Epic Boons
Categories and Prerequisites. Boons are divided into three major categories: 1st-level, 2nd-level, and 3rd-level.
1st-level boons are generally best described as superpowers. 2nd-level boons rival the power of demigods. 3rd-level boons are truly godlike. Some boons also come with one or more prerequisites. These prerequisites help to ensure progression, class identity, and some semblance of balance. Some boons have a prerequisite of 20th level in a certain class. This doesn’t mean the boon is available at 20th level, but rather that at least 20 of your 30 levels must be in the specified class.
Epic Boons as Epic Progression. Epic boons can also be used as a form of advancement, a way to provide greater power to characters who have no more levels to gain. With this approach, consider awarding one epic boon to each character for every 300,000 XP he or she has reached 30th level.
When using this approach, a character needs to select three 1st-level boons before any 2nd-level boons can be selected.
In a similar fashion, a character needs to select four 2nd-level boons before any 3rd-level boons can be selected. Once a level of boons has been unlocked, a character can gain any future boons from the unlocked level.
1st-Level Epic Boons
Boon of Damage Resistance
You gain resistance to one type of damage, choosing between cold, fire, lightning, poison, and thunder.
Boon of Darkvision
You gain darkvision out to a range of 120 feet.
Boon of Eldritch Insight
Prerequisites: 20th level warlock
The number of eldritch invocations you can choose increases by 1. You can select this boon multiple times.
Boon of Enhanced Divine Magic
Prerequisites: 20th level paladin
You gain a 6th level spell slot and can choose two spells of the same level from the cleric spell list. You learn the chosen spells and they count as paladin spells for you. You can select this boon up to 4 times. Each time you do so, you gain a spell slot of one level higher than the last time and can choose two new cleric spells of the same level.
Boon of Enhanced Nature Magic
Prerequisites: 20th level ranger
You gain a 6th level spell slot and can choose two spells of the same level from the druid spell list. You learn the chosen spells and they count as ranger spells for you. You can select this boon up to 4 times. Each time you do so, you gain a spell slot of one level higher than the last time and can choose two new druid spells of the same level.
Boon of Epic Fortitude
Your hit point maximum increases by 40.
Boon of Epic Resilience
Prerequisites: A Constitution score of 24 or higher.
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Boon of Epic Spell Mastery
Prerequisites: 20th level paladin
Choose one 1st-level sorcerer, warlock, or wizard spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot or expending material components.
Boon of Eschewed Materials
Prerequisites: The ability to cast spells of 5th level or higher
When providing material components for a spell, you can ignore 2,000 gp worth of materials. You can select this boon multiple times.
Boon of Extended Blindsight
Prerequisites: Blindsight out to a range of at least 5 feet
The range of your blindsight increases by 30 feet.
Boon of Fate
As a reaction, when another creature that you can see within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can roll a d10 and apply the result as a bonus or penalty to the roll. Once you use this boon, you can’t use it again until you finish a short or long rest.
Boon of Extended Blindsight
Prerequisites: Blindsight out to a range of at least 5 feet
The range of your blindsight increases by 30 feet.
Boon of High Magic
Prerequisites: 17th level bard, cleric, druid, sorcerer, or wizard
You gain one 10th-level spell slot. You can select this boon multiple times.
Boon of Linguistics
You can speak, read, and write all standard languages.
Boon of Immortality
You stop aging. You are immune to any effect that would age you, and you can’t die from old age.
Boon of Magic Detection
You are permanently affected by the detect magic spell without having to concentrate on it. By using a bonus action on your turn, you can cause a brilliant aurora of swirling energy to surround one creature or object you detect in this manner, making it visible to all until the end of your next turn.
Boon of Magical Secrets
Prerequisites: 17th level bard
Choose two spells from any class. You learn the chosen spells and they count as bard spells for you. You can select this boon multiple times.
Boon of Otherworldly Reaction
Prerequisites: 17th level warlock
When you roll initiative, you gain a special turn that takes places before other creatures can act. On this turn, you can use your action to take either the Attack action or to cast a cantrip.
If more than one creature in an encounter has this feature, they all act in order of initiative, then the regular initiative begins. If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.
Boon of Perfect Health
You are immune to all diseases and poisons, and you have advantage on Constitution saving throws.
