D&D 5E 5e Epic Classes (levels 21-30)

altfuldisch

First Post
IntroductionI 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 LevelSpecialRage DamageProficiency Bonus
21Faster Movement (+20 ft.), Epic Boon+5+7
22Brutal Critical (4 dice)+5+7
23Ability Score Improvement+6+7
24Extra Attack+6+7
25Racial, Epic Boon+7+8
26Brutal Critical (5 dice)+7+8
27Ability Score Improvement+8+8
28Superior Critical+8+8
29Godlike Physicality, Epic Boon+9+9
30Battleborn, Death Save Advantage+10+9
[h=1]Superior Critical[/h]Your weapon attacks score a critical hit on a roll of 18 – 20.
[h=1]Godlike Physicality[/h]Years of intense weapons training and immense strength, allows you to wield two-handed weapons single-handedly. Furthermore, 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.
[h=1]Battleborn[/h]Any time you hit an opponent, they must roll a Strength saving throw higher than your Strength score, or be knocked prone. If their roll is less than half of your strength score, they become restrained until the end of your next turn instead.
Additionally, the barbarian gets a free attack on any target within his reach that attacked him since his last turn.


Epic Rogue

Rogue LevelSpecialSneak AttackProficiency Bonus
21Sneaky opportunity, Epic Boon11d6+7
22Superior Initiative11d6+7
23Ability Score Improvement12d6+7
24Epic Reputation12d6+7
25Racial, Epic Boon13d6+8
26Trap Sense13d6+8
27Ability Score Improvement14d6+8
28Advantageous Dodge14d6+8
29Tricks of the Trade, Epic Boon15d6+9
30Shadowborn, Death Save Advantage16d6+9
[h=1]Sneaky Opportunity[/h]Any attack of opportunity you make, is considered a sneak attack.
[h=1]Superior Initiative[/h]You gain +10 to all initiative rolls.
[h=1]Epic Reputation[/h]You gain a +4 bonus to Deception, Intimidation, Performance and Persuasion.
[h=1]Trap Sense[/h]You automatically detect all traps within 10 ft. of you.
[h=1]Advantageous Dodge[/h]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). Twice per short or long rest.
[h=1]Tricks of the Trade[/h]Once per long rest, after rolling, you may chose to turn all dice to their maximum value.
[h=1]Shadowborn[/h]Once per long rest, if you make a sneak attack while hidden, you may duplicate the damage dealt, and immediately be re-hidden.


Epic Druid

Druid6 LevelSpecialCantrips KnownProficiency Bonus
21Monstrous Wild Shape, Epic Boon4+7
22Druidic Versatility4+7
23Ability Score Improvement4+7
24-4+7
25Racial, Epic Boon4+8
26Intensify Spell5+8
27Ability Score Improvement5+8
28Spell Stowaway5+8
29Epic Boon5+9
30Natureborn, Death Save Advantage5+9
[h=1]Monstrous Wild Shape[/h]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.
[h=1]Druidic Versatility[/h]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.
[h=1]Spell Stowaway[/h]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.
[h=1]Intensify Spell[/h]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.
[h=1]Natureborn[/h]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 LevelSpecialProficiency Bonus
21Superior Second Wind, exotic weapon proficiency, Epic Boon+7
22Ability Score Improvement+7
23Extra Attack (4)+7
24Action Surge (three uses), Indomitable (four uses)+7
25Racial, Epic Boon+8
26Ability Score Improvement+8
27Extra Attack (5)+8
28Ability Score Improvement+8
29Improved Combat Reflexes, Epic Boon+9
30Warborn, Death Save Advantage+9
[h=1]Superior Second Wind[/h]You no longer need a short or long rest between uses.
[h=1]Improved Combat Reflexes[/h]There is no limit to the number of attacks of opportunity you can make in one round.
[h=1]Warborn[/h]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.
RoundTemporary hit point gainExtra damage dice
1303d10
2202d10
3101d10
Epic Monk

