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
[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
[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
[TABLE="width: 642"][TR][TD]Druid6 Level[/TD][TD]Special[/TD][TD]Cantrips Known[/TD][TD]Proficiency Bonus[/TD][/TR][TR][TD]21[/TD][TD]Monstrous Wild Shape, Epic Boon[/TD][TD]4[/TD][TD]+7[/TD][/TR][TR][TD]22[/TD][TD]Druidic Versatility[/TD][TD]4[/TD][TD]+7[/TD][/TR][TR][TD]23[/TD][TD]Ability Score Improvement[/TD][TD]4[/TD][TD]+7[/TD][/TR][TR][TD]24[/TD][TD]-[/TD][TD]4[/TD][TD]+7[/TD][/TR][TR][TD]25[/TD][TD]Racial, Epic Boon[/TD][TD]4[/TD][TD]+8[/TD][/TR][TR][TD]26[/TD][TD]Intensify Spell[/TD][TD]5[/TD][TD]+8[/TD][/TR][TR][TD]27[/TD][TD]Ability Score Improvement[/TD][TD]5[/TD][TD]+8[/TD][/TR][TR][TD]28[/TD][TD]Spell Stowaway[/TD][TD]5[/TD][TD]+8[/TD][/TR][TR][TD]29[/TD][TD]Epic Boon[/TD][TD]5[/TD][TD]+9[/TD][/TR][TR][TD]30[/TD][TD]Natureborn, Death Save Advantage[/TD][TD]5[/TD][TD]+9[/TD][/TR][/TABLE][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
[TABLE="width: 642"][TR][TD]Fighter Level[/TD][TD]Special[/TD][TD]Proficiency Bonus[/TD][/TR][TR][TD]21[/TD][TD]Superior Second Wind, exotic weapon proficiency, Epic Boon[/TD][TD]+7[/TD][/TR][TR][TD]22[/TD][TD]Ability Score Improvement[/TD][TD]+7[/TD][/TR][TR][TD]23[/TD][TD]Extra Attack (4)[/TD][TD]+7[/TD][/TR][TR][TD]24[/TD][TD]Action Surge (three uses), Indomitable (four uses)[/TD][TD]+7[/TD][/TR][TR][TD]25[/TD][TD]Racial, Epic Boon[/TD][TD]+8[/TD][/TR][TR][TD]26[/TD][TD]Ability Score Improvement[/TD][TD]+8[/TD][/TR][TR][TD]27[/TD][TD]Extra Attack (5)[/TD][TD]+8[/TD][/TR][TR][TD]28[/TD][TD]Ability Score Improvement[/TD][TD]+8[/TD][/TR][TR][TD]29[/TD][TD]Improved Combat Reflexes, Epic Boon[/TD][TD]+9[/TD][/TR][TR][TD]30[/TD][TD]Warborn, Death Save Advantage[/TD][TD]+9[/TD][/TR][/TABLE][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.
Epic Monk
[TABLE="width: 642"][TR][TD]Monk Level[/TD][TD]Special[/TD][TD]AC bonus[/TD][TD]Ki[/TD][TD]Unarmored Movement[/TD][TD]Proficiency Bonus[/TD][/TR][TR][TD]21[/TD][TD]Fists +1, Epic Boon[/TD][TD]+2[/TD][TD]21[/TD][TD]+ 30 ft.[/TD][TD]+7[/TD][/TR][TR][TD]22[/TD][TD]Mind and Body[/TD][TD]+2[/TD][TD]22[/TD][TD]+ 30 ft.[/TD][TD]+7[/TD][/TR][TR][TD]23[/TD][TD]Ability Score Improvement[/TD][TD]+2[/TD][TD]23[/TD][TD]+ 35 ft.[/TD][TD]+7[/TD][/TR][TR][TD]24[/TD][TD]Improved Stunning Strike[/TD][TD]+3[/TD][TD]24[/TD][TD]+ 35 ft.[/TD][TD]+7[/TD][/TR][TR][TD]25[/TD][TD]Racial, Epic Boon[/TD][TD]+3[/TD][TD]25[/TD][TD]+ 35 ft.