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Epic LV Characters

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0% found this document useful (0 votes)
95 views55 pages

Epic LV Characters

Módulo para DND 5e compatible con 2024 sigue las aventuras por encima del lv 20

Uploaded by

Pablo Soto
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • The Artificer
  • The Barbarian
  • The Bard
  • The Blood Hunter
  • The Cleric
  • The Druid
  • The Fighter
  • The Monk
  • The Paladin
  • The Ranger
  • The Sorcerer
  • The Warlock
  • The Wizard
  • Epic-Level Spells
  • 11th-Level Spells
  • 12th-Level Spells
  • Epic-Level Magic Items
  • Deity Power Basics
  • Optional Rules & Abilities

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EPIC-LEVEL CLASS OPTIONS


N o q t r o s S e t t i n g

C o m p a n i o n
Credits.

Design.
Kyle T.M. Pratt

[Link]@[Link]
Editors.
Kyle T.M. Pratt

Play Testers.
James M.

Tessa L.

Anya LaCombe.

Tony H.

Drew M.

Acknowledgements.
DUNGEONS & DRAGONS, D&D, Wizards of the
Coast, Forgotten Realms, the dragon ampersand,
Player’s Handbook, Monster Manual, Dungeon Master’s
Guide, D&D Adventurers League, all other Wizards of
the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and
other countries. All characters and their distinctive
likenesses are property of Wizards of the Coast. This
material is protected under the copyright laws of the
United States of America. Any reproduction or
unauthorized use of the material or artwork contained
herein is prohibited without the express written
permission of Wizards of the Coast.
Table Of Contents
Artificers 3 Sorcerer 25
Barbarians 6 Warlocks 28
Bards 8 Wizards 30
Blood Hunters 10 Epic-Level Spells 32
Clerics 12 10th-Level Spells 33
Druids 14 11th-Level Spells 40
Fighters 16 12th-Level Spells 45
Monks 18 Epic-Level Magic Items 47
Paladins 20 Deity Power Basics 49
Rangers 22 Optional Rules & Abilities 51

PART 1 | Table Of Contents 1


Introductions
t times, a warrior or spell caster will go

A
far beyond the lmits of any normal mortal
creature.
In such cases, these figures rise to the
realm of legends and start achieving power
that could start them on their path to
godhood. Or, perhaps, beyond even that.
From warriors who singlehandedly wield strength
comparable to a natural disasster, to spell casters
capable of reshaping an entire world at their whims.
The full capabilities of such champions will be explored
within this text.
Readers, prepare yourselves for knowledge of the
upper limits of power in the multiverse.
Breakdown
This text will go over what abilities the characters of
each Class will gain with every Epic Level. This will
include Epic Levels for all official Character Classes, as
well as the Blood Hunter.
Within this layout, the Epic Levels are maxed out at
level 32. The idea being that levels 21-30 are the Epic
Level equivalents of the standard 1-20 level progression.
Whereas levels 31-32 are the final pushes of progress a
character can make in improving their abilities before
they are forced by the Over-Deity of their setting to
either accept godhood or be annhilated.
Additionally, there will be bonus material at the end
for what baseline abilities a Dungeon Master should
give a Character who becomes a Demigod, Lesser
Deity, or Greater Deity.
Although intended specifically for the Noqtrus
Homebrew setting, these Epic-Levels can be used for
any setting a Dungeon Master so wishes to incorporate
them into.
Subclass Upgrades
The Epic Levels provided in this text will allow
Characters to Upgrade their Sublass features.
Examples for how this can work will be provided with
every set of Class Epic Levels.
If Dungeon Masters wish to ignore this option, or any
others provided in this text for that matter, please feel
free to do so.
Feats & Epic Boons
In addition to all the other boosts of power provided by
the Epic-Levels in this text, if the DM allows it and the
players wish for it, a character can be awarded an Epic
Boon or a Feat with every Epic Level they gain.

2 PART 2 | Epic Levels


The Artificer
Level 21: Spell-Storing Item Improvement: The level of
Ability Score Increase+a Feat or an Epic Boon. Artificer spells that you can store in items is now 4th
Proficiency Bonus: +7 level. This increases to 5th level spells at level 29.
Level 3 Specialist Feature Improvement Additionally, you can use this feature on two items at
Infusions Known: 14 once now. This increases to three items at once at
Infused Items: 6 level 32. When you try to use this feature after having
The Stat Total Maximum for all abilities becomes stored the maximum number of items with spells,
26. you must choose to end one of the currently active
effects. Lastly, you can now store spells in any items
that can be worn or carried by a medium-sized or
Level 22: smaller creature.
Ability Score Increase+a Feat or an Epic Boon.
Infusions Known: 14 Level 27:
Infused Items: 7 Ability Score Increase+a Feat or an Epic Boon.
Magic Items Lord: You can attune up to 8 Magic Infusions Known: 18
Items at once. If you have the Artificer Master Epic Infused Items: 8
Boon, the amount of Magic Items you can attune to Magic Item Emperor: You can attune up to 10 Magic
becomes 13. Items at once. If you have the Artificer Master Epic
Boon, the amount of Magic Items you can attune to
Level 23: becomes 14.
Ability Score Increase+a Feat or an Epic Boon.
Level 5 Specialist Feature Improvement Level 28:
Infusions Known: 14 Ability Score Increase+a Feat or an Epic Boon.
Infused Items: 7 Level 15 Specialist Feature Improvement.
Infusions Known: 18
Level 24: Infused Items: 8
Ability Score Increase+a Feat or an Epic Boon. The Stat Total Maximum for all abilities becomes
Infusions Known: 16 30.
Infused Items: 7
Spell Casting Improvement: At this level, you gain Level 29:
access to the Wizard Spell list for your prepared Ability Score Increase+a Feat or an Epic Boon.
spells. Any Wizard spells you prepare must be of a Proficiency Bonus: +9
level you have slots for, at a minimum of 6th Level or Infusions Known: 18
higher. Infused Items: 8
Reforge Arcana: You learn the Mending Cantrip, or a
Level 25: different one if you already know it. When you use
Ability Score Increase+a Feat or an Epic Boon. Mending to repair items, it gains the additional
Proficiency Bonus: +8 property of being able to restore the magic to
Level 9 Specialist Feature Improvement. damaged magical items if they have lost their
Infusions Known: 16 enchantment. Additionally, you can now use the
Infused Items: 7 Mending Cantrip to heal injured Constructs for 3d6
+ your Intelligence Modifier.
Level 26:
Ability Score Increase+a Feat or an Epic Boon. Level 30:
Infusions Known: 16 Ability Score Increase+a Feat or an Epic Boon.
Infused Items: 8 Infusions Known: 20
Infused Items: 10
Body Of The Artificer:
•You gain 5 Hit Points to your Hit Point Maximum for
every magic items you are attuned to. These additional
Hit Points decrease by 5 each time one of your
attunements ends.

