Epic Barbarian Prerequisites: Barbarian level 17 Epic Flavor Before starting an epic game, you might want to consider adding some epic flavor to your barbarian. Supernatural Rage A barbarian’s rage takes many forms. Most are simply filled with anger akin to a furious thunderstorm, but a select few are filled with a supernatural rage that seemingly can’t be quenched. Consider if your barbarian enters into a super- natural rage or not. Supernatural Rage Effect d6 Effect 1 Your eyes become inky voids as your rage is fueled by some strange entity possessing you. 2 Lightning crackles from your hands as you strike. 3 Your tattoos glow with holy radiance. 4 A spirit seems to move with you, mirroring your movements with a split second delay. 5 You are surrounded by benign flames and your veins bulge from your skin. 6 Your shadow becomes that of your totem animal or some other bestial force. Fast Movement Starting at 21st level, your speed increases by an additional 10 feet while you aren’t wearing heavy armor, for a total of 20 feet. At 25th level your speed increases by another 10 feet while you aren’t wearing heavy armor, for a total of 30 feet. Blindsight Your senses have become so honed that you surpass the sensory limitations of mere mortals, being able to accurate- ly predict an opponent’s movements even with your eyes closed. Beginning at 22nd level, you gain blindsight with a range of 5 ft., and an additional 5 ft. of blindsight while raging. Brutal Critical Beginning at 23rd level, you can roll four additional weapon damage dice when determining the extra damage for a crit- ical hit with a melee attack. This increases to five additional dice at 29th level. Indomitable Vigor Beginning at 24th level, if your total for a Constitution check is less than your Constitution score, you can use that score in place of the total. Unmatched Brutality Years of hacking and slashing at your enemies, has taught you everything there is to know about creating and abusing openings in an enemy’s defense, as well as opening or clos- ing yourself to opportunistic strikes. Beginning at 26th level, when using Reckless Attack, you can choose whether hostile creatures have advantage against you or not, and attacks of opportunity against you are made at disadvantage unless you choose otherwise. Primal Instinct At 30th level, you choose a primal instinct and gain its fea- tures. Brutal. Your critical hits threaten to obliterate your foes. You can roll a total of seven additional weapon damage dice when determining the extra damage for a critical hit with a melee attack. Savage. Taking injuries while raging fuels the fire within you. While raging, whenever you are hit with a melee attack, you gain a number of Savagery Dice equal to the damage taken divided by 5. You can never have more than 3 Savage- ry Dice at any one time. Your stored Savagery Dice last until your rage ends, until you are healed, or after 1 minute. When you hit a creature with a melee weapon attack, you can expend any number of Savagery Dice you have stored and add the dice to the attack’s damage roll. The damage of your Savagery Dice equals your weapon damage die. Tribal. Your very presence makes your allies more resil- ient. While raging, your allies within 5 feet of you are resis- tant to bludgeoning, piercing, and slashing damage. Undaunted. You are near impossible to kill. If you drop to 0 hit points and don’t die outright, you can make a DC 5 Constitution saving throw with advantage. If you succeed, you drop to 1 hit point instead, and your rage is automatical- ly activated if it isn’t already. Each time you use this feature after the first, the DC in- creases by 5. When you finish a short or long rest, the DC resets to 5. This feature replaces your Relentless Rage fea- ture. Wild. Your vitality is unmatched. Your hit point maximum increases by 30.
Epic BardPrerequisites: Bard level 17
You don’t simply entertain; you have reached heights un- imaginable by most other bards. Your very voice might have become imbued with bardic magic, or you might leave behind a legacy that will leave others breathless for generations to come. Work with your DM to determine how a bardic legacy might help give your character have an epic impact on the world and help drive the story forward.
Bardic Legacy d6 Effect 1 You have made a magnum opus that is world renowned. 2 When playing an instrument, for a few seconds you can make it sound as if an entire orchestra is playing. 3 You have a loyal fan base in every city. 4 You always get glowing reviews after performing at a new venue. 5 Others find it difficult to take their eyes of you while you perform. 6 You have created a new genre of music that others attempt to imitate.
Song of Rest Improvement
Beginning at 1st level, the extra hit points generated by Song of Rest increase to 2d12. Additionally, the time required for a short and long rest is halved for you and any allies within 60 feet of you that can see or hear you.
Epic Spell Capacity
Beginning at 1st level, you gain an additional 6th and 7th level spell slot, at 3rd level you gain another 8th and 9th level spell slot, and at 5th level you gain a 10th, 11th and 12th level spell slot.
Beginning at 2nd level, you can use your Countercharm feature as a bonus action.
Bardic Inspiration Improvement
Starting at 2nd level, when a creature rolls one of your Bar- dic Inspiration dice, it can roll the die twice and take either result.
Upon reaching 3rd level, you can choose a 1st level feature from any class and adopt it as your own as if you had one level in the chosen class. The feature can’t be a feature that is restricted to a particular archetype of the chosen class.
You could, for example, choose the barbarian’s Rage feature, the fighter’s Second Wind feature, or the paladin’s Divine Sense feature.
Starting at 4th level, when you would grant another creature a Bardic Inspiration die, you can choose to grant that creature two dice instead. The creature chooses whether to use the dice one at a time or simultaneously.