Monk LevelSpecialAC bonusKiUnarmored MovementProficiency Bonus
21Fists +1, Epic Boon+221+ 30 ft.+7
22Mind and Body+222+ 30 ft.+7
23Ability Score Improvement+223+ 35 ft.+7
24Improved Stunning Strike+324+ 35 ft.+7
25Racial, Epic Boon+325+ 35 ft.+8
26Fists +2+326+ 35 ft.+8
27Ability Score Improvement+427+ 40 ft.+8
28Ki Blast+428+ 40 ft.+8
29Fists +3, Epic Boon+429+ 45 ft.+9
30Kiborn, Death Save Advantage+530+ 50 ft.+9
[h=1]Fists +1, +2, +3[/h]You gain +X to attack and damage rolls using only your fists (doesn't stack)
[h=1]Mind and Body[/h]All healing effects on you are increased by 2d10.
[h=1]Improved Stunning Strike[/h]Add +4 to the DC of your Stunning Strike.
[h=1]Ki Blast[/h]A mental blast, powered by ki, which does psychic damage. 1d12 for every 2 Ki spent on the attack. Range 300 ft.
[h=1]Kiborn[/h]Reduce the cost of all Ki abilities by 1, to a minimum of 1.


Epic Paladin

Paladin LevelSpecialProficiency Bonus
21, Epic Boon+7
22
+7
23Ability Score Improvement+7
24
+7
25Racial, Epic Boon+8
26
+8
27Ability Score Improvement+8
28
+8
29Epic Boon+9
30Oathborn, Death Save Advantage+9
[h=3]Oathborn[/h]
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 LevelSpecialSorcery PointsProficiency Bonus
21Wild Adaptation, Epic Boon21+7
22Epic Spell Capacity Increase22+7
23Ability Score Improvement23+7
24-24+7
25Racial, Epic Boon25+8
26Metameditation26+8
27Ability Score Improvement27+8
28-28+8
29Epic Spell Capacity Increase, Epic Boon29+9
30Metaborn, Death Save Advantage30+9
[h=1]Wild Adaptation[/h]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.
[h=1]Epic Spell Capacity Increase[/h]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.
[h=1]Metameditation[/h]You can chose to use your action and bonus action meditating if you don’t spend any movement. When doing so, you gain 3 sorcery points at the start of your next turn. For every consecutive turn you spend meditating, the sorcery points regained doubles. On the first round, you would regain 3 sorcery points. On the following round you would regain 6, for a total of 9. You cannot surpass your maximum sorcery points with this feature. While meditating you are resistant to all schools of magic, of which you know at least one spell.
[h=1]Metaborn[/h]Whenever you use a metamagic, roll a d20. Uneven reduces the cost of the metamagic by 1 sorcery point, even doubles the effect of the metamagic.


Epic Warlock

Warlock LevelSpecialCantrips KnownSpell SlotsSlot levelInvocations knownProficiency Bonus
21Empowered Boons, Epic Boon445th9+7
22-455th9+7
23Ability Score Improvement455th9+7
24Empowered Eldritch Invocations456th10+7
25Racial, Epic Boon456th10+8
26-566th10+8
27Additional Boon566th11+8
28Empowered Arcanum566th11+8
29Epic Boon576th11+9
30Pactborn, Death Save Advantage577th12+9
[h=1]Empowered Boons[/h]You boon familiar gets +1 AC and +1 Charisma, Intellect and Wisdom for every warlock level above 20.
You pact weapon becomes a +2 weapon.
Your Book of Shadows can hold an extra 2 cantrips.
[h=1]Empowered Eldritch Invocation[/h]Choose an Eldritch Invocation you have already chosen, and double its effects (if possible).
[h=1]Additional Boon[/h]You may choose another boon, for a total of two.
[h=1]Empowered Arcanum[/h]You can cast your Arcanum spells one additional time, before requiring a long rest.
[h=1]Pactborn[/h]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 LevelSpecialCantrips KnownProficiency Bonus
21Deep Memory, Epic Boon6+7
22Epic Spell Capacity Increase (12)6+7
23Ability Score Improvement6+7
24-7+7
25Racial, Epic Boon7+8
26Epic Spell Capacity Increase (15)7+8
27Ability Score Improvement7+8
28-7+8
29Epic Spell Capacity Increase (18) , Epic Boon8+9
30Arcaneborn, Death Save Advantage8+9
[h=1]Deep Memory[/h]Once per long rest, you may exchange a memorized spell with a non-memorized spell.
[h=1]Epic Spell Capacity Increase[/h]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.
[h=1]Arcaneborn[/h]Once per long rest you may regain all spell slots of 7th level and lower.