PART 2 | Epic Levels 3


•Your AC increases by 1 for every 2 magic items that Level 32:
you are attuned to. Ability Score Increase+a Feat or an Epic Boon.
Level 31: Infusions Known: 20
Ability Score Increase+a Feat or an Epic Boon. Infused Items: 10
Infusions Known: 20 Arcane Forge: You gain the ability to craft permanent
Infused Items: 10 magic items. You can spend a day crafting a magic
item. Alternatively, you can choose to forge the
Construct Command: You can target a Construct magic item within the span of an hour, however, if
that you can see and attempt to bring it under your you do, you suffer from two levels of exhaustion
control by striking it with an unarmed strike, but afterwards. In order to craft the item, you must have
instead of using your Strength Modifier, apply your a non-magical base item to channel the magic into,
Spell Casting Attack Bonus to hit. If the attack hits, as well as spend an amount of gold corresponding to
the Construct must pass a Charisma Save equal to the value of the the rarity level of the item you are
your Spell Save DC. On a success, the Construct crafting. If you craft a consumable magic item, like a
takes 3d12 Force Damage and is immune to this potion, you can craft three of that item at once for the
ability for the next 24 hours. If it fails, the Construct price of one.
becomes friendly to you and your allies and follows
any commands you give it afterwards. If the •Common: 5 GP
Construct has an Intelligence Score of 10 or higher, •Uncommon: 20 GP
it can repeat the Saving Throw once every day. You •Rare: 200 GP
can control a total number of Constructs in this way •Very Rare: 2,000 GP
equal to your Intelligence Modifier. •Legendary: 10,000 GP
Half Caster Epic Level Spell Slots
Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th
21st 4 5 3 3 3 2 — — —
22nd 4 6 4 3 3 2 — — —
23rd 4 7 5 4 3 2 — — —
24th 5 At Will 8 6 5 2 1 — —
25th 5 At Will 9 7 6 3 1 — —
26th 5 At Will 10 8 7 4 1 — —
27th 5 At Will 11 9 8 5 1 — —
28th 6 At Will At Will 12 10 9 2 1 —
29th 6 At Will At Will 13 11 10 3 1 —
30th 6 At Will At Will 14 12 11 4 1 —
31th 6 At Will At Will 15 13 12 5 1 —
32nd 7 At Will At Will At Will 16 14 7 2 1

Infinite Casting
With Epic Levels, Spell Casters gain an infinite number of 1st
level spell slots at the 24th level, infinite 2nd level slots at
28th level, and infinite 3rd level slots at 32nd level.

4 PART 2 | Epic Levels


Artificer Sublass Improvents Example
(Artillerist)
Tool Proficiency+. Fortified Position+
At 21st level, your Wood Cutter’s Tool Proficiency By 28th level, You and your allies now have half cover
and/or whatever other Artisan Tool Proficiency you while within 30 feet of a cannon you create with
gained with this feature at 3rd level now become Eldritch Cannon, or three quarters cover while within
Expertise. 10 ft of one.
You can now have four cannons at the same time. You
Artillerist Spells+ can create four with the same action or spell slot, and
Although this feature is counted amongst the ones you can activate all of them with the same bonus action.
imrpoved at level 21, its improvements do not take You determine whether the cannons are identical to one
affect until 24th level another or different. You can’t create a fifth cannon
You gain new spells added to your Artficier Spell list. while you have four.
These spells count as artificer spells for you, but they
don’t count against the number of artificer spells you
prepare.
Artificer Level Artillerist Spells
Artillerist Spells
Artificer Level Artillerist Spells
24th Chain Lightning, Globe Of Invulnerability
28th Delayed Blast Fireball, Symbol
32nd Antimagic Field, Sunburst

Eldritch Cannon+
Also at 21st levl, the canons you make can now appear
within 10 ft of you, can be Large-sized, and deal an
additional 1d8 damage dice for a 2d8 bonus.
In addition, the canon’s AC is now 20 and it has a
number of hit points equal to 10 times your Artificer
level. If it is forced to make an ability check, treat all of
its ability scores as 14(+2). If the Mending Spell is cast
on it, it regains 4d6 hit points, and can last for up to 10
hours if it is not reduced to 0 HP or you dismiss it early
as an action.
When you create the cannon and determine if it has
legs, the you can use now use a Free Action once per
turn to have it move up to 30 ft in any direction. And
when you take a Bonus Action to Activate your cannons,
you can be as far as 120 ft from them
Arcane Firearm+
At 23rd level, the bonus to a Artificer Spell’s damage
roll this ability provides is now 2d8s.
Explosive Cannon+
Starting at 25th level, The cannon’s damage roll bonus
all increase by a total of 4d8 now.
You can now detonate the cannon within 120 feet of it
as a Bonus Action. The explosion it creates now causes
all creatures within 40 feet of it to make a Dexterity
saving throw against your spell save DC, taking 6d8
force damage on a failed save or half as much damage
on a successful one.

