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5e Epic Classes (levels 21-30)
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<blockquote data-quote="GuardianLurker" data-source="post: 6668841" data-attributes="member: 786"><p><strong>Remarks, part 1</strong></p><p></p><p>These are done without the books in front of me...</p><p></p><p><strong>Overall:</strong></p><p>I'd recommend a progression that looks like</p><table style='width: 100%'><tr><th>Class Level</th><th>Special</th></tr><tr><td>21</td><td>Epic Boon, <em>minor class ability boost (progressive)</em></td></tr><tr><td>22</td><td><em>minor class ability boost (unique)</em></td></tr><tr><td>23</td><td><em>Class specialization boost</em></td></tr><tr><td>24</td><td><em>Central class ability boost</em></td></tr><tr><td>25</td><td>Racial boon, Epic Boon, <em>minor class ability boost (progressive)</em></td></tr><tr><td>26</td><td><em>minor class ability boost (unique)</em></td></tr><tr><td>27</td><td><em>Class specialization boost</em></td></tr><tr><td>28</td><td><em>Major class ability boost (progressive)</em></td></tr><tr><td>29</td><td>Epic Boon, <em>Major class ability boost (unique)</em></td></tr><tr><td>30</td><td><em>*born, the class' capper ability</em></td></tr></table><p></p><p>Where</p><p><em>minor class ability boost (progressive)</em>: is a non-combat class ability with an obvious progression (like the barbarian's Fast Movement)</p><p><em>minor class ability boost (unique)</em>: 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)</p><p><em>major class ability boost (progressive)</em>: is a combat-focused class ability with an obvious progression, like the monk's Fists +1/+2/+3</p><p><em>major class ability boost (unique)</em>: is a combat-focused class ability, either a boost to one with no obvious progression, or a brand new one.</p><p><em>class specialization boost</em>: 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.</p><p><em>central class ability boost</em>: 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.</p><p></p><p><strong>Epic Barbarian:</strong></p><p>Straightforward, rather boring. I'd reduce the blindsight to 10', separate it out from Godlike Physicality (as Battle Awareness maybe?) and move it earlier.</p><p>You also don't have any specialization-based boosts, or they're all Berserker-based.</p><p></p><p><strong>Epic Rogue:</strong></p><p>This one's solid. For <em>Tricks of the Trade</em>, 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?</p><p></p><p><strong>Epic Druid:</strong></p><p>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.</p><p></p><p><strong>Epic Fighter:</strong></p><p>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 ..."</p><p></p><p><strong>Epic Monk:</strong></p><p>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.</p><p></p><p><strong>Epic Paladin:</strong></p><p>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?</p><p></p><p><strong>Epic Sorcerer:</strong></p><p>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. </p><p></p><p><strong>Epic Warlock:</strong></p><p>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?)</p><p></p><p><strong>Epic Wizard:</strong></p><p>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?</p><p></p><p><strong>Epic Bard:</strong></p><p>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.</p><p></p><p><strong>Epic Cleric:</strong></p><p>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?</p><p></p><p><strong>Epic Ranger:</strong></p><p>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.</p><p></p><p>All in all though, not a bad first cut.</p></blockquote><p></p>
[QUOTE="GuardianLurker, post: 6668841, member: 786"] [b]Remarks, part 1[/b] These are done without the books in front of me... [B]Overall:[/B] I'd recommend a progression that looks like [table] [tr] [th]Class Level[/th] [th]Special[/th] [/tr] [tr] [td]21[/td] [td]Epic Boon, [i]minor class ability boost (progressive)[/i][/td] [/tr] [tr] [td]22[/td] [td][i]minor class ability boost (unique)[/i][/td] [/tr] [tr] [td]23[/td] [td][i]Class specialization boost[/i][/td] [/tr] [tr] [td]24[/td] [td][i]Central class ability boost[/i][/td] [/tr] [tr] [td]25[/td] [td]Racial boon, Epic Boon, [i]minor class ability boost (progressive)[/i][/td] [/tr] [tr] [td]26[/td] [td][i]minor class ability boost (unique)[/i][/td] [/tr] [tr] [td]27[/td] [td][i]Class specialization boost[/i][/td] [/tr] [tr] [td]28[/td] [td][i]Major class ability boost (progressive)[/i][/td] [/tr] [tr] [td]29[/td] [td]Epic Boon, [i]Major class ability boost (unique)[/i][/td] [/tr] [tr] [td]30[/td] [td][i]*born, the class' capper ability[/i][/td] [/tr] [/table] Where [i]minor class ability boost (progressive)[/i]: is a non-combat class ability with an obvious progression (like the barbarian's Fast Movement) [i]minor class ability boost (unique)[/i]: 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) [i]major class ability boost (progressive)[/i]: is a combat-focused class ability with an obvious progression, like the monk's Fists +1/+2/+3 [i]major class ability boost (unique)[/i]: is a combat-focused class ability, either a boost to one with no obvious progression, or a brand new one. [i]class specialization boost[/i]: 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. [i]central class ability boost[/i]: 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. [B]Epic Barbarian:[/B] 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. [B]Epic Rogue:[/B] This one's solid. For [i]Tricks of the Trade[/i], 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? [B]Epic Druid:[/B] 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. [B]Epic Fighter:[/B] 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 ..." [B]Epic Monk:[/B] 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. [B]Epic Paladin:[/B] 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? [B]Epic Sorcerer:[/B] 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. [B]Epic Warlock:[/B] 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?) [B]Epic Wizard:[/B] 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? [B]Epic Bard:[/B] 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. [B]Epic Cleric:[/B] 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? [B]Epic Ranger:[/B] 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. [/QUOTE]
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