Boon of Quick Casting
Prerequisites: At least one 5th level spell slot
Choose one of your spells of 1st through 3rd level that has a casting time of 1 action. That spell’s casting time is now 1 bonus action for you. You can select this boon multiple times.
Boon of Savage Attacks
Prerequisites: Extra Attack
When you score a critical hit with a melee weapon attack, you may reroll any of the dice you wish once, taking the new result and discarding the other. Once you do so, you can’t do so again until you finish a short or long rest.
Boon of Supreme Sorcery
Prerequisites: 17th level sorcerer
You learn two spells of your choice from the sorcerer spell list and your sorcery point maximum increases by 2. You can select this boon multiple times.
Boon of Speed
Prerequisites: Death Save Advantage
Your walking speed increases by 30 feet. In addition, you can use a bonus action to take the Dash or Disengage action. Once you do so, you can’t do so again until you finish a short rest.
Boon of Undetectability
Prerequisites: Proficiency with Dexterity (Stealth) checks
You gain a +5 bonus to Dexterity (Stealth) checks, and you can’t be detected or targeted by divination magic, including scrying sensors.
Boon of Unerring Skill
Prerequisites: 17th level bard, rogue, or ranger
When you make a skill check, you can replace the number you roll with a 20. You can do so a number of times equal to your epic class level (bard, rogue, or ranger). You regain all expended charges when you finish a short or long rest.
Epic Ability Score Increase
One of your ability scores increases by 2 or two of your ability scores increase by one, up to a maximum of 26.
Magic Item Savant
When you use a magic item to create an effect that expends more than one charge from the item, you expend one charge less than you would normally do.
2nd-Level Epic Boons
Boon of Awareness You can’t be surprised and unseen attackers don’t attack you with advantage. Boon of Devil’s Sight Prerequisites: Darkvision Magical darkness doesn’t impede your darkvision. Boon of Divine Aspiration When you use a feature that you can normally only use once between short rests, you can choose regain your use of that feature. Once you use this feature, you can’t use it again un- til you finish a long rest. Boon of Eschewed Epic Materials Prerequisites: The ability to cast a Epic spell of 1st level or higher When providing material components for a Epic spell, you can ignore 5,000 gp worth of materials. You can select this boon multiple times. Boon of Higher Magic Prerequisites: Boon of High Magic You gain one 11th-level spell slot. You can select this boon multiple times. Boon of Improved Extra Attack Prerequisites: 20th level barbarian, fighter, kensai, pala- din, ranger, or shogun You make one additional attack when you take the attack action. Boon of Improved Two-Weapon Fighting Prerequisites: 10th level fighter, kensai, or ranger When you use a bonus action to attack with a weapon while wielding two weapons, you can make one additional attack with that weapon. Boon of Irresistible Charm Your spells and effects that would normally leave a creature unaffected if it is immune to the charmed condition work normally on such creatures - with the exception of deities. Boon of Irresistible Offense Your weapon attacks bypass damage resistances. Boon of Legendary Fortitude Prerequisites: Boon of Epic Fortitude Your hit point maximum increases by 40. Boon of Legendary Spell Mastery Choose one 2nd-level sorcerer, warlock, or wizard spell that you can cast. You can now cast that spell at will at its lowest level without expending a spell slot. Boon of Legendary Resilience Prerequisites: Boon of Epic Resilience You have resistance to bludgeoning, piercing, and slashing damage. Boon of Epical Secrets Prerequisites: 20th level bard Choose one 1st-level Epic spell from any class. You learn the chosen spell and it counts as a bard spell for you. You can select this boon multiple times. Boon of Otherworldly Awareness Prerequisites: Boon of Otherworldly Reaction When you gain a special turn from your Boon of Otherworldly Reaction, you are no longer restricted in what you can do on that turn. In addition, you can no longer be surprised. Boon of Pacts Prerequisites: 20th level warlock Your otherworldly patron bestows yet another gift upon you. You can select an additional Pact Boon. Boon of Swift Casting Prerequisites: At least one 5th level spell slot Choose one of your spells of 4th through 5th level that has a casting time of 1 action. That spell’s casting time is now 1 bonus action for you. You can select this boon multiple times. Legendary Ability Score Increase Prerequisites: One or more ability scores of 26 One of your ability scores increases by 2 or two of your ability scores increase by one, up to a maximum of 30. You can select this boon multiple times. This boon counts as a 1st level boon for barbarians. Legendary Linguist You can speak, read, and write all exotic languages that you are physically capable of speaking.
