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- Epic Leveling Overview
- Epic Class Levels
- The Epic Barbarian and Bard
- The Epic Cleric and Druid
- The Epic Fighter
- The Epic Monk and Paladin
- The Epic Ranger
- The Epic Rogue
- The Epic Sorcerer
- The Epic Warlock
- The Epic Wizard
- New Spells
- 10th-Level Spells
- Additional Spells
EPIC LEVELS
‘Adventuring options for levels 21-25,
created for the world's greatest tabletop RPG.
Written by Find me on 1
Updated 18 Jan 2020 (Balance, XP, Dueling)Epic Leveling
Rising the ranks from 21st level onwards
ener iti yeep rent
Epic Experience
ee eee rcs el air meting in
apa eee ae You cas chou to cas slow
Sia
Eee rere wl ove! to party up abut onco
ener
Epic CHARACTER ADVANCEMENT
Experience Points Level Reached
355,000 20th
410,000 2st
480,000 2and
560,000 23rd
650,000 24th
750,000 25th
Alternatively the following progression is designed to draw
out each level to last approximately two adventuring days
‘This progression is designed to be used in conjunction with
Blessings, Marks of Prestige, and Epic Boons. You choose
‘what sort of boon to offer when a boon is given. You can also
choose not to give a boon
Epic CHARACTER ADVANCEMENT (BOONS)
Experience Points
(low Progression) Level Reached
355,000 20th
400,000 (Boon)
450,000 2ist
510,000 (Boon)
570,000 22nd
615,000 (Boon)
700,000 230d
765,000 (Boon)
830,000 24th
915,000 (Boon)
1,000,000 25th
Encounter XP Thresholds
When balancing encounters, you can determine the maximum
XP thresholds for each character in the XP Thresholds by
Epie Level able. There is one XP threshold for each
encounter difficult.
The final column gives thresholds for the adventuring day
‘Assuming typical adventuring conditions and average luck,
‘most parties can manage the following total XP thresholds for
2 full adventuring day. This is equivalent to about four to six
‘medium or hard encounters (two between each period of rest)
or two deadly encounters (one between cach period ofrest)
Each useful boon cumulatively increases the XP threshold
of encounters by between 1000 (for easy or medium) and,
2000 (for hard or deadly)
XP THRESHOLDS By Epic LeveL
‘Adjusted XP
Wve” easy Medium Hard Deady "Charen
20th 2,800 5,700 8,500 12,700 40,000
2st 6,000 12,000 18,00024,000 48,000
22nd 6,400 12,800 19,200 25,600 50,000
23rd 7,500 15,000 22,500 30,000 60,000
24th 8,000 16,000 24,000 32,000 64,000
25th 9,000 18,000 27,000 36,000 70,000Encounter and Milestone system
‘Alternately, you can forego bothering with experience and use
the following easy tables to determine character matchups
‘based on CR. When using this system, youll grant them
experience that will Ivel the party up roughly once every six
tencounters. You might choose to alternate between boons and
levels every six encounters,
‘The Epic Monster Challenge Rating tables give the optimal
challenge rating for an encounter with a single monster
(oughly hard to deadly in difficulty), based on the number of,
characters in the party. The party is assumed to share the
same level
Each useful boon cumulatively increases the required
‘encounter CR, Increase the CR by half the average number of,
useful boons per character (rounded down)
Epic SOLO MONSTER CHALLENGE RATING
Character Level 4 Characters 5 Characters 6 Characters
20th 2 23 24
2ist 25 26 27
20nd 25 26 27
23rd 26 27 28
24th 27 28 23
25th 28 29 30
Epic Duo MONSTER CHALLENGE RATING
Character Level 4 Characters 5 Characters 6 Characters
20th B 4 aH
2st 16 W 1B
22nd v7 18 9
23rd 19 20 21
24th 20 2 2
25th 21 22 23
‘The Bpic Horde Matchups table gives the optimal challenge
rating for an encounter with multiple monsters, where a
certain number of monsters (one, two, or four) are assigned to
‘each party member
Such an encounter is roughly medium to hard in “dificulty”
Each useful boon cumulatively increases the encounter CR,
Increase the CR by half the average number of useful boons
per character (rounded down)
Epic Horpe MATCHUPS
Character Level 1 monster 2Monsters 4 Monsters,
20th 10 6 4
2ist un 7 5
22nd un 7 5
23rd 12 7 5
24th B 8 5
25th 14 8 5
Learning Epic Spells
Hisoricaly al spas above th level hare boen exceptionally
‘Stilo obtain theyre amon impomsbo to cat or
Facet cagiog ca chm alam eee
te Yon map toe t usa eralaans ott
flowing optional rules.
Spell Creation. Certain pic apells may hare to be
fap eet cee ete
time consiming and expensive roves, Creating an epic pel
requis tobe on yout opel lia and rites two other
creatures witha estare tat gate them access to th evel
spells to work togsthe with ou for 1 week expending all of
theirpel sos ouch day A the ei fhe won: pottmt
expend materials ofthe DM's choice worth 25000 gp. and
seek crethae maa etmabe eeeeeerd Dey
Check with thelr peleasting modi
(Quen you ints datloped ier ll eee eee
epee Tho ther esis el lead eee
tpell dont gain accom tot
‘Unknow Knowledge. Th scrts to caning cortain epic
spells might be hen o lost They might be hidden behind
Ten paper wall of couolued ad adc bale
aor biden charter, a outed cease
{arded by planar beings or guard by a booby tapped
temple from a lngvorgotcnchllastion woos cllapae waa
canard by the spells rt casting Finding a pel hidden in
ty one ofthese waye wil require around 25000 XP worth of
aueating and adventuring,
Gita from the Gods The abiliyto cast certain epic spells
might be bestowed aa blessings fom beyond te reams of
torial, A deky might ole euch power au an oer ot
[atude fo eric in protoving de mliraee sa ia
a means tou jou un oolfanbotagslaaetad
deoperae attempt to arm you galact comin ester
Epic DCs
pic evel inerones your profceas bout ane
cracerbaiee eons of tn eve wth sering Exes ki
Ievel comb, Your DM ny cust ues th flay
ondonat nde
From 2st ere ouvareyal payer coar seer ee
Ge dont increaee with proficiency bones, Alleaving tow
DCs, such as Ki Save DCs and Spell Save DCs, are instead,
calculated as follows.
