
Heroic Legacies
Subclasses earned at name level — character concepts the base rules cannot otherwise express, granted at 9th and 18th level.
Heroic legacies are subclasses that characters can take if they meet certain prerequisites. They allow players to customize their characters and develop extra abilities above and beyond their core archetype mechanics, growing into character concepts that cannot otherwise be expressed with the base rules.
It is up to the narrator whether heroic legacies may be used, and if so how many may be gained and at what levels. The recommended progression in GSS is to allow characters to take one heroic legacy at 9th and 18th level. Bear in mind that legacies are not all the same — some confer raw power, while others offer interesting skills or abilities to aid in adventuring.
Heavily devoted to swordsmanship with many years of diligent practice. Must wield a sword to use these powers.
- Whirlwind
- Make one melee attack against every opponent within reach as an action. If the character gets multiple attacks per round using the attack action, this ability replaces those attacks.
- Compositions
- If the blademaster strikes a single target more than once in a combat round, the target takes an extra GD of slashing damage. No creature can suffer this extra damage more than once per round, even if hit more than twice.
- Guarding
- While benefiting from Duelist unarmored defense, gain an additional +2 bonus to Defense.
Shieldman and guardian fighting styles. Must be using a shield of at least medium size to use these abilities.
- Slam
- Make an off-hand attack using a shield as a bonus action. Damage is a GD plus MIGHT/AGILITY and the shield’s enchantment bonuses (if any).
- Denial
- Once per round, cause a melee or missile attack made against an ally within weapon reach to target the bulwark instead. No action required; declared after the attack is rolled but before damage is dealt. If the attack roll is too low to hit the bulwark’s defense, it misses.
- Blitz
- As a standard action, make a charge attack against a large or smaller opponent. If successful, the target suffers double shield damage and is knocked prone.
Cavalry combat style and many years of diligent practice in a cavalry squadron or similar warrior order. Must be mounted to use these powers.
- Unity
- While mounted, gain temporary health equal to three times your character level. This temporary health pool refreshes after each full rest. The chevalier and steed share this pool. As long as you remain mounted, your steed cannot be slain while temporary health remains.
- Gallop
- Mounted speed increases by 10, and the chevalier can dash as a bonus action.
- Control
- The mount has perfect morale, will obey any order, and the rider can redirect spells and effects targeting their mount to themselves instead. The chevalier can also order their mount to make a melee attack as a bonus action. If a player is deprived of their mount, this legacy is invalidated.
Proficient in heavy armor and a might score of at least 20. Must be wearing heavy armor to use most of these powers.
- Bastion
- Immune to critical hits and cannot be knocked prone or forcibly moved by any creature less than three size categories larger while conscious. Polearms cannot be braced against a charging dreadnought.
- Crusher
- Once per round when striking an opponent in melee, deal an extra GD of crushing damage. On a natural 20 melee attack against a creature no more than one size category larger, the target is knocked prone.
- Unbreakable
- Unless made higher by other sources, soak score is never less than PROF, regardless of armor.
Trained extensively with knives and daggers. Must be using such weapons to use these powers.
- Backslash
- Once per round, if you hit with a melee attack using a knife or dagger, you can make an immediate second attack against the same target for free. This free attack cannot trigger Backslash or additional bonus attacks.
- Precision
- The first attack you make in a surprise round deals an extra GD of damage.
- Trickthrow
- Advantage on attack rolls to make trick throws. The attack must be flashy and cannot deal direct damage.
Trained extensively with ropes, chains, and whips in combat. Must be wielding a whip or chain weapon to use these powers.
- Impact
- Deal a GD of damage with whips and chain weapons. Can also perform the full range of melee combat maneuvers utilizing the reach of such weapons.
- Bindings
- While benefiting from Duelist unarmored defense, wrapping your body in ropes or chains grants an additional +1 bonus to Defense.
- Hogtie
- Bind a target with rope during a successful grapple. The target remains grappled even if the lasher does not maintain the grapple. Each round the target can attempt an athletics check against the lasher’s maneuver skill to break free.
Heavily devoted to marksmanship with many years of diligent practice. Must wield a weapon with the missile trait.
- Deadeye
- Deal +2 damage with weapons that have the missile trait.
- Volley
- Volley: When you take the Attack action to fire a missile weapon, you can loose a barrage into a 10-foot radius area within range. Make one ranged attack roll and compare it to the Defense of each enemy in the area, dealing standard weapon damage on each hit.