3rd-Level Epic Boons
Boon of Damage Immunity You gain immunity to one type of damage that you are resistant to, choosing between cold, fire, lightning, poison, and thunder. Boon of Deep Epical Secrets Prerequisites: 20th level bard Choose one 2nd-level Epic spell from any class. You learn the chosen spell and it counts as a bard spell for you. You can select this boon multiple times. Boon of Deep Mysticism Prerequisites: 20th level bard or warlock You can select any one boon without fulfilling the prerequi- sites. If you are a warlock and you choose a boon that grants you a spell slot, such as the Boon of High Magic, the spell slot instead counts as a mystic arcanum that allows you to cast any spell you know from your pact magic feature at the level of the spell slot granted. Boon of Divine Ascension When you use a feature that you can normally only use once between long rests, you can choose regain your use of that feature. Once you use this feature, you can’t use it again until you finish a long rest. Boon of Eldritch Might Prerequisites: 20th level warlock You gain one additional spell slot from your Pact Magic feature. Boon of Highest Magic Prerequisites: Boon of Higher Magic You gain one 12th-level spell slot. You can select this boon multiple times. Boon of Irresistible Onslaught Prerequisites: Extra Attack You treat the damage immunities of any creature as dam- age resistances. These resistances can’t be bypassed by any means. Boon of Killing Blows Prerequisites: Extra Attack, a Strength score of 24 When you land a critical hit with a melee weapon attack, the target must succeed a Constitution saving throw (save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or be reduced to 0 hit points. This effect is magical. Boon of Magic Resistance You have advantage on saving throws against spells and oth- er magical effects. Boon of Epic Fortitude Prerequisites: Boon of Legendary Fortitude Your hit point maximum increases by 40. Boon of Epic Maneuvering Prerequisites: One or more Epic maneuvers When you expend one or more Epic Dice to perform a Epic maneuver, you can set all expended Epic Dice to their maximum value. Once you use this boon, you can’t use it again until you finish a long rest. Boon of Epic Spell Mastery Choose one 3rd-level sorcerer, warlock, or wizard spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot. Boon of Rapid Casting Prerequisites: At least one 7th level spell slot Choose one of your spells of 6th through 7th level that has a casting time of 1 action. That spell’s casting time is now 1 bonus action for you. You can select this boon multiple times. Boon of Reactive Strikes Prerequisites: Extra Attack When you use your reaction to make an opportunity attack, roll a d20. On a roll of 10 or higher, you regain your reaction. Boon of Skill Proficiency You gain proficiency in all skills. This boon counts as a 1st level boon for bards and as a 2nd level boon for rogues. Boon of Spell Deconstruction Prerequisites: 30th level sorcerer When you are targeted by a spell of 9th level or lower, you can use your reaction to expend a number of sorcery points equal to the spell’s level (0 sorcery points for cantrips). In- stead of being affected by the spell, you gain temporary hit points equal to 5 x the spell’s level, and you gain regain ex- pended spell slots with a total level equal to the spell’s level. Once you use this feature, you can’t use it again until you finish a short or long rest. Boon of Spell Reflection Prerequisites: A Charisma score of 28 or higher When you are targeted by a spell of 9th level or lower, you can use your reaction to attempt to force the spell back unto its caster through sheer force of will. Using your reaction when targeted by a spell but before you know if it hits or before making a saving throw, you make a Charisma check (DC = 15 + the spell’s level). On a successful check, the cast- er becomes the new target of the spell. On a failed check, you are affected by the spell regardless of your AC and with- out making a saving throw. Boon of Truesight Prerequisites: The ability to see in magical darkness You have truesight out to a range of 60 feet. Divine Ability Score Increase Prerequisites: One or more ability scores of 30 One of your ability scores increases by 2 or two of your ability scores increase by one, up to a maximum of 40. You can select this boon multiple times. This boon counts as a 2nd level boon for barbarians of 20th level or higher.
Epic Maneuvers
Epic maneuvers work much like Epic boons and are awarded in the same manner. However, where boons tend to be passive in nature, maneuvers are more active and their use comes with a cost. Maneuver Levels. When you select a maneuver, you gain a number of Epic Dice equal to twice the maneuver’s level. For example, if you were to select a 2nd-level maneuver, you would also gain 4 Epic Dice. Epic dice are d20s.