Save DC= 14 + your corresponding modifier
Other Expanded DMG Tables
Certain optional tables in the DMG only go up to 20th level.
Here are additional rows to append these tables, which cover
the epic levels
Starting At Higher Level (p38). As with 17th~20th level
but with 25,000 gp rather than 20,000 gp, and with one
additional uncommon item,
‘Damage Severity (p121 and p249) Setback: 14410,
Dangerous: 22d10, Deadly: 28410.
‘Training to Gain Levels (p131). As with 17th-20th level
Proficiency Die (p263). 21st-24th: 2d6, 25th: 148+ 146
‘Spell Point Cost (p288). 10thlevel spell point cost: 15.
Spell Points by Level (p289).21st-22nd: 142, 23rd: 157Epic Class Levels
Bach class is given with a corresponding table, describing the
effects it gains beyond 20th level
7
The Epic Artificer
Level Proficiency Bonus Features
2st a
2and 7
230d v
24th v7
25th 8
Magic Item Reinventor
Potion Creation
Ability Score Improvement
Magic Item Reinventor
Beginning at 22nd level, you gain the following benefits:
‘You can attune to up to seven magic items at one.
‘= You can apply up to two infusions to the same item st once,
rather than only one. Any bonuses you apply to the item,
are cumulative, but you can't apply multiple instances of
the same infusion to an item. Only one of the two infusions
you can apply to an item can require attunement,
You gain access to the following replicable magic items for
your Replicate Magic Item infusion
REPLICABLE ITEMS (22ND Levet ARTIFICER)
Magic Item Page of DMG Attunement
Arrow-catching shield 152 Yes
Bag of Devouring 1533 No
Cloak of displacement 158 Yes
Horseshoes of a zephyr vs No
Iron bands of Bilao Ww No
Mantle of spell resistance 180 Yes
Nolzur's marvelous pigments 183 No
Tentacle rod 208 Yes
Potion Creation
[Beginning at 23rd level, whenever you finish a long rest, ou
can craft up to six magical potion samples in suitable empty
containers you can see within 30 feet of you. You have a
number of Potion Creation points equal to 1 + your
Infusions Known
2
4
“4
4
4
Infused Items Ist 2nd 3rd 4th Sth 6th
6 4
7
7
7
7
Intelligence modifier, and you ean spend these points on
creating potions of your choice by paying each potion's point
cost. The point cost of a particular potion corresponds to its
rarity, according to the Potion Creation Cost table, Potions
are listed starting on page 187 of the DMG.
When you tse this feature, any previous potions you have
created with this feature vanish, and their durations end.
Potion Creation Cost
Potion Rarity Point Cost
Common or Uncornmnon 1
Rare 2
Very Rare 3
Epic Artificer Spell List
6rH Lever True Seeing (divination)
cae am (cone
eae Orlaed lt Feb
Blade Barrier (evocation) (evocation)
Forcecage (evocation)
Mo's Magnificent Mansion
(conjuration)
Mo's Sword (evocation)
Prismatic Spray (evocation)
Regenerate (transmutation)
Reverse Gravity (transmutation)
Simulacrun ilsion)
Teleport (conjuration)
Chain Lightning (evocation)
Contingency (abjuration)
Create Homunculus
(transrmatation) (NCEE)
Disintegrate transmutation)
Guards and Wards (abjuration)
Ot’s Freezing Sphere
(evocation)
Scatter (canjuration) (XCtE)
Sunbeam (evocation)The Epic Barbarian
Proficiency
Bonus
Rage
Rages Damage
Unlimited +4
Unlimited +4
Unlimited +5
Level
2st
22nd
23rd
Features
Shatter The Weak
Titanic Grasp
7
7
47 Counterswing
Ability Score
Improvernent, Finest Unlimited
ales
Legendary Might
24th 47 8
25th 48 Unlimited
Shatter The Weak
Beginning at 21st level damage you take from creatures of CR
5 of lower is reduced by 20, and whenever you damage a
creature of CR 5 of lower with an attack, you can choose to
knock the target unconscious at 0 hit points
additionally, your weapon attacks deal double damage to
objects and structures.
Titanic Grasp
Beginning at 22nd level you gain the following benefits.
+ You ignore all size restrictions on grappling and shoving.
The Epic Bard
Proficiency
Bonus
Cantrips
Level Features Known
47
+7 Spell Kenning,
47
+7 Ability Score Improvement
+8 Infinite Inspiration
Spell Kenning
[Beginning at 22nd level, whenever you finish a long rest, you
‘may choose a spell you learned using your Magical Secrets
feature and replace it witha different suitable spell from any
class. The new spell counts as 2 Bard spel for you.
Infinite Inspiration
‘Once you reach 25th level when you roll initiative, you can
choose up to eight other creatures within 60 feet of you. Each,
target gains a bardic inspiration die. This doesn't expend any
uses of your Bardic Inspiration.
Additionally, you can regain all your expended uses of
BBardic Inspiration as an action
+ You ignore all penalties to movement resulting from
grappling a creature
*+ Creatures you are grappling have a penalty to attack rolls,
‘and saving throws equal to your rage damage bonus.
+ Asa bonus action on each of your turns while you're
‘grappling a creature with an intelligence score of 8 or
lower, you can attempt a DC 15 Animal Handling check. If
you succeed on three of these checks against the same
Creature, the creature becomes nonhostile towards you,
allowing you to befriend it.
Counterswing
Boginning at 23rd level you learn to convert the momentum of
your missed swings into devastating strikes. When you miss a
creature with an attack, you can reroll the attack, scoring a
critical hit on roll of 16 or higher. You have three uses ofthis
feature, and you regain any expended uses when you finish a
long rest.