[/TD][TD]+8[/TD][/TR][TR][TD]26[/TD][TD]Fists +2[/TD][TD]+3[/TD][TD]26[/TD][TD]+ 35 ft.[/TD][TD]+8[/TD][/TR][TR][TD]27[/TD][TD]Ability Score Improvement[/TD][TD]+4[/TD][TD]27[/TD][TD]+ 40 ft.[/TD][TD]+8[/TD][/TR][TR][TD]28[/TD][TD]Ki Blast[/TD][TD]+4[/TD][TD]28[/TD][TD]+ 40 ft.[/TD][TD]+8[/TD][/TR][TR][TD]29[/TD][TD]Fists +3, Epic Boon[/TD][TD]+4[/TD][TD]29[/TD][TD]+ 45 ft.[/TD][TD]+9[/TD][/TR][TR][TD]30[/TD][TD]Kiborn, Death Save Advantage[/TD][TD]+5[/TD][TD]30[/TD][TD]+ 50 ft.[/TD][TD]+9[/TD][/TR][/TABLE][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
[TABLE="width: 642"][TR][TD]Paladin Level[/TD][TD]Special[/TD][TD]Proficiency Bonus[/TD][/TR][TR][TD]21[/TD][TD], Epic Boon[/TD][TD]+7[/TD][/TR][TR][TD]22[/TD][TD]
[/TD][TD]+7[/TD][/TR][TR][TD]23[/TD][TD]Ability Score Improvement[/TD][TD]+7[/TD][/TR][TR][TD]24[/TD][TD]
[/TD][TD]+7[/TD][/TR][TR][TD]25[/TD][TD]Racial, Epic Boon[/TD][TD]+8[/TD][/TR][TR][TD]26[/TD][TD]
[/TD][TD]+8[/TD][/TR][TR][TD]27[/TD][TD]Ability Score Improvement[/TD][TD]+8[/TD][/TR][TR][TD]28[/TD][TD]
[/TD][TD]+8[/TD][/TR][TR][TD]29[/TD][TD]Epic Boon[/TD][TD]+9[/TD][/TR][TR][TD]30[/TD][TD]Oathborn, Death Save Advantage[/TD][TD]+9[/TD][/TR][/TABLE][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
[TABLE="width: 642"][TR][TD]Sorcerer Level[/TD][TD]Special[/TD][TD]Sorcery Points[/TD][TD]Proficiency Bonus[/TD][/TR][TR][TD]21[/TD][TD]Wild Adaptation, Epic Boon[/TD][TD]21[/TD][TD]+7[/TD][/TR][TR][TD]22[/TD][TD]Epic Spell Capacity Increase[/TD][TD]22[/TD][TD]+7[/TD][/TR][TR][TD]23[/TD][TD]Ability Score Improvement[/TD][TD]23[/TD][TD]+7[/TD][/TR][TR][TD]24[/TD][TD]-[/TD][TD]24[/TD][TD]+7[/TD][/TR][TR][TD]25[/TD][TD]Racial, Epic Boon[/TD][TD]25[/TD][TD]+8[/TD][/TR][TR][TD]26[/TD][TD]Metameditation[/TD][TD]26[/TD][TD]+8[/TD][/TR][TR][TD]27[/TD][TD]Ability Score Improvement[/TD][TD]27[/TD][TD]+8[/TD][/TR][TR][TD]28[/TD][TD]-[/TD][TD]28[/TD][TD]+8[/TD][/TR][TR][TD]29[/TD][TD]Epic Spell Capacity Increase, Epic Boon[/TD][TD]29[/TD][TD]+9[/TD][/TR][TR][TD]30[/TD][TD]Metaborn, Death Save Advantage[/TD][TD]30[/TD][TD]+9[/TD][/TR][/TABLE][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