A Epic Die is expended when you use it. Each maneuver describes how many Epic Dice it costs to perform that maneuver, if any. You regain all of your expended Epic Dice when you finish a short or long rest.Maneuver Save DC. Some maneuvers require one or more creatures to make a saving throw. Each such maneuver explains how the save DC is calculated.
1st-Level Epic Maneuvers
Arcing Strike
Prerequisites: Melee Attack Ability score of 22 or higher
Saving Throw DC: 8 + your melee attack modifier
Cost: 1 Epic Die
As an action, you swing your weapon in a wide arc around yourself. Each creature within your reach must make a Dexterity saving throw. On a failed save, a target takes weapon damage equal to your Strength modifier plus the expended Epic Die, and if the target is Large or smaller, it is also pushed 5 feet backwards in a straight line from you.
Deep Pockets Prerequisites: 20th level rogue As an action, you can open a 2-foot cubed extra dimensional space and place an object inside. The gateway to this space then closes as soon as you remove your hand. The space exists for up to 1 hour, after which time the stored object appears at your feet directly in front of you. At any point before the time is up, you can choose to summon the object into your empty hand. You can choose to expend a Epic Die when using this maneuver. If you do, you add the expended Epic Die to the number of hours the space exists. Once you use this feature, you must finish a short or long rest before you can use it again. Epic Attack Prerequisites: Extra Attack or 9th level spell slot. Cost: 1 Epic Die Before you roll to resolve any attack roll you may add the Epic Die result to your attack roll. You will only fumble if you roll a natural 1 on the attack die and on all the Epic Dice used. Additionally you will critical if you roll a natural 20 on the attack result or with any of the Epic Dice used. Epic Critical Prerequisites: Extra Attack or 9th level spell slot. Cost: 1 Epic Die After you roll an attack, you can expand your critical threat range for an attack to a natural 19 or 20. You additionally add twice the Epic die result to the total damage. If you rolled a natural 20 triple all the dice (instead of the normal doubling). Epic Recovery Prerequisites: Extra Attack Cost: 1 Epic Die You can use a bonus action to regain a number of hit points equal to half your hit point maximum. In addition, you gain a number of temporary hit points equal to the Epic Die or dice expended. Once you use this boon, you can’t use it again until you finish a short or long rest. Flash Step Prerequisites: A Dexterity score of 24 or higher Cost: 1 Epic Die As a reaction when an enemy makes a melee attack against you, but before you know if the attack hits you or not, you can teleport a number of feet equal to half your walking speed to an unoccupied space that you can see. When you teleport away in this manner, the triggering attack misses you automatically and is wasted. Ground Slam Prerequisites: A Strength score of 24 or higher Saving Throw DC: 8 + your proficiency bonus + your Strength modifier Cost: 1 Epic Die As an action, you smash your weapon into the ground. Each creature within 30 feet of you that can hear must make a Constitution saving throw, taking thunder damage equal twice your Strength score on a failed save, or half as much on a successful one. Large and smaller creatures that fail the saving throw are also knocked prone. You add your expended Epic Dice to the radius and the damage done. Hammerfist Prerequisites: 17th level kensai or monk Cost: 1 Epic Die As a bonus you may expend 5 ki points to make a Hammerfist attack. Make a standard unarmed attack roll. On a successful strike the target takes an amount of damage equivalent to the Epic Die result x your unarmed attack die result (before any modifiers are added.) On a critical success this damage is tripled. You may only use this feature once per long or short rest. Heroic Leap Prerequisites: Proficiency with the Athletics skill, a Strength score of 22 or higher Cost: 1 Epic Die Using a bonus action, you leap a number of feet up to your Strength score plus the expended Epic Die in any direction. You don’t need a running start. Legendary Saving Throw Cost: 1 Epic Die Using a reaction you can expend 1 Epic Die to succeed in a saving throw result that you are proficient in that you would otherwise fail. If you spend 2 Epic Dice you can succeed in a saving throw you are not proficient with. One Shot, Two Kills Prerequisites: A Dexterity score of 24 or higher Cost: 1 Epic Die Using a bonus action, you cause your ranged weapon attacks to pierce through your target until the end of your turn. For the duration, when you hit a target with a ranged weapon attack and there is another target within range of your attack and directly behind the target, you can make an additional attack against that target. Your primary target takes damage as normal, and the secondary target takes damage equal to the expended Epic Die with each hit. Blades of Fury Prerequisites: Dexterity score of 20 or higher Cost: 1 Epic Die Using an action, you make a melee weapon attack against each target within range. You add the expended Epic Die to the damage done. Well of Eternal Spring Prerequisites: 17th level kensai or monk Cost: 1 Epic Die Using an action, you regain all expended ki. Once you use this maneuver, you can’t use it again until you finish a long rest.