Finest Ales
Your fame wth publican transcends planar boundaries, and
faviep scone pee ae eee
feck, tpl Oo Ge pea
Beginning at 24th level you rele food drink, and lodging
for tet tho roe sented Boe ae
rescue lo more than peje
Legendary Might
‘25th vel you gsi five additonal it dice, usin your hit
point maximum to increase by 35+ five times your
Constitution modifier,
Spells
Known ‘Ist 2nd 3rd 4th Sth 6th 7th 8th Sth Toth
23
23
24
24
25
Epic Bard Spell List
10TH LeveL
Dreamscape ison)
Dea Vu (divination)
Divine Health transmutation
Soul Dominion (enchantment)
Trust (ition)The Epic Cleric
Proficiency
Level Bonus
Features
a7 =
+7 Followers
7 =
+7 Ability Score Improvement
48 Divine Proxy, Demigodhood
Followers
Once you reach 22nd level in this class, you begin to amass
followers, Any creature who has named you during sny sort of
site or ritual within the past week is considered your follower.
‘When you cast a Cleric spell you can gain a bonus to one of
the damage and healing rolls based on your number of,
followers. The bonus begins at +1 for 0 followers, and
increases according tothe following table.
FOLLOWING TABLE
Number of Followers Bonus
os 4
10-49 “2
50.99 3
100-499 4
500 or more s
Divine Proxy
[Beginning at 25th level. your body undergoes a change as you
are granted a sliver of divinity by your deity. At any one ti
after you reach this level you can spend 1 week ofrest,
relaxation, and divine prayer in the presence of your deity and
choose a creature type from the following: fey, fiend, or
celestial You become that type, replacing your other creature
types. You cant choose a different ereature type again, Your
ody may also undergo permanent changes, perhaps
becoming flecked with scintillating colours or being
permanently enrobed by an ethereal mist
‘Once you have undergone this change, you also gain the
following benefits. Your deity can choose
Divine Resistance. When you fail a saving throw against 2
spell of 5th level or lower, ou can choose to succeed instead.
(Once you've used this feature, you must finish a short or long
rest before you use it again
Endless Divinity. When you cast a spel from your Epic
‘Spell List that only targets yourself, its duration becomes 1
‘year. I'the spell requires concentration, you must concentrate
Ist 2nd 3rd 4th Sth 6th 7th 8th 9th 10th
4
Demigodhood
Beginning at 25th level you finally become ready to take on
the responsibilities of divinity
Ifyou allow it, friendly creatures can define you as their
4eity, or as their otherworldly patron, when they gain their
first level inthe cleric or warlock class. These creatures are
considered your followers You must intervene when a feature
calls upon you toto intervene.
‘Additionally, as a bonus action, you can see through such a
follower's eyes and hear what the follower hears until the end
of your next turn, gaining the benefits of any special senses
the follower has. During this time, you and your follower ean
hear each other, and you can expend a spel slot of Sth level or
higher (o teleport to a point you ean see within 5 feet of them,
regardless of thier current plane of existence,
You can also begin running some of your deity’s workload in
their place, you and your deity so desire,
Taking over these tasks may require you to expend your
power and spell slots in certain ways, or may require you to be
‘mantled with minor divine capabilities of some kind. These
‘might include the ability to manipulate the emotions of
creatures on a certain plane, the ability to keep plants alive
‘when they otherwise would not, or the ability to determine the
approximate nature ofthe weather.
Epic Cleric Spell List
10TH Leven
Contingent Resurrection (necromancy)
Deity Drain (enchantment)
Diluvial Torrent (evocation)
Divine Health (transmutation)
(Ommiscience (divination)The Epic Druid
Level Proficiency Bonus Features Cantrips Known Ist 2nd 3rd 4th Sth 6th 7th 8th Sth 10th
Dist 47 = 4 4333332117
22nd +7 Tender of the Grove 4 433333 2.1 —
230d 7 = 4 433333 2771
24th 47 Ability Score Improvement 4 433333 211 1
25th 48 ‘Guardian Spirit of the Lands 4 433333 2777
Tender of the Grove
Beginning at 22nd level, you gain the following benefits
Natural Allegiance. All beasts are considered friendly to
you, and you ean communicate freely with them. Additionally,
as long as the errands are relatively easy, your friendly beast
‘companions will happily run minor errands for you, should
you so desire,
Masterful Summons, Beasts can leap to your aid across
any boundary. Whea you roll initiative, you can immediately
fain the benefits ofa conjure animals spell as fit was cast
using a 3rd level slot. The spell lasts for 1 minute without
requiring your concentration, Beasts summoned inthis way
are being teleported to your side by the conjuration, eo they
are considered beasts instead of fey. Your magie protects the
creatures you summon: if they die or ifthe spell ends, they
are returned and reincarnated on their home plane at full
health, and cured ofall negative conditions,
Guardian Spirit of the Lands
‘Beginning at 25th level druids find themselves comfortable to
retire into the undergrowth as ethereal, totemic spirits, acting,
as guardians and overseers ofthe natural world, and rarely
noticed by the realms of men,
You ean use your Wild Shape to transform into a beast of
CR2 or lower. This special form lasts for 24 hours. While in
this form, you ignore spells’ material components, you gain
telepathy out to a range of 30 feet, and you create an
‘opalescent, silvery mist out to a radius ofS feet that leaves you
lightly obscured.
Using a special form continuously fora year makes the
effect permane:
‘Once you use this feature, you must finish a long rest before
you use it again
Epic Druid Spell List
10TH LeveL
adaptable Plague (necromancy)
Conjure Dragons or Giants (conjuration)
Drearnscape (illusion)
Terraform (transmutation)
Verdigrs Wave (conjuration)The Epic Fighter
Proficiency
Level “Bonus
Features
Ability Score Improvement,
Freehold
Indefatigable
21st +7
2and 47
23rd 47
24th +7
25th 48
Fighting Style Improvernent
Ability Score Improvement
Adrenaline Rush
Freehold
Beginning at 21st level ifyou are in possession of a castle,
stronghold or lage structure, a8 long as you have cleared the
area in a 20 mile radius of threats, you can designate itas a
freehold and gain the following benefits:
‘Trademaking. For each inhabited freehold that you own,
you don’t have to pay maintenance costs, and you collect a
‘monthly revenue of 10 silver pieces for each inhabitant of the
frechold due to trade, tariffs, and taxes.