Epic Bard

Bard LevelSpecialCantrips KnownSpells KnownBardic InspirationProficiency Bonus
21Bardic Initiative, Epic Boon4232d8+7
22-4232d8+7
23Ability Score Improvement4232d8+7
24Empathic Learning4242d8+7
25Racial, Epic Boon4242d10+8
26-5242d10+8
27Inspired Rest5252d10+8
28Well Placed Anger5252d10+8
29Epic Boon5252d12+9
30Vocalborn, Death Save Advantage5262d12+9
[h=1]Bardic Initiative[/h]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.
[h=1]Empathic Learning [/h]Choose a 1st level feature from any class and adopt it as your own.
[h=1]Inspired Rest[/h]Reduce the time required for a short and long rest by 50% for all allies within 30 ft. of you.
[h=1]Well Placed Anger[/h]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.
[h=1]Vocalborn[/h]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 LevelSpecialCantrips KnownProficiency Bonus
21Extra Attack, Epic Boon6+7
22Epic Spell Capacity Increase6+7
23Ability Score Improvement6+7
24-7+7
25Racial, Epic Boon7+8
26Epic Spell Capacity Increase7+8
27Ability Score Improvement7+8
28-7+8
29Intensify Spell, Epic Boon8+9
30Divineborn, Death Save Advantage8+9
[h=1]Epic Spell Capacity Increase[/h]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.
[h=1]Intensify Spell[/h]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.
[h=1]Divineborn[/h]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 LevelSpecialSpells KnownProficiency Bonus
21Favored Enemy, Epic Boon12+7
22Epic Spell Capacity Increase12+7
23Ability Score Improvement13+7
24Favored Terrain13+7
25Racial, Epic Boon14+8
26Predatory Instincts / One With The Beast14+8
27Ability Score Improvement15+8
28Dedicated Foe Slayer15+8
29Favored Enemy, Epic Boon16+9
30Wildborn, Death Save Advantage16+9
[h=1]Epic Spell Capacity Increase[/h]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.
[h=1]Predatory Instincts[/h]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.
[h=1]One With The Beast[/h]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.
[h=1]Dedicated Foe Slayer[/h]You Foe Slayer ability is no longer usable only once per turn, but is now instead passive for all attacks.
[h=1]Wildborn[/h]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


RaceLevel 25 Special
Hill Dwarf+5 passive perception
Mountain Dwarf+2 AC
High ElfChoose a 1st level wizard spell, castable once per short rest
Wood Elf+10 ft. speed
Dark ElfYou learn to cast Leomund’s Tiny Hut as a bonus action once per long rest
Lightfoot HalflingHide in Plain Sight
Stout HalflingPoison Immunity
HumanChoose a feat
DragonbornDamage immunity to type of draconic ancestry
Forest GnomeYou know the Illusion spell
Rock GnomeSpending an hour and 100gp worth of materials, you can build a toy that can identify items and locate hidden doors
Half-ElfYou are immune to charm effects
Half-OrcWhenever you land a killing blow all hostile creatures within 30 ft. must make a Constitution saving throw or become frightened
TieflingYou are immune to fire damage
AarakocraYou can now fly even while wearing medium or heavy armor
Deep GnomeYou have resistance to all area spell damage
Air GenasiYou are resistant to lightning damage and can cast Levitate once every short or long rest
Earth GenasiYou are resistant to poison damage and can cast Pass Without Trace once per short or long rest
Fire GenasiYou are immune to fire damage
Water GenasiYou are immune to acid damage
GoliathYou can use Stone’s Endurance three times every short or long rest


 
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GuardianLurker

Adventurer
Remarks, part 1

These are done without the books in front of me...

Overall:
I'd recommend a progression that looks like
Class LevelSpecial
21Epic Boon, minor class ability boost (progressive)
22minor class ability boost (unique)
23Class specialization boost
24Central class ability boost
25Racial boon, Epic Boon, minor class ability boost (progressive)
26minor class ability boost (unique)
27Class specialization boost
28Major class ability boost (progressive)
29Epic Boon, Major class ability boost (unique)
30*born, the class' capper ability

Where
minor class ability boost (progressive): is a non-combat class ability with an obvious progression (like the barbarian's Fast Movement)
minor class ability boost (unique): is a non-combat class ability, either a boost to one with no obvious progression (like the druid's Druidic Versatility), or brand new (like the rogue's Trap Sense)
major class ability boost (progressive): is a combat-focused class ability with an obvious progression, like the monk's Fists +1/+2/+3
major class ability boost (unique): is a combat-focused class ability, either a boost to one with no obvious progression, or a brand new one.
class specialization boost: A boost to the class' specialization benefits. E.g. for the fighter, the battlemaster might get new manuevers, or more/better combat superiority dice, while the Eldritch Knight might gain access to a single 5th level spell of his normal schools, or expand into a new school.
central class ability boost: A boost to the class' central theme, or core ability engine. Like the fighter's Extra attack, or the wizard's Epic Spell Progression, or a boost to the sorcerer's sorcery points, etc.