2nd-Level Epic Maneuvers
Distant Shot Prerequisites: A Dexterity score of 24 or higher Cost: 2 Epic Dice Using a bonus action, the next ranged weapon attack you make during your turn, can be fired at any target you can see, regardless of its range, and you don’t suffer disadvantage on the shot. You add the expended Epic Dice to the damage you deal. Dreadnought Prerequisites: A Strength score of 26 or higher Cost: 2 Epic Dice Using an action, your movement can’t be stopped by normal means until the end of your turn. You can move through the space of other creatures and through structures that aren’t made from an indestructible material. If you move through the space of a creature, the creature must make a Strength saving throw. On a failed save, the creature takes bludgeoning damage equal to your Strength score plus the expended Epic Dice and lands prone. On a successful save, the creature takes half the damage and is pushed to an unoccupied space adjacent to its current space. A creature can only take this damage once on a turn. If you move through a structure, you deal 50 bludgeoning damage to it, break through it, and leave behind a hole in the structure equal to your size. Far Dismissal Prerequisites: A Strength score of 24 or higher Saving Throw DC: 8 + your proficiency bonus + your Strength modifier Cost: 2 Epic Dice When you hit a creature with a melee attack, you can use your reaction to attempt to grapple the creature before hurling it away. First, make a Strength (Athletics) check opposed by the creature’s Strength (Athletics) or Dexterity (Acrobatics) check. If you successfully grapple the target, it must make a Strength saving throw. On a failed save, your hurl the creature in a direction of your choosing. The dis- tance the creature is hurled equals 5 x the expended Epic Dice. The target takes fall damage for the distance thrown. Flash Strike Prerequisites: A Dexterity score of 26 or higher Cost: 2 Epic Dice When a hostile creature ends its turn within a number of feet of you equal to your walking speed, you can use your re- action to teleport a number of feet up to your walking speed to an unoccupied space adjacent to the creature. When tele- porting in this manner, as part of the same reaction, you can choose to make a melee attack against the triggering creature after teleporting. Invincibility Cost: 1 Epic Die When you take damage from any source, you can reduce that damage to 0. Once you use this maneuver, you can’t use it again until you finish a short rest. Legendary Recovery Prerequisites: Epic Recovery Cost: 2 Epic Dice When you use your Epic Recovery, you can expend a total of two Epic Dice to instead regain a number of hit points equal to your hit point maximum. Mighty Rage Prerequisites: 20th level barbarian Cost: 2 Epic Dice Using a bonus action while you rage, you gain a +5 bonus to your Strength score (up to a maximum of 34) until the end of your turn. In addition, the first melee weapon attack you make that uses Strength and hits a target on this turn, deals extra weapon damage equal to the expended Epic Dice. Spontaneous Regeneration Prerequisites: A Constitution score of 24 or higher Cost: 2 Epic Dice Using a bonus action, your wounds begin to heal before your eyes. For 1 minute, you regain a number of hit points equal to the expended Epic Dice at the start of each of your turns. If you take fire or radiant damage, your regeneration doesn’t function until the end of your next turn. If you take no fire or radiant damage while regenerating, any limbs you might have lost grow back after 1 minute.
