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Enabling Big Epic Moves

The Knight Owls have always been something a little special.  They operate outside the normal parameters of the core game of D&D 5th Edition, and thus are given further opportunities for epic checks, attacks, and successes.  It also gives the resident Game Master permission to pull no punches, as the characters are better equipped for more difficult challenges and circumstances.

Each Asset is a custom-made card that grants a one-time epic boon, and no Asset is the same.  Players are dealt 1 Asset every Knight Owls session they attend, and if the boon is not used during the session, they keep it for the following session in addition to the one they are dealt.  They may only hoard a maximum of 3 Assets at one time.

Assets can only be spent, unless otherwise noted on the card, on the character that player controls.  Whereas Inspiration CAN be spent on allies and enemies, Assets are tied to the character controlled by the player.  

Active Assets - * indicates Asset currently being play-tested

Careful Attack - Gain Advantage on one attack roll and, if successful, add +2 damage of the same type to the damage roll.
Precise Attack - Add +5 to one attack roll.
Vicious Attack - Add +10 damage of the same type to a damage roll.
Instant Transmission - Teleport up to 100 feet.
Knowledge of the Ages - Make 1 roll automatically succeed.
Soul Wheel - Automatically resurrect a character (not yourself)
Exponentiality - Multiply one die roll by 3.
Vanguard Bento Box - Consume this (as a Bonus Action) to regain 25 HP and gain 10 Temporary HP.
Spireling Shot - Consume this (as a Bonus Action) to gain Advantage on all skill checks and double your movement for 1 minute.
Epic Montage - Add 4d6 to any die roll.
Iron Body - Add +10 to any 1 Constitution, Dexterity, or Strength saving throw.
Iron Will - Add +10 to a saving throw to resist a spell effect.
Iron Soul - Block any 1 attack or automatically succeed on any 1 saving throw.
Momentary Swift - Add +4 to your AC until the beginning of your next turn.
Ultimate Chance - Automatically deal max die damage on this damage roll.
Fire Scroll - Cast this as a Bonus Action and roll 1d4.  Spell Attack +4.  1. Fire Bolt; 2. Chromatic Orb (Fire); 3. Scorching Ray; 4. Fireball
Ice Scroll - Cast this as a Bonus Action and roll 1d4.  Spell Attack +3.  1. Ray of Frost; 2. Chromatic Orb (Cold); 3. Freezing Ray; 4. Sleet Storm.
Scroll of Invisibility - Cast this as a Bonus Action.  You are now Invisible, as if using the spell Invisibility.
Scroll of Disintegrate - Cast this as a Bonus Action.  Target must make a DC 15 Dexterity Save or take 10d6 +40 Force Damage.
Wrath of the Gods - When you take the Attack action, attack an addition FOUR times.
Flood of Chakra - Cancel all diseases and any adverse effects (magical or otherwise) affecting you.  Also, regain 20 HP.
Run Like Hell - Move up to quadruple your speed without provoking attacks of opportunity.
Sharpened - Deal double damage on a damage roll (all dice, as if a critical).
Lichtspeer - Double the range, gain Superior Advantage (best of 3 rolls), and quadruple the damage if you hit.
World Ward - Gain 30 Temporary Hit Points until you finish your next Long Rest.
Soulfire - If you are brought to 0 hit points or below, you may instead drop to half your total hit points.
Escar's Channeling - When taking a melee attack action, you may send spectral forms of your attacks up to 30 feet away.
Conduit - Temporarily gain an ally's AC or give them yours, and add +2 to each until the end of your next turn.
Luck of the Weave - You have 4 Luck Points.  Track them on this card.  When your last Luck Point is expended, this asset is discarded.
Spreadfire* - when you make a ranged attack or spell attack, you may instead split the total damage between all foes in a 20-foot cube.
Fire Tea* - drink this as a Bonus Action and gain Fire Breath (as in the dragonborn Breath Weapon).  This breath exhales in a 15-foot cone OR a 5x30 line (your choice) and requires all targets to make a DC 15 Dexterity save for half damage, or take 5d6 fire damage on a failure.
Cleave* - if you connect on your next attack, you may also attack an adjacent enemy using the same attack roll.  If you hit, deal damage as normal and you may re-roll 1's, 2's, and 3's.

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  • The Nexus
  • GM's Corner
    • Voidspeaker
  • DM Podcast
  • Knight Owls
    • The Gray Owls Initiative (21+) >
      • Gray Races
      • Gray Classes
    • KO Event Dates - Descriptions
    • Knight Owls Armory >
      • Protection
      • Potions, Scrolls, and Consumables
      • Weaponry
      • Rings and Wares
      • Adventurer Essentials
      • Custom Mixes and Crafting Rules
    • Owls History
    • Assets
  • Dungeons and Dragons
    • Character Creation - D&D >
      • FEATS
      • PRESTIGE CLASSES
    • Spell Compendium - D&D 5e >
      • Custom Crafted
      • Expanded Invocations List
  • Amplify Your Signal