‘Warband.As long as you own one or more freeholds, you
attract a body of six mercenaries (three CR 2 acoute and
three CR 2 thugs) led by an above-average fighter (a CRS
gladiator} These people will serve as mercenaries for free, so
Jong as you maintain your freehold If the mercenaries die, you
‘can attract replacements over the course of one week by
investing 50 gp into expansions to the freehold for each,
replacement mercenary required.
Indefatigable
Beginning at 22nd level, when you use of your Indomitable
feature and reroll a saving throw, you gain a bonus to the
result equal to half your fighter level
Fighting Style Improvement
{AL23rd level each fighting tye you know gains a
catresponding improvement, aa lited below. These options
correspond tothe fighting styles from the Payer’ Handbook.
ARCHERY MULTISHOT
When you hit a target with a ranged weapon attack, you can
use your bonuls action to force up to two other creatures of
your choice within 20 feet ofthe target to make a Dexterity
saving throw against a DC of 8 + your Proficiency bonus ~
your Dexterity modifier. Each creature that failed the save
takes damage equal to the weapon's damage dice + your
Dexterity modifir
DEFENSE BASTION
While you are wearing armor, as long as you haver't moved,
since your last turn, you have resistance to bludgeoning,
slashing, and piercing damage.
DUELING FLourisH
[As long as you are wielding a melee weapon in one hand and
no other weapons, you gain the following benefits
‘Armor Pierce Whenever you have advantage on an attack
roll with the weapon, you can reroll one of the dice one.
additional time.
Counter-Riposte Once on each of your turns when you
miss with a weapon attack, you can make another weapon
ack as part ofthe same action.
GREAT WEAPON FIGHTING CLEAVE
When you hit target with a weapon you're holding in two
hands, you can use your bonus action to force all other hostile
creatures within 10 feet of the target to make a Dexterity
saving throw against a DC of 8 + your Proficiency bonus +
your Strength modifier Bach creature that failed the save
takes damage equal tothe weapon's damage dice = your
Strength modifier.
PROTECTION PHALANX
While youre wielding a shield all friendly creatures wielding
shields within 30 feet of you gain the benefits of the
Protection fighting style.
You also gain one additional reaction. You can't use this
reaction on the same turn as you use another reaction,
‘TWOo-WEAPON FIGHTING EVISCERATION
When you use your two-weapon fighting, you can make up to
two additional attacks with the weapon as part of the same
bonus action,
Adrenaline Rush
Beginning at 25th level you gain one additional use of your
action surge. Additionally, whenever you rol initiative, you
regain one expended use of your action surge.
—
ONE-THIRD Casters.
‘One-third caster subclasses such as the Eldritch
Knight and Arcane Trickster will use the following
epic spell progression.
Epic Tier 1/3 Caster SPELL SLOTS
spells
Level Cantrips Known Known Ist 2nd 3rd 4th Sth
3 (or 4, for
2ist Arcane B43 357
Trickster)
2nd (ors) 144 38
23rd 4(r5) 1433
24th (ors) 144 3
25th (ors) 15 #38 38 2
cL _ eThe Epic Monk
Level Proficiency Bonus
2st 7
22nd 7
231d wv
24th v7
Features
Abundant Step
Soul-Sundering Strike
(One With Ki
Ability Score Improvement
‘Adarnantine Soul
Abundant Step
Boginning at 21st level, you can travel unhindered by your
physical form. You can spend 2 ki points to cast dimension
door as & bonus action
Soul-Sundering Strike
Beginning at 22nd level when you successfully affect a
creature with your Stunning Strike, you can spend 3 ki points
to split the target's soul from its body. The target falls
‘unconscious until the end ofits next turn, but it remains
aware ofits surroundings.
The Epic Paladin
Level Proficiency Bonus
2st v7 =
Unarmored Movement.
+30f
+354
435
+35ft
Martial Arts Ki Points
1d10 a
idio 2
qdi2 23
qai2 24
If che target ison the astral plane, it must succeed on &
Charisma saving throw or it silver cord is severed
One With Ki
Beginning at 23rd level you can use your bonus action to
regain all your Ki. You have a number of uses ofthis feature
equal to your Wisdom modifier, and you regain any expended
uses when you finish a long rest.
Adamantine Soul
Beginning at 25th level you can spend I week of rest,
relaxation, and prolonged meditation to east contingent
resurrection, without any components, targeting yourself,
3rd 4th Sth 6th 7th
2and 7
23rd W
24th 7
Glorious Commander
Oathsworn Champion
Ability Score Improvement
jus Commander
‘Beginning at 22nd level you become a swift protector of your
allies and a defining representative of your oath that can bless
whole armies.
Rush to Aid. When you see a friendly creature within 30
feet of you take damage, you can use your reaction to move up
to your movement towards the target.
Ifyou end this movement within 5 feet ofthe target, you can,
also use your Lay on Hands on the target as part of the same
reaction, Once you use Lay on Hands in this way, you must
finish a short oF long rest before you do so again.
Beacon of Command, You gain the ability to enchant and
‘empower whole armies as they stand at your side. As an
action, you can increase the range of al of your auras from 30, {evocation}
feet to 300 fect. This effect lasts until the start of your next True Seeing (divination)
a Word of Recall (conjuration)
Oathsworn Champion
Beginning at 23rd level, you recover the use of your 20thevel
Sacred Oath feature whenever you finish a short or long rest
Epic Paladin Spell List
6TH LeveL
Create Undead (necromancy)
Forbiddance (conjuration)
Harm (necrormancy)
Heal (evocation)
Heroes’ Feast (conjuration)
Meteorie Smite (New!)
77H Leven,
‘ura of Triage (New!)
(abjuration)
Crown of Stars (evocation)
Divine Ward (evocation)
Power Word Pain
(enchantment) (XGtE)
Regenerate (transmutation)
Resurrection (necromancy)
Sequester (transmutation)The Epic Ranger
Level Proficiency Bonus
2st a =
2and 7
Features
Planeswalker
23rd 7
24th +7
Dominating Ambush
Ability Score Improvernent
Planeswalker
‘Beginning at 22nd level, you gain the following benefits
Navigational Mastery. You can cast the find the path spell
‘once without expending a spell slot. When cast ia this way,
you ean name destinations on other planes of existence, and
the spell may be able to direct you along a path through planar
portals leading tothe destination. If there is no such path, the
spell ends. Once you cast find the path inthis way, you cant
do 50 again until you finish along rest.