[TABLE="width: 640"][TR][TD]Warlock Level[/TD][TD]Special[/TD][TD]Cantrips Known[/TD][TD]Spell Slots[/TD][TD]Slot level[/TD][TD]Invocations known[/TD][TD]Proficiency Bonus[/TD][/TR][TR][TD]21[/TD][TD]Empowered Boons, Epic Boon[/TD][TD]4[/TD][TD]4[/TD][TD]5th[/TD][TD]9[/TD][TD]+7[/TD][/TR][TR][TD]22[/TD][TD]-[/TD][TD]4[/TD][TD]5[/TD][TD]5th[/TD][TD]9[/TD][TD]+7[/TD][/TR][TR][TD]23[/TD][TD]Ability Score Improvement[/TD][TD]4[/TD][TD]5[/TD][TD]5th[/TD][TD]9[/TD][TD]+7[/TD][/TR][TR][TD]24[/TD][TD]Empowered Eldritch Invocations[/TD][TD]4[/TD][TD]5[/TD][TD]6th[/TD][TD]10[/TD][TD]+7[/TD][/TR][TR][TD]25[/TD][TD]Racial, Epic Boon[/TD][TD]4[/TD][TD]5[/TD][TD]6th[/TD][TD]10[/TD][TD]+8[/TD][/TR][TR][TD]26[/TD][TD]-[/TD][TD]5[/TD][TD]6[/TD][TD]6th[/TD][TD]10[/TD][TD]+8[/TD][/TR][TR][TD]27[/TD][TD]Additional Boon[/TD][TD]5[/TD][TD]6[/TD][TD]6th[/TD][TD]11[/TD][TD]+8[/TD][/TR][TR][TD]28[/TD][TD]Empowered Arcanum[/TD][TD]5[/TD][TD]6[/TD][TD]6th[/TD][TD]11[/TD][TD]+8[/TD][/TR][TR][TD]29[/TD][TD]Epic Boon[/TD][TD]5[/TD][TD]7[/TD][TD]6th[/TD][TD]11[/TD][TD]+9[/TD][/TR][TR][TD]30[/TD][TD]Pactborn, Death Save Advantage[/TD][TD]5[/TD][TD]7[/TD][TD]7th[/TD][TD]12[/TD][TD]+9[/TD][/TR][/TABLE][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
[TABLE="width: 642"][TR][TD]Wizard Level[/TD][TD]Special[/TD][TD]Cantrips Known[/TD][TD]Proficiency Bonus[/TD][/TR][TR][TD]21[/TD][TD]Deep Memory, Epic Boon[/TD][TD]6[/TD][TD]+7[/TD][/TR][TR][TD]22[/TD][TD]Epic Spell Capacity Increase (12)[/TD][TD]6[/TD][TD]+7[/TD][/TR][TR][TD]23[/TD][TD]Ability Score Improvement[/TD][TD]6[/TD][TD]+7[/TD][/TR][TR][TD]24[/TD][TD]-[/TD][TD]7[/TD][TD]+7[/TD][/TR][TR][TD]25[/TD][TD]Racial, Epic Boon[/TD][TD]7[/TD][TD]+8[/TD][/TR][TR][TD]26[/TD][TD]Epic Spell Capacity Increase (15)[/TD][TD]7[/TD][TD]+8[/TD][/TR][TR][TD]27[/TD][TD]Ability Score Improvement[/TD][TD]7[/TD][TD]+8[/TD][/TR][TR][TD]28[/TD][TD]-[/TD][TD]7[/TD][TD]+8[/TD][/TR][TR][TD]29[/TD][TD]Epic Spell Capacity Increase (18) , Epic Boon[/TD][TD]8[/TD][TD]+9[/TD][/TR][TR][TD]30[/TD][TD]Arcaneborn, Death Save Advantage[/TD][TD]8[/TD][TD]+9[/TD][/TR][/TABLE][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
[TABLE="width: 642"][TR][TD]Bard Level[/TD][TD]Special[/TD][TD]Cantrips Known[/TD][TD]Spells Known[/TD][TD]Bardic Inspiration[/TD][TD]Proficiency Bonus[/TD][/TR][TR][TD]21[/TD][TD]Bardic Initiative, Epic Boon[/TD][TD]4[/TD][TD]23[/TD][TD]2d8[/TD][TD]+7[/TD][/TR][TR][TD]22[/TD][TD]-[/TD][TD]4[/TD][TD]23[/TD][TD]2d8[/TD][TD]+7[/TD][/TR][TR][TD]23[/TD][TD]Ability Score Improvement[/TD][TD]4[/TD][TD]23[/TD][TD]2d8[/TD][TD]+7[/TD][/TR][TR][TD]24[/TD][TD]Empathic Learning[/TD][TD]4[/TD][TD]24[/TD][TD]2d8[/TD][TD]+7[/TD][/TR][TR][TD]25[/TD][TD]Racial, Epic