3rd-Level Epic Maneuvers
Change Shape Cost: 3 Epic Dice You magically polymorph into a humanoid that has a chal- lenge rating equal to or less than your own, or back into your true form. Any equipment you are wearing or carrying is absorbed or borne by the new form (your choice). In a new form, you retain all of your statistics and gain the features of the new form that you don’t have already (except class features, legendary actions, and lair actions). Change Size Cost: 3 Epic Dice You magically change your size, choosing between Tiny, Small, Medium, Large, Huge, and Gargantuan (up to 40 ft. tall). Your statistics remain the same. Any equipment you are wearing or carrying transforms with you. While Tiny, your reach decreases by 5 feet. While Small, Medium, or Large your reach is as normal. While Huge, your reach increases by 5 feet, and while Gargantuan, your reach increases by 10 feet. Deadly Wounds Prerequisites: 20th level rogue, a Dexterity score of 28 or higher Skill Check DC: 8 + your proficiency bonus + your Dexter- ity modifier Cost: 3 Epic Dice Using a bonus action when you deal sneak attack damage with a melee weapon attack, you twist the blade to inflict a lingering wound upon your target. At the start of each of the target’s turns, it takes weapon damage equal to the expend- ed Epic Dice, until a creature uses an action to staunch the wound with a successful Wisdom (Medicine) check or until the target receives magical healing. Fate Weaving Prerequisites: 20th level bard or shogun, a Charisma score of 26 or higher Cost: 3 Epic Dice When you or a creature within 60 feet of you is forced to make a saving throw, you can add one or more of the ex- pended Epic Dice to the roll. If the roll is successful, the creature that forced the saving throw takes psychic dam- age equal to your Charisma score plus the Epic Dice that weren’t added to the saving throw. Gleam of Breaking Prerequisites: 20th level cleric, a Wisdom score of 26 or higher Cost: 3 Epic Dice Using an action, you target a creature that you can see within 60 feet. The target must make a Constitution saving throw. The save DC equals the total of the expended Epic Dice. On a failed save, the target loses concentration and can’t concentrate on spells or other effects until the end of its next turn. If the target succeeds on its saving throw, it los- es one charge of its Legendary Resistance trait if it possess- es that trait, or takes radiant damage equal to the expended Epic Dice if it doesn’t. Legendary Smite Prerequisites: 20th level paladin, a Strength or Charisma score of 26 or higher Cost: 3 Epic Dice Using a bonus action, your weapon begins to gleam with divine energy. The next time you hit a creature with a melee weapon attack during this turn, the target takes additional radiant damage equal to the expended Epic Dice, and the target must make a Charisma saving throw. On a failed save, the target loses one charge of its Legendary Resistance if it possesses that trait. If it doesn’t have the trait, or has no charges remaining, it takes twice the radiant damage.
Mighty Leap
Prerequisites: 20th level barbarian, a Strength score of 30 Saving Throw DC: 8 + your proficiency bonus + your Strength modifier
Cost: 3 Epic Dice
You learn to lift of the ground in an awesome display of power. Using an action, you leap a number of miles up to half the Epic Dice expended. Describe your leap by stating distance and direction, such as “11 miles to the north” or “5 miles straight up”.
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring up to two creature of your size or smaller who is carrying gear up to its carrying capacity, or one creature up to one size larger than you. Any creatures you bring with you, must be grappled by you when you make the leap.
While leaping, you travel at a speed of 1,000 feet each round (or 1 mile every 5 rounds). You can’t change trajectory after taking off but you can drop objects and creatures you are holding. If you drop a creature, it can attempt to hang on to you by succeeding a Strength (Athletics) check against your opposed Strength (Athletics) or Dexterity (Acrobatics) check.
If you hit a structure while leaping, you burst through it and deal 50 bludgeoning damage to the structure for each wall you pass through. If you hit a structure of an indestructible material, your leap is halted and you (and any creatures you might be carrying) take fall damage for the distance traveled.
If you land in water, a 300-foot high and 50-foot thick circular wave extends from the point of impact and travels outwards in all directions. At the start of each of your turns after the wave appears, the wave, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wave or whose space the wave enters when it moves must succeed on a Strength saving throw or take 6d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wave’s height is reduced by 50 feet, and the damage creatures take from the wave on subsequent rounds is reduced by 1d10. When the wave reaches 0 feet in height, the wave disperses. If you land on the ground, an intense tremor rips through the ground in a 100-foot-radius circle centered on you and shakes structures and creatures other than you and any creatures you carry in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.
Each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
This maneuver can have additional effects depending on the terrain in the area, as determined by the DM. Fissures open throughout the affected area at the start of your next turn after you perform the maneuver. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the affected area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successful- ly saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse.
The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the affected area and at the start of each of your turns until effect ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the na- ture of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become bur- ied. The fissures and surrounding difficult terrain last for 1d4 rounds.
