General Hero Point Powers in Astora | World Anvil

General Hero Point Powers

Act out of turn

You may take your turn immediately. Move your initiative to just after the last entity to act. You may only take a move or standard action on this turn.

Extra action

You gain an additional standard or move action this turn.

Inspiration

You gain a valuable piece of insight about a current situation. This power is much more free-form than most others, and precisely what information is received will depend on what the player specifically asks for and the DM is willing to divulge, though the nature and breadth of the information will be agreed upon by both parties before the expenditure of the point. If no agreement can be made, the player can elect to forgo the use of this power and retain their hero point.

Recall

You regain uses of expended spells for that day. For spell points, regain half your maximum spell point total. Otherwise, you regain approx. half your total spell allotment, as approved by the DM.

Second Wind

You regain half your maximum hit point total on your turn. Negative hit points are counted against this total. If you were unconscious, you come to immediately and can take your full round of actions.

Special Act

You can attempt an action that would normally be impossible. Success is not guaranteed and will require a roll determined by the DM. Possibilities include (but are not limited to): casting a spell higher level than you have access to, making an attack that bypasses DR or special defenses, adding a specific critical die to an attack, or using a diplomacy check to talk down a raging dragon. No inspiration points may be added to the roll, and the difficulty of said roll will be determined before the point is spent.

Cheat Death

A player may avoid the death of their character or a character under their control (familiar, animal companion, special mount, henchmen, etc.) subject to DM approval. How this plays out is up to the DM, but generally the character is left alive, with negative hit points and stable. When used to prevent the death of their own character, this power costs 2 hero points. When used for another character under their control, the cost is 1 hero point.

Point Exchange

You may exchange 1 hero point for 4 special luck points. These points act the same way as normal luck points, with two exceptions. First, a special luck point can be spent on a roll that has already been modified by a normal luck point. Second, special luck points are not returned at the end of a session, and remain in your possession until they are spent. A player cannot transfer these points to others, and cannot have more than 4 at one time (any amount in excess of 4 are lost at the end of the current session).

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