Boon[/TD][TD]4[/TD][TD]24[/TD][TD]2d10[/TD][TD]+8[/TD][/TR][TR][TD]26[/TD][TD]-[/TD][TD]5[/TD][TD]24[/TD][TD]2d10[/TD][TD]+8[/TD][/TR][TR][TD]27[/TD][TD]Inspired Rest[/TD][TD]5[/TD][TD]25[/TD][TD]2d10[/TD][TD]+8[/TD][/TR][TR][TD]28[/TD][TD]Well Placed Anger[/TD][TD]5[/TD][TD]25[/TD][TD]2d10[/TD][TD]+8[/TD][/TR][TR][TD]29[/TD][TD]Epic Boon[/TD][TD]5[/TD][TD]25[/TD][TD]2d12[/TD][TD]+9[/TD][/TR][TR][TD]30[/TD][TD]Vocalborn, Death Save Advantage[/TD][TD]5[/TD][TD]26[/TD][TD]2d12[/TD][TD]+9[/TD][/TR][/TABLE][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
[TABLE="width: 642"][TR][TD]Cleric Level[/TD][TD]Special[/TD][TD]Cantrips Known[/TD][TD]Proficiency Bonus[/TD][/TR][TR][TD]21[/TD][TD]Extra Attack, Epic Boon[/TD][TD]6[/TD][TD]+7[/TD][/TR][TR][TD]22[/TD][TD]Epic Spell Capacity Increase[/TD][TD]6[/TD][TD]+7[/TD][/TR][TR][TD]23[/TD][TD]Ability Score Improvement[/TD][TD]6[/TD][TD]+7[/TD][/TR][TR][TD]24[/TD][TD]-[/TD][TD]7[/TD][TD]+7[/TD][/TR][TR][TD]25[/TD][TD]Racial, Epic Boon[/TD][TD]7[/TD][TD]+8[/TD][/TR][TR][TD]26[/TD][TD]Epic Spell Capacity Increase[/TD][TD]7[/TD][TD]+8[/TD][/TR][TR][TD]27[/TD][TD]Ability Score Improvement[/TD][TD]7[/TD][TD]+8[/TD][/TR][TR][TD]28[/TD][TD]-[/TD][TD]7[/TD][TD]+8[/TD][/TR][TR][TD]29[/TD][TD]Intensify Spell, Epic Boon[/TD][TD]8[/TD][TD]+9[/TD][/TR][TR][TD]30[/TD][TD]Divineborn, Death Save Advantage[/TD][TD]8[/TD][TD]+9[/TD][/TR][/TABLE][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
[TABLE="width: 642"][TR][TD]Ranger Level[/TD][TD]Special[/TD][TD]Spells Known[/TD][TD]Proficiency Bonus[/TD][/TR][TR][TD]21[/TD][TD]Favored Enemy, Epic Boon[/TD][TD]12[/TD][TD]+7[/TD][/TR][TR][TD]22[/TD][TD]Epic Spell Capacity Increase[/TD][TD]12[/TD][TD]+7[/TD][/TR][TR][TD]23[/TD][TD]Ability Score Improvement[/TD][TD]13[/TD][TD]+7[/TD][/TR][TR][TD]24[/TD][TD]Favored Terrain[/TD][TD]13[/TD][TD]+7[/TD][/TR][TR][TD]25[/TD][TD]Racial, Epic Boon[/TD][TD]14[/TD][TD]+8[/TD][/TR][TR][TD]26[/TD][TD]Predatory Instincts / One With The Beast[/TD][TD]14[/TD][TD]+8[/TD][/TR][TR][TD]27[/TD][TD]Ability Score Improvement[/TD][TD]15[/TD][TD]+8[/TD][/TR][TR][TD]28[/TD][TD]Dedicated Foe Slayer[/TD][TD]15[/TD][TD]+8[/TD][/TR][TR][TD]29[/TD][TD]Favored Enemy, Epic Boon[/TD][TD]16[/TD][TD]+9[/TD][/TR][TR][TD]30[/TD][TD]Wildborn, Death Save Advantage[/TD][TD]16[/TD][TD]+9[/TD][/TR][/TABLE][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
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 | Godlike Physicality, Epic Boon | +9 | +9 |
30 | Battleborn, Death Save Advantage | +10 | +9 |
