PDA

View Full Version : D&D 5e/Next 5e Epic Classes (levels 21-30)



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

altfuldisch
2015-05-03, 03:09 AM
No opinions? I really would love some feedback here, guys :)

Tarrab
2015-05-03, 04:42 AM
No opinions? I really would love some feedback here, guys :)

I have THE opinion.

THIS

IS

EPIC!

Besides that, it is a good work, I hope in progress, some things might still look a bit out of balance...

But keep up the good work!

Giant2005
2015-05-03, 06:56 AM
The Barbarian epic levels seem far too powerful compared to the other martial classes and I'm not sure why you chose to ignore the standard Rage damage progression for epic levels but keep the standard progressions for every other class's abilities.
The Monk on the other hand seems far too weak comparatively and essentially gain nothing of value at all but a +4 DC to Stunning Strike. At the very least you could give them something similar to the Sorcerer's unlimited Sorcery Points feature but for Ki. Something to keep their damage relevant next to the other martials wouldn't go astray either.
Rogues seem like they gain too little but that could be simply because they are listed directly after the Barbarian who gains too much. The one thing that really bothers me about your Rogue epic levels is the fact that the only abilities of worth they get are all limited used items that refresh on a short or long rest which simply isn't something that should be happening to the Rogue - Rogues are supposed to be energizer bunnies that don't use a recharge mechanic. Giving them nothign but rechargeable abilities goes against their design.
The Fighter's ability "Improved Combat Reflexes" needs rewriting. Even if they can make unlimited attacks of opportunity, they are still only limited to one reaction per round which means the ability would do nothing. Just change it to "Attacks of Opportunity no longer use your Reaction" if the intention is for unlimited AoOs but limited Reactions. If the intention is unlimited Reactions of any variety, just say so specifically. Also giving the Fighter an extra ASI is really cruel in Epic Levels considering everyone else gets something actually epic rather than just a rehash of the more mundane abilities. I'd replace the first of the Fighter's 3 ASIs with an ability that allows any permanent ability increases after that level bypass the normal ability limit of 20, so their next two ASIs can bypass the cap and give them something a little more unique.
I'm not really sure what exactly the Warlock ability "Additional Boon" is supposed to do. The Empowered Boons ability buffs the pact choice of the Warlock and considering they only have one pact, a second buff that applies to a pact they don't have is useless. Is it supposed to be giving them a second pact? If not I don't understand what it is supposed to be doing at all...

altfuldisch
2015-05-03, 11:33 AM
First of all, thanks a lot for your insight, Giant2005. It was very helpful :)
Below I'll try explaining a few of my choices, and highlight where I made changes.
It should be noted, that I had a really hard time finding common ground in regards to balance. I'm thinking levels 21-30 is almost Godlike in D&D terms. But just HOW powerful is Godlike? It's quite difficult to hit the mark I think. Next up, comes the whole issue of balancing classes against eachother, without favoring one or two archtypes over another in any given class. It's quite the daunting task, which is also why I'm looking for a bit out help here.
Once again, thanks a lot for your reply, it really means a lot, and they are undoubtedly more balanced now than before :)


The Barbarian epic levels seem far too powerful compared to the other martial classes and I'm not sure why you chose to ignore the standard Rage damage progression for epic levels but keep the standard progressions for every other class's abilities.
The barbarian was nerfed a bit, both with wielding 2-handers and with restraining. As for the rage damage progression, it actually ramps up on levels 1-20. +2 lasts for 8 levels, +3 only lasts for 7, then there are 5 levels left for +4. I thought I'd ramp it up more, since epic levels should be epic. Also, if the actual progression should continue like that, with each +1 additional damage sticking for one level less before ramping up, it would actually end up at +10 damage at level 30 as well. The way I did it, it just smoothes out a bit, instead of getting +1 more damage for the last few levels. Question is, if it is overpowered? In comparison, I let the rogue just to 16d6 at level 30 as well, instead of keeping it at 15d6, which actually is breaking the pattern :)


The Monk on the other hand seems far too weak comparatively and essentially gain nothing of value at all but a +4 DC to Stunning Strike. At the very least you could give them something similar to the Sorcerer's unlimited Sorcery Points feature but for Ki. Something to keep their damage relevant next to the other martials wouldn't go astray either.
Kiborn at level 30 reduces the Ki cost of all Ki abilities by 1 (to a minimum of 1), which should be quite the buff as well? My thought with Ki Blast, was that it could be a ranged heavy hitter, allthough the cost is quite steep. Combined with Kiborn though, it does 1d12 damage for every 1 Ki - I went for a bit of synergy here. With a maximum of 30 Ki, you could theoretically bash out 30d12 damage in a single blast. That's a ton of damage. Furthermore the monk gets bonusses to AC as well as +3 to unarmed attacks. Is it really that weak? I haven't actually played a monk, so I must admit, it is quite hard for me to tell. Would welcome some more in-depth critisism.