At 5th level, your proficiency bonus increases by 1.
Epic ClericPrerequisites: Cleric Level 17
Before starting an epic game, you might want to consider
adding some epic flavor to your cleric.
You are among your deity’s mightiest servants. For your zeal and devout service, you deity has bestowed upon you an echo of its divine power.
d6 Echo 1 When you use your Channel Divinity, your deity’s holy symbol briefly manifests near you as radiant light, dark shadow, or some other visual phenomenon that reflects the nature of your deity.
2 Periodically when you speak, your deity’s voice is audiblebut faint as it mirrors your words. As a result, at the whims of your deity your words can cause awe in those aroundyou.
3 When you expend a cleric spell slot, millions of minuscule particles seem to hover in the air around you for a few seconds before they fade from view. The particles can be radiant light, wisps of shadow, luminescent green sparks, or some other visual phenomenon that reflects the nature of your deity.
4 Through your mere presence you can cause the world around you to seem more beautiful, magical, or horrible, depending on the nature of your deity. For example, colors could appear brighter or dulled down, or bird song could be heard clearly or not at all.
5 When you are victorious in battle, an audible phenomenon manifests in the world around you. The phenomenon can be a thunderous boom, a mischievous and ominous giggle, a mad laughter, an angelic hymn, or something else that reflects the nature of your deity.
6 The touch of your hand on a willing creature causes the creature to clearly picture your deity for but a split second. The creature immediately forgets the image but is convinced that it has seen something divine.
Epic Spell Capacity
Beginning at 1st level, you gain an additional 6th and 7th level spell slot. At 3rd level you gain another 8th and 9th level spell slot. At 5th level you gain a 10th, 11th and 12th level spell slot.
Starting at 1st level Epic Cleric, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is 5 or less. At 3rd level Epic Cleric, the threshold increases to a challenge rating 6 or less.
Starting at 1st level Epic Cleric, when you expend a spell slot to cast one of your domain spells of 4th level or lower, you may instead cast that spell at 5th level without expending a higher-level spell slot.
Epic Channel Divinity
Beginning at 2nd level Epic Cleric, you can use your Channel Divinity four times between rests.
Starting at 3rd level Epic Cleric, you can call on divine intervention on your skill checks. As a reaction, you may call upon your deity to intervene in a skill check before it is rolled and expend a spell slot of your choice. Add 1d6 to the result for each level of spell you sacrificed.
Empowered Channel Divinity
Beginning at 4th level Epic Cleric, enemies have disadvantage on saving throws against any of your Channel Divinity effects that require them to make one.
Starting at 5th level Epic Cleric, your connection to the divine lets you assume an apotheosized form. As an action, you transform into a being of pure energy appropriate to your Divine Domain, magically healing you up to your hit point maximum.
While in this form, your melee weapon attacks deal an additional 2d8 damage of the same type as your Divine Strike feature, or radiant damage if you lack that feature. In addition, you can cast any spell you know, whether you have it prepared or not, and you gain truesight out to a range of 120 feet.
While in this form, as a bonus action, you can magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space that you can see.
Your apotheosized form lasts a number of rounds equal to your Wisdom modifier. Once you use this feature, you must finish a long rest before you can do so again.
Epic Druid Prerequisites: Druid level 17 Beast Shapes Level Max. CR Limitations Example 21st 2 - Polar Bear 25th 3 - Killer Whale 27th 4 - Elephant 30th 5 - Giant Crocodile Epic Flavor Before starting an epic game, you might want to consider adding some epic flavor to your druid. Mark of the Wilds Being so in touch with the natural forces of the world has caused those forces to leave their mark on you, either influ- encing your physical appearance or causing nature itself to react differently towards you. Mark of the Wilds Effect d6 Effect 1 A light breeze surrounds you, reflecting your current mood as a bitter cold breeze, a midsummer breeze, or anything in between. 2 Your skin is tough to the touch like bark. 3 Small pointy antlers grow from your head. As you gain levels, the antlers grow in size. 4 Wild beasts of all shapes and sizes greet you by bowing their heads. 5 Thorny vines grow out of your body, curling around your limbs, though they don’t hamper your movement in any way. 6 Your eyes glow with a luminescent, green tinge. Mindfulness At 21st level, the number of spells you can prepare increas- es by 2. At 25th level, it increases by 2 once more. Epic Spell Capacity Beginning at 22nd level, you gain an additional 6th and 7th level spell slot, at 26th level you gain another 8th and 9th level spell slot, and at 29th level you gain a 10th, 11th and 12th level spell slot. At 24th level, you choose one of the following primeval gifts and gain its features. Druidic Versatility. If you cast at least one spell without being transformed, you double your movement on your next turn if you use your Wild Shape feature before the end of your next turn. Furthermore, if you end your Wild Shape and cast a spell on the same turn, the spell is empowered. If the spell re- quires an attack roll you make the attack with advantage. If the spell requires one or more creatures to make a saving throw, the creature or creatures have disadvantage on that saving throw. Floral Wild Shape. You can use your Wild Shape feature to magically assume the shape of a plant creature that you have seen before. Other restrictions of your Wild Shape fea- ture still apply. Mindfulness. The number of spells you can prepare in- creases by 2. One with Nature. You are always under the effect of the freedom of movement and tree stride spells. Regeneration. You stop aging and you regain 10 hit points at the end of each minute. In addition, any lost limbs regenerate when you finish a short or long rest. If you have a severed part and hold it to the stump, the limb instantly knits to the stump. Essence of the Wild At 28th level, you become immune to effects that would re- duce your Ability Scores or cause you to be unable to regain hit points, and you can’t be possessed unwillingly. Archdruid Elder At 30th level, you can choose a second option from your Primeval Gift feature. In addition, you learn to magically adopt a spell into your very being: an elder spell. Whenever you finish a long rest you can choose a druid spell of 6th level or lower that re- quires concentration and has a range of self to be your elder spell. The spell remains your elder spell until you choose a new elder spell at the end of a long rest. You don’t have to concentrate on your chosen elder spell and it remains active so long as you are conscious, but it can still end early through other means. You can deactivate or reactivate the effect of your elder spell as a bonus action on your turn.