Planar Survivalist. When friendly creature within 60 feet
of you makes a saving throw against effects caused by
environmental hazards, such as slippery ice, extreme heat, the
pervasive goodwill of Bytopia, or the mind-wiping effects of
the river Styx, the creature can replace the d20 result with
‘your Wisdom score,
‘Trailblazer. Friendly creatures within 60 feet of you have a
+10 bonus to movement speed. When an affected creature
Jeaves the area, the movement bonus persists unt the start of
their next tun
Dominating Ambush
Beginning at 23rd level, when you roll initiative, you gain a
special turn that takes place before other ereatures can act
On this turn, you can move as normal, and you regain your
action, reaction and bonus action. If you use this action to take
the Attack action, you may make one weapon attack only, and
you ean't use the action to cast a spell
Spells Known Ist 2nd 3rd 4th 5th 6th
2 2
3
4
15
If more than one ereature in an encounter has this feature,
they all at first in order of initiative, then the regular ini
order begins, I'you would normally be surprised atthe start
ofan encounter, you are not surprised but you do not gain this
extra turn,
Epic Ra
6TH Lever
Blade Barrier vocation)
Conjure Fey (conjuration)
Entangling row (New)
(conjration)
find The Path (divination)
Guards and Wards (ajuration)
Heal evocation)
Heroes Feast conjurtion
Move Earth fransrmation) serealness (transmutation)
Primordial Ward (abjuration) Mirage Arcane (illusion)
Roa Blane Shit (conuration)
Regenerate (transmutation)
Reverse Gravity (ransmtaton)
er Spell List
‘Transport Via Plants
(conjuration)
‘rue Seeing (divination)
\Wall of Thorns (conjuration)
Wind Walk (transmutation)
77H Leven,
Disaster Defenses (New!)
(abjuration)
Tensers Transformation
(transnmutation) (XG)The Epic Rogue
Proficiency
Level “Bonus Features
2st 47 Quick Learner
22nd -+7-—_—_—=Blinding Speed
230d Lightning Reflexes
Ability Score
eo Improvement
25th Masterclass
Escapology
Beginning at 21st evel you can shrug off any form of effect.
that would hold yo in place, guining an inexplicable ability to
escape any danger Atthe end of each of our turns, es long as
you arent stunned or unconscious, you can choose a create
within feet of you and end one or more ofthe fllowing
Conditions affecting the target grappled paralyzed petied
Seer
Blinding Speed
Beginning at 2nd level you havea knack for occasional
moments of unbelievable swiftness. On each of your urns,
you can take one ational bonus ation, You cant we this
Feature more than once on the same tien
Feira iter cf unc of thi eater equal toyour
Der ented pad rgrin ay expended ume when
ea Riek a ong rst
Lightning Reflexes
Beginning at 23rd level, you gain two additional reaction,
options,
Roguish Retaliation. When a creature that you can see hits
BetieriaRGt Roa! cart tec your reaction to make an
attack against the creature. Ifyou use your Sneak Attack on
this attack, it only adds 646 damage.
Unbelievable Dodge. When a creature that you can see
hits you with an attack, you ean use your reaction to cause the
attack to miss, and reduce its damage to 0.
Masterclass
Beginning at 25th level you gain a +2 bonus to your
proficiency bonus.Proficiency ry Cantrips
Bonus Points Known Spells Known 1st 2nd 3rd 4th Sth 6th 7th 8th Sth Toth
+7 Power Overwhelming 16 4303333
47 Metamage 16 4
wos 74
47 Ability Score Improvement Ww 4
4
3
3
3
48 Twin Spell v7 3
Beginning at 21st level you can use the Ready action to hold
spells indefinitely, even while notin combat.
Additionally, when you cast a readied spell that has a
damage rol. you can gain a bonus to one of the damage rolls
‘The bonus is +1 for each fll round you spent readying the
spell to a maximum bonus of 10.
Beginning at 22nd level all your features that cost sorcery
points cast 1 point fewer, to minimum of 0 This includes the
creation of spell slots,
Additionally, you learn all metamagics listed in your
Metamagic class feature,
Beginning at 25th level you can use your action to expend a
spell slot of 3rd level or higher and choose two spells with a
casting time of one action that are ofa level equal to of lower
than half the slot level expended (rounded down} You cast
both the chosen spells (at their lowest level) as part of the
If bth spells require concentration, you concentrate on
both simultaneously, and you can end concentration on either
of the spells individually (20 action required) Ifyour
concentration is broken by any other means, you cease
concentrating on both the spells.
OTH Leven
Déja vu (divination)
Diluvial Torrent (evocation)
Grimm Banishenent (conjuration)
Living Hells (evocation)
Manifest Imagination (illusion)
Ommiscience (divination)
Reverspel abjuration)
Soul Dominion (enchantment)The Epic Warlock
Level Proficiency Bonus Features
2st v7 =
22nd 7
23rd a
24th 7
Blast Shaping
Epic Arcanurn
Ability Score Improvement
Vessel of the Patron
Blast Shaping
‘At 22nd level you gain the following benefits.
Beshadowed Blast. When you hit a creature with a ranged
spell atack, you can forego any damage the spell attack would
deal to force the target to make a Constitution saving throw
‘against your Spell Save DC. On a failed save, the target
becomes blinded until the start of your next turn,
Eldritch Burst. As an action, you can create a massive
Durst of eldrtch energy. Each other creature within 20 feet of
you must succeed on a Constitution saving throw against your
Spell Save DC of take 4410 force damage.
Eldritch Ray. As an action, you can project a beam of your
patron's power. Each creature within a 30 foot line, 5 feet wide
originating from you, must succeed on a Dexterity saving
throw or take 4410 force damage.