PART 2 | Epic Levels 5


The Barbarian
Level 21: Level 28:
Ability Score Increase+a Feat or an Epic Boon. Ability Score Increase+a Feat or an Epic Boon.
Unthinking Rage: Your Rage can now last up to ten Level 14 Primal Path Feature Improvement.
minutes. While Raging, you now also have resistance The Stat Total Maximum for all abilities becomes
to Psychic damage. 30.
Proficiency Bonus: +7
The Stat Total Maximum for all abilities becomes Level 29:
26. Ability Score Increase+a Feat or an Epic Boon.
Proficiency Bonus: +9
Level 22:
Ability Score Increase+a Feat or an Epic Boon. Level 30:
Level 3 Primal Path Feature Improvement. Ability Score Increase+a Feat or an Epic Boon.
Running On Rage: While Raging, you can now take Unbreakable Defense: Whenever you take any
an Action to remove one level of Exhaustion you are damage while Raging, excluding Psychic damage,
experiencing. Once you use this ability, you must the damage dealt is reduced by an amount equal to
finish a Short or Long Rest before you can use it 5+your Constitution Modifier. If the damage dealt to
again. you is reduced to 0 and the attacker attacked you
Rage Damage Enhancement: Your Rage Damage with a non-magical weapon, you can use your
Bonus becomes +5. This becomes +6 at level 27 and reaction to break the foe’s weapon against your body.
+7 at level 31. If the attacker attacked you with a non-magical
unarmed strike, they take an ammount of
Level 23: Bludgeoning damage equal to your Constitution
Ability Score Increase+a Feat or an Epic Boon. Modifier
Feral Pursuit: While Raging, your movement speed
is doubled if you aren’t wearing heavy armor. You Level 31:
also gain a climbing and swimming speed equal to Ability Score Increase+a Feat or an Epic Boon.
your movement speed. Unfathomed Might: If your Strength and and
Constitution Scores are not at 30, increase them by
Level 24: 4 each, to a maximum of 30. If one or both scores is
Ability Score Increase+a Feat or an Epic Boon. alread 30, increase your Dexterity score by 4, to a
Level 6 Primal Primal Path Feature Improvement. maximum of 30. If any Strength or Constitution
Extra Attack Improvement: The number of attacks check you make that has a DC that is less than your
you can make per turn when you take the Attack Strength or Constitution Scores, it is treated as a
Action becomes 3. This improves to 4 at level 28. Critical Success.
Level 25: Level 32:
Ability Score Increase+a Feat or an Epic Boon. Ability Score Increase+a Feat or an Epic Boon.
Brutal Critical Enhancement: The amount of extra Calm Rage: Your Rage has become so easy for you to
Damage Die you roll on a critical hit is now access that it no longer has a limit to how long it
increased by four. This increases to five at level 27 lasts. Your Rage only ends now if you use an Action
and six at level 29. to end it.
Proficiency Bonus: +8
Level 26:
Ability Score Increase+a Feat or an Epic Boon.
Level 10 Primal Path Feature Improvement.
Level 27:
Ability Score Increase+a Feat or an Epic Boon.

6 PART 2 | Epic Levels


Barbarian Subclass Improvement Example
(Berserker)
Frenzy+
At 22nd level, if you choose to go into a frenzied rage,
for the duration of your rage you can make two
additional melee weapon attacks whenever you take the
Attack action on each of your turns after this one.
Additionally, when your rage ends, you no longer suffer
a level of exhaustion.
Mindless Rage+
Beginning at 24th level, if you are Raging, you can use a
Bonus Action to let out a roar, and all friendly creatures
within 30ft of your who are Charmed or Frightened are
cured from the condition and gain immunity from being
Charmed or Frightened for the next 10 minutes.
Intimidating Presence+
Beginning at 26th level, this ability can now be activated
with your Action or your Bonus Action. When you do so,
choose any creatures that you can see within 60 feet of
you. If the creature can see or hear you, it must succeed
on a Wisdom saving throw (DC equal to 8 + your
proficiency bonus + your Charisma modifier) or be
frightened of you for 1 minute. On subsequent turns, an
Frightened Target can attempt to repeat the Saving
Throw and end the effect early. This effect ends early if
the creature ends its turn more than 120 feet away from
you.
If the creature succeeds on its saving throw, you can’t
use this feature on that creature again for 24 hours.
Retaliation+
Starting at 28th level, when you take damage from a
creature that is within 5 feet of you, you can make a
melee weapon attack against that creature as a Free
Action.