Epic Fighter Prerequisites: Fighter 17 Epic Flavor Before starting an epic game, you might want to consider adding some epic flavor to your fighter. Weapon Vehemence Now a warrior that has mastered the use of all gear and weapons of war, you have truly reached the pinnacle of mar- tial skill with one type of weapon in particular. Using that weapon, you can display near supernatural feats. Weapon Vehemence Effect d6 Effect 1 Armor. While wearing armor, you move with the same grace as an unarmored monk, seemingly dancing as you shrug off blows. A sight to behold. 2 Blades. When wielding a blade such as an axe, a dagger, a spear, or a sword, your stabs or swings cause the blade to almost cut the very air, creating an audible effect best described as mesmerizing music. 3 Blunt Weapons. When wielding a blunt weapon such as a club, hammer, or flail, you can create minor but still audible tremors by smashing your weapon into the ground. 4 Projectile Weapons. When wielding a ranged weapon such as a bow or crossbow, you can create a small, supersonic boom when you fire a projectile from the weapon. 5 Shields. Hitting a shield you have equipped with a weapon you are wielding, you can create rhythmical martial or marching music as if playing a drum. 6 Thrown Weapons. Using two free hands, you can juggle up to ten thrown weapons at a time without risk of dropping any of the weapons. Superior Second Wind Beginning at 21st level, your Second Wind ability lets you regain hit points equal to 1d12 + your Constitution modifier + your fighter level. At 25th level this increases to 1d20 + your Constitution modifier + your fighter level. Agoge Starting at 22nd level, your rigorous and methodical train- ing, has made you capable of shrugging off strenuous activi- ty that would exhaust anybody else, as well as made you pro- ficient with another skill. Choose one skill from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival. In addition, when gaining one level of exhaustion, you can choose to not gain the exhaustion. Once you use this fea- ture, you must finish a long rest before you can use it again. Extra Attack Beginning at 23rd level, you can attack five times whenever you take the Attack action on your turn. At 28th level, the number of attacks increases to six. Pincer Maneuver Starting at 24th level, when an enemy scores a critical hit against you with a melee weapon, you can use your reaction to turn it into a normal hit, and you can immediately make a melee weapon attack against the attacker as part of the same reaction. You have advantage on this attack unless the triggering attack was made with advantage. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expend- ed charges when you finish a long rest. Truly Indomitable Beginning at 26th level, you are no longer forced to use the new roll upon using the Indomitable feature, but can instead roll an additional time by expending more charges of your Indomitable feature. Action Surge Beginning at 29th level, you gain an additional use of Action Surge between rests. Death Save Advantage Your battle hardened physicality has made you very difficult to kill. Starting at 30th level any death saving throws you make are made with advantage. Warfare Upon reaching 30th level, you can become an avatar of war- fare as a bonus action, increasing either your commanding, defensive, offensive, or tactical potential immensely. Each turn for three consecutive turns, you gain certain bonuses, depending on the type of warfare you have chosen. Each type of warfare utilizes Warfare Dice and Warfare Points. When a type of warfare lets you add your Warfare Dice to a gameplay element, roll the number of Warfare Dice avail- able to you and add the total number rolled. Warfare Points add a flat number to some gameplay element. The Warfare table shows how many Warfare Dice and Warfare Points you have on each turn for the duration. Commanding. You and allies within 60 feet of you who can hear and see you, gain temporary hit points equal to your Warfare Dice at the end of your turns and gain a bonus to their walking speed equal to your Warfare Points. Defensive. You add your Warfare Dice to all saving throws. In addition, at the end of each of your turns you gain temporary hit points equal to your Warfare Points. Offensive. You add half your Warfare Dice to the damage of all weapon attacks, and your movement speed increases by an amount equal to your Warfare Points. Tactical. You add your Warfare Dice to Strength (Athlet- ics) checks and you can shove creatures that are up to two sizes larger than you. In addition, damage from opportunity attacks against you are reduced by an amount equal to your Warfare Points. Once you use this feature, you must finish a long rest before you can use it again. Warfare Turn Warfare Dice Warfare Points 1 3d6 30 2 2d6 20 3 1d6 10
Epic MonkPrerequisites: Monk Level 17
Before starting an epic game, you might want to consider adding some epic flavor to your monk.
Your asceticism and rigorous training has caused your mortal body to naturally transcend, causing a supernatural and deeply spiritual effect to take root within you. Intrinsic Transcendence Effect:
1 When you clench your fists, pebbles and other minuscule objects that weigh one ounce or less within 5 feet of you begin to levitate up to an inch above the ground.
2 When you speak, all other sounds seem distant and dulled down.
3 Unless you suffer from the blinded condition, you retain your regular vision when you close your eyes or blindfold yourself.
4 Whenever you spend Ki, you are briefly surrounded by swirling, spiritual energies.
5 When in direct sunlight, your skin glows with a light, golden hue.
6 When in unarmed combat, it seems like an extra pair of arms and legs, consisting entirely of spiritual energy, periodically emerge from you to deliver you blows.
You’ve become a grand master of your style, capable of learning and performing feats normally reserved to styles other than your own. Upon reaching 1st Level Epic Monk, you learn one 6th level feature from another monastic tradition of your choice. At 3rd level Epic Monk, you again learn one 6th level feature from another monastic tradition of your choice.
Hands of Mithril
You have reached a level of training beyond mortal monks. At 1st level Epic Monk your unarmed strike damage increases to 1d12. At 3rd level it increases to 2d8. At 5th level it increases again to 2d10.
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened or incapacitated.
A Thousand Fists
Starting at 2nd level, whenever you use your Flurry of Blows or a similar archetype feature such as Radiant Sun Bolt, you can spend one additional ki point and increase the bonus action attacks by one, making three attacks as your bonus action rather than two. Upon reaching 4th level, this bonus increases by one again (for a total of four instead of two attacks).
Be Like Water
Beginning at 3rd level, whenever a Large or smaller creature within your reach misses you with an attack or fails to grapple you, you can use your reaction to automatically grapple it instead. By expending 1 Ki point, you can knock the creature prone or shove it up to 10 feet as part of the same reaction.
Starting when you reach 4th level, whenever a creature hits you with a melee attack, you can use your reaction to take only half damage from the attack, and immediately make a single melee attack against them as part of the same reaction.
Mind and Body
Starting at 4th level, all healing effects on you are increased by an amount equal to your Wisdom modifier.
When receiving a healing effect, you can increase this bonus to twice your Wisdom modifier by expending 1 Ki point as a reaction.
Death Save Advantage
Your battle hardened physicality has made you very difficult to kill. Starting at 4th level any death saving throws you make are made with advantage.
Beginning at 5th level, when you are forced to make a saving throw by a hostile creature, you regain 1 expended Ki point if you succeed on the saving throw. In addition, if you fail a saving throw you can expend 10 Ki points as a reaction to succeed instead, but you don’t regain any expended Ki points for succeeding in this manner.
Epic PaladinPrerequisites: Paladin Level 17
Before starting an epic game, you might want to consider adding some epic flavor to your paladin.Gift of Exaltation
You have gained great renown throughout the lands as a divine warrior and a true paragon of your oath. For your many great deeds, you have been gifted a remarkable object, either by a regent, a holy order, directly from your deity, or perhaps the common folk have gathered all of their wealth in order to procure this object for you. This much is certain: carrying it with you, it will signal who you are and inspire awe in those around you.
Gift of Exaltation d6 Gift
1 Book. Your crest or holy symbol is etched into the cover. Inside, each page is gilded paper, written on them are stories of your many adventures. Faint, melancholy music is heard when you open the book.
2 Sword Hilt. Beautifully crafted from adamantine, overlaid with white gold, and your crest or holy symbol engraved, this hilt can be have a blade fastened within. When you hold a sword made from the hilt and a blade, the blade hums with vibrations as if cutting the very air.
3 Gemstone. A fist-sized gem in the shape of your crest or holy symbol. Its type and color is whatever best reflects your oath, and it radiates with divine light. A blacksmith can fasten the gem into your armor, helmet, shield, or weapon.
4 Hammer. A ceremonial light hammer crafted from the finest silver. The grip is made to resemble you standing proudly in your armor.
5 Relic. An object of great historical or religious importance. It could be the crown of a legendary ruler, a bone from a dead saint, a weapon that was used to slay a creature of legend, or similar.
6 Sash. A white, gossamer sash. Along the edges are runes in golden or silver stitching telling of your exploits.
Improved Lay on Hands
Starting at 1st level, your Lay on Hands can cure curses. Upon reaching 3rd level, when you use your Lay on Hands to heal, you also grant the healed character temporary hit points equal to half the number of hit points restored.
Extended Spell Capacity
Beginning at 1st level, you gain an additional 5th level spell slot. At 3rd level you gain a 6th and 7th level spell slot and you gain access to additional spells as shown in the Paladin Expanded Spell List sidebar below.
Paladin Expanded Spell List
True Seeing (divination)
Word of Recall (conjuration)
Divine Word (evocation)
Improved Divine Health
At 1st level Epic Paladin, your divinity grants you immunity to curses.
Superior Divine Smite
Beginning at 2nd level, the damage from your Improved Divine Smite feature increases to 3d8 radiant damage.
Starting at 2nd level, your divine spirit grants you advantage on Charisma checks. You can use this feature a number of times equal to your Charisma modifier. You regain all expended charges when you finish a long rest.
Starting at 3rd level Epic Paladin, your Divine Sense is always active, you can’t be surprised by fiends and undead, and you always know when you hear a lie. In addition, you can use your Channel Divinity feature twice between rests.
Sanctified Divine Smite
Starting at 3rd level Epic Paladin, you can infuse your divine actions with even greater power. If you choose to use your Divine Smite feature when you hit a creature with an attack, the maximum number of extra radiant damage dice you can roll when you sacrifice a paladin or crusader spell slot increases from 5d8 to 10d8.
At 4th level Epic Paladin, you learn two cleric spell of your choice. The spells must be of a level for which you have spell slots. You always have these spells prepared and they count as paladin spells for you.
Death Save Advantage
At 4th level Epic Paladin your battle hardened physicality has made you very difficult to kill. Any death saving throws you make are made with advantage.
Starting at 5th level Epic Paladin, your connection to the divine lets you assume the form of an Exemplar. As a bonus action, you transform into a form appropriate to your Sacred Oath. For example, you could consist of pure radiant light or an ancient angelic defender of nature. Once you transform, your size becomes Large, you magically heal up to your hit point maximum, you can’t be restrained by any means, and your melee weapon attacks deal an additional 23 (5d8) magical weapon damage. Your Exemplar form lasts a number of rounds equal to your Charisma modifier. Once you use this feature, you must finish a long rest before you can do so again.
An Oathbreaker Paladin follows the same progression as all other paladins with the following modifications: the Improved Lay on Hands feature is replaced by the Vampiric Grasp feature and the Glory feature is replaced by the Inglorious feature.
Starting at 1st level, you can use your Lay on Hands feature to inflict harm upon others, dealing half the amount of damage you would otherwise heal for. Upon reaching 3rd level, when you use your Lay on Hands ability to inflict damage, you also heal yourself for twice the damage dealt.
As an Oathbreaker you gain a feature at 4th level Epic Paladin.
Improved Control Undead
Beginning at 4th level, your Channel Divinity: Control Undead can target a number of undead creatures equal to your Charisma modifier.
By 4th level Epic Paladin, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, whenever you are struck by a melee attack, you can use your reaction to erupt in necrotic flame, dealing the amount of damage suffered to all creatures within 10 feet of you as necrotic damage. A creature engulfed in these flames is allowed a Dexterity saving throw against your paladin spell save DC, taking half damage on a successful save.
Epic Ranger Prerequisites: Ranger 17 Epic Flavor Before starting an epic game, you might want to consider adding some epic flavor to your ranger. Planar Soul You have formed a bond with he wilds that echoes beyond planar boundaries. You have become connected to one plane in particular which radiates from within you. Planar Soul d6 Plane 1 Echo Plane. Your soul is bound to either the Feywild or the Shadowfell. If your soul is bound to the Feywild, you radiate with a gleam of beauty and awe. If your soul is bound to the Shadowfell, small, thin wisps of black smoke rise from you, only visible in the clearest daylight. 2 Transitive Plane. Your soul might be bound to the Astral Plane, causing you to move with unnatural grace, almost gliding across the ground. Your soul might instead be bound to the Ethereal Plane, causing you to become slightly transparent when you move. 3 Inner Plane. Your soul is bound to one of the Inner Planes, causing your eyes to be a window to either the Plane of Air, the Plane of Earth, the Plane of Fire, or the Plane of Water. 4 Lawful Outer Plane. If your soul is bound to Arcadia, you channel the power of the Storm Kings whenever you expend a spell slot, causing a few drops of rain fall from the sky within a few hundred feet of you, while the lightning splits the sky in a thunderous boom. If your soul is bound to Acheron, your skin gains a metallic hue and your spells that create visual effects are surrounded by a light, rust-colored smoke. 5 Chaotic Outer Plane. Your soul can be bound to Ysgard, causing your skin to change from icy cold to the touch to searing hot to the touch, depending on your current state of mind. In addition, you radiate with evocation magic. If your soul is instead bound to Pandemonium, distant cries of torment can be heard whenever you expend a spell slot. Planar Soul 6 The Fugue Plane. Bound to the Fugue Plane, your soul briefly touches the soul of any creature that dies near you. Whenever a creature dies within 30 feet of you, a ghastly sigh is audible for all near you and your eyes become white voids as you see the soul leaving your current plane. Master Explorer Beginning at 21st level, while in your favored terrain, your group cannot become lost, even by magical means, and your entire group may move stealthily at a normal pace. Upon reaching 25th level, you may choose a fourth favored terrain, and you have advantage with Insight, Investigation, Nature and Survival checks while in any favored terrain of yours. Extended Spell Capacity Beginning at 22nd level, you gain an additional 5th level spell slot. At 26th level you gain a 6th and 7th level spell slot and you gain access to additional spells as shown in the Paladin Expanded Spell List sidebar below. Ranger Expanded Spell List 6th Level Find the Path (divination) Primordial Ward (abjuration) 7th Level Regenerate (transmutation) Plane Shift (conjuration) Strider Upon reaching 22nd level, no magic can reduce your speed below its maximum and no solid terrain is considered diffi- cult terrain for you. Deadly Foe Slayer By 23rd level, your Foe Slayer ability lets you add your Wis- dom modifier to attack rolls and damage rolls simultane- ously. Upon reaching 29th level, your Foe Slayer feature is no longer limited to one attack each turn, granting its bene- fit to all attacks against favored enemies. Favored Enemy At 24th level, you can choose an additional favored enemy. Death Save Advantage Your battle hardened physicality has made you very difficult to kill. Starting at 30th level any death saving throws you make are made with advantage. Apex Predator You have become widely known for slaying certain types of creatures. Your renown is so widespread, that your favored enemies are easily overcome with fear at the mere sight of you - something you take advantage of with vicious fervor. Beginning at 30th level, you gain the following benefits which also apply to your beast companion if you have one. Inescapable Terror. The first time a favored enemy is attacked by you, it must succeed a Wisdom saving throw against your ranger spell save DC or become frightened by you for a number of rounds equal to your Wisdom modifier. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Slayer’s Will. You have advantage on saving throws against spells cast by a favored enemy. Steady Strikes. Your weapon attacks that target a favored enemy can’t be made with disadvantage. Vicious Fervor. Once per round if you reduce a favored enemy to 0 hit points on your turn while it is frightened of you, roll a d6. On a roll of 5 or higher, you can take an ad- ditional turn in combat immediately after you end your cur- rent turn. After rolling, you can expend a 5th level spell slot or higher, to instead gain an additional turn on a roll of 4 or higher.
Epic Rogue Prerequisites: Rogue 17 Epic Flavor Before starting an epic game, you might want to consider adding some epic flavor to your rogue. Fate’s Benison Whether supernatural or coincidence, fate seems to favor you. Work with your DM to find a suitable benison for your rogue. Fate's Benison d6 Effect 1 Light isn’t reflected from you like from other creatures, causing your intricate features to be slightly blurred and making you harder to identify. 2 Lady Luck favors you and you seem to always land on your feet. For example, when gambling, at worst you break even, when walking in a random direction, you always seem to pick a direction that brings you closer to your goal. 3 When you land a killing blow, fate manifests a peculiarity. For example, the fatal wound could somehow always appear in a particular shape, or the slain creature could always remain standing (while dead) for an additional round before falling to the ground. 4 If a creature that doesn’t know you well learns of your name and doesn’t write it down, it Inexplicably forgets the name after 24 hours. 5 Your speech and movements are masked by supernatural means. Hardly noticing it yourself, you adopt local dialects and mannerisms, making it impossible to discern where you grew up or to pick you out from a crowd. 6 Your deeds aren’t attributed to you, but rather to a legendary rogue - a persona of almost Epical proportions. This persona is known by a mystical name such as “the Silence” or “the Sudden Blade”. If you can convince another that you are this legendary rogue, you may be able to reap the benefits (or become a target). Otherwise, any illicit act you commit that doesn’t have witnesses who can identify you are attributed to that persona. Adaptable Beginning at 21st level, you can no longer suffer disadvantage on any rolls, although disadvantage still negates any advantage you might have. Advantageous Dodge You have learned to not only avoid incoming blows and pro- jectiles, but to use them against your enemies. Beginning at 22nd level, when an enemy misses you with a weapon at- tack, you can use your reaction to force the dodged attack to hit another creature within 5 feet of you if that attack would hit it. Superior Initiative Starting at 23rd level, you can add your proficiency bonus to initiative rolls. Tricks of the Trade Beginning at 24th level, if you are hit by an attack that deals more damage than your character level, you can use your re- action to switch places with a willing creature within 10 feet of you, and let them take the damage instead. This damage can’t be reduced or prevented in any way. Once you use this feature, you must finish a short or long rest before you can do so again. Trap Sense Starting at 25th level, you automatically detect all nonmag- ical traps within 10 feet of you, as long as you don’t take the Dash action or travel at a fast pace. Steadfast Persona Starting at 26th level, your force of will becomes much stronger. You gain proficiency in Charisma saving throws. Improved Reliable Talent Starting at 28th level, your chosen skills are far closer to perfection than could be expected from any mortal. When you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 14 or lower as a 15. Sneaky Opportunist Starting at 29th level, any attacks of opportunity you make, quality as sneak attacks as long as you don’t have disadvan- tage on the attack roll. In addition, you cant use your reaction to make an attack of opportunity when a hostile creature enters your reach. Death Save Advantage Your battle hardened physicality has made you very difficult to kill. Starting at 30th level, any death saving throws you make are made with advantage. Anatomical Insight Your understanding of universal anatomy lets you deal su- perior damage, whenever you are able to strike at an ene- my’s weak spot, and grants you a better understanding of any creature’s physiology. Beginning at 30th level, when you score a critical hit, you can use the highest number possible for each die instead of rolling. In addition, you gain advantage on Medicine checks.
Prerequisites: Sorcerer level 17
When you cast spells you don’t just draw on the Weave, but imprint a tiny part of yourself into the Weave as well. This symbiosis causes the Weave to create marvelous effects on the world around you.Weave Effect
1 When you supply verbal components for a spell, creatures within 60 feet of you can hear the component as a mental echo in their own voice.
2 When you use a spell slot to cast a spell, time seems to stop for a second as the spell manifests.
3 Your eyes glow with whatever color best represents the last spell you cast.
4 Lightning splits the sky and a thunderous boom assaults the ears of all nearby whenever you cast a damaging spell.
5 The air around you seems to shimmer for several minutes after casting a spell and your blood sparkles with a radiant gleam.
6 When you cast a spell, you and minuscule objects (such as gravel) that aren’t being worn or carried within 30 feet of you lift from the ground, floating a few inches above it. When the casting is complete, you and all affected objects gently float back down.
1 addition sorcery point per level. 1 additional spell known per level. 1 additional cantrip at level 3.
Epic Spell Capacity
Beginning at 1st level, you gain an additional 6th and 7th level spell slot, at 3rd level you gain another 8th and 9th level spell slot, and at 5th level you gain a 10th, 11th and 12th level spell slot.
Beginning at 1st level, you gain the ability to intensify your offensive spells. Using this feature, all variable, numeric effects of a spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified spell uses three spell slots of the spell’s actual level. Once you use this feature, you immediately gain one level of exhaustion. For example, you could cast the fireball spell using three of 5th level spell slots (but a minimum of three), to deal 120 fire damage in a 40-foot radius, rather than 10d6 fire damage in a 20-foot radius if you had used just a single 5th level spell slot.
An intensified spell can’t be interrupted by spells or effects such as the counterspell spell.
Once you use this feature, you must finish a short or long rest before you can do so again.
Beginning at 2nd level, you can use all Metamagic options, including ones you haven’t learned, and you can empower a single spell with any number of Metamagic options.
Beginning at 4th level, tapping into the Weave comes as easily to you as flicking a finger. You may expend 3 spell points to cast a spell with a casting time as 1 action as a bonus action and you can cast more than 1 spell in a round.
Prerequisite: Warlock level 17
Before starting an epic game, you might want to consider adding some epic flavor to your warlock.
The otherworldly nature of your magic has rubbed off on your very soul, tainting it in some manner that causes you to give off an eerie vibe. Choose an eerie vibe or determine one at random, but consider how it will affect those around you.Eerie Vibes
1 Flames flicker when you stand near them and the breath of others becomes visible vapor when they stand near you, as if they were in extreme cold.
2 Your stare gives humanoids the creeps.
3 Others feel as if they’re in the presence of greatness when standing within 5 feet of you.
4 Others avoid eye contact with you, as if something horrible is staring out at them from behind your eyes.
5 When first you walk into a room, it is completely filled with silence for but a split second.
6 Sometimes it seems as if your shadow moves differently than you do.
At 1st level, you can choose an additional 7th-level spell from the warlock spell list as an arcanum. The arcanum you choose can’t be a spell you already know as an arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 8th-level spell at 2nd level, and one 9th-level spell at 3rd level. You regain all uses of your Mystic Arcanum when you finish a long rest.
As your eldritch might increases, your patron allows you to exchange one magical secret for another. At 4th level, you can replace your 6th-level arcanum spell with a 7th-level arcanum spell.
You have learned to call on your patron’s power directly, by drawing strange and otherworldly signs in the air, that only your patron and you could possibly fathom.
At 5th level, by expending two warlock spell slots as an action, you can cast the same spell three times as part of the same action. The spell cast must be a spell you learned from your Pact Magic feature and it must have a casting time of 1 Action. You can target the same creature with all three castings or target multiple enemies. Once you use this feature, you can’t use it again until you finish a long rest.
Epic Eldritch Invocations
Prerequisite: 1st level
If you are slain by a humanoid creature, your soul inhabits it and corrupts its interior and exterior over the following days. After 2d4 days, unless the creature has been cleansed by a Greater Restoration or Wish spell, the creature’s will is gone and you have fully manifested underneath its skin. You can pass as your host for 24 hours before its skin comes off completely and you look like your old self. Your alignment changes to evil if you use this invocation but can be restored with a greater restoration spell or similar magic.
Chains of the Void Prerequisite: 4th level, Voice of the Chain Master invocation You and your familiar share a connection through the void. As a bonus action, you can instantly teleport to your familiar, make it teleport to you, or switch places with it, so long as you are within 60 feet of each other. Concussive Crackle Prerequisite: 5th level When you hit a target with a cantrip or a melee weapon attack, you can use a bonus action to envelop the target in crackling lightning. When you do, the target must succeed a Constitution saving throw against your warlock spell save DC or become paralyzed until the end of its next turn. Dominating Presence Prerequisite: 1st level You make all Charisma checks with advantage. Eldritch Phalanx Prerequisite: 1st level, Eldritch Blast cantrip Any creature you successfully hit with eldritch blast makes ranged spell attacks that target you with disadvantage until the start of your next turn. Eldritch Realignment Prerequisite: 1st level, Eldritch Blast cantrip You can target objects and structures with your eldritch blast cantrip. Ever-Burning Essence Prerequisite: 5th level You can cast the fire shield spell as a bonus action without expending a spell slot. Ever-Flowing Waters Prerequisite: 4th level Each turn you spend drinking freshwater, you regain 1d10 hit points. In addition, if you die, submerging your body in water keeps your body protected from decay and can’t become undead. You automatically spring back to life with 1 hit point if you stay submerged for 8 consecutive hours. Font of Divinity Prerequisite: 1st level When you deal fire or radiant damage to a creature, you gain temporary hit points equal to half the damage done. Hungering Blade Prerequisite: 4th level, Thirsting Blade invocation You can attack with your pact weapon three times, instead of twice, whenever you take the Attack action on your turn. Light of a Dying Star Prerequisite: 4th level You can cast antimagic field once using a warlock spell slot, causing the effected area to be filled with bright light. You can’t do so again until you finish a short or long rest. Mantle of Star Dust Prerequisite: 1st level You can cast gaseous form on yourself at will, without ex- pending a spell slot. When cast in this way, your misty form sparkles in bright and dim light. Ocanthian Perambulation Prerequisite: 4th level You can cast blade barrier once using a warlock spell slot, conjuring countless razor-sharp shards of black ice from Ocanthus, rather than magical blades. You can’t do so again until you finish a long rest. Otherworldly Resolve Prerequisite: 4th level You can’t be incapacitated unless petrified. Sanguine Testament Prerequisite: 1st level You can cast grease at will, without expending a spell slot. You can do so a number of times equal to your Charisma modifier, regaining all expended charges when you finish a short or long rest. The grease’s smell and color is identical to your patron’s blood or other fluid that reflects your patron’s nature. Rain of Castigation Prerequisite: 2nd level, Thirsting Blade invocation You can cast conjure volley once centered on yourself, using a warlock spell slot. When doing so, you take no damage from the spell and your pact weapon acts as the material component for the spell, instantly reappearing in your hand after casting the spell. You can’t do so again until you finish a short or long rest. Sacrificial Blade Prerequisite: 1st level, Thirsting Blade invocation When you gain temporary hit points, you gain twice the amount you normally would. Sovereign of Hexes Prerequisite: 1st level You can cast hex at will as a 1st-level spell, without expending a spell slot. Spellbook of Ancient Secrets Prerequisite: 4th level, Book of Ancient Secrets invocation You can inscribe spells in your Book of Shadows, much like a Wizard would in his spellbook. A spell inscribed in this manner can’t be higher than 5th level. You can inscribe a number of spells equal to your Charisma modifier. You can cast these spells using your Pact Magic feature while you have the book on you, and they count as warlock spells for you. You can delete a previously inscribed spell by spending 1 hour meditating while you hold the book, which can be done during a short or long rest. The Ultimate Gift Prerequisite: 5th level You gain immortality and can only die if slain, in which case you can choose to manifest again after 1d4 days. You can only manifest yourself again in this manner once every three months. In addition, you stop aging, you can’t be magically aged, and you can’t suffer from exhaustion. Undying Will Prerequisite: 2nd level Any nonmagical damage you take is reduced by an amount equal to your Charisma modifier.
Prerequisites: Wizard level 17
Before starting an epic game, you might want to consider adding some epic flavor to your wizard. Use the epic sorcerer’s Weave Symbiosis to do so.
Legendary Spell Capacity
Beginning at 1st level, you gain an additional 6th and 7th level spell slot, at 3rd level you gain another 8th and 9th level spell slot, and at 5th level you gain a 10th, 11th and 12th level spell slot.
Starting at 1st level, as a bonus action, you can exchange one spell you have prepared for one you don’t have prepared. The new spell you prepare must be available to you in your spellbook. Once you use this feature, you can’t use it again until you finish a short or long rest.
You have mastered the art of maintaining concentration in the most dire of situations. At 1st level, if you lose concentration on a spell because of a failed Constitution saving throw, you can use your reaction to maintain concentration. Once you use this feature, you can’t use it again until you finish a short or long rest.
At 2nd level you may choose a single epic spell to have prepared in your epic spell book, and with that you also gain a single epic spell slot.
As an 2nd level or higher Epic Wizard, you may convert your epic spell slots to regular spells as a free action. A 1st level epic spell would become a level 15 spell slot. A 2nd level epic spell would become a level 20 spell slot. And a 3rd level epic spell would become a level 25 spell slot. You may then cast your regular spells at the increased level. For example, converting a 1st level epic spell slot to cast a fireball would cast the Fireball at 15th level and would increase the damage by 12d6 (for a total of 20d6 fire damage).
At 4th level your mind can study and analyze magic almost instantly. As a reaction when a creature you can see casts a non-Epic spell that you could learn as wizard, you may attempt an Intelligence (Arcana) ability check against DC of 20 + the spell’s level. On a success, you fully understand that spell and consider it immediately prepared as long as you have a spell slot at that level or higher available and you remove another prepared spell. You may copy that spell into your spellbook at any time before you take a long rest.
At 5th level Epic Wizard you have reached the status of Archmage. Your name is known far and wide, as your knowledge of the arcane is only rivaled by the gods themselves.
When you finish a long rest and you read and contemplate ancient writings in your Spellbook, you may choose one of the following benefits which lasts until you next finish a long rest.
Additional Signature Spells. You gain two signature spells (as with the Signature Spells feature).
Blessing of the Archmages. You make saving throws against spells with advantage.
Arcane Mastery. When you target a creature with a spell that forces it to make a saving throw, you may use your Bonus Action to gain a +10 bonus to your spell save DC for this spell. Once you use this feature, you can’t use it again until you finish a short or long rest.