:
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exhaustion (1 level)
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or temporary penalty
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Design Purpose
Heroic Momentum exists to:
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give players control over key moments
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reduce frustration from bad rolls
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reinforce cinematic play
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create “this is my moment” decisions
It ensures that:
even in a system of overwhelming power, choice still matters.
Quick Reference
Base Uses (1 point)
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Reroll
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Narrow success
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+1 Impact Die
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Limited action
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Ignore condition
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Activate feature
Advanced Uses
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Full action (2 points)
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Double impact (2 points)
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Interrupt turn (2 points)
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Reduce damage (1 point)
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Auto success (3 points, Ultrahero)