Heir of Siberys - Epic Destinies

Heir of Siberys

"My destiny, too, is written in my dragonmark. Not service to my house, but . . . something more."

Prerequisite: 21st level

Most dragonmarked individuals manifest their marks in adolescence, when heirs of the dragonmarked houses undergo a rite called the Test of Siberys. This test puts the young heirs into stressful situations in the hopes that their marks will manifest. Siberys dragonmarks, however, break all the rules.
    The magic of a Siberys dragonmark is powerful and fundamentally unpredictable. The mark is larger and more elaborate than the normal mark in its family, but it's rare for a normal mark to develop into a Siberys mark—more often, Siberys marks appear on older members of the house who were previously unmarked. Even more so than the common dragonmarks, a Siberys mark is viewed as the touch of the Prophecy—a character's inextricable link to the destiny of the world.
    The dragonmarked houses keep a careful eye on members who bear Siberys marks. If a Siberys mark can be used in the service of the house, the house's leaders are content to let it, but a Siberys heir who does not remain firmly under the house's control is likely to become the target of assassins.
    In game terms, a character can adopt the Heir of Siberys epic destiny to reflect the presence of this exceptional mark. Most characters with Siberys dragonmarks did not previously have a dragonmark, but a character who already has a dragonmarked feat isn't prevented from taking this paragon path.
    This is a generic destiny that any Heir of Siberys can choose, though the utility power the destiny bestows at 26th level depends on the character's specific Siberys dragonmark. You can also craft unique epic destinies for each Siberys mark or even for each individual with such a mark. Heirs of Siberys, by their nature, defy easy categorization and have little in common with each other or with other dragonmarked characters.

Immortality
Your destiny is written in the Prophecy, and it is greater than the short span of your mortal life. As the Prophecy writes itself on your skin, you gain an increasing depth of understanding into its meaning and the various ways it can be fulfilled. What's more, you begin to understand that while you are a player in a cosmic drama, you are also the playwright, master of your own destiny, and not bound to any single vision of the future, whatever the Prophecy might say.
    The Eternal Prophecy: When you complete whatever the Prophecy has in store for you—or whatever destiny you wrote into the Prophecy for yourself—you might disappear from the world for a time. But just as prophetic marks appear written on the bones of the earth, your Siberys mark is a part of the world. The Prophecy is Eberron, Eberron is the Prophecy, and you are equally part of both. If the world needs you in the future, you might choose to manifest once more in flesh forever altered by the mark of the Prophecy on your skin.

HEIR OF SIBERYS FEATURES

    Blessing of Siberys (21st level): Increase two ability scores of your choice by 2.
    Will of Siberys (21st level): Each time you fail a saving throw against an effect that a save can end, you gain a cumulative +2 bonus to saving throws against that effect until the effect ends.
    Lifeblood of Siberys (24th level): Once per day, when you are reduced to 0 hit points or fewer or you fail a death saving throw, you can spend 2 healing surges.
    Speaker of Prophecy (30th level): When you miss every target with an encounter attack power, the power is not expended.

Siberys Mark of DetectionHeir of Siberys Utility 26

Nothing can be hidden from you.

Daily  
Minor Action      Personal

Effect: You gain blindsight 10 until the end of the encounter.

Siberys Mark of FindingHeir of Siberys Utility 26

Your dragonmark flares as you gaze at your foe. Now nothing can prevent you from hunting down your enemy.

Daily  
Minor Action      Ranged 20

Target: One creature

Effect: Until the end of the encounter, the target grants combat advantage to you. Your attacks against the target deal 1d6 extra damage. The target does not benefit from cover or concealment against you as long as you can see the target, and you know the target's precise location. If the target is more than 3 squares away from you at the start of your turn, you can teleport to any square within 5 squares of the target as a move action.

Siberys Mark of HandlingHeir of Siberys Utility 26

You grant a beast or summoned creature its own mind and will.

Daily  
Standard Action      Personal

Effect: You gain an extra standard action each turn until the end of the encounter. You can use this action only to use an at-will beast power or to command a summoned creature. Alternatively, your mount can use this extra action to attack.

Siberys Mark of HealingHeir of Siberys Utility 26

Healing energy spreads out from you to bolster your allies, especially those who are near death.

Daily   ✦     Healing
Minor Action      Close burst 10

Target: You and each ally in the burst

Effect: The target regains hit points as if he or she had spent 2 healing surges, or 3 healing surges if he or she is bloodied.

Siberys Mark of HospitalityHeir of Siberys Utility 26

You create a zone of safe refuge around yourself.

Daily   ✦     Healing, Zone
Standard Action      Close burst 2

Effect: The burst creates a zone that lasts until the end of the encounter or until you move. You and any ally gain a +2 power bonus to all defenses while within the zone. If you or an ally spends a healing surge while within the zone, that character regains 20 additional hit points. Your allies can teleport 10 squares to any square within the zone as a move action.

Siberys Mark of MakingHeir of Siberys Utility 26

What your magic has wrought, your dragonmark makes real.

Daily  
Minor Action      Personal

Effect: Until the end of the encounter, you automatically sustain any of your powers that normally require a minor action to sustain without spending an action. You sustain such powers even if you are stunned or unconscious.

Siberys Mark of PassageHeir of Siberys Utility 26

You open a passage that transcends the limits of space, inviting your allies to follow you through it.

Daily   ✦     Teleportation
Move Action      Personal

Effect: You teleport 20 squares, and each ally adjacent to your starting position can teleport to a square adjacent to your new location. Neither you nor a teleporting ally needs to see your destination.

Siberys Mark of ScribingHeir of Siberys Utility 26

You scribe the Prophetic symbols that spell your enemies' doom.

Daily   ✦     Zone
Standard Action      Area burst 1 within 10 squares

Effect: The burst becomes a zone that lasts until the end of the encounter. Enemies within the zone gain vulnerable 10 to all damage, and your allies can score critical hits against enemies within the zone on a natural attack roll of 19–20.

Siberys Mark of SentinelHeir of Siberys Utility 26

You become the perfect sentinel, unwavering in your dedication to your task.

Daily  
Minor Action      Personal

Effect: Until the end of the encounter, you gain a +5 power bonus to your Will, and you automatically succeed on saving throws against charm effects.

Siberys Mark of ShadowHeir of Siberys Utility 26

Pulling the shadows around you, you disappear from view.

Daily   ✦     Illusion
Minor Action      Personal

Effect: Until the end of the encounter, you are invisible to any creature against which you have any cover or concealment.

Siberys Mark of StormHeir of Siberys Utility 26

Howling winds swirl around you and thunder rumbles in the sky.

Daily   ✦     Zone
Standard Action      Close burst 3

Effect: The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain for creatures on the ground. When a creature flies to a square within the zone, you can slide that creature a number of squares equal to its fly speed as an opportunity action, and then its movement ends. You can fly your speed and hover while within the zone. In addition, thunder and lightning attacks deal 1d10 extra damage against targets within the zone.

Siberys Mark of WardingHeir of Siberys Utility 26

You create a nigh-impenetrable barrier to protect your allies.

Daily   ✦     Zone
Standard Action      Close burst 3

Effect: The burst becomes a zone that lasts until the end of your next turn. Enemies can't enter the zone, and allies gain a +2 power bonus to their defenses while within the zone. The zone ends if a creature inside the zone attacks a creature outside the zone.

Sustain Minor: The zone persists.


Published in Dragon Magazine 388.