Rogues seem like they gain too little but that could be simply because they are listed directly after the Barbarian who gains too much. The one thing that really bothers me about your Rogue epic levels is the fact that the only abilities of worth they get are all limited used items that refresh on a short or long rest which simply isn't something that should be happening to the Rogue - Rogues are supposed to be energizer bunnies that don't use a recharge mechanic. Giving them nothign but rechargeable abilities goes against their design.
Yea, haven't played a rogue... so actually hadn't realized they didn't have any "usable every rest" abilities. I changed it, thanks for the heads up! Feel free to have another look now :)


The Fighter's ability "Improved Combat Reflexes" needs rewriting. Even if they can make unlimited attacks of opportunity, they are still only limited to one reaction per round which means the ability would do nothing. Just change it to "Attacks of Opportunity no longer use your Reaction" if the intention is for unlimited AoOs but limited Reactions. If the intention is unlimited Reactions of any variety, just say so specifically. Also giving the Fighter an extra ASI is really cruel in Epic Levels considering everyone else gets something actually epic rather than just a rehash of the more mundane abilities. I'd replace the first of the Fighter's 3 ASIs with an ability that allows any permanent ability increases after that level bypass the normal ability limit of 20, so their next two ASIs can bypass the cap and give them something a little more unique.
I fixed Improved Combat Reflexes just as you suggested. You were right, the wording wasn't good. Another ASI might be cruel as well, yeah. I had actually imagined, that everybody gets +10 as max to the ability scores with which they are proficient. So the ASI's aren't wasted on any class. Reaching 20 in one or two stats is quite doable by level 20 after all. What's your thought on doing it like that?


I'm not really sure what exactly the Warlock ability "Additional Boon" is supposed to do. The Empowered Boons ability buffs the pact choice of the Warlock and considering they only have one pact, a second buff that applies to a pact they don't have is useless. Is it supposed to be giving them a second pact? If not I don't understand what it is supposed to be doing at all...
The Boon's a warlock can chose between, arent dependent upon his/her Patron, which is what I guess you meant by pact? The additional boon refers to the list of Pact Boons: Pact of the Chain (which gives the warlock an improved familiar), Pact of the Blade (which gives the warlock a magical weapon) and Pact of the Tome (which gives the warlock three additional cantrips). The "Additional Boon"-feature, simply lets the warlock choose another from that list. So he can have an improved familiar AND three additional cantrips for example. If that isn't clear, how could I word it differently?

Giant2005
2015-05-04, 12:37 AM
Kiborn at level 30 reduces the Ki cost of all Ki abilities by 1 (to a minimum of 1), which should be quite the buff as well? My thought with Ki Blast, was that it could be a ranged heavy hitter, allthough the cost is quite steep. Combined with Kiborn though, it does 1d12 damage for every 1 Ki - I went for a bit of synergy here. With a maximum of 30 Ki, you could theoretically bash out 30d12 damage in a single blast. That's a ton of damage. Furthermore the monk gets bonusses to AC as well as +3 to unarmed attacks. Is it really that weak? I haven't actually played a monk, so I must admit, it is quite hard for me to tell. Would welcome some more in-depth critisism.

