altfuldisch
2015-05-02, 04:27 AM
Introduction
I have tried making epic levels for all classes, allthough I don't have deep knowledge of all the classes. I've only managed to play one class beyond level 3 at this point. Every class gets to choose an epic boon at levels 21, 25 and 29. Epic boons can be found in the DMH p. 232. Also every class gets a race-dependant bonus at level 25 instead, instead of another class specific skill. The hope is, that races can add a little additional flair at high levels. The table containing the racials for level 25 can be found at the very bottom of this post.
The actual numbers for increased spell slots aren't included yet, but my thinking is, that all casters get a few more high level spell slots. I also haven't completed the Paladin epic levels, since I am quite empty on ideas here, but help would be greatly appreciated. Comments/suggestions/critisism is obviously very welcome for all classes. Im hoping you can highlight any obvious features that conflict with existing class mechanics, features that might complicate game mechanics or simply features that are over- or underpowered.
Epic Barbarian
Barbarian Level
Special
Rage Damage
Proficiency Bonus
21
Faster Movement (+20 ft.), Epic Boon
+5
+7
22
Brutal Critical (4 dice)
+5
+7
23
Ability Score Improvement
+6
+7
24
Extra Attack
+6
+7
25
Racial, Epic Boon
+7
+8
26
Brutal Critical (5 dice)
+7
+8
27
Ability Score Improvement
+8
+8
28
Superior Critical
+8
+8
29
Blindsight, Epic Boon
+9
+9
30
Battleborn, Death Save Advantage
+10
+9
Superior Critical
Your weapon attacks score a critical hit on a roll of 18 – 20.
Blindsight
Your senses have become so honed that you surpass the sensory limitations of mere mortals. You gain blindsight of 30 ft., and an additional 30 ft. of blindsight while raging.
Battleborn
Any time you hit an opponent, they must roll a Strength saving throw higher than your Strength score, or be knocked prone.
Additionally, the barbarian gets a free attack on any target within his reach that attacked him since his last turn.
Epic Rogue
Rogue Level
Special
Sneak Attack
Proficiency Bonus
21
Sneaky opportunity, Epic Boon
11d6
+7
22
Superior Initiative
11d6
+7
23
Ability Score Improvement
12d6
+7
24
Epic Reputation
12d6
+7
25
Racial, Epic Boon
13d6
+8
26
Trap Sense
13d6
+8
27
Ability Score Improvement
14d6
+8
28
Advantageous Dodge
14d6
+8
29
Tricks of the Trade, Epic Boon
15d6
+9
30
Shadowborn, Death Save Advantage
16d6
+9
Sneaky Opportunity
Any attack of opportunity you make, is considered a sneak attack.
Superior Initiative
You gain +10 to all initiative rolls.
Epic Reputation
You gain a +4 bonus to Deception, Intimidation, Performance and Persuasion.
Trap Sense
You automatically detect all traps within 10 ft. of you.
Advantageous Dodge
You have learned to not only avoid incoming blows and projectiles, but to use them against your enemies. When an enemy misses you with an attack, you can use your reaction to force the dodged attack to hit another enemy within 5 ft. of you (if any).
Tricks of the Trade
If you take a hit thatdeals more damage than twice your hit die + your constitution modifier, you maychose to switch places with a friendly or neutral target within 30 ft. of you,and let them take the damage instead.
Shadowborn
When you land a criticalhit all damage dice are set to their maximum value.
Epic Druid
Druid6 Level
Special
Cantrips Known
Proficiency Bonus
21
Monstrous Wild Shape, Epic Boon
4
+7
22
Druidic Versatility
4
+7
23
Ability Score Improvement
4
+7
24
-
4
+7
25
Racial, Epic Boon
4
+8
26
Intensify Spell
5
+8
27
Ability Score Improvement
5
+8
28
Spell Stowaway
5
+8
29
Epic Boon
5
+9
30
Natureborn, Death Save Advantage
5
+9
Monstrous Wild Shape
You can use your normal Wild Shape ability to take the form of monstrosities (such as a Gorgon or Chimera). The size limitation is the same as your limitation on beast size. You gain all supernatural abilities of the monstrosity.
Druidic Versatility
Whenever you cast a spell without being transformed, you get an extra 10 ft. of movement immediately after using Wild Shape. The extra movement is only usable on that turn. Furthermore, for every round you stay transformed, you get +1 to hit with the first offensive spell after exiting your Wild Shape.
Spell Stowaway
Choose a beneficial spell-like ability you have, or a beneficial spell you can cast. You become attuned to the magic you choose. If another spellcaster within 300 ft. of you uses this magic, you also immediately gain the magic’s effect as if it had been used on you by the same caster.
Intensify Spell
All variable, numeric effects of an intensified 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 up all spell slots of the spell’s actual level, but a minimum of three.
Natureborn
You are immune to all non-magical negative status effects. Additionally you have advantage and +5 on saving throws to avoid magical negative status effects.