[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 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 |
[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
[TABLE="width: 642"][TR][TD]Druid6 Level[/TD][TD]Special[/TD][TD]Cantrips Known[/TD][TD]Proficiency Bonus[/TD][/TR][TR][TD]21[/TD][TD]Monstrous Wild Shape, Epic Boon[/TD][TD]4[/TD][TD]+7[/TD][/TR][TR][TD]22[/TD][TD]Druidic Versatility[/TD][TD]4[/TD][TD]+7[/TD][/TR][TR][TD]23[/TD][TD]Ability Score Improvement[/TD][TD]4[/TD][TD]+7[/TD][/TR][TR][TD]24[/TD][TD]-[/TD][TD]4[/TD][TD]+7[/TD][/TR][TR][TD]25[/TD][TD]Racial, Epic Boon[/TD][TD]4[/TD][TD]+8[/TD][/TR][TR][TD]26[/TD][TD]Intensify Spell[/TD][TD]5[/TD][TD]+8[/TD][/TR][TR][TD]27[/TD][TD]Ability Score Improvement[/TD][TD]5[/TD][TD]+8[/TD][/TR][TR][TD]28[/TD][TD]Spell Stowaway[/TD][TD]5[/TD][TD]+8[/TD][/TR][TR][TD]29[/TD][TD]Epic Boon[/TD][TD]5[/TD][TD]+9[/TD][/TR][TR][TD]30[/TD][TD]Natureborn, Death Save Advantage[/TD][TD]5[/TD][TD]+9[/TD][/TR][/TABLE][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
[TABLE="width: 642"][TR][TD]Fighter Level[/TD][TD]Special[/TD][TD]Proficiency Bonus[/TD][/TR][TR][TD]21[/TD][TD]Superior Second Wind, exotic weapon proficiency, Epic Boon[/TD][TD]+7[/TD][/TR][TR][TD]22[/TD][TD]Ability Score Improvement[/TD][TD]+7[/TD][/TR][TR][TD]23[/TD][TD]Extra Attack (4)[/TD][TD]+7[/TD][/TR][TR][TD]24[/TD][TD]Action Surge (three uses), Indomitable (four uses)[/TD][TD]+7[/TD][/TR][TR][TD]25[/TD][TD]Racial, Epic Boon[/TD][TD]+8[/TD][/TR][TR][TD]26[/TD][TD]Ability Score Improvement[/TD][TD]+8[/TD][/TR][TR][TD]27[/TD][TD]Extra Attack (5)[/TD][TD]+8[/TD][/TR][TR][TD]28[/TD][TD]Ability Score Improvement[/TD][TD]+8[/TD][/TR][TR][TD]29[/TD][TD]Improved Combat Reflexes, Epic Boon[/TD][TD]+9[/TD][/TR][TR][TD]30[/TD][TD]Warborn, Death Save Advantage[/TD][TD]+9[/TD][/TR][/TABLE][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.
Round | Temporary hit point gain | Extra damage dice |
1 | 30 | 3d10 |
2 | 20 | 2d10 |
3 | 10 | 1d10 |
[TABLE="width: 642"][TR][TD]Monk Level[/TD][TD]Special[/TD][TD]AC bonus[/TD][TD]Ki[/TD][TD]Unarmored Movement[/TD][TD]Proficiency Bonus[/TD][/TR][TR][TD]21[/TD][TD]Fists +1, Epic Boon[/TD][TD]+2[/TD][TD]21[/TD][TD]+ 30 ft.[/TD][TD]+7[/TD][/TR][TR][TD]22[/TD][TD]Mind and Body[/TD][TD]+2[/TD][TD]22[/TD][TD]+ 30 ft.[/TD][TD]+7[/TD][/TR][TR][TD]23[/TD][TD]Ability Score Improvement[/TD][TD]+2[/TD][TD]23[/TD][TD]+ 35 ft.[/TD][TD]+7[/TD][/TR][TR][TD]24[/TD][TD]Improved Stunning Strike[/TD][TD]+3[/TD][TD]24[/TD][TD]+ 35 ft.