Using all 30 Ki points for one good attack is an option but not a very good one. It would effectively unleash an attack that is marginally better than a single target version of a Meteor Swarm. But in doing so the Monk would reduce himself to a very crappy Fighter that has little going for him beyond having two attacks per attack action. A Magic User blowing their 9th level spell slot in the same way would be in a much better position than the Monk that has basically crippled himself in one relatively crappy Nova (Especially considering that the Magic User has higher than level 9 slots now to support himself with).
As for the +3 to Unarmed attacks thing, it seems pretty pointless to me. It would have value in a world that was completely devoid of magic but in any setting where magic items are possible at all, I'd expect epic level characters to already have epic level equipment.
As for the capstone that reduces Ki costs by 1 to a minimum of 1, that is a lot less useful than it sounds. The Monk's bread and butter abilities are Flurry of Blows, Patient Defense and Stunning Strike; All of which already cost 1 ki point and are unaffected. The Elemental Monk would get the most use of the ability but it would only serve to bring his abilities more in line with the two more cost effective Monk options. I think the Monk is better off with an ability similar to what you have given to the Sorcerer, so they can meditate and bring their Ki back and effectively be able to begin any battle with full Ki. In fact I'd advocate a complete switch between the two Mechanics - give the Monk the Sorc's ability and give the Sorc the Monk's ability. Being able to Meditate your class resource back isn't as OP on the Monk as it is on the Sorc which would effectively have unlimited spell slots through levels 1-5.


Regarding the Warlock ability, I think my confusion comes from there being too many things that use the term "Boon". The one class has Epic Boons, a Pact Boon and an Empowered Boon. Changing the ability's description to: "You may choose another pact boon, for a total of two." would remove that confusion. I also think you should reorder when you get those abilities - the second pact boon should come before Empowered Boon, so the Warlock can choose which pact boon is empowered. That way if he started out as a Pact of the Blade Warlock, he could choose to Empower the other pact rather than turning his probably already +3 Pact Weapon into a +2 weapon.

Regarding the +2 Pact Weapon and the +3 Monk fists, I think you are better off getting rid of them entirely and giving them a different effect that could stack with an already +2 or 3 weapon. If it is some proc effect like +1D6 necrotic damage or something, then the normally +3 weapon wouldn't be overwritten, it would instead stack. That +1D6 Necrotic thing was just an example - I'm sure you could come up with much more creative, interesting and thematic proc effects than that which would serve the same purpose (Being able to stack with the abilities of magic weapons). It might even be cool if you gave a few options and let the player choose what effect they gain.

altfuldisch
2015-05-04, 05:17 AM
Once again, thank you very much for the informative feedback. It's appreciated :)
Do you perhaps have any experience playing a Paladin? I've sort of hit a brick wall with that class.


Using all 30 Ki points for one good attack is an option but not a very good one. It would effectively unleash an attack that is marginally better than a single target version of a Meteor Swarm. But in doing so the Monk would reduce himself to a very crappy Fighter that has little going for him beyond having two attacks per attack action. A Magic User blowing their 9th level spell slot in the same way would be in a much better position than the Monk that has basically crippled himself in one relatively crappy Nova (Especially considering that the Magic User has higher than level 9 slots now to support himself with).
My thought was, that it could be an option to engage from long range (thus the 300 ft. range), which should add a ton more versatility to a melee class. Spending 5 Ki (with Kiborn in that iteration) would deal 5d12 damage, meaning damage in the 5-60 damage range. Plus modifiers. But I see where you're coming from. It does seem rather hard to balance it with Ki, so for now I'll replace it with Ki-infusing Criticals, giving you back 1d4 Ki on critical hits or adding a bit more damage to the critical hit. What are your thoughts on this?



As for the +3 to Unarmed attacks thing, it seems pretty pointless to me. It would have value in a world that was completely devoid of magic but in any setting where magic items are possible at all, I'd expect epic level characters to already have epic level equipment.
I was imagining the Monk fighting unarmed, but if the monk uses a weapon, this is somewhat less epic. Adding 1d6, 2d6 and 3d6 damage to any attack, does seem a bit to strong though, no? Im thinking three stages of upgrades like this:
1) For 1 Ki you may add 1d4+3 Force damage to the first attack each turn
2) For 1 Ki you may add 2d4+6 Force damage to the first attack each turn
3) For 1 Ki you may add 3d4+10 Force damage to the first attack each turn, if the attack hits, the target must roll a Constitution saving throw higher than the Force damage done or be pushed back 10 ft.

Would add some damage, as well as a bit of utility. How'd that work?


