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Hero Points

The optional rule of Hero Points will be utilized in the Time of the Takers Campaign, but not exactly as they appear in the Dungeon Master's Guide. Hero Points are a rare and valuable resource for players. Players start with exactly one Hero Point and gain one Hero Point when gaining a level. More Hero Points may be awarded by the DM during game play for the following reasons:
  • Character Story: Characters are strongly encouraged to create rich and detailed histories of their characters that integrate, deeply, into the Kingdom of Shadowspeak. Players who participate in such character development will receive opportunities to complete personalized story quests, which upon completion, may result in Hero Point rewards. In addition, the DM can use parts of character backstories to generate pivotal moments for characters concerning their past. When these key events are resolved, the DM can also award hero points.
  • Creative Teamwork: Players who make choices, in and out of combat, that place the focus on other players and their strengths, in consort, can be rewarded with Hero Points at the discretion of the DM.
  • Completing Plot Arcs: The DM might award a hero point to each of the PCs who were involved in completing a major chapter or arc in the campaign story. These hero points are awarded at the conclusion of the arc if the PCs were successful or advanced the story in a meaningful way.
  • Faith: Hero points may also be used to represent the favor of the gods. The DM can award hero points to characters whenever they uphold the tenets of their faith in a grand way, or whenever they take on one of the faith’s major enemies. Such hero points might be temporary, and if not spent on the task at hand, they fade away.
  • Maximum Hero Points: Characters can have no more than 3 hero points at any one time. Excess hero points are lost.

Hero points can be spent in the following ways:
  • Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.
  • Bonus: If used before a roll is made, a hero point grants you a bonus d10 to roll and add to any one d20 roll. If used after a roll is made, this bonus is reduced to a d6 roll. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll.
  • Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.
  • Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the DM for a hint about what to do next. If the DM feels that there is no information to be gained, the hero point is not spent.
  • Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.
  • Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.
  • Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and will require an attack roll or skill check with a DC assigned by the DM.

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