- Trickshot
- Advantage on attack rolls to make trick shots. The attack must be flashy and cannot deal direct damage.
Exposed to some form of planar taint, dark occult science, cursed artifact, or similar malady — and mastered the condition. Can shapeshift into a unique quasi-monstrous form (with claws) as a bonus action. Once chosen, the form is fixed. Benefits apply only in this form.
- Enhanced
- Gain +3 points to distribute among physical statistics, +4 intimidation, and poison immunity.
- Claws
- Unarmed attacks deal a GD of slashing damage, and the character can make one unarmed attack as a bonus action.
- Toxicity
- If the character is bitten or a creature consumes their blood, the attacker suffers a GD of poison or psychic damage (player’s choice). This poison denatures within 1 round of leaving the character’s body.
Inducted into a berserker lodge and undergone shamanistic rites establishing a spiritual connection to the lodge’s patron animal spirit.
- Rage
- Gain a pool of spiritual rage points equal to PROF+1. Once per round, expend one point to make an additional attack during the attack action, increase foot speed by PROF×10 for the round, or re-roll a failed saving throw. Rage replenishes during a pitstop or full rest.
- Totem
- Gain supernatural boons from the animal spirit of the lodge. Examples are listed in a separate document.
Successfully meet, befriend, and persuade a draconid of suitable size (not a kaiju) to serve as a mount. After training, a magical bond forms, imparting abilities so long as the mount lives. Cannot have more than one bonded mount at a time.
- Feather
- Never suffers falling damage. Momentum diffuses just before impact, and the dragonrider always lands safely.
- Wyrmkin
- Communicate with all draconids; most such creatures are neutral toward the character unless antagonized. Perfect morale and immunity to supernatural fear effects regardless of source.
- Infusion
- Immune to one form of damage their bonded mount is resistant or immune to. Deal an extra +1d6 damage of this type with all spells and attacks.
Proficient with martial weapons, mastered at least four fighting styles, died heroically in battle, and been chosen by a suitable deity for elevation to immortality.
- Champion
- Add 4 points to statistics, distributed as desired. Immune to one form of damage associated with the deity.
- Eternal
- Stop physically deteriorating right at the cusp of middle age — bodies still strong, with the dignified veneer of senior warriors.
- Deathless
- Restored to perfect life and health every nightfall, even if killed or the body is destroyed. The soul is hidden in a phylactery; only by destroying the phylactery can the einherjar truly die. If the body is destroyed, they reform in a random location within 1d6 miles of the site of death at nightfall.
Nature and deception skills, martial weapon proficiency, and the blessing of an archfey.
- Beguiling
- Advantage on saves against charm and fear effects. As a reaction, switch the target of one such effect made within line of sight to a new creature; if the new target fails its save it is frightened of or charmed by the feyknight for 1 minute, with a new save each round on its turn.
- Glamoured
- +2 to subterfuge and diplomacy, and +2 psychic damage with melee and missile attacks.
- Fleeting
- Cast Blink as a bonus action without expending mana once per combat encounter (or once every 10 rounds outside of combat).
Proficiency in carving or sculpting tools, the arcana skill, and martial weapon proficiency. Runeknights learn the ancient Titan arts of size alteration and rune-carving.
- Titan’s Might
- Grow large as a bonus action: doubling dimensions, increasing weight by a factor of eight, and melee attacks deal an extra weapon die of damage.
- Runeward
- When another creature within 60 feet is hit by an attack, use a reaction to force the attacker to reroll the d20 and use the new roll.
- Elemental Rune
- During a pitstop or full rest, choose one rune: Cloud (lightning resistance, +2 subterfuge, +2 lightning weapon damage); Fire (fire resistance, +2 intimidate, +2 fire weapon damage); Frost (cold resistance, +2 athletics, +2 cold weapon damage); Stone (acid resistance, +2 empathy, +2 acid weapon damage); Storm (thunder resistance, +2 arcana, +2 thunder weapon damage).
Studied under a necromancer, vampire, succubus, or similar life-stealing being, and benefited from longevity-extending magic at least once. Preying on innocents to prolong life is evil; battle against dangerous opponents is not.
- Dim Mak
- On a critical hit, recover 1 level of exhaustion (if any) and regain health equal to half the damage dealt. In combat, use physical statistics or arete for the attack bonus; damage is a GD plus unarmed damage bonus or arete bonus, whichever is higher.