[/TD][TD]+7[/TD][/TR][TR][TD]25[/TD][TD]Racial, Epic Boon[/TD][TD]+3[/TD][TD]25[/TD][TD]+ 35 ft.[/TD][TD]+8[/TD][/TR][TR][TD]26[/TD][TD]Fists +2[/TD][TD]+3[/TD][TD]26[/TD][TD]+ 35 ft.[/TD][TD]+8[/TD][/TR][TR][TD]27[/TD][TD]Ability Score Improvement[/TD][TD]+4[/TD][TD]27[/TD][TD]+ 40 ft.[/TD][TD]+8[/TD][/TR][TR][TD]28[/TD][TD]Ki Blast[/TD][TD]+4[/TD][TD]28[/TD][TD]+ 40 ft.[/TD][TD]+8[/TD][/TR][TR][TD]29[/TD][TD]Fists +3, Epic Boon[/TD][TD]+4[/TD][TD]29[/TD][TD]+ 45 ft.[/TD][TD]+9[/TD][/TR][TR][TD]30[/TD][TD]Kiborn, Death Save Advantage[/TD][TD]+5[/TD][TD]30[/TD][TD]+ 50 ft.[/TD][TD]+9[/TD][/TR][/TABLE][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
[TABLE="width: 642"][TR][TD]Paladin Level[/TD][TD]Special[/TD][TD]Proficiency Bonus[/TD][/TR][TR][TD]21[/TD][TD], Epic Boon[/TD][TD]+7[/TD][/TR][TR][TD]22[/TD][TD]
[/TD][TD]+7[/TD][/TR][TR][TD]23[/TD][TD]Ability Score Improvement[/TD][TD]+7[/TD][/TR][TR][TD]24[/TD][TD]
[/TD][TD]+7[/TD][/TR][TR][TD]25[/TD][TD]Racial, Epic Boon[/TD][TD]+8[/TD][/TR][TR][TD]26[/TD][TD]
[/TD][TD]+8[/TD][/TR][TR][TD]27[/TD][TD]Ability Score Improvement[/TD][TD]+8[/TD][/TR][TR][TD]28[/TD][TD]
[/TD][TD]+8[/TD][/TR][TR][TD]29[/TD][TD]Epic Boon[/TD][TD]+9[/TD][/TR][TR][TD]30[/TD][TD]Oathborn, Death Save Advantage[/TD][TD]+9[/TD][/TR][/TABLE][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
[TABLE="width: 642"][TR][TD]Sorcerer Level[/TD][TD]Special[/TD][TD]Sorcery Points[/TD][TD]Proficiency Bonus[/TD][/TR][TR][TD]21[/TD][TD]Wild Adaptation, Epic Boon[/TD][TD]21[/TD][TD]+7[/TD][/TR][TR][TD]22[/TD][TD]Epic Spell Capacity Increase[/TD][TD]22[/TD][TD]+7[/TD][/TR][TR][TD]23[/TD][TD]Ability Score Improvement[/TD][TD]23[/TD][TD]+7[/TD][/TR][TR][TD]24[/TD][TD]-[/TD][TD]24[/TD][TD]+7[/TD][/TR][TR][TD]25[/TD][TD]Racial, Epic Boon[/TD][TD]25[/TD][TD]+8[/TD][/TR][TR][TD]26[/TD][TD]Metameditation[/TD][TD]26[/TD][TD]+8[/TD][/TR][TR][TD]27[/TD][TD]Ability Score Improvement[/TD][TD]27[/TD][TD]+8[/TD][/TR][TR][TD]28[/TD][TD]-[/TD][TD]28[/TD][TD]+8[/TD][/TR][TR][TD]29[/TD][TD]Epic Spell Capacity Increase, Epic Boon[/TD][TD]29[/TD][TD]+9[/TD][/TR][TR][TD]30[/TD][TD]Metaborn, Death Save Advantage[/TD][TD]30[/TD][TD]+9[/TD][/TR][/TABLE][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