Epic Fighter
Fighter Level
Special
Proficiency Bonus
21
Superior Second Wind, exotic weapon proficiency, Epic Boon
+7
22
Extra Attack (4)
+7
23
Ability Score Improvement
+7
24
Action Surge (three uses), Indomitable (four uses)
+7
25
Racial, Epic Boon
+8
26
Extra Attack (5)
+8
27
Ability Score Improvement
+8
28
Additional Fighting Styles,Fighter’s Focus
+8
29
Improved Combat Reflexes, Epic Boon
+9
30
Warborn, Death Save Advantage
+9
Superior Second Wind
You no longer need a short or long rest between uses.
Additional Fighting Styles
You may choose another two options from the Fighting Style class feature.
Fighter’s Focus
You get +2 to all attack rolls
Improved Combat Reflexes
Attacks of Opportunity no longer use your Reaction.
Warborn
Once per short rest, the fighter can become an avatar of Hextor, increasing the statistics of himself and his allies immensely. While Warborn all the fighter’s hits are critical. For three turns the fighter himself and all allies within 30 ft. gain temporary hit points and additional dice for damage rolls. The fighter cannot go below 1 hit point while in this shape, and no matter what his hit points were before using this ability, he will be at 1 hit point when returning to normal.
Round
Temporary hit point gain
Extra damage dice
1
30
3d10
2
20
2d10
3
10
1d10
Epic Monk
Monk Level
Special
AC bonus
Ki
Unarmored Movement
Proficiency Bonus
21
Force Charged Flurry of Blows, Epic Boon
+2
21
+ 30 ft.
+7
22
Mind and Body
+2
22
+ 30 ft.
+7
23
Ability Score Improvement
+2
23
+ 35 ft.
+7
24
Improved Stunning Strike
+3
24
+ 35 ft.
+7
25
Racial, Epic Boon
+3
25
+ 35 ft.
+8
26
Force Enhanced Flurry of Blows
+3
26
+ 35 ft.
+8
27
Ability Score Improvement
+4
27
+ 40 ft.
+8
28
Ki Blast
+4
28
+ 40 ft.
+8
29
Force Empowered Flurry of Blows, Epic Boon
+4
29
+ 45 ft.
+9
30
Kiborn, Death Save Advantage
+5
30
+ 50 ft.
+9
Force Charged Flurry of Blows
Whenever you use Flurry of Blows, you add 1d6 Force damage to each attack.
Force Enhanced Flurry of Blows
Whenever you use Flurry of Blows, you hit all hostile creatures within 5 ft. of the target for 1d6 Force damage.
Force Empowered Flurry of Blows
Whenever you use Flurry of Blows, you hit all hostile creatures within 5 ft. of the target for 1d6 Force damage. Additionally, all allies within 10 ft. of you (including yourself), are healed for half the force damage done.
Mind and Body
All healing effects on you are increased by 2d10.
Improved Stunning Strike
Add +4 to the DC of your Stunning Strike.
Ki-infused Criticals
Landing a critical hitinfuses your body. Roll a d4. Get back that amount of Ki or add that amount ofd6 as Force damage to the attack.
Kiborn
You can chose to use your action and bonus action meditating if you don’t spend any movement. When doing so, you gain 3 Ki at the start of your next turn. For every consecutive turn you spend meditating, the Ki regained doubles. On the first round, you would regain 3 Ki. On the following round you would regain 6, for a total of 9. You cannot surpass your maximum Ki with this feature. While meditating you are resistant to all acid, cold, fire, force, lightning, necrotic, poison, radiant and thunder damage.
Epic Paladin
Paladin Level
Special
Proficiency Bonus
21
, Epic Boon
+7
22
+7
23
Ability Score Improvement
+7
24
+7
25
Racial, Epic Boon
+8
26
+8
27
Ability Score Improvement
+8
28
+8
29
Epic Boon
+9
30
Oathborn, Death Save Advantage
+9
Oathborn
You gain a bonus depending on your oath:
Devotion
Until the end of your next turn, every hostile creature within 30 ft. of you is blinded. You cannot take any action on your next turn after using Devotion. Usable once per long rest.
Ancient Oath
Until the end of your next turn, every time a hostile creature successfully attacks an ally within 30 ft. of you, the damage dealt is instead turned into temporary hit points for your ally. You cannot take any action on your next turn after using Ancient Oath. Usable once per long rest.
Vengeance
Until the end of your next turn, every time a hostile creature successfully attacks an ally within 30 ft. of you, the attack instead hits themselves for the same amount. You cannot take any action on your next turn after using Vengeance. Usable once per long rest.
Epic Sorcerer
Sorcerer Level
Special
Sorcery Points
Proficiency Bonus
21
Wild Adaptation, Epic Boon
21
+7
22
Epic Spell Capacity Increase
22
+7
23
Ability Score Improvement
23
+7
24
-
24
+7
25
Racial, Epic Boon
25
+8
26
Metameditation
26
+8
27
Ability Score Improvement
27
+8
28
-
28
+8
29
Epic Spell Capacity Increase, Epic Boon
29
+9
30
Metaborn, Death Save Advantage
30
+9
Wild Adaptation
Whenever you cast a spell, you gain resistance to all spells of that school until the end of your next round.
If your archetype is Draconic Bloodline you also get to choose an additional dragon from the Draconic Ancestry table (PHB p. 102). If your archetype is Wild Magic, you now get Wild Surges on a roll of 1 – 5.
Epic Spell Capacity Increase
Every time you gain this ability, you get a single spell slot one level higher than your previous highest level spell slot. You can use these spell slots to increase the power of known spells.
Metameditation
Reduce the cost of all metamagic abilities by 1, to a minimum of 1. Additionally, adding Twinned Spell to cantrips now costs 0 sorcery points.
Metaborn
Whenever you use a metamagic, roll a d20. Uneven reduces the cost of the metamagic by 1 sorcery point (for a minimum of 0), even doubles the effect of the metamagic. Cantrips allways have their effects doubled, instead of reducing the cost.
Epic Warlock
Warlock Level
Special
Cantrips Known
Spell Slots
Slot level
Invocations known
Proficiency Bonus
21
Additional Pact Boon, Epic Boon
4
4
5th
9
+7
22
-
4
5
5th
9
+7
23
Ability Score Improvement
4
5
5th
9
+7
24
Empowered Eldritch Invocations
4
5
6th
10
+7
25
Racial, Epic Boon
4
5
6th
10
+8
26
-
5
6
6th
10
+8
27
Empowered Pact Boons
5
6
6th
11
+8
28
Empowered Arcanum
5
6
6th
11
+8
29
Epic Boon
5
7
6th
11
+9
30
Pactborn, Death Save Advantage
5
7
7th
12
+9
Additional Pact Boon
You may choose another Pact Boon, for a total of two.
Empowered Eldritch Invocation
Choose an Eldritch Invocation you have already chosen, and double its effects (if possible).
Empowered Pact Boons
You boon familiar gets +1 AC and +1 Charisma, Intellect and Wisdom for every warlock level above 20. Additionally, while you are within 10 ft. of your familiar, you get +1 to all attack and damage rolls.
You pact weapon grants you +2 AC and for every 3 warlock levels above 20 deals an additional 1d4 Necrotic and 1d4 Acid damage. Additionally, whenever you land a critical hit with your pact weapon, you regain a used spell slot.
Your Book of Shadows can hold an extra 2 cantrips. Additionally, whenever you cast a cantrip, you can choose to cast it twice. You can do this an amount of times equal to your Charisma modifier every long rest.
Empowered Arcanum
You can cast your Arcanum spells one additional time, before requiring a long rest.
Pactborn
You call on your patron to empower your next offensive spell. For the cost of two spell slots, you can cast the same spell three times within a single round. You may target the same creature with all three casts or target multiple enemies. Usable once every long rest.
Epic Wizard
Wizard Level
Special
Cantrips Known
Proficiency Bonus
21
Deep Memory, Epic Boon
6
+7
22
Epic Spell Capacity Increase (12)
6
+7
23
Ability Score Improvement
6
+7
24
-
7
+7
25
Racial, Epic Boon
7
+8
26
Epic Spell Capacity Increase (15)
7
+8
27
Ability Score Improvement
7
+8
28
-
7
+8
29
Epic Spell Capacity Increase (18) , Epic Boon
8
+9
30
Arcaneborn, Death Save Advantage
8
+9
Deep Memory
Once per long rest, you may exchange a memorized spell with a non-memorized spell.
Epic Spell Capacity Increase
Every time you gain this ability, you get a single spell as marked in the ability. You can use these spell slots to increase the power of known spells.
Arcaneborn
Once per long rest you may regain all spell slots of 7th level and lower.
Epic Bard
Bard Level
Special
Cantrips Known
Spells Known
Bardic Inspiration
Proficiency Bonus
21
Bardic Initiative, Epic Boon
4
23
2d8
+7
22
-
4
23
2d8
+7
23
Ability Score Improvement
4
23
2d8
+7
24
Empathic Learning
4
24
2d8
+7
25
Racial, Epic Boon
4
24
2d10
+8
26
-
5
24
2d10
+8
27
Inspired Rest
5
25
2d10
+8
28
Well Placed Anger
5
25
2d10
+8
29
Epic Boon
5
25
2d12
+9
30
Vocalborn, Death Save Advantage
5
26
2d12
+9
Bardic Initiative
When you roll initiative, all allies within 30 ft. of you, can add your initiative roll – 10 to their own initiative rolls, as long as the number is positive. To gain this benefit, a character must be able to hear the bard.
Empathic Learning
Choose a 1st level feature from any class and adopt it as your own.
Inspired Rest
Reduce the time required for a short and long rest by 50% for all allies within 30 ft. of you.
Well Placed Anger
Once per long rest you can place anger on a friendly, neutral or hostile creature that you can see. All hostile creatures within 30 ft. of the target, who can hear you, must make a DC 28 Wisdom saving throw or be forced to attack the marked target until the end of your next turn.
Vocalborn
Playing the Vocalborn song is straining beyond any other performance. You suffer a level of exhaustion, but allow all allies within 60 ft. of you that are able to hear you, to use spells and abilities that are limited to X uses every short or long rest, without needing to rest before using them again. Every friendly character can only use an ability once. While playing you are vulnerable to all non-magic damage and resistant to all magic damage. Requires concentration and lasts up to 30 seconds.
Epic Cleric
Cleric Level
Special
Cantrips Known
Proficiency Bonus
21
Extra Attack, Epic Boon
6
+7
22
Epic Spell Capacity Increase
6
+7
23
Ability Score Improvement
6
+7
24
-
7
+7
25
Racial, Epic Boon
7
+8
26
Epic Spell Capacity Increase
7
+8
27
Ability Score Improvement
7
+8
28
-
7
+8
29
Intensify Spell, Epic Boon
8
+9
30
Divineborn, Death Save Advantage
8
+9
Epic Spell Capacity Increase
Every time you gain this ability, you get a single spell slot one level higher than your previous highest level spell slot. You can use these spell slots to increase the power of known spells.
Intensify Spell
All variable, numeric effects of an intensified 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 up all spell slots of the spell’s actual level, but a minimum of three.
Divineborn
As you have become more divine, you yourself can now perform divine interventions on behalf of your deity or on behalf of yourself. Once every long rest you may rewind a whole round, back to the beginning of your last turn. Only you, deities and other clerics of equal level will know, that your turned back time unless you chose to tell others. If you don’t tell them, they are bound to follow the same routine as last time.
Additionally, others might now call upon you for divine interventions. This might include lower level adventurers, commoners or nobles, who have heard of your divinity and regard you a direct extension of your deity, or perhaps even a worthy contender for said deity’s place within the pantheon. When somebody calls upon you, you may chose to ignore them, or roll a d20 – if you roll 1-10 their pleas go unanswered, if you roll 11-16 you help them slightly, if you roll 17-19 you help them noticeably and if you roll 20 you help them greatly. While receiving a call for help, you are unable to do anything else for 1 minute, as you are in deep concentration, and see through the eyes of the person calling upon you.
Helping people who call upon you, bolsters their belief in your divinity, giving you back used spell slots.
Helping slightly lets gives you back a spell slot between 1st and 6th level (roll 1d6), helping noticeably gives you back a spell slot between 7th and 9th level (roll 1d3), helping greatly gives you back any spell slot you choose. You DM decides when others call upon Divine Intervention from you.
Epic Ranger
Ranger Level
Special
Spells Known
Proficiency Bonus
21
Favored Enemy, Epic Boon
12
+7
22
Epic Spell Capacity Increase
12
+7
23
Ability Score Improvement
13
+7
24
Favored Terrain
13
+7
25
Racial, Epic Boon
14
+8
26
Predatory Instincts / One With The Beast
14
+8
27
Ability Score Improvement
15
+8
28
Dedicated Foe Slayer
15
+8
29
Favored Enemy, Epic Boon
16
+9
30
Wildborn, Death Save Advantage
16
+9
Epic Spell Capacity Increase
Every time you gain this ability, you get a single spell slot one level higher than your previous highest level spell slot. You can use these spell slots to increase the power of known spells.
Predatory Instincts
You only gain Predatory Instincts if you chose Hunter as your archetype.
You get to pick another feature from the Hunter’s Prey, Defensive Tactics and Superior Hunter’s Defense abilities.
One With The Beast
You only gain One With The Beast if you chose Beast Mastery as your archetype.
Your beast companion can now be a large beast with a challenge rating of 1 or lower. Furthermore the beast gains +10 ft. speed and your Wisdom and proficiency modifiers to attack and damage rolls.
Dedicated Foe Slayer
You Foe Slayer ability is no longer usable only once per turn, but is now instead passive for all attacks.
Wildborn
Your favored enemies have disadvantage on all attacks against you, and the first time a favored enemy is attacked by you, it must roll a DC 20 Wisdom saving throw or become frightened by you. Furthermore, while outside and away from civilization, you have advantage on all dice rolls.
Epic Racials
Race
Level 25 Special
Hill Dwarf
+5 passive perception
Mountain Dwarf
+2 AC
High Elf
Choose a 1st level wizard spell, castable once per short rest
Wood Elf
+10 ft. speed
Dark Elf
You learn to cast Leomund’s Tiny Hut as a bonus action once per long rest
Lightfoot Halfling
Hide in Plain Sight
Stout Halfling
Poison Immunity
Human
Choose a feat
Dragonborn
Damage immunity to type of draconic ancestry
Forest Gnome
You know the Illusion spell
Rock Gnome
Spending an hour and 100gp worth of materials, you can build a toy that can identify items and locate hidden doors
Half-Elf
You are immune to charm effects
Half-Orc
Whenever you land a killing blow all hostile creatures within 30 ft. must make a Constitution saving throw or become frightened
Tiefling
You are immune to fire damage
Aarakocra
You can now fly even while wearing medium or heavy armor
Deep Gnome
You have resistance to all area spell damage
Air Genasi
You are resistant to lightning damage and can cast Levitate once every short or long rest
Earth Genasi
You are resistant to poison damage and can cast Pass Without Trace once per short or long rest
Fire Genasi
You are immune to fire damage
Water Genasi
You are immune to acid damage
Goliath
You can use Stone’s Endurance three times every short or long rest
I have tried making epic levels for all classes, allthough I don't have deep knowledge of all the classes. I've only managed to play one class beyond level 3 at this point. Every class gets to choose an epic boon at levels 21, 25 and 29. Epic boons can be found in the DMH p. 232. Also every class gets a race-dependant bonus at level 25 instead, instead of another class specific skill. The hope is, that races can add a little additional flair at high levels. The table containing the racials for level 25 can be found at the very bottom of this post.
The actual numbers for increased spell slots aren't included yet, but my thinking is, that all casters get a few more high level spell slots. I also haven't completed the Paladin epic levels, since I am quite empty on ideas here, but help would be greatly appreciated. Comments/suggestions/critisism is obviously very welcome for all classes. Im hoping you can highlight any obvious features that conflict with existing class mechanics, features that might complicate game mechanics or simply features that are over- or underpowered.
Epic Barbarian
Barbarian Level
Special
Rage Damage
Proficiency Bonus
21
Faster Movement (+20 ft.), Epic Boon
+5
+7
22
Brutal Critical (4 dice)
+5
+7
23
Ability Score Improvement
+6
+7
24
Extra Attack
+6
+7
25
Racial, Epic Boon
+7
+8
26
Brutal Critical (5 dice)
+7
+8
27
Ability Score Improvement
+8
+8
28
Superior Critical
+8
+8
29
Blindsight, Epic Boon
+9
+9
30
Battleborn, Death Save Advantage
+10
+9
Superior Critical
Your weapon attacks score a critical hit on a roll of 18 – 20.
Blindsight
Your senses have become so honed that you surpass the sensory limitations of mere mortals. You gain blindsight of 30 ft., and an additional 30 ft. of blindsight while raging.
Battleborn
Any time you hit an opponent, they must roll a Strength saving throw higher than your Strength score, or be knocked prone.
Additionally, the barbarian gets a free attack on any target within his reach that attacked him since his last turn.
Epic Rogue
Rogue Level
Special
Sneak Attack
Proficiency Bonus
21
Sneaky opportunity, Epic Boon
11d6
+7
22
Superior Initiative
11d6
+7
23
Ability Score Improvement
12d6
+7
24
Epic Reputation
12d6
+7
25
Racial, Epic Boon
13d6
+8
26
Trap Sense
13d6
+8
27
Ability Score Improvement
14d6
+8
28
Advantageous Dodge
14d6
+8
29
Tricks of the Trade, Epic Boon
15d6
+9
30
Shadowborn, Death Save Advantage
16d6
+9
Sneaky Opportunity
Any attack of opportunity you make, is considered a sneak attack.
Superior Initiative
You gain +10 to all initiative rolls.
Epic Reputation
You gain a +4 bonus to Deception, Intimidation, Performance and Persuasion.
Trap Sense
You automatically detect all traps within 10 ft. of you.
Advantageous Dodge
You have learned to not only avoid incoming blows and projectiles, but to use them against your enemies. When an enemy misses you with an attack, you can use your reaction to force the dodged attack to hit another enemy within 5 ft. of you (if any).
Tricks of the Trade
If you take a hit thatdeals more damage than twice your hit die + your constitution modifier, you maychose to switch places with a friendly or neutral target within 30 ft. of you,and let them take the damage instead.
Shadowborn
When you land a criticalhit all damage dice are set to their maximum value.
Epic Druid
Druid6 Level
Special
Cantrips Known
Proficiency Bonus
21
Monstrous Wild Shape, Epic Boon
4
+7
22
Druidic Versatility
4
+7
23
Ability Score Improvement
4
+7
24
-
4
+7
25
Racial, Epic Boon
4
+8
26
Intensify Spell
5
+8
27
Ability Score Improvement
5
+8
28
Spell Stowaway
5
+8
29
Epic Boon
5
+9
30
Natureborn, Death Save Advantage
5
+9
Monstrous Wild Shape
You can use your normal Wild Shape ability to take the form of monstrosities (such as a Gorgon or Chimera). The size limitation is the same as your limitation on beast size. You gain all supernatural abilities of the monstrosity.
Druidic Versatility
Whenever you cast a spell without being transformed, you get an extra 10 ft. of movement immediately after using Wild Shape. The extra movement is only usable on that turn. Furthermore, for every round you stay transformed, you get +1 to hit with the first offensive spell after exiting your Wild Shape.
Spell Stowaway
Choose a beneficial spell-like ability you have, or a beneficial spell you can cast. You become attuned to the magic you choose. If another spellcaster within 300 ft. of you uses this magic, you also immediately gain the magic’s effect as if it had been used on you by the same caster.
Intensify Spell
All variable, numeric effects of an intensified 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 up all spell slots of the spell’s actual level, but a minimum of three.
Natureborn
You are immune to all non-magical negative status effects. Additionally you have advantage and +5 on saving throws to avoid magical negative status effects.
Epic Fighter
Fighter Level
Special
Proficiency Bonus
21
Superior Second Wind, exotic weapon proficiency, Epic Boon
+7
22
Extra Attack (4)
+7
23
Ability Score Improvement
+7
24
Action Surge (three uses), Indomitable (four uses)
+7
25
Racial, Epic Boon
+8
26
Extra Attack (5)
+8
27
Ability Score Improvement
+8
28
Additional Fighting Styles,Fighter’s Focus
+8
29
Improved Combat Reflexes, Epic Boon
+9
30
Warborn, Death Save Advantage
+9
Superior Second Wind
You no longer need a short or long rest between uses.
Additional Fighting Styles
You may choose another two options from the Fighting Style class feature.
Fighter’s Focus
You get +2 to all attack rolls
Improved Combat Reflexes
Attacks of Opportunity no longer use your Reaction.
Warborn
Once per short rest, the fighter can become an avatar of Hextor, increasing the statistics of himself and his allies immensely. While Warborn all the fighter’s hits are critical. For three turns the fighter himself and all allies within 30 ft. gain temporary hit points and additional dice for damage rolls. The fighter cannot go below 1 hit point while in this shape, and no matter what his hit points were before using this ability, he will be at 1 hit point when returning to normal.
Round
Temporary hit point gain
Extra damage dice
1
30
3d10
2
20
2d10
3
10
1d10
Epic Monk
Monk Level
Special
AC bonus
Ki
Unarmored Movement
Proficiency Bonus
21
Force Charged Flurry of Blows, Epic Boon
+2
21
+ 30 ft.
+7
22
Mind and Body
+2
22
+ 30 ft.
+7
23
Ability Score Improvement
+2
23
+ 35 ft.
+7
24
Improved Stunning Strike
+3
24
+ 35 ft.
+7
25
Racial, Epic Boon
+3
25
+ 35 ft.
+8
26
Force Enhanced Flurry of Blows
+3
26
+ 35 ft.
+8
27
Ability Score Improvement
+4
27
+ 40 ft.
+8
28
Ki Blast
+4
28
+ 40 ft.
+8
29
Force Empowered Flurry of Blows, Epic Boon
+4
29
+ 45 ft.
+9
30
Kiborn, Death Save Advantage
+5
30
+ 50 ft.
+9
Force Charged Flurry of Blows
Whenever you use Flurry of Blows, you add 1d6 Force damage to each attack.
Force Enhanced Flurry of Blows
Whenever you use Flurry of Blows, you hit all hostile creatures within 5 ft. of the target for 1d6 Force damage.
Force Empowered Flurry of Blows
Whenever you use Flurry of Blows, you hit all hostile creatures within 5 ft. of the target for 1d6 Force damage. Additionally, all allies within 10 ft. of you (including yourself), are healed for half the force damage done.
Mind and Body
All healing effects on you are increased by 2d10.
Improved Stunning Strike
Add +4 to the DC of your Stunning Strike.
Ki-infused Criticals
Landing a critical hitinfuses your body. Roll a d4. Get back that amount of Ki or add that amount ofd6 as Force damage to the attack.
Kiborn
You can chose to use your action and bonus action meditating if you don’t spend any movement. When doing so, you gain 3 Ki at the start of your next turn. For every consecutive turn you spend meditating, the Ki regained doubles. On the first round, you would regain 3 Ki. On the following round you would regain 6, for a total of 9. You cannot surpass your maximum Ki with this feature. While meditating you are resistant to all acid, cold, fire, force, lightning, necrotic, poison, radiant and thunder damage.
Epic Paladin
Paladin Level
Special
Proficiency Bonus
21
, Epic Boon
+7
22
+7
23
Ability Score Improvement
+7
24
+7
25
Racial, Epic Boon
+8
26
+8
27
Ability Score Improvement
+8
28
+8
29
Epic Boon
+9
30
Oathborn, Death Save Advantage
+9
Oathborn
You gain a bonus depending on your oath:
Devotion
Until the end of your next turn, every hostile creature within 30 ft. of you is blinded. You cannot take any action on your next turn after using Devotion. Usable once per long rest.
Ancient Oath
Until the end of your next turn, every time a hostile creature successfully attacks an ally within 30 ft. of you, the damage dealt is instead turned into temporary hit points for your ally. You cannot take any action on your next turn after using Ancient Oath. Usable once per long rest.
Vengeance
Until the end of your next turn, every time a hostile creature successfully attacks an ally within 30 ft. of you, the attack instead hits themselves for the same amount. You cannot take any action on your next turn after using Vengeance. Usable once per long rest.
Epic Sorcerer
Sorcerer Level
Special
Sorcery Points
Proficiency Bonus
21
Wild Adaptation, Epic Boon
21
+7
22
Epic Spell Capacity Increase
22
+7
23
Ability Score Improvement
23
+7
24
-
24
+7
25
Racial, Epic Boon
25
+8
26
Metameditation
26
+8
27
Ability Score Improvement
27
+8
28
-
28
+8
29
Epic Spell Capacity Increase, Epic Boon
29
+9
30
Metaborn, Death Save Advantage
30
+9
Wild Adaptation
Whenever you cast a spell, you gain resistance to all spells of that school until the end of your next round.
If your archetype is Draconic Bloodline you also get to choose an additional dragon from the Draconic Ancestry table (PHB p. 102). If your archetype is Wild Magic, you now get Wild Surges on a roll of 1 – 5.
Epic Spell Capacity Increase
Every time you gain this ability, you get a single spell slot one level higher than your previous highest level spell slot. You can use these spell slots to increase the power of known spells.
Metameditation
Reduce the cost of all metamagic abilities by 1, to a minimum of 1. Additionally, adding Twinned Spell to cantrips now costs 0 sorcery points.
Metaborn
Whenever you use a metamagic, roll a d20. Uneven reduces the cost of the metamagic by 1 sorcery point (for a minimum of 0), even doubles the effect of the metamagic. Cantrips allways have their effects doubled, instead of reducing the cost.
Epic Warlock
Warlock Level
Special
Cantrips Known
Spell Slots
Slot level
Invocations known
Proficiency Bonus
21
Additional Pact Boon, Epic Boon
4
4
5th
9
+7
22
-
4
5
5th
9
+7
23
Ability Score Improvement
4
5
5th
9
+7
24
Empowered Eldritch Invocations
4
5
6th
10
+7
25
Racial, Epic Boon
4
5
6th
10
+8
26
-
5
6
6th
10
+8
27
Empowered Pact Boons
5
6
6th
11
+8
28
Empowered Arcanum
5
6
6th
11
+8
29
Epic Boon
5
7
6th
11
+9
30
Pactborn, Death Save Advantage
5
7
7th
12
+9
Additional Pact Boon
You may choose another Pact Boon, for a total of two.
Empowered Eldritch Invocation
Choose an Eldritch Invocation you have already chosen, and double its effects (if possible).
Empowered Pact Boons
You boon familiar gets +1 AC and +1 Charisma, Intellect and Wisdom for every warlock level above 20. Additionally, while you are within 10 ft. of your familiar, you get +1 to all attack and damage rolls.
You pact weapon grants you +2 AC and for every 3 warlock levels above 20 deals an additional 1d4 Necrotic and 1d4 Acid damage. Additionally, whenever you land a critical hit with your pact weapon, you regain a used spell slot.
Your Book of Shadows can hold an extra 2 cantrips. Additionally, whenever you cast a cantrip, you can choose to cast it twice. You can do this an amount of times equal to your Charisma modifier every long rest.
Empowered Arcanum
You can cast your Arcanum spells one additional time, before requiring a long rest.
Pactborn
You call on your patron to empower your next offensive spell. For the cost of two spell slots, you can cast the same spell three times within a single round. You may target the same creature with all three casts or target multiple enemies. Usable once every long rest.
Epic Wizard
Wizard Level
Special
Cantrips Known
Proficiency Bonus
21
Deep Memory, Epic Boon
6
+7
22
Epic Spell Capacity Increase (12)
6
+7
23
Ability Score Improvement
6
+7
24
-
7
+7
25
Racial, Epic Boon
7
+8
26
Epic Spell Capacity Increase (15)
7
+8
27
Ability Score Improvement
7
+8
28
-
7
+8
29
Epic Spell Capacity Increase (18) , Epic Boon
8
+9
30
Arcaneborn, Death Save Advantage
8
+9
Deep Memory
Once per long rest, you may exchange a memorized spell with a non-memorized spell.
Epic Spell Capacity Increase
Every time you gain this ability, you get a single spell as marked in the ability. You can use these spell slots to increase the power of known spells.
Arcaneborn
Once per long rest you may regain all spell slots of 7th level and lower.
Epic Bard
Bard Level
Special
Cantrips Known
Spells Known
Bardic Inspiration
Proficiency Bonus
21
Bardic Initiative, Epic Boon
4
23
2d8
+7
22
-
4
23
2d8
+7
23
Ability Score Improvement
4
23
2d8
+7
24
Empathic Learning
4
24
2d8
+7
25
Racial, Epic Boon
4
24
2d10
+8
26
-
5
24
2d10
+8
27
Inspired Rest
5
25
2d10
+8
28
Well Placed Anger
5
25
2d10
+8
29
Epic Boon
5
25
2d12
+9
30
Vocalborn, Death Save Advantage
5
26
2d12
+9
Bardic Initiative
When you roll initiative, all allies within 30 ft. of you, can add your initiative roll – 10 to their own initiative rolls, as long as the number is positive. To gain this benefit, a character must be able to hear the bard.
Empathic Learning
Choose a 1st level feature from any class and adopt it as your own.
Inspired Rest
Reduce the time required for a short and long rest by 50% for all allies within 30 ft. of you.
Well Placed Anger
Once per long rest you can place anger on a friendly, neutral or hostile creature that you can see. All hostile creatures within 30 ft. of the target, who can hear you, must make a DC 28 Wisdom saving throw or be forced to attack the marked target until the end of your next turn.
Vocalborn
Playing the Vocalborn song is straining beyond any other performance. You suffer a level of exhaustion, but allow all allies within 60 ft. of you that are able to hear you, to use spells and abilities that are limited to X uses every short or long rest, without needing to rest before using them again. Every friendly character can only use an ability once. While playing you are vulnerable to all non-magic damage and resistant to all magic damage. Requires concentration and lasts up to 30 seconds.
Epic Cleric
Cleric Level
Special
Cantrips Known
Proficiency Bonus
21
Extra Attack, Epic Boon
6
+7
22
Epic Spell Capacity Increase
6
+7
23
Ability Score Improvement
6
+7
24
-
7
+7
25
Racial, Epic Boon
7
+8
26
Epic Spell Capacity Increase
7
+8
27
Ability Score Improvement
7
+8
28
-
7
+8
29
Intensify Spell, Epic Boon
8
+9
30
Divineborn, Death Save Advantage
8
+9
Epic Spell Capacity Increase
Every time you gain this ability, you get a single spell slot one level higher than your previous highest level spell slot. You can use these spell slots to increase the power of known spells.
Intensify Spell
All variable, numeric effects of an intensified 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 up all spell slots of the spell’s actual level, but a minimum of three.
Divineborn
As you have become more divine, you yourself can now perform divine interventions on behalf of your deity or on behalf of yourself. Once every long rest you may rewind a whole round, back to the beginning of your last turn. Only you, deities and other clerics of equal level will know, that your turned back time unless you chose to tell others. If you don’t tell them, they are bound to follow the same routine as last time.
Additionally, others might now call upon you for divine interventions. This might include lower level adventurers, commoners or nobles, who have heard of your divinity and regard you a direct extension of your deity, or perhaps even a worthy contender for said deity’s place within the pantheon. When somebody calls upon you, you may chose to ignore them, or roll a d20 – if you roll 1-10 their pleas go unanswered, if you roll 11-16 you help them slightly, if you roll 17-19 you help them noticeably and if you roll 20 you help them greatly. While receiving a call for help, you are unable to do anything else for 1 minute, as you are in deep concentration, and see through the eyes of the person calling upon you.
Helping people who call upon you, bolsters their belief in your divinity, giving you back used spell slots.
Helping slightly lets gives you back a spell slot between 1st and 6th level (roll 1d6), helping noticeably gives you back a spell slot between 7th and 9th level (roll 1d3), helping greatly gives you back any spell slot you choose. You DM decides when others call upon Divine Intervention from you.
Epic Ranger
Ranger Level
Special
Spells Known
Proficiency Bonus
21
Favored Enemy, Epic Boon
12
+7
22
Epic Spell Capacity Increase
12
+7
23
Ability Score Improvement
13
+7
24
Favored Terrain
13
+7
25
Racial, Epic Boon
14
+8
26
Predatory Instincts / One With The Beast
14
+8
27
Ability Score Improvement
15
+8
28
Dedicated Foe Slayer
15
+8
29
Favored Enemy, Epic Boon
16
+9
30
Wildborn, Death Save Advantage
16
+9
Epic Spell Capacity Increase
Every time you gain this ability, you get a single spell slot one level higher than your previous highest level spell slot. You can use these spell slots to increase the power of known spells.
Predatory Instincts
You only gain Predatory Instincts if you chose Hunter as your archetype.
You get to pick another feature from the Hunter’s Prey, Defensive Tactics and Superior Hunter’s Defense abilities.
One With The Beast
You only gain One With The Beast if you chose Beast Mastery as your archetype.
Your beast companion can now be a large beast with a challenge rating of 1 or lower. Furthermore the beast gains +10 ft. speed and your Wisdom and proficiency modifiers to attack and damage rolls.
Dedicated Foe Slayer
You Foe Slayer ability is no longer usable only once per turn, but is now instead passive for all attacks.
Wildborn
Your favored enemies have disadvantage on all attacks against you, and the first time a favored enemy is attacked by you, it must roll a DC 20 Wisdom saving throw or become frightened by you. Furthermore, while outside and away from civilization, you have advantage on all dice rolls.
Epic Racials
Race
Level 25 Special
Hill Dwarf
+5 passive perception
Mountain Dwarf
+2 AC
High Elf
Choose a 1st level wizard spell, castable once per short rest
Wood Elf
+10 ft. speed
Dark Elf
You learn to cast Leomund’s Tiny Hut as a bonus action once per long rest
Lightfoot Halfling
Hide in Plain Sight
Stout Halfling
Poison Immunity
Human
Choose a feat
Dragonborn
Damage immunity to type of draconic ancestry
Forest Gnome
You know the Illusion spell
Rock Gnome
Spending an hour and 100gp worth of materials, you can build a toy that can identify items and locate hidden doors
Half-Elf
You are immune to charm effects
Half-Orc
Whenever you land a killing blow all hostile creatures within 30 ft. must make a Constitution saving throw or become frightened
Tiefling
You are immune to fire damage
Aarakocra
You can now fly even while wearing medium or heavy armor
Deep Gnome
You have resistance to all area spell damage
Air Genasi
You are resistant to lightning damage and can cast Levitate once every short or long rest
Earth Genasi
You are resistant to poison damage and can cast Pass Without Trace once per short or long rest
Fire Genasi
You are immune to fire damage
Water Genasi
You are immune to acid damage
Goliath
You can use Stone’s Endurance three times every short or long rest