Epic Arcanum
‘A. 234d level your patron bestows an impossibly powerful
magical secret, drawing on every fragment of strength they
have. Choose one Oth evel spel from the warlock pel ist
Bee eet rant cant is nrcacm spell once without
Gepearing a epel slot aad you must Gash a lng ret before
pee ar
Vessel of the Patron
‘Beginning at 25th level you can touch a creature and expend
fone of your pact magic slots to have the target regain an
expended spell slot ofthe same level or lower (iithas one)
‘Once you use this feature, you must finish a short or iong
rest before you use it again
Epic Warlock Spell List
0TH Lever
‘Adaptable Plague (necromancy)
Create Undead Thal (necromancy)
Deity Drain (enchantment)
Dreamscape (illusion)
Soul Dominion (enchantment)
Cantrips Spells
Known Known Spell Slots Slot Level
16 Sth
16 sth
7 Sth
a sth
Known
Eldritch Invocations
[At2nd level a warlock gains the Eldritch Invocations feature,
Here are new options for that feature, in addition to the
options inthe Player’s Handbook,
If an eldriteh invocation has a prerequisite, you must meet it
to learn the invocation. You can learn the invocation atthe
same time that you meet its prerequisite. A level prerequisite
refers to your level inthis class.
Aberrant Mind
Prerequisites: 21st level
You can cast rary’s telepathic bond and detect thoughts a will
without expending a spell slot.
Fiendish Resistance
Prerequisites: 21st level
‘Whenever you finish a long rest, you can choose cold, fire, oF
poison damage. You gain resistance to the chosen damage
‘ype until you use this feature again
Death March
Prerequisites: 21st level
You can cast create undead and animate dead once each
without expending a spell slat, Once you cast a spell with this
feature, you must finish a ong rest before you east that same
spell agai.
Fractures In Reality
Prerequisites: 21st level
You can cast fabricate at will without expending a spell slot.
Mortal Notation
Prerequisites: 21st level Pact ofthe Tome
‘Annew page appears in your Book of Shadows. You can use
‘you action to write a creature's true name on that page. Ifthe
‘named creature ends its turn with 25 or fewer current bit
points, that creature must make a Constitution saving throw
against your Spell Save DC. On a failed save, it des.
‘Once a creature is forced to make a saving throw in this
‘way; the page loses its magic until you next finish a long rest.Perfected Summons
Prerequisites: 21st level Pact ofthe Chain
‘You gain the following benefits
‘+ Whenever you gain temporary hitpoints, your familiar
gains an equal number of temporary bit points.
‘© Your familiar ean use its action to become invisible for 1
hour or until ituses another action to dismiss the effect.
While the familiar is invisible in this way, you are still able
toseeiit.
The Epic Wizard
Level Proficiency Bonus Features
2st a a
22nd 47 Luucubration
230d a a
24th 7 Ability Score Improvement
Auspicious Prescience
Lucubration
‘Beginning at 22nd level, when you finish a long rest, you can
spend 10 minutes studying (o prepare all of the spells in your
spellbook.
Auspicious Prescience
Bi DSthlevel whencrer you expend a apcll alot to cast ep
of lato devel you quia te aby to cas tht came spel
wiliout expcadiogs opel slot wail you tert Gah a hort or
Jong est.
Vampiric Eldritch Smite
Prerequisites: 21st level Pact ofthe Blade
Once per turn when you hit a creature with your pact weapon,
you can expend a warlock spell slot to deal an extra 1d6 force
damage to the target, plus another 1d6 per level of the spell
slot, and you restore health equal to half the total damage
dealt by the atack. You can't use this feature on a turn when
you use another Eldritch Smite,
1
1
Epic Wizard Spell List
OTH Lever
Create Undead Thrall (necromancy)
Déia wu (aviation)
Deity Drain (enchantment)
Diluvial Torrent (evocation)
Grim Banishment (conjuration)
Living Helballs (evocation)
Manifest Imagination (ilusion)
Omniscience (divination)
Reverspell(abjuration)
Soul Dominion (enchantment)
Terraforrn (transmutation)
Trust illusion)
Wallmaze (evocation)New Spells
‘These spel are intended to be totaly exclusive tothe classes
they're given to, Unless your DM deems otherwise, none of
these spells (nor the 10th-evel spel) can be learned through
features that allow you to earn spells from a class of your
choice, such as the Ritual Caster feat or the bard's Magical
Secrets feature.
Aura of Triage
evel abjuration, Paladin
Casting Tim
Range: Self
Components: V
Duration: 10 minutes
action
When you cast this spell you create a cubic demiplane, 30 feet
in each dimension, that is upholstered with paraphenalia
representing your oath, Creatures within the demipfane
automatically succeed on all saving throws,
Abjuring energy radiates from you in an aura with a 30oot
radius. Until the spell ends, the aura moves with you, centered
fon you. Whenever a friendly creature in the aura including
you) falls unconscious, iis instantly teleported into an
‘unoccupied space on the ground nearest the center of your
ddemiplane. You can also use a bonus action to teleport a
willing creature you can see within the aura to your
demiplane.
‘Until the spell ends, any creature within the demiplane ean
use its bonus action (o teleport back into the unoccupied
space nearest to the point it left. Additionally, when the spell
ends, all creatures within the demiplane are ejected into the
‘unoccupied space nearest tothe point they left
Battle Tank
6th-level conjuration, Artficer
Casting Time:
Range: 30 feet
Components: V
Duration: 8 hours
action
You create a battle tank in an unoccupied space within 30
feet of you. Any creature with proficiency with a vehicle can
drive the tank, and you are always able to drive the tank even
ifyou lack proficiency with vehicles. When the spell ends, the
battle tank vanishes. Your DM might allow you to summon
different batle tanks of your choice with this spell
‘The battle tank is construct. On each of ts turns, itean't
take any action unless you use your bonus action to remotely
command it to take the Dash or Dodge action, or one of the
actions presented in its stat block.
Disaster Defenses
7ib-level abjuration, Ranger
Casting Tim
Range: 1 mile
Components: V, S, M (an ie root worth 500gp)
Duration: 10 days.
Al structures within range become magically secured against
natural disaster, gaining the following benefits for the
duration,
minute
Battle Tank
Huge construct, unaligned.
‘Armor Css 21
HitPoints 200
Speed 50 ft, fly 10 fe
STR DEX. CON_INT_ WIS CHA
18 (+4) 18 (44) 234-7) 0 0 0
‘Saving Throws Dexterity +10, Constitution +12
Damage Resistances Bludgeoning, piercing, and
slashing from nonmagical weapons
Damage Immunities Fire, poison, psychic
Condition Immunities Blinded, charmed, deafened,
exhausted, frightened, paralyzed, poisoned,
stunned.