As for the capstone that reduces Ki costs by 1 to a minimum of 1, that is a lot less useful than it sounds. The Monk's bread and butter abilities are Flurry of Blows, Patient Defense and Stunning Strike; All of which already cost 1 ki point and are unaffected. The Elemental Monk would get the most use of the ability but it would only serve to bring his abilities more in line with the two more cost effective Monk options. I think the Monk is better off with an ability similar to what you have given to the Sorcerer, so they can meditate and bring their Ki back and effectively be able to begin any battle with full Ki. In fact I'd advocate a complete switch between the two Mechanics - give the Monk the Sorc's ability and give the Sorc the Monk's ability. Being able to Meditate your class resource back isn't as OP on the Monk as it is on the Sorc which would effectively have unlimited spell slots through levels 1-5.
Yea, I can understand that. I hadn't really looked at it, in combination with Flexible Casting for the Sorcerer. I'll do just as you suggested and switch the two features around. Makes a lot of sense :)



Regarding the Warlock ability, I think my confusion comes from there being too many things that use the term "Boon". The one class has Epic Boons, a Pact Boon and an Empowered Boon. Changing the ability's description to: "You may choose another pact boon, for a total of two." would remove that confusion. I also think you should reorder when you get those abilities - the second pact boon should come before Empowered Boon, so the Warlock can choose which pact boon is empowered. That way if he started out as a Pact of the Blade Warlock, he could choose to Empower the other pact rather than turning his probably already +3 Pact Weapon into a +2 weapon.
Good points! I'll switch the two around and word it a bit differently. Thanks!


Regarding the +2 Pact Weapon and the +3 Monk fists, I think you are better off getting rid of them entirely and giving them a different effect that could stack with an already +2 or 3 weapon. If it is some proc effect like +1D6 necrotic damage or something, then the normally +3 weapon wouldn't be overwritten, it would instead stack. That +1D6 Necrotic thing was just an example - I'm sure you could come up with much more creative, interesting and thematic proc effects than that which would serve the same purpose (Being able to stack with the abilities of magic weapons). It might even be cool if you gave a few options and let the player choose what effect they gain.
I adressed the Monk fist damage further up, but in regards to the Blade Pact bonus for warlocks, I've gone ahead with "You pact weapon grants you +2 AC and for every 3 warlock levels above 20 deals an additional 1d4 Necrotic and 1d4 Acid damage". What are your thoughts on this?

Giant2005
2015-05-04, 05:46 AM
I was imagining the Monk fighting unarmed, but if the monk uses a weapon, this is somewhat less epic. Adding 1d6, 2d6 and 3d6 damage to any attack, does seem a bit to strong though, no? Im thinking three stages of upgrades like this:
1) For 1 Ki you may add 1d4+3 Force damage to the first attack each turn
2) For 1 Ki you may add 2d4+6 Force damage to the first attack each turn
3) For 1 Ki you may add 3d4+10 Force damage to the first attack each turn, if the attack hits, the target must roll a Constitution saving throw higher than the Force damage done or be pushed back 10 ft.

Would add some damage, as well as a bit of utility. How'd that work?
It works just fine but it does seem a little boring. That rider effect on the third ability is a little more interesting but it is already something that the Open Hand Monk can do. It isn't so interesting because it isn't new. I'd also suggest taking a page from the Open Hand Monk's book and have the effects apply solely to attacks made with Flurry of Blows - that way unarmed and weapon users are treated the exact same way and it already has a Ki cost built into it.
Rather than pure, single target damage which is more the forte of classes like the Barbarian, you should be going for more extravagant effects like having the FoB attacks heal the Monk or possibly any friendly within 5' of the Monk for half of the damage inflicted. Or you could give the Monk a bit of aoe damage and inflict smaller damage than you listed but to all enemies in an area (in addition to the single target damage that the punch would be inflicting normally). Instead of increasing the damage at each stage, you could increase the area of effect.
My ideas probably aren't very good considering I have zero creativity but I am just using them as examples of out of the box things that the Monk should be capable of as a damage/support class rather than a pure damage class.



I adressed the Monk fist damage further up, but I'm a bit stumped on the warlock blade pact. I think I'll have to dwell on it a little, untill I come up with something that could work thematically, and be different from the monk.