[TABLE="width: 640"][TR][TD]Warlock Level[/TD][TD]Special[/TD][TD]Cantrips Known[/TD][TD]Spell Slots[/TD][TD]Slot level[/TD][TD]Invocations known[/TD][TD]Proficiency Bonus[/TD][/TR][TR][TD]21[/TD][TD]Empowered Boons, Epic Boon[/TD][TD]4[/TD][TD]4[/TD][TD]5th[/TD][TD]9[/TD][TD]+7[/TD][/TR][TR][TD]22[/TD][TD]-[/TD][TD]4[/TD][TD]5[/TD][TD]5th[/TD][TD]9[/TD][TD]+7[/TD][/TR][TR][TD]23[/TD][TD]Ability Score Improvement[/TD][TD]4[/TD][TD]5[/TD][TD]5th[/TD][TD]9[/TD][TD]+7[/TD][/TR][TR][TD]24[/TD][TD]Empowered Eldritch Invocations[/TD][TD]4[/TD][TD]5[/TD][TD]6th[/TD][TD]10[/TD][TD]+7[/TD][/TR][TR][TD]25[/TD][TD]Racial, Epic Boon[/TD][TD]4[/TD][TD]5[/TD][TD]6th[/TD][TD]10[/TD][TD]+8[/TD][/TR][TR][TD]26[/TD][TD]-[/TD][TD]5[/TD][TD]6[/TD][TD]6th[/TD][TD]10[/TD][TD]+8[/TD][/TR][TR][TD]27[/TD][TD]Additional Boon[/TD][TD]5[/TD][TD]6[/TD][TD]6th[/TD][TD]11[/TD][TD]+8[/TD][/TR][TR][TD]28[/TD][TD]Empowered Arcanum[/TD][TD]5[/TD][TD]6[/TD][TD]6th[/TD][TD]11[/TD][TD]+8[/TD][/TR][TR][TD]29[/TD][TD]Epic Boon[/TD][TD]5[/TD][TD]7[/TD][TD]6th[/TD][TD]11[/TD][TD]+9[/TD][/TR][TR][TD]30[/TD][TD]Pactborn, Death Save Advantage[/TD][TD]5[/TD][TD]7[/TD][TD]7th[/TD][TD]12[/TD][TD]+9[/TD][/TR][/TABLE][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
[TABLE="width: 642"][TR][TD]Wizard Level[/TD][TD]Special[/TD][TD]Cantrips Known[/TD][TD]Proficiency Bonus[/TD][/TR][TR][TD]21[/TD][TD]Deep Memory, Epic Boon[/TD][TD]6[/TD][TD]+7[/TD][/TR][TR][TD]22[/TD][TD]Epic Spell Capacity Increase (12)[/TD][TD]6[/TD][TD]+7[/TD][/TR][TR][TD]23[/TD][TD]Ability Score Improvement[/TD][TD]6[/TD][TD]+7[/TD][/TR][TR][TD]24[/TD][TD]-[/TD][TD]7[/TD][TD]+7[/TD][/TR][TR][TD]25[/TD][TD]Racial, Epic Boon[/TD][TD]7[/TD][TD]+8[/TD][/TR][TR][TD]26[/TD][TD]Epic Spell Capacity Increase (15)[/TD][TD]7[/TD][TD]+8[/TD][/TR][TR][TD]27[/TD][TD]Ability Score Improvement[/TD][TD]7[/TD][TD]+8[/TD][/TR][TR][TD]28[/TD][TD]-[/TD][TD]7[/TD][TD]+8[/TD][/TR][TR][TD]29[/TD][TD]Epic Spell Capacity Increase (18) , Epic Boon[/TD][TD]8[/TD][TD]+9[/TD][/TR][TR][TD]30[/TD][TD]Arcaneborn, Death Save Advantage[/TD][TD]8[/TD][TD]+9[/TD][/TR][/TABLE][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
[TABLE="width: 642"][TR][TD]Bard Level[/TD][TD]Special[/TD][TD]Cantrips Known[/TD][TD]Spells Known[/TD][TD]Bardic Inspiration[/TD][TD]Proficiency Bonus[/TD][/TR][TR][TD]21[/TD][TD]Bardic Initiative, Epic Boon[/TD][TD]4[/TD][TD]23[/TD][TD]2d8[/TD][TD]+7[/TD][/TR][TR][TD]22[/TD][TD]-[/TD][TD]4[/TD][TD]23[/TD][TD]2d8[/TD][TD]+7[/TD][/TR][TR][TD]23[/TD][TD]Ability Score Improvement[/TD][TD]4[/TD][TD]23[/TD][TD]2d8[/TD][TD]+7[/TD][/TR][TR][TD]24[/TD][TD]Empathic Learning[/TD][TD]4[/TD][TD]24[/TD][TD]2d8[/TD][TD]+7[/TD][/TR][TR][TD]25[/TD][TD]Racial, Epic