You and any creatures you might be carrying take no dam- age from falling when landing on the ground or in a body of water after you leap in this manner.
Epic Recovery Prerequisites: Legendary Recovery When you use your Epic Recovery, you can expend a total of three Epic Dice to instead have your hit point maximum return to normal if it has been reduced regardless of how it was reduced. You then regain a number of hit points equal to your hit point maximum. Epic Wild Shape Prerequisites: 20th level druid, a Wisdom score of 26 or higher Cost: 3 Epic Dice Using an action, you transform into a type of creature that your Wild Shape allows. The maximum CR equals half the Epic Dice expended. In addition, the creature you transform into can be of any size. All other rules of your Wild Shape feature apply. Mystic Assault Prerequisites: 20th level kensai or monk, a Dexterity score of 26 or higher Cost: 3 Epic Dice Using a bonus action, your movement speed increases by a number of feet equal to the Epic Dice expended. Until the end of your turn, you don’t provoke opportunity attacks and you can move through the spaces of other creatures, but you can’t end your turn in an occupied space. In addition, if you take the Attack action on this turn, you can make a melee attack against each creature you come within range of during this turn. Oath of Slaying Prerequisites: 20th level ranger or rogue, a Strength or Dexterity score of 26 or higher Cost: 3 Epic Dice Using a bonus action, you swear to slay a creature that you can see. The oath lasts until the target dies or until seven days later. You can only have one such oath in place at a time. Roll the three Epic Dice individually. The roll of the first Epic Die grants you a bonus to all attack rolls against the target creature. The second Epic Die grants you a bonus to your weapon damage against the target creature. The third Epic Die grants you a bonus to your AC against attacks from the target creature. Your target also gains no benefit from cover against your attacks except from full cover and you can’t suffer disadvantage with your attacks against the target. Projected Strike Prerequisites: 20th level fighter, kensai, or ranger Cost: 3 Epic Dice Using your action, you swiftly swing a melee weapon in a wide arc and a projected strike erupts from your weapon. Each creature in a 60-foot cone must make a Dexterity saving throw. A creature takes force damage equal to your weapon damage plus the expended Epic Dice on a failed save or half as much on a successful one. Sunder Armor Prerequisites: 20th level fighter, a Strength score of 28 or higher Cost: 3 Epic Dice Using an action, you make a single weapon attack against a creature within range. If you hit the target, it takes addi- tional weapon damage equal to the expended Epic Dice, and has its AC reduced by an amount equal to the expended Epic Dice divided by 3. The AC reduction lasts until the start of your next turn. Swift Flash Step Prerequisites: A Dexterity score of 24 or higher Cost: 3 Epic Dice As a reaction when an enemy makes an attack against you, whether you are hit or not, you can teleport a number of feet equal to twice your walking speed to an unoccupied space that you can see. When you teleport away in this manner, the triggering attack misses you automatically and is wast- ed. Whirling Devastation Prerequisites: A Strength score of 26 or higher Saving Throw DC: 8 + your proficiency bonus + your Strength modifier Cost: 3 Epic Dice As an action, you begin to rotate swiftly, continuously swinging your weapon in a wide arc around yourself. While whirling around in this manner, you are incapacitated, your movement speed is halved, ranged weapon attacks are made against you with disadvantage, and the first time on a turn you move within reach of a creature or when a creature ends its turn within your reach, the creature must make a Dexterity saving throw. On a failed save, a target takes weapon damage equal to your Strength score plus the expended Epic Dice. On a successful save, a target takes half the damage. You continue to whirl around for 3 rounds, until you end the effect (no action required), or until you drop unconscious.
Titanic Slam
Prerequisites: 20th level barbarian or monk
Saving Throw DC: 8 + your proficiency bonus + your
Strength or Dexterity modifier
Cost: 3 Epic Dice
Using your action you make a single powerful melee weapon attack or unarmed attack with advantage. On a hit, you deal additional damage with the attack equal to the expended Epic Dice, and the target is hurled into the at air at an angle between 0 and 45 degrees. The target is moved backwards a number of feet depending on its size, as shown in the table below:
Size Distance
Tiny 1,000 feet
Small 500 feet
Medium 500 feet
Large 200 feet
Huge 100 feet
Gargantuan 50 feet
The target takes falling damage for the distance it was hurled and must succeed a Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.