- Doomward
- Immune to necrotic damage and always succeed on saves against necromancy effects.
- Longevity
- Prolong life with stolen life force. The exact amount required to arrest aging is up to the narrator.
Inducted into a paramilitary order dedicated to destroying fiends, undead, and evil fey. During induction the hopeful drinks an elixir of mixed fiend, vampire, and fey blood — those of insufficient level die.
- Detection
- Automatically sense when a fiend, undead, or fey creature comes within twenty feet (does not pinpoint location). If ambushed by such creatures, always act during the surprise round.
- Sanctified
- Advantage on saving throws against spells and magical effects from fiends, undead, or fey. If disabled or charmed by such an effect, use an action to end it. Score a critical hit against such creatures on a natural 19 or 20.
- Lightbane
- Convert any damage dealt with melee, missile, or spell attacks into radiant damage instead. With missile weapons, can fire bolts of light dealing radiant damage instead of using ammunition.
Female, proficient with martial weapons and medium armor, and willing to swear fealty to a deity of war. Acts as psychopomp for the souls of qualifying dead warriors.
- Might
- Add 4 points to statistics, distributed between physical stats and charisma. Ceases physical aging like a druid; still dies at the end of natural lifespan, and feels the end coming 1 year before it happens.
- Psychopomp
- Transcend any willing undead creature that died in battle or held levels in a warrior archetype. Doing so grants a pool of temporary health equal to character level.
- Wings
- Manifest spectral wings as a bonus action, gaining a flight speed equal to foot speed in mph for 1 hour per full rest, broken into 1-minute increments. Also gain the glide cantrip.
Acquire the favor of a relevant animal spirit, be cured of lycanthropy, or similar — and acquire mystic tattoos, animal hides, or an amulet to embody the powers. Pick a totem animal; shift between animal, ogre-like hybrid, and natural form as a free action. Equipment alters form or merges into the body and cannot be accessed until in a suitable form.
- Bestial
- Unarmed attacks deal 1d12 slashing, piercing, or crushing damage; can make one unarmed attack as a bonus action. In hybrid form the werekin is size large, gains advantage on might-based skill checks, and triples jumping distance.
- Scent
- Enjoys the scent ability in all forms.
- Regenerate
- Regains 6 health per hour in all forms.
Proficient in occult and theology, speaks two outer planar languages, and able to cast 5th-level spells.
- Blinding
- Radiate a psychic light in combat only extraplanar creatures can see. Any non-prime creature coming within 10 feet of a hostile banisher must make a Will save on its turn or be blinded that round.
- Excision
- If a creature rolls a natural 1 on a save against a spell the banisher casts, it suffers the effects of the clarion spell AND is banished back to its home plane (if applicable).
- Power
- Gain apotropaism, banishment, and alluvion as bonus spells.
Capable of casting arcane spells and trained in an elite military program with other battlemages. Must wield an enchanted weapon as an arcane tool for casting.
- Martial
- Proficiency with medium armor, shields, and martial weapons. Magical versions of these items do not contribute to encumbrance and their weight becomes zero while equipped.
- Lifelink
- Deduct up to half of any damage received from spell points instead of health. Cannot absorb poison or psychic damage.
- Destructive
- Add a GD to the damage of any spell cast. If the spell damage is based on Arete and already uses PROF to calculate damage, the PROF bonus is doubled for that spell.
Able to cast 5th-level spells and gained the tutelage of an ancient undead mystic (liche, heucuva). Three trials: transcend a ghost, adopt an undead familiar, and drink the blood of a destroyed master vampire.
- Gravetouched
- Gain many benefits of the undead template — no need to eat, breathe, drink, or sleep; immune to poison and exhaustion. If the gravelord does not eat or sleep for more days than their endurance score, they begin to suffer the Hollowing (see Undead creatures), using the rules for insanity.
- Nightsong
- Body becomes cool to the touch; undead regard the mystic as one of their own. Unintelligent undead do not attack unless provoked, and the gravelord can use Arete for social interactions with undead. Unintelligent undead obey the gravelord’s commands unless actively obeying another undead entity.
- Necropotence
- Gain undeath, blight, and doomgaze as bonus spells.
At least three intellect-based skills, speaks at least three languages, able to cast 5th-level spells, and access to a major repository of supernatural and mundane lore.
- Secrets
- During a full rest, prepare 1 spell of any level the loremaster can cast. This spell is in addition to normal allotment and may be drawn from any list (arcane, divine, or primal).