Languages Understands commands given in any
language.
Vehicular Construction. The battle tank's movernent is
reduced to O when it falls prone, and righting it
requires a creature to use its action to succeed on
DC 20 Strength check. Additionally, when the
tank is reduced to © hit points, its immediately
destroyed. Any creatures within the tank when it
destroyed are ejected into a random unoccupied
space closest to it
Intemal Compartment. An internal compartment
within the tank can fit up to 8 Medium creatures
inside it, and a shimmering magical field provides
the creatures inside with three-quarters cover
from creatures outside the tank
‘Tank Treads. The battle tank ignores difficult terrain,
Actions (requires your bonus
action
“Tank Shell Ranged Weapon Attack: +17 to hit, ange
120/360, one target. Hit: 210 piercing damage
+2410 lightning damage.
Run Down. The tank moves 30 feet along the ground
ina direction of your choice. Ifit hits any creatures
during this movernent, it can travel through their
spaces, Fach creature hit in this way must succeed
fon a DC 20 Dexterity saving throw or take 3410
Bludgeoning damage and fall prone
"7‘The structures are filled with fresh air thst constantly
replenishes, and their interior is temperate and dry,
‘+ Water, mud, ash, and other debris can't enter the building
tunless itis being worn or carried
‘+The structures are immune to acid, bludgeoning, and fre
damage, and to all damage from spells.
Casting this spel in the same spot once every 10 days for a
year makes the effect permanent, with the material
‘components being consumed on the final casting,
Entangling Ammunition
6th-level conjuration, Ranger
Casting Time: 1 action
Range: Self
Components: V, S, M (an iy root)
Duration: $ hours
You enrobe yourself in conjuration magic, allowing you to
generate ammunition.
For the duration, you can use your action to conjure an
enchanted piece of entangling ammunition in your free hand
You choose the type of ammunition that is conjured It you
conjure a second piece of entangling ammunition, the first
piece immediately vanishes.
When this magical ammunition is used in a ranged weapon
attack, it deals an additional 446 damage on a hit.
Hit or miss, the ammunition transforms into a writhing
‘mass of ensnaring vines. Creatures within 10 feet of the
attack's target must make a Dexterity saving throw, taking 4d6
slashing damage on a failed save, or halfas much on 2
success, Each creature that fails the saving throw also
becomes restrained by the vines. A creature restrained in this,
‘way can use its action to make a Strength saving throw,
freeing itself on a success. Each restrained creature is also
freed after 1 minute, o ifthe ammunition vanishes
Meteoric Smite
b6th-level evocation, Paladin
Casting Time: 1 bonus action
Range: Seif
Components: V
Duration: Concentration, up to 1 minute.
You strike your target with a rocketing blow that has the force
ofa meteor, sending them fying.
‘The next time you hit a ereature with a weapon attack.
Defore this spell ends, the attack deals an extra 746 fire
damage tothe creature, and you hurl the target up to 30 feet
ina straight line in any direction.
Ifthe target collides with a creature or object during this
movement, its travel ends in a meteoric impact, and each
creature within 10 feet of the target must succeed on a
Dexterity saving throw or take 346 thunder damage and fall
prone. Each object within the radius takes also takes this
damage.10th-Level Spells
Adaptable Plague
10th-evel neeromaney, Druid Warlock
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Until dispelled
You create a spreading and uncontrollable sickness. Choose a
creature within range. The target becomes infected with a
adaptable plague: a disease of your own design.
While a creature affected by this plague remains alive, each
other creature that spends 8 hours or more within 30 feet of it
‘must succeed on a DC 10 Constitution saving throw or
become affected by the adaptable plague too.
You grant the adaptable plague up to three symptoms of
‘your choice. You can choose these symptoms from the
‘eamples given below. At the DM's option, you may also be able
choose from alternative disease symptoms. The symptoms
cend ifthe disease is cured
* Choose one ability score, The target has disadvantage on
ability checks and saving throws made with that ability
‘© The target must make « Constitution saving throw at the
start of each ofits turns It fails, it wastes its next action
doing nothing,
‘+The target takes 1 poison damage each day at midnight,
and it eant restore hit points by any means.
‘The target's movement is halved.
The target has disadvantage on attack rolls.
Curing the disease takes no less than 1 day.
‘A target killed by the plague is raised as a zombie that
remains affected by the plague, and loses all personality,
memories, and intellect.
When you create this disease, you can also choose any
number of ereature types to be immune to the disease (such
as celestials or humanoids)
Casting this spell again makes any other adaptable plagues
‘you have created vanish, curing each of their targets.
Conjure Dragon or Giant
10th feel conjuration, Druid
Casting Time: I action
Range: 150 fect
Components: V,S
Duration: Concentration, up to 10 minutes,
‘You summon a fey spirit that takes the form of a dragon or
giant of your choice of challenge rating 10 or lower, such a8 a
‘young red dragon, a young gold dragon, a cloud giant, or a
fire giant. It pears in an unoccupied space that you can sce
within range. The creature disappears when it drops to O hit
points or when the spell ends,
‘The creature is friendly to you and your companions for the
duration. Roll initiative for the ereature, which has its own
tums. It obeys aay verbal commands that you issue to it (a0
action required by you) Ifyou don't issue any commands to
the creature, it defends iteelf from hostile creatures but
otherwise takes no actions,
‘The DM has the creature's statistics.
Contingent Resurrection
10th:Jevel neeromancy, Cleric
Casting Time: § hours
Range: Touch
Components: V, S, M (a sprinkle of holy water and diamonds
‘worth atleast 25,000 gp, which the spell consumes)
Duration: Until dispelled
You touch a creature, and it is marked with a permanent
ward against death. I'the creature dies while this mark.
persists all traces ofits body vanishes instantly, after 1 hour,
if the targets souls free and willing, the creature is restored.
to life with all its hit points, and the spell ends,
‘The spell neutralises any poison, cures all diseases and
courses, and reduces the target's age by 10 years. The spell
provides a completely new body, which appears in an
unoccupied space ofthe targets choice within 1 mile of the
point at which it died
Create Undead Thrall
10th-level conjuration, Warlock, Wizard
Casting Time: 1 hour
Range: Touch
Components: V, S, M (black opal worth 1,500 gp, and a
special component that varies according to the spell version
‘you chose, which the spell consumes)
Duration: Instantaneous
You touch the components and permanently raise them as an
undead servant, obeying your commands to the best of their
ability Additionally, ifthe undead you raise has a spelleasting
feature, it recovers its expended spell slots whenever i
finishes along rest. You can communicate telepathically with
any creature you have raised with this spell while they are on
your current plane of existence. The undead you raise act
freely, unless you take control of them.