Boon[/TD][TD]4[/TD][TD]24[/TD][TD]2d10[/TD][TD]+8[/TD][/TR][TR][TD]26[/TD][TD]-[/TD][TD]5[/TD][TD]24[/TD][TD]2d10[/TD][TD]+8[/TD][/TR][TR][TD]27[/TD][TD]Inspired Rest[/TD][TD]5[/TD][TD]25[/TD][TD]2d10[/TD][TD]+8[/TD][/TR][TR][TD]28[/TD][TD]Well Placed Anger[/TD][TD]5[/TD][TD]25[/TD][TD]2d10[/TD][TD]+8[/TD][/TR][TR][TD]29[/TD][TD]Epic Boon[/TD][TD]5[/TD][TD]25[/TD][TD]2d12[/TD][TD]+9[/TD][/TR][TR][TD]30[/TD][TD]Vocalborn, Death Save Advantage[/TD][TD]5[/TD][TD]26[/TD][TD]2d12[/TD][TD]+9[/TD][/TR][/TABLE][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
[TABLE="width: 642"][TR][TD]Cleric Level[/TD][TD]Special[/TD][TD]Cantrips Known[/TD][TD]Proficiency Bonus[/TD][/TR][TR][TD]21[/TD][TD]Extra Attack, Epic Boon[/TD][TD]6[/TD][TD]+7[/TD][/TR][TR][TD]22[/TD][TD]Epic Spell Capacity Increase[/TD][TD]6[/TD][TD]+7[/TD][/TR][TR][TD]23[/TD][TD]Ability Score Improvement[/TD][TD]6[/TD][TD]+7[/TD][/TR][TR][TD]24[/TD][TD]-[/TD][TD]7[/TD][TD]+7[/TD][/TR][TR][TD]25[/TD][TD]Racial, Epic Boon[/TD][TD]7[/TD][TD]+8[/TD][/TR][TR][TD]26[/TD][TD]Epic Spell Capacity Increase[/TD][TD]7[/TD][TD]+8[/TD][/TR][TR][TD]27[/TD][TD]Ability Score Improvement[/TD][TD]7[/TD][TD]+8[/TD][/TR][TR][TD]28[/TD][TD]-[/TD][TD]7[/TD][TD]+8[/TD][/TR][TR][TD]29[/TD][TD]Intensify Spell, Epic Boon[/TD][TD]8[/TD][TD]+9[/TD][/TR][TR][TD]30[/TD][TD]Divineborn, Death Save Advantage[/TD][TD]8[/TD][TD]+9[/TD][/TR][/TABLE][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
[TABLE="width: 642"][TR][TD]Ranger Level[/TD][TD]Special[/TD][TD]Spells Known[/TD][TD]Proficiency Bonus[/TD][/TR][TR][TD]21[/TD][TD]Favored Enemy, Epic Boon[/TD][TD]12[/TD][TD]+7[/TD][/TR][TR][TD]22[/TD][TD]Epic Spell Capacity Increase[/TD][TD]12[/TD][TD]+7[/TD][/TR][TR][TD]23[/TD][TD]Ability Score Improvement[/TD][TD]13[/TD][TD]+7[/TD][/TR][TR][TD]24[/TD][TD]Favored Terrain[/TD][TD]13[/TD][TD]+7[/TD][/TR][TR][TD]25[/TD][TD]Racial, Epic Boon[/TD][TD]14[/TD][TD]+8[/TD][/TR][TR][TD]26[/TD][TD]Predatory Instincts / One With The Beast[/TD][TD]14[/TD][TD]+8[/TD][/TR][TR][TD]27[/TD][TD]Ability Score Improvement[/TD][TD]15[/TD][TD]+8[/TD][/TR][TR][TD]28[/TD][TD]Dedicated Foe Slayer[/TD][TD]15[/TD][TD]+8[/TD][/TR][TR][TD]29[/TD][TD]Favored Enemy, Epic Boon[/TD][TD]16[/TD][TD]+9[/TD][/TR][TR][TD]30[/TD][TD]Wildborn, Death Save Advantage[/TD][TD]16[/TD][TD]+9[/TD][/TR][/TABLE][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
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 |
Last edited: