7. FEATS BY RANK
Overview
Heroic Rank is not only a measure of power—it is a transformation of how a character functions in play.
Each Rank introduces:
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new mechanical capabilities
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new narrative permissions
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new ways to interact with the world
A higher-rank character is not just stronger.
They play differently.
These features define the feel, rhythm, and identity of each tier of play.
MINIHERO
Fantasy of the Rank
A Minihero is no longer a standard adventurer. They are clearly superior to the humanoid baseline.
They are exceptional, but not yet world-defining.
Examples:
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a legendary hunter
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an impossible assassin
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a young demigod
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a monk who runs on walls
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a mage touched by supernatural force
Mechanical Summary
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Scale Bonus: +2
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HP Multiplier: x1.5
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Heroic Impact Dice: +1d6
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Damage Reduction: 2 (vs Mortals)
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Heroic Momentum: 2
Minihero Traits
1. Superhuman Surge
Once per turn, you may gain advantage on one:
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attack roll
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ability check
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saving throw
2. Cinematic Movement
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Ignore nonmagical difficult terrain
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Double effectiveness when:
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climbing
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jumping
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3. Resistance to Punishment
When you drop to 0 HP but are not killed outright:
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Spend 1 Heroic Momentum
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Remain at 1 HP instead
4. Heroic Presence
You gain advantage on Charisma-based checks when interacting with Mortals who respond to:
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strength
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reputation
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nobility
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visible power
Feel of Play
A Minihero feels like:
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peak human taken further
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early mythic figure
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“grounded but clearly superior”
HERO
Fantasy of the Rank
At this stage, the character becomes legendary.
Their name carries weight. Their actions reshape battles.
Mechanical Summary
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Scale Bonus: +4
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HP Multiplier: x2
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Heroic Impact Dice: +2d6
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Damage Reduction: 5 (vs lower ranks)
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Heroic Momentum: 3
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Automatic advantage against Mortals in direct conflict (DM discretion)
Hero Traits
1. Heroic Action
Once per short rest, you may take one additional full action on your turn.
2. Breakthrough Strike
When you hit, you may spend 1 Heroic Momentum to:
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ignore damage resistance
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or destroy/bypass:
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shields
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cover
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armor
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barriers
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3. Legendary Will
You have advantage against:
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frightened
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charmed
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stunned
If the source is of equal or lower rank.
4. Impossible Feat
You may attempt physically extreme actions if they fit the fiction:
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break stone structures
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leap extreme distances
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hold massive weight
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balance in impossible conditions
This is not magic. It is legendary capability.
Feel of Play
A Hero feels like:
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myth in motion
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battlefield-defining individual
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someone stories are written about
SUPERHERO
Fantasy of the Rank
The character is now fully beyond classical heroism.
They operate on superhuman, cinematic, or divine-avatar logic.
Mechanical Summary
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Scale Bonus: +6
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HP Multiplier: x3
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Heroic Impact Dice: +4d6
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Damage Reduction: 10
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Heroic Momentum: 5
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Strong Scale Dominance over Mortals and Miniheroes
Superhero Traits
1. Mythic Action
Once per combat, choose one:
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Take an additional action
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Act + move without provoking opportunity attacks
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Cast a spell and attack in the same turn (if thematically valid)
2. Aura of Superiority
Creatures 2 ranks lower must succeed on a Wisdom save or suffer:
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frightened
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unable to approach
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disadvantage to attack you
(Your choice on activation)
3. Area Impact
On a successful hit, choose one:
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affect an adjacent creature
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create a 10-foot burst
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push target 10 feet
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knock prone (if lower rank)
4. Superhuman Body
Choose two:
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resistance to one damage type
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flight
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supernatural vision
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immunity to fall damage
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breathing in hostile environments
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regeneration (HP = proficiency bonus per turn below half HP)
5. Epic Saving Throw
Once per combat:
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turn a failed saving throw into a success
Feel of Play
A Superhero feels like:
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controlled chaos
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living weapon
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force of nature
MEGAHERO
Fantasy of the Rank
A Megahero is a regional or planar force.
They do not just win fights—they decide wars.
Mechanical Summary
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Scale Bonus: +8
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HP Multiplier: x4
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Heroic Impact Dice: +6d6
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Damage Reduction: 15
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Heroic Momentum: 7
Megahero Traits
1. Crushing Presence
Creatures of lower rank within 30 ft:
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suffer disadvantage on their first relevant roll each turn
2. Break the Scene
Once per combat, you may declare an environmental rupture:
Examples:
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split terrain
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collapse structures
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unleash elemental devastation
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scatter armies
Suggested Effects:
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20 ft radius
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~10d10 damage
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terrain alteration
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mass knockdown
DM translates effect.
3. Minor Immunity
Gain immunity to one:
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frightened
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charmed
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paralyzed
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restrained
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stunned
4. Legendary Action
Twice per long rest, at the end of another creature’s turn:
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move
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attack once
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use minor power
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cast cantrip-level effect
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defend
5. Absolute Strike
On a critical hit:
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Heroic Impact Dice deal maximum value
Feel of Play
A Megahero feels like:
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walking catastrophe
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divine champion
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war-ending entity
ULTRAHERO
Fantasy of the Rank
This is myth beyond myth.
Ultraheroes are:
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gods incarnate
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cosmic entities
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reality-shaping beings
They should be rare and meaningful.
Mechanical Summary
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Scale Bonus: +10
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HP Multiplier: x5
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Heroic Impact Dice: +10d6
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Damage Reduction: 20
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Heroic Momentum: 10
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Near-total dominance over creatures 2+ ranks lower
Ultrahero Traits
1. Rewrite the Turn
Once per round, spend 1 Momentum to:
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act immediately after another creature
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turn failure into success
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force a reroll affecting you
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ignore reactions
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bypass control effects
2. Partial Invulnerability
Choose two:
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immunity to one damage type
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immunity to one condition
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resistance to spell damage
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ignore non-artifact / non-heroic weapon damage
3. Domain Effect
Choose a theme:
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solar fire
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shadow
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thunder
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gravity
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time
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divine light
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void
Within 60 ft:
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enemies take damage
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allies gain advantage
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terrain shifts
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magic is altered
4. Ultrahero Miracle
Once per long rest:
Perform a mythic-scale action, such as:
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stopping a meteor
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raising structures
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sealing portals
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destroying armies
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reviving allies briefly
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breaking ancient curses
DM adjudicates outcome.
5. Second Phase
First time reaching 0 HP in a major encounter:
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regain 25% HP
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remove one condition
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gain enhanced aura (3 rounds)
Feel of Play
An Ultrahero feels like:
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unstoppable presence
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divine force
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narrative event
Design Purpose
This system ensures:
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each tier feels distinct
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power is not just numerical
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gameplay evolves with scale
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identity matters as much as mechanics
Quick Reference
Each Rank provides:
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passive scaling (bonus, HP, damage)
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active abilities (momentum, actions)
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unique traits (playstyle shift)