The Warlock is a spellcaster even if he is swinging a sword and trying to pretend otherwise - I'd keep that in mind regarding any effects the Blade Pact Warlock might receive as an Empowered Boon. Again, my creativity sucks and personally I think this suggestion is kind of weak (Considering how rarely a Blade Pact Warlock would crit) but as an example of the sort of thing I am talking about, I will put forth the idea of the Blade Pact Warlock regaining a spent spell slot whenever he critical hits an enemy with his Pact Weapon. Or maybe he could sacrifice a spell slot each day to empower his pact weapon with the ability to cast a known level 1 spell at its lowest spell level, against his target whenever he hits something with his pact weapon.

altfuldisch
2015-05-05, 02:00 AM
It works just fine but it does seem a little boring. That rider effect on the third ability is a little more interesting but it is already something that the Open Hand Monk can do. It isn't so interesting because it isn't new. I'd also suggest taking a page from the Open Hand Monk's book and have the effects apply solely to attacks made with Flurry of Blows - that way unarmed and weapon users are treated the exact same way and it already has a Ki cost built into it.
Rather than pure, single target damage which is more the forte of classes like the Barbarian, you should be going for more extravagant effects like having the FoB attacks heal the Monk or possibly any friendly within 5' of the Monk for half of the damage inflicted. Or you could give the Monk a bit of aoe damage and inflict smaller damage than you listed but to all enemies in an area (in addition to the single target damage that the punch would be inflicting normally). Instead of increasing the damage at each stage, you could increase the area of effect.
My ideas probably aren't very good considering I have zero creativity but I am just using them as examples of out of the box things that the Monk should be capable of as a damage/support class rather than a pure damage class.
Tried giving it another do-over. Quite heaviliy inspired by your thoughts... yea, I sorta loved your idea there :)




The Warlock is a spellcaster even if he is swinging a sword and trying to pretend otherwise - I'd keep that in mind regarding any effects the Blade Pact Warlock might receive as an Empowered Boon. Again, my creativity sucks and personally I think this suggestion is kind of weak (Considering how rarely a Blade Pact Warlock would crit) but as an example of the sort of thing I am talking about, I will put forth the idea of the Blade Pact Warlock regaining a spent spell slot whenever he critical hits an enemy with his Pact Weapon. Or maybe he could sacrifice a spell slot each day to empower his pact weapon with the ability to cast a known level 1 spell at its lowest spell level, against his target whenever he hits something with his pact weapon.

Tried giving all the empowered pact boons an overhaul. They should all be strong choices in their own right. What do you think now?

Giant2005
2015-05-05, 03:57 AM
It all looks pretty excellent to me!
Except for the wording of Superior and Epic Flurry of Blows. The way they are worded makes it sound like they replace the default effects of Flurry of Blows instead of adding to it (Unless replacing the effect is the intention but that would be quite a bit weaker that the default FoB).
I'm also not entirely sure on what your intention is (Ieonically considering I inspired the change) but from what you wrote, it looks like you intend the FoB to punch everyone around the Monk akin to the Ranger's Whirlwind Attack. If that is the case, I'd just use the Whirlwind Attack mechanics completely (As in just do a regular punch to anyone in range instead of having its own force damage mechanic). If you intended it to simply be a really hard hit with a shockwave type effect emanating from your target, then it would be better off inflicting that 1D6 force damage to everyone within 5' of your target rather than everyone within reach of the Monk.

altfuldisch
2015-05-05, 07:16 AM
It all looks pretty excellent to me!
Cheers, you've been a big help! The only thing I'm still completely stumped on, is the Paladin. I know you say you have no creativity, but I sorta disagree by now :P
Any inspiration you can give here?


Except for the wording of Superior and Epic Flurry of Blows. The way they are worded makes it sound like they replace the default effects of Flurry of Blows instead of adding to it (Unless replacing the effect is the intention but that would be quite a bit weaker that the default FoB).
Yea, the intention is NOT to replace, but to add to it. Maybe something like "Force Charged FoB", "Force Enhanced FoB" and "Force Empowered FoB"?



I'm also not entirely sure on what your intention is (Ieonically considering I inspired the change) but from what you wrote, it looks like you intend the FoB to punch everyone around the Monk akin to the Ranger's Whirlwind Attack. If that is the case, I'd just use the Whirlwind Attack mechanics completely (As in just do a regular punch to anyone in range instead of having its own force damage mechanic). If you intended it to simply be a really hard hit with a shockwave type effect emanating from your target, then it would be better off inflicting that 1D6 force damage to everyone within 5' of your target rather than everyone within reach of the Monk.
That actually makes so much more sense! Thanks :)

Giant2005
2015-05-05, 07:35 AM
Cheers, you've been a big help! The only thing I'm still completely stumped on, is the Paladin. I know you say you have no creativity, but I sorta disagree by now :P
Any inspiration you can give here?

