When pushed to the absolute brink, heroes tap into an inner reservoir of aether to unleash cinematic, tide-turning maneuvers known as Limit Breaks.
Your Limit Gauge tracks your stored surges of momentum and combat adrenaline. In this setting, each pip on your gauge is 1 use of Heroic Inspiration.
Capacity: Your Limit Gauge holds up to a maximum of 3 Heroic Inspiration pips at a time.
Dual Functionality: Each pip in your gauge can be spent individually as standard 5.5e Heroic Inspiration (rerolling any die roll), or saved and combined to unleash multi-pip Limit Breaks.
Duration: Stored pips carry over between encounters and Short Rests. All unspent pips reset to 0 only upon completing a Long Rest.
Separation from Innate Character Features
Independent Tracking: Any species trait (such as Human Resourceful), class or subclass feature (such as College of Dance Bard Inspiring Movement), origin feat (such as Musician), or magic item that grants standard Heroic Inspiration is tracked completely separately.
No Gauge Exploitation: Innate character options grant only the standard binary charge of 5.5e Heroic Inspiration (which you either have or do not have to reroll a d20). These sources cannot be added, converted, or banked into your 3-pip Limit Gauge pool. The Limit Gauge is fueled strictly by the combat crisis triggers below.
Gaining Limit Gauge Pips
You gain 1 Heroic Inspiration pip in your Limit Gauge (up to the maximum of 3) exclusively when one of the following occurs during combat:
Taking Critical Damage: An enemy scores a Critical Hit against you.
Falling Below Bloodied: Your hit points drop below half your maximum HP. (If you are healed above half and fall below again, you can gain this again).
Striking True: You roll a Natural 20 on an attack roll, saving throw, or ability check.
Fallen Ally: A friendly creature within 30 feet of you drops to 0 hit points.
DM Combat Award: The DM directly awards a Limit charge for exceptional tactical bravery or heroic sacrifice during an encounter.
Gaining Limit: You can only gain one Pip per round no matter how many times it may have triggered, but you can always choose to trigger the limit break in place of earing a pip. (This can trigger even if you earned a pip this round.)
Accumulating pips does not automatically unleash a Limit Break. Channeling that energy requires seizing a moment of crisis:
The Prime Trigger: At the exact moment you would gain a Limit Gauge pip, you can choose to declare: "Limit Break Primed!"
Pip Cost: You do not gain the new pip. Instead, that momentum surge primes the Limit Break using your currently stored pips.
You can only prime a Limit Break if you already have at least 1 pip in your gauge.
Upon declaring the prime, you declare the tier (1, 2, or 3 pips) you intend to unleash before the end of your next turn.
The Execution (Next Turn): On your very next turn, your primed Limit Break is active and ready to fire as part of an Action, Bonus Action, or Reaction as defined by the ability.
Use It or Lose It:
If your turn arrives and you choose not to use the primed Limit Break, or you use your turn for something else, the declared pips are lost and expended from your gauge.
Exception (Combat Ends): If combat ends before your next turn arrives, the prime fades harmlessly and your stored pips are not lost.
At character creation, each player selects one Combat Role (Striker/DPS, Vanguard/Tank, Healer, or Tactician/Support). Players can customize the name and visual description of their Limit Break to match their Job theme.
Role A: Striker / DPS (Damage & Pressure)
Tier 1 (1 Pip) — Focused Strike / Braver:
Activation: Part of an Attack action or casting a damage-dealing spell.
Effect: Add an additional 1d8 damage (of your weapon's type or the spell's damage type) to one damage roll on this turn, and you score a critical hit on a roll of 19 or 20 for this turn.
Tier 2 (2 Pips) — Cross-Slash / Rending Blow:
Activation: Bonus Action.
Effect: Make one additional weapon attack or cast one damage-dealing cantrip. On a hit, the target's speed is halved until the end of its next turn.
Tier 3 (3 Pips) — Finishing Blow / Limit Burst:
Activation: Part of an Attack action or casting a damage-dealing spell.
Effect: When you hit a target with an attack or it fails its saving throw against your spell, the attack deals an additional 1d8 damage per Proficiency bonus. (force or elemental). This can only trigger once.
Role B: Vanguard / Tank (Defense & Interception)
Tier 1 (1 Pip) — Cover / Intercept:
Activation: Reaction (when an ally within 30 feet would be hit by an attack).
Effect: You move up to 30 feet adjacent to that ally without provoking opportunity attacks and become the target of the attack instead. You gain a +2 bonus to your AC against that attack.
Tier 2 (2 Pips) — Sentinel Wall:
Activation: Bonus Action.
Effect: You project an aether barrier. You and all allies within a 15-foot aura gain Resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.
Tier 3 (3 Pips) — Invincible Guardian / Final Bastion:
Activation: Action.
Effect: You plant your defenses until the start of your next turn:
Your hit points cannot be reduced below 1.
You can not gain the following but are still subject to them if currently afflicted: Charmed, Frightened, Paralyzed, Poisoned, Prone, and Stunned.
Any hostile creature within 30 feet of you has Disadvantage on attack rolls against any target other than you.
Role C: Healer (Amplification & Restoration)
Tier 1 (1 Pip) — Healing Wind / Mending Boost:
Activation: Bonus Action (when you cast a spell or use a feature that restores hit points).
Effect: The healing effect restores an additional 1d8 + your spellcasting modifier hit points to one target of that spell or feature.
Tier 2 (2 Pips) — Breath of the Earth / Cleansing Surge:
Activation: Bonus Action (when you cast a spell or use a feature that restores hit points).
Effect: All targets healed by the triggering effect also end one condition currently afflicting them from the following list: Blinded, Deafened, Paralyzed, or Poisoned.
Tier 3 (3 Pips) — Great Gospel / Renewal:
Activation: Action.
Effect: A cascade of crystalline aether bursts from you in a 30-foot radius. Choose up to four friendly creatures in that area: each target regains hit points equal to 1d8 per character level. Any target that was at 0 hit points immediately stands up without spending movement.
Role D: Tactician / Support (Action Economy & Coordination)
Tier 1 (1 Pip) — Tactical Shift:
Activation: Bonus Action.
Effect: You and one ally within 30 feet can immediately move up to half your speed without provoking opportunity attacks.
Tier 2 (2 Pips) — Expose Weakness / Stagger:
Activation: Bonus Action.
Effect: Choose one creature you can see within 30 feet. Until the start of your next turn, attack rolls against that target have Advantage, and the target cannot benefit from half cover or three-quarters cover.
Tier 3 (3 Pips) — Command / All-Out Attack:
Activation: Action.
Effect: You coordinate a synchronized strike. Choose up to three allies within 30 feet who can see or hear you. Each chosen ally can immediately use their Reaction to make one weapon attack or cast one cantrip with a casting time of 1 action.
Striker
Vanguard
Healer
Tactician