I have adopted a fairly consistent home brew system for awarding milestones in my ICRPG Alfheim campaign, inspired by the original work in Worlds that presents these rewards in tiers within the five paths, where they are grouped by their relative power into four broad categories numbered one through four. (ICRPG Magic did something similar with its arcane spells, giving guidelines for power, range, and area of effect divided into four levels.)
At my table, a player receives a more powerful tier two milestone reward after first earning two lesser tier one rewards; a tier three reward only comes along after four tier ones and two tier twos, keeping each tier of milestone reward twice as rare as the previous tier, so that really powerful magic, loot, and abilities stay significant and special. A player can play for dozens of sessions before earning a tier four power, spell, or magic item, and that will likely be the only tier four power that a given PC will ever be able to access during the campaign.
Recently, I have considered experimenting with (but have yet to playtest) starting class abilities, bio-form traits, and mastery abilities that can evolve similarly across four levels of increasing power as alternative milestone rewards at appropriate tiers.
For one example, in designing my homebrew Druid class, I was reluctant to offer any kind of thematic shapeshifting (a la 5e Wild Shape) as a starting ability, but I offered it as an evolving milestone ability for the new class. So at my table, a Druid can gain Shapechanger as a tier one milestone reward, a WIS spell that allows the character to take the shape of a one- or two-heart terrestrial beast (an animal in nature that does not predominantly swim or fly, as opposed to a “monster” or humanoid) that the Druid has seen before; on a successful cast, the shapechange will last D4 rounds. (There are other nuances and minor restrictions, because this is actually a pretty complex ability.) As a tier two milestone, a Druid can upgrade this Shapechanger ability to “unlock” three-heart and aquatic beast forms. Tier three unlocks four hearts and flying, and tier four unlocks five hearts—just in case the PC has seen a T. Rex.
Similarly, I’ve been drafting a variant Small Folk bio-form called a Cloverfield halfling. Instead of the usual race bonuses, a Cloverfield gets +1 DEX and the Lucky ability. With Lucky, a Cloverfield halfling can add an extra D6 to any skill check or effort roll once per “long rest” (day, etc.) when declared before the roll; as a tier two milestone, Lucky can be “upgraded” to twice per day (three times at tier three, and four times per day at tier four), and when multiple D6 bonuses are held, a halfling can “burn” all the luck to add the bonus to a failed roll after the fact.
I am wondering if other members have hacked and experimented with evolving abilities that increase in power as awarded milestone abilities in a similar fashion, much as Master Edition mastery abilities can augment chosen starting abilities. What have you homebrewed, and what have your experiences been?
Thanks in advance for your replies and comments.