- Trivia
- +2 to all intellect-based skills. Can attempt intellect-based skills untrained.
- Cram
- Once per month, with a proficient and willing tutor, embark upon a montage of intense study lasting one full day. The loremaster gains proficiency in that skill. Each new use replaces the previous skill learned this way.
Female, good-aligned, and capable of casting primal spells. Must carry a special token of three swan feathers to retain powers; a lost token can be remade by a day-long ritual on holy ground.
- Wildshape
- Shapeshift into a bird ranging from size tiny to large as a bonus action. Tiny (finch, crow, etc.): advantage on stealth rolls. Large (giant owl or eagle, etc.): carry up to two medium or small creatures in talons while flying. Can revert to humanoid shape in the blink of an eye without using any action, even off-turn.
- Hawkeyes
- Sight of an eagle and hearing of an owl. +4 alertness and advantage on perception checks regardless of form. With missile weapons, no penalties for long range.
- Purity
- Immune to poison and can prepare an additional 2 primal spells of any level they can cast.
Spell caster with training in arcana, nature, and theology. Sorcerers cannot take this legacy because their souls already bridge all fields of magic.
- Diversity
- Prepare 3 spells of 6th level or less from any spell list. These spells must be of a level the theurge can cast.
- Retention
- +3 maximum number of prepared spells.
- Lore
- +2 to arcana, nature, and theology.
Occult skill, ability to cast 5th-level spells, and survived a close encounter with shadow magic that left a spiritual impression.
- Nightwalk
- When casting a spell of 1st level or higher, use a reaction to cast blink, teleporting to a nearby spot with dim lighting or less.
- Shade
- In darkness or dim light, gain advantage on saves against spells, heal 6 health per hour, and regenerate lost limbs during a full rest. In normal or bright areas these abilities do not function and the umbralist cannot heal naturally.
- Power
- Gain obtenebration, trapdoor, and blight as bonus spells.
Received an infusion of blood, magic, or spiritual essence from a true dragon donor, learned draconic, and capable of casting 5th or higher level spells.
- Reptilian
- Unarmed attacks deal a GD of slashing damage; can make one unarmed attack as a bonus action. Patches of scaly magic-infused skin grant +1 to defense, soak, and saves.
- Infusion
- Immune to one form of elemental damage and deal an extra 1d6 elemental damage of this type with damaging spells. Can substitute this element for the damage type of any spell cast.
- Power
- Gain the ability to prepare an additional 2 spells.
Proficiency in medicine and alchemist tools. Must own alchemist tools and a belt/satchel. Creates 1 item per pitstop or 2 per full rest. Materials cost is set by the narrator (scavengeable by a free traveler in 1 week). Max prepared creations equal PROF+1; producing more denatures the oldest. Save DC = 8 + Arete for all alchemist items. Solutions can be left behind or given away, but the cap remains.
- Bombs
- Small vial that explodes when shattered, dealing PROF d8’s of fire, acid, radiant, or force damage in a 15-foot radius (reflex save for half). Usable as a grenade or trap rigged to shatter.
- Drugs
- Consumed in drops. Effects include: sleep or paralysis 1d6 hours; remove 2 levels of exhaustion; advantage on checks and saves with 1 statistic for 1 hour; reduce madness by 1 level. Other effects possible at narrator’s discretion. A successful fortitude save against an undesirable effect leaves the victim nauseous and disoriented, with 1 level of exhaustion.
- Medicine
- Medicine: An all-purpose panacea poured onto wounds or consumed. Heals 3d8 + Arete health and cleanses the user of poison, disease, parasites, and supernatural taint.
- Poisons
- A single application deals PROF d10’s of poison damage. Ingested, injected, or applied topically. Fortitude save for half damage.
Arcana skill and serious study of mystical portals and planar travel.
- Anchored
- Cannot be dimensionally moved against their will while conscious. All portals, spells, or related effects simply fail. If the effect would move an entire area the gatecrasher is in, the entire effect fails.
- Warpsense
- With a full minute of study, determine the destination of any portal within 60 feet, gaining a clear mental image of the other side. Also sense if anything has dimensionally moved to or from a location within the last 48 hours — both origin and destination, and the destination plane if planar.
- Portals
- Once per full rest, create a 6’ diameter glowing magic portal at the current location after 1 full minute of uninterrupted effort. Maximum 3 portals at a time, all at least 1 mile apart. Connect any two portals as a full round action to allow travel. A thin sheen of translucent oily light blocks each, allowing onlookers to see the other side. Only creatures and carried objects of suitable dimension can pass; environments do not bleed over. Any Dispel Magic effect targeting a portal destroys it.
Stealth, subterfuge, and acrobat skills; the backstab ability; and mentorship of a nightsworn master or a powerful shadowland entity.
- Shade Step
- Shade Step (Bonus Action): Step into dim light or darkness and teleport up to 60 feet to another location with similar lighting. First attack made this round has advantage. Usable once per combat encounter (or once every 10 rounds outside combat). Does not work if more than one creature is viewing you. Can bring one willing passenger if blinded or eyes closed.
- Shade Sight
- Darksight with unlimited range. See in any darkness, including magical darkness, as well as a normal person on a clear day with good lighting.
- Shadow Puppet
- In dim light, detach a shadow and command it up to 100 feet from the body. The shadow is incorporeal and has advantage on stealth. The nightsworn can speak and sense through it as if present. While controlling the shadow, the nightsworn cannot move and is unaware of surroundings. Magical damage destroys the shadow; a new one cannot be created until after a pitstop or full rest.
Survived incapacitation by an incorporeal undead creature, helped a ghost resolve its fetters and transcend, and gained the patronage of one or more undead spirits.
- Incorporeal
- Incorporeal (Bonus Action): Enter an incorporeal state until the start of your next turn. Move through creatures and solid objects (including walls) as difficult terrain; immune to non-magical damage; cannot attack, cast spells, or interact with objects. Ending a turn inside an object shunts you to the nearest open space and deals 1d10 force damage per 5 feet displaced.
- Belonging
- Unintelligent undead ignore the phantom unless attacked first. Smarter undead are generally neutral and inclined to speak unless they have a personal vendetta.
- Medium
- Cast seance as a ritual lasting 10 minutes. Psychically taxing — imposes 1 level of exhaustion.
- Channel
- Voluntarily allow a spirit to remotely possess the body for up to 1 hour, at any range, by prior pact and only if the spirit is willing. The phantom remains aware and can regain control at any time as a reaction. Recharges every full rest. The phantom cannot be possessed against their will.
- Ethersight
- Look into the border ethereal plane at will and see incorporeal spirits and entities. Also see invisible creatures.
Medicine skill and the opportunity to study with a master of the healing arts.
- Doctor
- +4 medicine. Provide the benefits of full medical care to patients even while adventuring.
- Immunized
- Resistant to poison and disease.
- Peaceable
- When combat begins, gain advantage on all saves, and attacks against the physician suffer disadvantage. Persists as long as the physician takes no violent actions and makes a good-faith attempt to avoid combat.
- Restorative
- All healing effects used by or on the physician restore an additional GD of health. If a healing effect targets multiple creatures, they all gain this benefit.
Psychically engaged with an oracle or other source of precognition and retained a measure of that otherworldly awareness.
- Portent
- After each full rest, roll two d20s and record the numbers. Replace any attack, save, or skill check made by a visible creature (including the prophet) with one of these rolls. Must choose before the roll, and only once per turn. Unused rolls are lost at the next full rest, when two new rolls are made.
- Visions
- Once per full rest, petition the narrator for a vision of a potential future — something important within the next month. Once received, the player may use it to inform decisions, so it is no longer guaranteed. Visions of violence or the character’s potential death tend to take precedence.
Proficiency with tattooing tools and the arcana skill. Ritual techniques transform possessions into tattoos callable at will.
- Arsenal
- Arsenal: Manifest a stylized tattoo into a +2 magical weapon at will (no action required). The weapon deals a GD of damage + Might or Agility modifier, and you are proficient with it. If you do not already possess 2 APR (Attacks Per Round), you gain 2 APR exclusively while wielding this weapon. Thrown weapons return instantly; missile weapons create their own ammunition.
- Trove
- Keep PROF+2 pieces of equipment as tattoos, each up to 50 lbs. Magical items must first be attuned. Manifest or convert as a bonus action. In tattoo form items have no weight. Armor or clothing tattoos cannot manifest if already wearing such items, though multiple suits can be stored and swapped as a bonus action. On the character’s death, tattoos vanish and stored items slowly fade into view on the ground within 10 feet of the corpse.
- Wards
- +1 to defense, soak, and saves from the tattoos. Spellcasters also gain magemail and 1 bonus cantrip.