Each casting ereates a "group" of several undead You can
raise additional groups of undead with multiple castings of
this spell Only one group can be forced to obey your
command ata time,
Whenever you finish a short or long rest after casting this
spell. you can choase to take control of one of your groups.
Each undead member of the group is forced to follow all of
‘your commands to the best ofits ability. This effect lasts until
‘you take control of a different group.
You choose which group of creatures you raise from the
‘options below, and the group you choose determines the
umber of creatures you can raise with a single casting ofthis
spell as well a its special component.
‘Bone Naga. You can raise 2 bone nagas with a single
casting, The material component for this spel is the skeletal
remains of a naga, one for each bone naga created
Crawling Claw. You can raise up to 20 crawling claws with
‘single casting. The material component for this spell i the
disembodied hand of a murderer, one for each craving claw
created.2
Flameskull, You can raise 2 fameskulls with a single
casting. The material component for this spell is the skull of
dead wizard one for each flameskull created
Ghast/Ghoul/Skeleton You can raise 8 ghasts, ghouls,
skeletons, minotaur skeletons, or warhorse skeletons with @
single casting, in any combination, The material component
{for this spell is a corpse of the same general body shape as the
creature you choose, one for each creature created.
Mummy You can raise 4 mummies with a single casting.
‘The material component for this spell isa mummified
humanoid corpse, one for each mummy created
Deity Drain
10th-evel enchantment, Ceri, Warlock, Wizard
Casting Time: 72 hours
Range! Unlimited
Components: V, S, M (an ornate deed bearing the targets
true name, worth at least 25,000 gp)
Duration: Concentration, up to 1 minkte
You speak a being’s name at the start ofthis spell's casting.
When the casting ends, you attempt to fracture the being’s|
power to a point at which it ean be slain, The target must
‘make a Charisma check against your Spell Save DC. On a
failed check, all spells affecting the target end itis teleported
{nto an unoccupied space of your choice within 10 feet of you,
and it becomes leashed by three shimmering chains which
bind itn place for the duration,
‘The chains are magical constructions of force, and have an
AC of 20 and 100 inp. While they persist, the being can't
teleport, use portals, or use planar travel, and ifit dies, its
permanently destroyed, with its essence being completely
erased from the universe, and no eresture can revive it by any
‘means for the next century. The DM determines the being’s
statistics. A demigod often has 2 CR of 26 or higher, and a god
fs unlikely to have a CR any lower than 30, nor an AC any
lower than 25.
‘This spells casting time will naturally require you to forego
sleep for 3 days. Your DM may require you to sufer levels of
exhaustion to cast this spell
Dé§a Vu
10th-evel divination, Bard Sorcerer, Wizard
Casting Time: 1 action
Components: V. 5, M (agate dust with at
5,000 gp, which the spell consumes)
Range: 10 feet
Duration: Instantaneous
tal value of at least
‘This spell targets you and up to ten other willing creatures
within range, You transmit the souls those targets of back
through time to a point between 100 days and 100 years in
the past, arriving within their own bodies. Each target arrives
with a strong sense of dij vu as they remember important
events that happened in what is now their future. The spel’s
components are fully consumed atthe point in time when you
Each target arrives in the same position, level and physical
condition as they were at the point in time to which they are
transported. The spell doesn transport a target back in time
any further than the date of their 13th bithda
Every event that happened in the original timeline is likely
to happen again in the same way as it originally di, but
random chance is reintroduced if target's actions affect the
event. For example, al dice wil be r-rolled for any combat or
game of chance that the players participate in. The new.
timeline can thus quickly deviate from the original timeline
The original timeline exists only in each target's memory, and
is otherwise erased from existence.
Diluvial Torrent
10th-evel evocation, Cleric, Sorcerer, Wizard
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
The spell instantly creates a 20-0ot radius, 100-fo0t tall,
exlinder of enchanted water, located 200 feet directly above
‘you. The waterfalls tothe ground as part ofthe casting of this
spell
ach creature situated within 100 feet of the cylinder where
itlands must make a Strength saving throw, taking 2046
bludgeoning damage and 20d6 force damage on a failed save,
or halfas much on a success. Each creature damaged in this,
‘way falls prone. Objects and structures within the area take
the same damage,
‘The 62,800 cubic feet of water then continues to spread,
creating a wave of water that fills a radius of up to 1000 feet
on the ground around the point where the water landed The
water cant move uphill from the point at which it landed, and.
fills in crevices, Each creature this wave hits must succeed on,
a Strength saving throw, taking 10d6 bludgeoning damage
and L0d6 force damage on a failed save, or halfas much on a
suceess. Each target that fails the save is also knocked prone
by the force of the water. Objects and structures within the
area take the same damage.
‘The water maintains a depth of atleast 10 feet over the
area it covers. A creature moving through the water must
spend 4 feet of movement for every 1 foot it moves. Creatures
‘within the water immediately begin to suffocate.
When the spell ends, the water vanishes.
Divine Health
10th level transmutation, Cleric
Casting Time: 1 action
Range: Touch
Components: V
Duration: 1 hour
You touch a willing creature, For the duration, you grant it the
divine protective capabilities ofa celestial being.
‘The target gains the following benefits
+ Itisimmune to necrotic, poison, and radiant damage, and
to bludgeoning, slashing, and piercing damage from
rnonmagical attacks.
+ Itisimmune (o the charmed and frightened conditions,
+ When a creature within 30 feet ofthe target fails an attack
rol ability check, or saving throw, it ean use its reaction to
convert the failure into a success,
+ Whenever the target is hit by a critical hit, the attack roll is
instead treated as a normal hit.