I have no idea really. All I have been doing is taking your ideas and adding to them - without you throwing anything out there I have no muse.
I'd just give the Paladins more auras or something (No idea what they could do) and maybe change their Smites somewhat.
A good idea regarding the Smites is that the Improved Divine Smite could take on the secondary effects of the last used Smite spell until another Smite spell is used but that could be a little powerful (Although maybe not too powerful considering how powerful the other epic features are).
A possible capstone could be that the Paladin's auras (Including any that are currently active via a spell) could also effect the Paladin's enemy's but with negative values as in the Aura of Protection would subtract the Paladin's chamod from the enemy's saves and the Aura of Warding makes the enemy's vulnerable to spell damage etc. Auras that make friendlies impervious to a condition could impose that condition on any enemies within the aura if they enter the aura or start their turn within it and fail a save against he Paladin's spellcasting DC.

The_Doctor
2015-05-05, 12:10 PM
I have THE opinion.

THIS

IS

EPIC!

You would think that would be obvious from the title of the thread...

HoodedHero007
2015-10-21, 04:41 PM
1 Problem: where are the exp levels?

Durazno
2015-10-21, 08:08 PM
A comparatively minor point, but I feel like "Tricks of the Trade" should have a different name. It really sounds like something that applies to skills, you know? (Particularly since the Rogue's trade isn't really open combat.) Perhaps something like directly descriptive like "Living Shield" or ironic like "Good Friend."

I really, really like the Epic Reputation ability. What if there was an alternate ability at that level which enhanced thieves tools, stealth, acrobatics and athletics? Instead of being known across the land, you're unknown precisely because you're so effective! I get that there isn't a lot of precedent for forked abilities like that, but one or two of those might make up for your subclass not carrying into the epic levels.

1Forge
2015-10-22, 12:48 AM
Not bad I may use this for a few NPC's (in my game 20 is the physical limit for regular mortals it takes some extra ummf to do anything more)

One thing I think it would be better if the fighter ability wasn't to become an avatar of any dirty (seems to paladiny for me) maybe instead they could have "reality renter" an ability where the fighters skill is so good that he/she is precise enough to warp space time with their attacks. Causing nearly unblockable devastating damage on their very plane of existence.

McNinja
2015-10-22, 02:33 AM
Not bad I may use this for a few NPC's (in my game 20 is the physical limit for regular mortals it takes some extra ummf to do anything more)

One thing I think it would be better if the fighter ability wasn't to become an avatar of any dirty (seems to paladiny for me) maybe instead they could have "reality renter" an ability where the fighters skill is so good that he/she is precise enough to warp space time with their attacks. Causing nearly unblockable devastating damage on their very plane of existence.There's an Epic Boon for that.

My current 21-35 system has the PCs not only increasing in their base class, but also
- getting epic boons every other level until 30th level, and every level from 31st to 35th.
- getting blessings when they aren't getting epic boons
- taking levels in an additional, relevant class to their base class (barbarian could take levels in Fighter, for example)

My players are going to be lesser gods by the end of the campaign, so the vast power increase is necessary.

1Forge
2015-10-22, 08:28 AM
There's an Epic Boon for that.

My current 21-35 system has the PCs not only increasing in their base class, but also
- getting epic boons every other level until 30th level, and every level from 31st to 35th.
- getting blessings when they aren't getting epic boons
- taking levels in an additional, relevant class to their base class (barbarian could take levels in Fighter, for example)

My players are going to be lesser gods by the end of the campaign, so the vast power increase is necessary.

Huh so there is. Still I get the idea of that power, I just think the avatar of hector doesn't really fit fighters as much as I would paladins. Bur that's just an opinion this stuff is great regardless.

Might I suggest an epic bard? That would be cool. ( they could have a final ability called "the chorus" when activated the spirits of the dead rise to join his/her song maybe the spirits serve them, their song gives them limited control over their surroundings, or maybe it just imbues the entire party with pure magic.)

Clistenes
2015-10-25, 01:54 PM
Have you already estimated the XP requirements for each class? I toyed with the concept of levels above 20 and built this:


Level XP XP to level up
1 0 300
2 300 600
3 900 1800
4 2700 3800
5 6500 7500
6 14000 9000
7 23000 11000
8 34000 14000
9 48000 16000
10 64000 21000
11 85000 15000
12 100000 20000
13 120000 20000
14 140000 25000
15 165000 30000
16 195000 30000
17 225000 40000
18 265000 40000
19 305000 50000
20 355000 50000
21 405000 60000
22 465000 60000
23 525000 70000
24 595000 70000
25 665000 80000
26 745000 80000
27 825000 90000
28 915000 90000
29 1005000 100000
30 1105000 100000
31 1205000 110000
32 1315000 110000
33 1425000 120000
34 1545000 120000
35 1665000 130000
36 1795000 130000
37 1925000 140000
38 2065000 140000
39 2205000 150000
40 2355000 150000
41 2505000 160000
42 2665000 160000
43 2825000 170000
44 2995000 170000
45 3165000 180000
46 3345000 180000
47 3525000 190000
48 3715000 190000
49 3905000 200000
50 4105000 200000
51 4305000 210000
52 4515000 210000
53 4725000 220000
54 4945000 220000
55 5165000 230000
56 5395000 230000
57 5625000 240000
58 5865000 240000
59 6105000 250000
60 6355000 250000
61 6605000 260000
62 6865000 260000
63 7125000 270000
64 7395000 270000
65 7665000 280000
66 7945000 280000
67 8225000 290000
68 8515000 290000
69 8805000 300000
70 9105000 300000
71 9405000 310000
72 9715000 310000
73 10025000 320000
74 10345000 320000
75 10665000 330000
76 10995000 330000
77 11325000 340000
78 11665000 340000
79 12005000 350000
80 12355000 350000
81 12705000 360000
82 13065000 360000
83 13425000 370000
84 13795000 370000
85 14165000 380000
86 14545000 380000
87 14925000 390000
88 15315000 390000
89 15705000 400000
90 16105000 400000
91 16505000 410000
92 16915000 410000
93 17325000 420000
94 17745000 420000
95 18165000 430000
96 18595000 430000
97 19025000 440000
98 19465000 440000
99 19905000 450000
100 20355000 450000
101 20805000 460000
102 21265000 460000
103 21725000 470000
104 22195000 470000
105 22665000 480000
106 23145000 480000
107 23625000 490000
108 24115000 490000
109 24605000 500000
110 25105000 500000
111 25605000 510000
112 26115000 510000
113 26625000 520000
114 27145000 520000
115 27665000 530000
116 28195000 530000
117 28725000 540000
118 29265000 540000
119 29805000 550000
120 30355000 550000


By the way, what are your thoughts on letting epic multiclassed players take more than 20 non-epic class levels? Something like a Paladin 20/Bard 20 or Sorcerer 20/Warlock 20? How well would it mix with your Epic levels?

TippyToe Zombie
2015-11-08, 10:38 AM
My Idea for level 21 Wizard was that it would be something for their Arcane Tradition. My Idea for all of the schools was that they would be able to copy any spell from their school into their spell book if they found that spell written on a scroll somewhere, basically they couldn't use those for the 2 spells they copied into their spell book for their level progression, but an Abjuration wizard could use a scroll of cure wounds and they could copy a scroll of cure wounds into their spell book. There's probably a better way of wording this, but I can't think of what it would be.

WereRabbitz
2016-07-11, 12:59 PM
A few concerns pop right to mind.

Barbarian
Superior Critical - gets improved Critical x 2? You just short changed a major reason to go Champion Fighter route. Also that is a large jump from 20 to 18-20.

Warlocks
Can cast 2x cantrips per turn and double their CHA dmg bonus? thats going to be some harsh damage from a cantrip.


A general thing i would disagree with is the set values.
Barbarian knocks you prone unless you roll higher then his/her STR
Bard's well placed anger a set DC of 28

I think it's a better path to improve the DC of things, but to leave them up to the dice rolls still.

Like the bard if your looking for a high DC you could do something like 1d20 + Persuasion or Deception bard's choice.

Still allows some play in there.