Epic Barbarian:
Straightforward, rather boring. I'd reduce the blindsight to 10', separate it out from Godlike Physicality (as Battle Awareness maybe?) and move it earlier.
You also don't have any specialization-based boosts, or they're all Berserker-based.

Epic Rogue:
This one's solid. For Tricks of the Trade, is that intended as an auto-critical (turn the d20 to 20?) or maximum damage? Both? And is it just the rogue's dice, in which case it might need powering up to 1/rest, or everybody's dice?

Epic Druid:
Um. Monstrous Wild Shape should probably be one of the Circle of the Moon boosts, not a general one.You might also want to consider the Fey type. Intensify Spells and Spell Stowaway are from way-out-of-left-field; they'd be more appropriate for a Sorcerer (Intensify) or Warlock/Wizard (Stowaway). Also, the Intensify cost is extremely heavy, and unusually framed for 5e. Natureborn, as written, either needs to be a plus-up as a capper, or dropped to a lower level. For Circle of the Land, adding an additional Land Type would be a great specialization benefit.

Epic Fighter:
This one's very solid. I'd change to deity reference to something more generic, though, or get rid of it entirely. The fighter doesn't really deal with/use any supernatural powers/connections. And while in this case it's just flavor text, it's a big difference. Try "Warborn: The fighter achieves ultimate weaponskill, battlefield awareness, battlefield control, and tactical superiority. Once per short rest, the fighter can enter his Warborn state for three turns. While in ..."

Epic Monk:
This is very uninspiring. I'm not even sure Fists +1/+2/+3 is even a good idea - the monk already gets the ability to overcome DR against non-magical weapons in non-epic levels, and 5e doesn't distinguish on DR any more than that. This also greatly needs the specialization boosts.

Epic Paladin:
You can do better than this. More Smites? Access to a single 6th level cleric spell? More Lay-on-hands? Better mount? And as written, Oathborn probably isn't powerful enough for a capper - it's a solid late-level ability though. Oh, and how long does the blinded status last for the Devotion Oathborns?

Epic Sorcerer:
You've blended the specializations together here; keep in mind the differences a little more. Metaborn, for instance, is more properly a Wild Mage specialization boost. And the Wild Mage version of Wild Adaptation is actually a penalty as written, increasing the occurrences of Wild Surges does not favor the character. I think a better effect would be to have the wild sorcerer roll twice on the wild surge chart, and pick the surge he wants, or fire off both, or allow him to adjust the surge roll be spending sorcery points. Also, beware extraneous punctuation - that extra comma in Metameditation almost certainly changes the meaning from what you intended. I'd also give the Epic Sorcerer the Intensify Spell ability; metamagic is his specialty.

Epic Warlock:
You need a few more abilities. Maybe allowing two (or more) invocations being applied to the same eldritch blast? Additional "blasting rays"? And while you've got specialization boosts, they're kind of generic. Also, I assume "Additional Boon" is "Additional Pact Boon"? And Pactborn uses the same weird cost mechanism as Intensify Spell. (Did you play a lot of Arcana Evolved?)

Epic Wizard:
Got tired? It needs (a lot) more. You need to clarify Epic Spell Progression, as it's completely unclear how you intend for this to work. Does the Epic Wizard gain an additional 12/15/18 spell levels? A single additional 12th/15th/18th level spell? Something else? As a generic power boost, how about an additional Spell Mastery in the Wizard's specialization school?

Epic Bard:
Bardic Initiative should probably just add the Bard's proficiency bonus to the allies, instead of Roll-10; 5e greatly prefers static over random bonuses.

Epic Cleric:
Why does the cleric have Intensify Spell? It's not the cleric's schtick. And divineborn, while cool, needs to be reworked entirely. A cleric should not become a mini-deity. Also, randomness is not the PC's friend. Maybe the ability to assume an extraplanar form (e.g. Celestial, Fiend, Modron, etc.) appropriate to their deity?

Epic Ranger:
I like Wildborn - that's a great thematic capper. You need to power up One With the Beast however. A large CR 1 critter doesn't even count as used tissue paper at these levels. Mind you, beastmaster in general is a trap, so that's not entirely your fault. Try Large/Huge critter of CR=ranger level/3. Or maybe opening the types up - beasts and monstrosities of Int 2 or less.

All in all though, not a bad first cut.
 
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