Sariel Vailo
2016-09-17, 11:32 PM
This is ****ing awesome my friend and I have been working on some thing like this. And I wanna talk on it.
I've been trying to do prestige classes in 5e hit me up

Foxhound438
2016-09-19, 01:52 AM
- monstrous wild shape is more or less lost for Land druids
- spell stowaway seems extremely niche, but more importantly there are no "spell like abilities" in 5e. Either something's a spell, or it's not in this ed.
-infinite second winds is definitely overpowered. It literally is "i heal 35" every turn, forever.
-monk could probably benefit from further improved monk damage dice, ie to 2d6 at 21 and to 2d8 at 27.
-paladin spell progression should remain 1 per 4
-if barbarian gets extra attack x2 so should monk, paladin, and ranger
-Oathborn options are all flat bad. not even worth using. A better feature here would be allow L20 transformation features to recharge on short rest
-if you do cut a couple levels of spell progression for paladin as I suggested, maybe throw in second use channel divinity?
-double eldritch invocation is overpowered, when you take agonizing blast into account.
-"Wildborn:while in nature you have advantage on all dice rolls"... nope
-high elf racial benefit is hot garbage
-"Forest gnome: you know the illusion spell", eh?
-aarocockra benefit is largely irrelevant when you've already spent 20 some levels in light armor (aka, all dex no str)

Darthvegan104
2018-04-17, 08:31 AM
No opinions? I really would love some feedback here, guys :)

Hey!
I am really interested in your homebrew epic levels! But would it be possible to get an updated version of your first post, that way it would make it easier to see the changes made to the classes (those made in the comments).
Thanks for your consideration!

Sariel Vailo
2018-04-17, 08:43 AM
Its glad i found this particular thread twice now i intned to use it.

wasdfqwertyuiop
2019-11-21, 12:31 AM
I love all of this! One of the only things I would also like to see would be a racial improvement for some of the other races, particularly kobolds

Sariel Vailo
2019-11-21, 03:32 PM
Necromance if you want to We can bring your friends to life
But your friends aren't dead and if they aren't dead Well, they're no friends of mine
Say, we can kill who we want to, With Undead of any kind
And we can rule like we we own all of this world, Leave the Living far behind
And Necromance be kings!
#thread necromancy

Montesquieu P.
2023-05-01, 02:34 PM
Terrific, inspirational, posting!

I'm playtesting some higher-level play (21+) and noticed that Epic Clerics are, by the rules, only able to Turn any Undead of 5th+ level; and only get 3 uses of Channel Divinity.

As the ability to Destroy Undead (who still get Saving Throws) increased roughly every 3 levels (5, 8, 11, 14, 17), and the Undead still get a chance to Save through Levels 1-20, continuing these progressions (destroying Higher-Level undead and doing so more times between Long Rests) seemed more reasonable than an abrupt cut-off.

I offer the following emendation:

21st -- Destroy Undead Lvl 5; Auto-success vs. Undead of Lvl <= 1/2
22nd -- Can create 5 doses of Holy Water per round, up to (Wisdom) per hour Turn (not Destroy) Undead Range = 60'
23rd -- Channel Divinity 4+(Wis Mod / 2) per Day; Destroy Undead Auto-Success vs. Undead Lvl <= 1
24th -- Destroy Undead, Auto-Success vs. Undead of Lvl <= 2
26th -- Destroy Undead Lvl 6; Destroy Range = 60'
27th -- Destroy Undead, Auto-Success vs. Undead of Lvl <= 3; Turn (not Destroy) Undead Range = 90'
28 -- Can create 10 doses of Holy Water per round, up to (3*Wisdom) per hour
29th -- Destroy Undead, Auto-Success vs Undead of Lvl <= 4
30th -- Channel Divinity every 8-(Wis Mod) rounds ; Destroy Undead Lvl 7, Auto-Success vs. Undead of Lvl <=5; Turn (not Destroy) Undead Range = 120'

Note that this leaves Epic Clerics with a tactical issue: do they wait for the Undead to close to Destroy them? Or act sooner, when the Undead are at a greater range, to Turn them - and then still have to chase them down.

Brief mention on another aspect -- I am also playtesting allowing multiclass-characters to range above a combined total of 20. I don't have enough data yet to project a 'reasonable' EP progression beyond having discarded any 'auto-doubling the distance' per level.