PART 2 | Epic Levels 7


The Bard
Level 21: Level 27:
Ability Score Increase+a Feat or an Epic Boon. Ability Score Increase+a Feat or an Epic Boon.
Bardic Inspiration Enhancement: Your Bardic Level 14 Bard College Feature Improvement
Inspiration die are now d20s. Creatures you give the Spells Known: 28
Inspiration Die to can now hold onto the Inspiration
for an hour.
Song Of Rest Enhancement: Your Song Of Rest die Level 28:
are now d20s. Ability Score Increase+a Feat or an Epic Boon.
Proficiency Bonus: +7 Master Of All: You gain Proficiency with any skills
Spells Known: 24 that you lacked proficiency with prior to obtaining
The Stat Total Maximum for all abilities becomes this ability.
26. Spells Known: 29
The Stat Total Maximum for all abilities becomes
Level 22: 30.
Ability Score Increase+a Feat or an Epic Boon.
Level 3 Bard College Feature Improvement Level 29:
Expertise Enhancement: Choose another two skills Ability Score Increase+a Feat or an Epic Boon.
to gain expertise with. Keep It Going: You can now triple the duration of
Spells Known: 24 any spell you know that requires concentration.
Magical Secrets: Learn two additional spell from any
Level 23: Class at a level you have spell slots for.
Ability Score Increase+a Feat or an Epic Boon. Proficiency +9
Countercharm Enhancement: You can now use your Spells Known: 31
Countercharm Trait as a Reaction and the ability
now has a radius of 60 feet. Level 30:
Spells Known: 24 Ability Score Increase+a Feat or an Epic Boon.
Master Of Inspiration: Whenever you use your
Level 24: Bardic Inspiration, you can now select a number of
Ability Score Increase+a Feat or an Epic Boon. targets equal to your Charisma Modifier to gain an
Level 6 Bard College Feature Improvement. Inspiration. Alternatively, if you choose to only target
Spells Known: 25 one creature, you can chose to give them two
Inspiration Die instead of one. The creature can then
Level 25: chose to use both die for a single role that they make
Ability Score Increase+a Feat or an Epic Boon. while they have them.
Magical Secrets: Learn two additional spells from Spells Known: 32
any Class at a level you have spell slots for. Level 31:
Proficiency Bonus: +8
Spells Known: 27 Ability Score Increase+a Feat or an Epic Boon.
Lord Of Persuasion: If you roll an 18 or lower on any
Level 26: Charisma (Persuasion) Checks or Charisma Saving
Ability Score Increase+a Feat or an Epic Boon. Throws that roll is treated as a 19.
Invigorating March: Using an Action, you can begin a Spells Known: 33
performance. By spending your Bonus Action each Level 32:
turn, you can continue this performance for 5
minutes. Each creature of your choice that can hear Ability Score Increase+a Feat or an Epic Boon.
or see you within 100 feet of you is healed for Magical Secrets: Learn two additional spell from any
2d6+your Charisma Modifier at the start of their Class at a level you have spell slots for.
turn. Once you use this trait, you cannot use it again Spells Known: 36
until you finish a Short Rest or Long Rest.
Spells Known: 27

8 PART 2 | Epic Levels


Bard Subclass Improvement Example (Lore)
Bonus Proficiencies+ immune to being charmed.
At 22nd level, you can select 3 Skills you have Additional Magical Secrets+
proficiency with and turn them into Expertise. At 24th level, learn two more additional spells, as if with
Cutting Words+ the Magical Secrets ability.
At 22nd level, the range of this ability becomes 120 ft Peerless Skill+
and using this ability against another creature’s attack Starting at 27th level, you can choose to expend 5 of
roll or ability check becomes a natural 1, and a damage your Bardic inspiration Dice to automatically roll a
roll is automatically reduced to 0 damage. Natural 20 on an ability check you roll.
You can now target creatures even if they can’t hear
you, but they still are unaffected if the creature is
Full Caster Epic Level Spell Slots
Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12
21st 4 5 4 3 3 3 2 2 1 1 — — —
22nd 4 6 5 4 3 3 2 2 1 1 — — —
23rd 4 7 6 5 4 3 2 2 1 1 — — —
24th 5 At Will 8 7 6 5 3 3 2 2 1 — —
25th 5 At Will 9 8 7 6 5 3 2 2 1 — —
26th 5 At Will 10 9 8 7 6 4 2 2 1 — —
27th 5 At Will 11 10 9 8 7 5 3 2 1 — —
28th 6 At Will At Will 12 11 10 9 8 6 3 1 1 —
29th 6 At Will At Will 13 12 11 10 9 7 3 1 1 —
30th 6 At Will At Will 14 13 12 11 10 8 3 1 1 —
31st 6 At Will At Will 15 14 13 12 11 9 3 1 1 —
32nd 7 At Will At Will At Will 17 16 15 14 11 4 2 1 1

Infinite and Epic Casting


With Epic Levels, Spell Casters gain an infinite number of 1st
level spell slots at the 24th level, infinite 2nd level slots at
28th level, and infinite 3rd level slots at 32nd level.
Any Class considered a full Caster will gain access to 10th
level spells and slots at 24th level, 11th level spells and slots
at 28th level, and 12th level spells and slots at 32nd level.
Learning new spells of these levels functions the same as
learning spells of any other for every Class with access to
them.

PART 2 | Epic Levels 9


The Blood Hunter
Level 21: Level 29:
Ability Score Increase. Ability Score Increase.
Level 3 Order Features Improvement. Proficiency Bonus: +9
Proficiency Bonus becomes +7 Level 18 Order Features Improved.
Blood Curses Known: 5 Hemocraft Die: 1d20
The Stat Total Maximum for all abilities becomes
26. Level 30:
Ability Score Increase.
Level 22: Withering Rite: Whenever you deal Rite Damage
Ability Score Increase. with an attack, you can choose to take 2 points of
Dark Augmentation Enhancement: Your movement that Rite’s damage type at the same time. In
speed now increases by 10 instead of 5, and you gain exchange, for that attack, you may roll an additional
a swimming and climbing speed equal to your Hemocraft Die to add to the damage.
movement speed. Your Wisdom and Charisma Blood Curses Known: 8
Saving Throws now gain a bonus equal to your
Intelligence Modifier. Level 31:
Chose an additional Esoteric Rite to learn Ability Score Increase.
Blood Curses Known: 6 Brand Of Crippling: When you afflict a creature with
your Brand Of Castigation, you can subject the target
Level 23: to a Constitution Saving Throw. On a failure, the
Ability Score Increase. target takes 8d6 psychic damage and is Paralyzed
Level 7 Order Features Improved. for 1 hour. On a success, the target takes 4d6
Hemocraft Die: 1d12 psychic damage and is immune to this effect for the
next 24 hours.
Level 24:
Ability Score Increase. Level 32:
Extra Attack Improvement: The number of attacks Ability Score Increase.
you can make per turn when you take the Attack Master Of Curses: Choose three of your known
Action becomes 3. This improves to 4 at level 28. Blood Curses. They now always function as if
amplified without you having to lose any hit points.
Level 25:
Ability Score Increase.
Proficiency Bonus: +8
Level 11 Order Features Improved.
Level 26:
Ability Score Increase.
Darkness Beyond Control: You are immune to being
Charmed or Frightened.
Blood Curses Known: 7
Level 27:
Ability Score Increase.
Level 15 Order Features Improved.
Level 28:
Ability Score Increase.
The Stat Total Maximum for all abilities becomes
30.

10 PART 2 | Epic Levels


Blood Hunter Subclass Improvement
Example(Lycan)
Heightened Senses+ in addition to advantage on attack rolls against a
At 21st level, in addition to advantage on Wisdom creature branded by you, you now score critical hits
(Perception) checks that rely on hearing or smell, you against them on a roll of 19 or 20.
have Expertise on such checks as well. Hybrid Transformation Mastery+
Hybrid Transformation At 29th level, your Hybrid form now only ends if you die
At 21st level, While you are transformed, the following or you choose to end it.
features gain these improvements: Also, any creature branded by you has disadvantage
on its Wisdom Saving Throw against Blood Curse of the
Feral Might+: Your bonus damage to melee strikes Howl.
becomes +4. This increases to +5 at level 29
Resilient Hide+: Your resistance to bludgeoning,
piercing, and slashing damage now applies to
magical attacks as well, so long as they are not made
with silvered weapons. Additionally, your bonus to
AC while not wearing heavy armor becomes +2.
Predatory Strikes+: You can apply an individual
Crimson Rite to two of your limbs you use for
Unarmed Strikes. The damage your transformed
Unarmed Strikes deal are now 1d10. This increases
to 1d12 at level 25. Additionally, when you use the
Attack action to make an unarmed strike, you can
make two additional Unarmed Strikes as a bonus
action.
Bloodlust+. The Wisdom Saving Throw for this
feature is now DC 7.
Stalker’s Prowess
At 23rd level, this feature’s speed bonus becomes 20
feet, your long jump bonus becomes 20 ft, and your high
jump bonus becomes 10 ft.
Improved Predatory Strikes+: Your bonus to your
Unarmed Strike attack rolls becomes +4 and
increases to +5 at level 29.
Advanced Transformation
At level 25, your Lycan Regeneration Improves as
follows.
Lycan Regeneration+: The regeneration now
functions regardless of if you are in your Lycan form.
You now regenerate 1 + your Constitution Modifier
at the start of every round up to your Hit Point
maximum. This regeneration becomes 2 + twice
your Constitution Modifier if you have less than half
your Hit Point maximum. Neither type of
regeneration functions if you do not have at least 1
hit point remaining.
Brand of the Voracious+
Starting at 27th level, you have gained perfect control of
your hybrid form and no longer need to make Bloodlust
Saving Throws. In addition, while in your hybrid form,
PART 2 | Epic Levels 11
The Cleric
Level 21: Level 30:
Ability Score Increase. Ability Score Increase.
Level 1 & 2 Divine Domain Features Impprovement. Annihilate Undead: The radius of any of your
Proficiency Bonus: +7. Channel Divinity abilities that have a radius becomes
The Stat Total Maximum for all abilities becomes 120 feet. In addition, all undead, regardless of CR,
26. that fail their Saving Throw against your Turn
Undead Channel Divinity will now take 4d6 Radiant
Level 22: Damage if they are not destroyed outright, or half as
Ability Score Increase. much on a successful saving throw.
Destroy Undead Improvement: The upper CR of
Undead that can be destroyed with Destroy Undead Level 31:
becomes CR 5. This increases to CR 6 at level 24, Ability Score Increase.
CR 7 at level 27, and CR 8 at level 32. Heavens At Your Beckoning: You can now use your
Devine Intervention Feature once every Short Rest
Level 23: or Long Rest. In addition, if you are in combat, your
Ability Score Increase. Deity will always send 1 Deva to aid you in addition
Level 6 Divine Domain Features Impprovement. to whatever you are asking of them unless
specifically asked not to do so. These Devas remain
Level 24: until combat ends or until they are reduced to 0 Hit
Ability Score Increase. Points. They then return to their Deity’s realm.

Level 25: Level 32:


Ability Score Increase. Ability Score Increase.
Favored Disciple: You can now use your Divine
Intervention feature once every Long Rest,
regardless of the level of intervention your Deity
provided.
Proficiency Bonus: +8
Level 26:
Ability Score Increase.
Level 8 Divine Domain Features Impprovement.
Level 27:
Ability Score Increase.
Level 28:
Ability Score Increase.
The Stat Total Maximum for all abilities becomes
30.
Level 29:
Ability Score Increase.
Proficiency Bonus: +9
Level 17 Divine Domain Features Impprovement.

12 PART 2 | Epic Levels


Cleric Subclass Improvement Example(Life
Domain)
Life Domain Spells+ Channel Divinity: Preserve Life+
Life Domain Spells The amount you can heal with this ability is now ten
times your Cleric Level, its range is 60 ft, and you can
Cleric Level Life Domain Spells
use it to heal a target up to three-quarters of their Hit
24th
28th
Contingency, Heal
Regenerate, Ressurection
Point maximum.
32nd Clone, Holy Aura Blessed Healer+:
Bonus Proficiency+:
At 23rd level, the amount of Hit Points you heal yourself
At 21st level, in addition to proficiency with Heavy for with this ability is now 5 + twice the spell’s level.
Armor, you gain a +1 bonus to your AC if you are Divine Strike+:
wearing Heavy Armor. At level 26, the bonus damage of this ability becomes
Disciple of Life+: 4d8 radiant.
Also starting at 21st level, the bonus to healing this Supreme Healing+:
feature grants to spells of 1st level or higher is now At 29th level, when you would normally roll one or more
equal to 5 + twice the spell’s level. dice to restore hit points with a spell, you instead use
twice the highest number possible for each die. For
example, instead of restoring 2d6 hit points to a
creature, you restore 24.
Full Caster Epic Level Spell Slots
Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12
21st 4 5 4 3 3 3 2 2 1 1 — — —
22nd 4 6 5 4 3 3 2 2 1 1 — — —
23rd 4 7 6 5 4 3 2 2 1 1 — — —
24th 5 At Will 8 7 6 5 3 3 2 2 1 — —
25th 5 At Will 9 8 7 6 5 3 2 2 1 — —
26th 5 At Will 10 9 8 7 6 4 2 2 1 — —
27th 5 At Will 11 10 9 8 7 5 3 2 1 — —
28th 6 At Will At Will 12 11 10 9 8 6 3 1 1 —
29th 6 At Will At Will 13 12 11 10 9 7 3 1 1 —
30th 6 At Will At Will 14 13 12 11 10 8 3 1 1 —
31st 6 At Will At Will 15 14 13 12 11 9 3 1 1 —
32nd 7 At Will At Will At Will 17 16 15 14 11 4 2 1 1

Infinite and Epic Casting


With Epic Levels, Spell Casters gain an infinite number of 1st
level spell slots at the 24th level, infinite 2nd level slots at
28th level, and infinite 3rd level slots at 32nd level.
Any Class considered a full Caster will gain access to 10th
level spells and slots at 24th level, 11th level spells and slots
at 28th level, and 12th level spells and slots at 32nd level.
Learning new spells of these levels functions the same as
learning spells of any other for every Class with access to
them.

PART 2 | Epic Levels 13


The Druid
Level 21: Level 30:
Ability Score Increase. Ability Score Increase.
Level 2 Circle Features Improvement. Primordial Defenses: You become one with the
Proficiency Bonus: +7. primordial forces of the natural world. You gain
The Stat Total Maximum for all abilities becomes resistance to Cold, Fire, Lightning, and Thunder
26. damage if you do not already have them. You keep
these resistances even when Wild Shaped
Level 22:
Ability Score Increase. Level 31:
Wild Shape Enhancement: The CR of Beast you can Ability Score Increase.
become through Wild Shape is now 2 or lower. This Nature’s Wrath: As an Action, you can emit an aura
increases to 3 at level 24, 4 at level 28, and 6 at level with a radius of 120 feet centered on you. All plants
32. In addition, you gain the ability to use your Wild and beasts within that radius when you first activate
Shape feature to transform into any Plant Creature it come under the effect of an Awaken spell. The
you have seen which has a CR that matches the affected creatures gain a bonus to their AC, Attack
criteria of the Wild Shape Feature. Any plant you Rolls, and Damage rolls equal to your Wisdom
transform into becomes an Awakened variant, such Modifier. These creatures also gain a bonus to their
as becoming an Awakened Tree. Hit Points equal to your Wisdom Score.
Level 23: Level 32:
Ability Score Increase. Ability Score Increase.
Level 6 Circle Features Improvement. One With Nature: You no longer age and cannot be
aged magically. In addition, you can move through
Level 24: any natural, unprocessed material to another spot of
Ability Score Increase. the same material, such as through stone, as if by
means of the Tree Stride spell but affecting that
Level 25: material specifically. Finally, you can cast the
Control Weather spell at will.
Ability Score Increase.
Level 10 Circle Features Improvement.
Proficiency Bonus: +8
Level 26:
Ability Score Increase.
Level 27:
Ability Score Increase.
Level 14 Circle Features Improvement.
Level 28:
Ability Score Increase.
The Stat Total Maximum for all abilities becomes
30.
Level 29:
Ability Score Increase.
Proficiency Bonus: +9.
Timeless Body Enhancement: For every 100 years
that passes, your body only ages 1 year.

14 PART 2 | Epic Levels


Druid Subclass Improvement Example(Circle
Of The Moon)
Combat Wild Shape+: Primal Strike+:
At 21st level, the amount you can heal while Wild At 23rd level, your attacks in beast form gain a bonus to
Shaped is now equal to 3d8 Hit Points per level of the the attack rolls and damage rolls equal to your Wisdom
spell slot expended. Additionally Your Wild SHape Modifier.
forms now increase their Hit Point Maximum by an
ammount equal to your total Druid Levels. Elemental Wild Shape+:
At 25th level, you now only need to expend one uses of
Circle Forms+: Wild Shape for this feature. In addition to the prior
At 21st level, the Challenge Rating of Beasts you can transformations provided by this feature, you can now
become are now equal to half your Druid Level. also transform into an Air Myrmidon, Earth Myrmidon,
Fire Myrmidon, or a Water Myrmidon.
Thousand Forms+:
At 27th level, in addition to being able to cast the Alter
Self spell at will, you can also cast the Polymorph spell
at will. Any form you assume while using the Polymorph
spell is now counted as a Wild Shape for the purposes
of receiving the benefits of this Circle.
Full Caster Epic Level Spell Slots
Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12
21st 4 5 4 3 3 3 2 2 1 1 — — —
22nd 4 6 5 4 3 3 2 2 1 1 — — —
23rd 4 7 6 5 4 3 2 2 1 1 — — —
24th 5 At Will 8 7 6 5 3 3 2 2 1 — —
25th 5 At Will 9 8 7 6 5 3 2 2 1 — —
26th 5 At Will 10 9 8 7 6 4 2 2 1 — —
27th 5 At Will 11 10 9 8 7 5 3 2 1 — —
28th 6 At Will At Will 12 11 10 9 8 6 3 1 1 —
29th 6 At Will At Will 13 12 11 10 9 7 3 1 1 —
30th 6 At Will At Will 14 13 12 11 10 8 3 1 1 —
31st 6 At Will At Will 15 14 13 12 11 9 3 1 1 —
32nd 7 At Will At Will At Will 17 16 15 14 11 4 2 1 1

Infinite and Epic Casting


With Epic Levels, Spell Casters gain an infinite number of 1st
level spell slots at the 24th level, infinite 2nd level slots at
28th level, and infinite 3rd level slots at 32nd level.
Any Class considered a full Caster will gain access to 10th
level spells and slots at 24th level, 11th level spells and slots
at 28th level, and 12th level spells and slots at 32nd level.
Learning new spells of these levels functions the same as
learning spells of any other for every Class with access to
them.

PART 2 | Epic Levels 15


The Fighter
Level 21: Level 29:
Ability Score Increase. Ability Score Increase.
Second Wind Improvement: When you use the Truly Indomitable: When you fail a Saving Throw,
Second Wind ability, you now regain 1d20+your you can instead choose to pass and suffer no effects
Fighter levels in Hit Points. You can now use this from what was targeting you. Once you use this
feature 2 times before you must take a rest. ability, you must finish a Long Rest before you can
Level 3 Martial Archetype Feature Imrpvement. use it again.
Proficiency Bonus: +7 Proficiency Bonus: +9
The Stat Total Maximum for all abilities becomes
26. Level 30:
Ability Score Increase.
Level 22: Level 17 Martial Archetype Feature Imrpvement.
Ability Score Increase.
Indomitable Improvement: You can now use Level 31:
Indomitable 4 times per Long Rest. This becomes 5 Ability Score Increase+a Feat or an Epic Boon.
times at level 26, and 6 at level 29. Read Your Foe: Your skill is so sharp that you can
tell what your opponents are going to do before even
Level 23: they do. The first attack roll or spell attack roll a
Ability Score Increase. creature uses against you on their turn has
Level 7 Martial Archetype Feature Imrpvement. disadvantage. If the creature in question already has
disadvantage on this roll, they must then pass a
Level 24: Dexterity Saving Throw equal to 8+your
Ability Score Increase. Proficiency+your Strength Modifier before rolling to
Extra Attack Improvement: The number of attacks hit you. If they fail, then their attack automatically
you can make when you take the Attack Action misses you. If they fail by 10 or more, the attack or
becomes 5. This improves to 6 at level 28, and 7 at spell attack is treated as a critical failure.
level 32.
Level 32:
Level 25: Ability Score Increase+a Feat or an Epic Boon.
Ability Score Increase. Godly Technique: Once Per turn, you can make a
Action Surge Improvement: You can now use the target, that you land a hit against with a weapon you
Action Surge Ability 3 times before having to take a are wielding vulnerable to that weapon’s damage
short or long rest. This becomes 4 times at level 30. type until the start of your next turn. This ignores
Proficiency Bonus: +8 resistances or immunities as well, treating both
conditions as vulnerability too.
Level 26:
Ability Score Increase.
Level 10 Martial Archetype Feature Imrpvement.
Level 27:
Ability Score Increase.
Second Wind Mastery: Whenever you use the
Second Wind ability, you now regain 2d20+your
Fighter levels in Hit Points. You can use this ability 3
times before you must take a rest.
Level 28:
Ability Score Increase.
Level 15 Martial Archetype Feature Imrpvement.
The Stat Total Maximum for all abilities becomes
30.

16 PART 2 | Epic Levels


Fighter Subclass Improvement
Example(Champion)
Improved Critical+
At 21st level, your weapon attacks score a critical hit on
a roll of 17-20.
Remarkable Athlete+
At 23rd level, you can now add your full proficiency
bonus to any Strength, Dexterity, or Constitution check
you make that doesn’t already use your proficiency
bonus. In addition, any Strength, Dexterity, or
Constitution check you make that does already benefit
from your Proficiency Bonus now has Expertise.
In addition, the bonus to jumping distances is now
equal to your Strength Score instead of your Strength
Modifier.
Additional Fighting Style+
At 26th level, you can choose an additional two options
from the Fighting Style class feature, for a total of four.
Superior Critical+
At 28th level, your weapon attacks score a critical hit on
a roll of 16-20.
Survivor+
At 30th level, At the start of each of your turns, you
regain hit points equal to 5 + your Constitution modifier
up to your hit point maximum. If you have no more than
half of your hit points left, you instead regain 10 + twice
your Constitution Modifier. You don’t gain this benefit if
you don’t have at least 1 hit point.

PART 2 | Epic Levels 17


The Monk
Level 21: Level 26:
Ability Score Increase. Ability Score Increase.
Ki Pool Enhancement: Your Ki total becomes 21 and Level 11 Monastic Tradition Features Improvement.
increases by 1 with each Monk level you gain going
forward. Level 27:
Perfect Movement: You can move along walls and Ability Score Increase.
ceilings without falling, as if under the effect of the Aura of Understanding: You can use your Action to
Spider-Climb Spell. You can move along liquid spend 3 Kie Points and cause all creatures within 30
surfaces as if under the effect of the Water Walk ft of you to gain the Tongue Of The Sun And Moon
spell. Your movement speed bonus increases to +35 ability for 1 hr.
ft. This increases to 45 ft at level 27, and 60 ft at
level 32. Level 28:
Proficiency Bonus: +7. Ability Score Increase.
The Stat Total Maximum for all abilities becomes Empty Body Improvement: You gain immunity to the
26. Paralysis, Blinded, and Deafened conditions while
Level 22: invisible under this ability’s power.
Ability Score Increase. The Stat Total Maximum for all abilities becomes
Level 3 Monastic Tradition Features Improvement. 30.
Level 23: Level 29:
Ability Score Increase. Ability Score Increase.
Perfect Defense: The amount of damage that the Level 17 Monastic Tradition Features Improvement.
Deflect Missiles ability reduces is now your Martial Proficiency Bonus: +9
Arts Die + your total Monk Levels + twice your Level 30:
Wisdom Modifier. You can also now deflect the Ability Score Increase.
damage from ranged spell attacks as well, but you Stunning Strike Improvement: Whenever you use
cannot throw them back as you could a ranged
projectile. If reduced to 0 damage, a spell will simply Stunning Strike, if you strike a creature that has
disperse. already failed a saving throw against your Stunning
Martial Arts Die: At this level, your Martial Arts dice Strike, they must roll the saving throw again, each
becomes 1d12. This improves to 2d12 at level 28 time you hit them. Afterward, the effect is extended
and 3d12 at level 32. by a number of turns equal to the amount of failed
Saving Throws. For example, if you hit a single
Level 24: Creature with three Stunning Strikes in one turn,
Ability Score Increase. then they will be Stunned for three turns instead of
Extra Attack Improvement: The number of attacks one.
you can make per turn when you take the Attack Level 31:
Action becomes 3. This improves to 4 at level 28 and Ability Score Increase.
5 at level 32. Endless Soul: At the start of each of your turns in
Extra Flury: The amount of Unarmed Strikes that combat, if you have less than half your maximum
you can make with Flurry Of Blows increases to 3.
This increases to 4 at level 28, and 5 at level 32. amount of Ki, you regain an amount of Kie Points
Level 6 Monastic Tradition Features Improvement. equal to 1 + your Wisdom Modifier (cannot be less
than 1). And if you start combat with over half your
Level 25: Ki pool full, Unarmed Strikes and Monk Weapons
Ability Score Increase. deal an additional 1d12 damage dice.
Empty One’s Mind: Whenever you wake up from a
Short or Long Rest, you are under the effect of a
Mind Blank spell until you speak to another creature.
Proficiency Bonus: +8.

18 PART 2 | Epic Levels


Level 32: Avatar of Mind and Body: The Kie cost of all abilities
Ability Score Increase. that cost more than 1 is reduced to 1. Those that
were already at a cost of 1 become a cost of 0 and
can be used freely. In addition, if you start combat
with over half your Ki pool, your movement speed is
doubled.
Monk Subclass Improvement Example(Way of
the Open Hand)
Open Hand Technique+
At 22nd level, Whenever you strike a target with one of
your attacks provided by Flurry Of Blows, the additional
effects are now:
It must succeed on a Dexterity saving throw or be
knocked prone and become Paralyzed until the start
of its next turn.
It must make a Strength saving throw. If it fails, you
can push it up to 30 feet away from you and reduce
its movement by half its total until the start of your
next turn.
It can’t take reactions or use Bonus Actions until the
end of your next turn.
Wholeness of Body+
At 24th level, As a bonus action, you can regain hit
points equal to six times your monk level. You must
finish a short or long rest before you can use this feature
again.
Tranquility+
Beginning at 26th level, you are permenantly under the
affects of a Sanctuary spell and it will not end under the
normal conditions of the spell. The saving throw DC for
the spell equals 8 + your Wisdom modifier + your
proficiency bonus.
Quivering Palm+
At 29th level, if a creature succeeds its Saving Throw
against this ability, it now takes 12d12 necrotic damage.
You can now have two creatures under the effect of
this feature at a time and can subject both targets to the
Saving Throw simultaniously.

PART 2 | Epic Levels 19


The Paladin
Level 21: Level 27:
Ability Score Increase. Ability Score Increase.
Heavenly Protection: Gain resistance to Radiant Reinforcing Touch: A willing creature that you touch
Damage. gains the benefits of the following spells: Bravery
Proficiency Bonus: +7 and Shield Of Faith. These effects last for the next
The Stat Total Maximum for all abilities becomes ten minutes but can be ended early if the creature
26. you touched is targeted by a Dispel Magic spell cast
at 6th level or higher, or if the creature you touched
Level 22: enters the area of an Anti-Magic Field spell. You can
Ability Score Increase. use this feature once before you must take a Short or
Level 3 Sacred Oath Feature Improvement. Long Rest.
Level 23: Level 28:
Ability Score Increase. Ability Score Increase.
Level 7 Sacred Oath Feature Improvement. Level 15 Sacred Oath Feature Improvement.
The Stat Total Maximum for all abilities becomes
Level 24: 30.
Ability Score Increase. Level 29:
Extra Attack Improvement: The number of attacks Ability Score Increase.
you can make per turn when you take the Attack Angelic Resistance: Gain resistance to Poison and
Action becomes 3. This improves to 4 at level 28. Necrotic damage.
Spell Casting Improvement: At this level, you gain Proficiency Bonus: +9.
access to the Cleric Spell list for your prepared
spells. Any Cleric spells you chose to have prepared
must be of a level you have slots for, at a minimum of Level 30:
6th Level or higher. Ability Score Increase.
Level 20 Sacred Oath Feature Improvement.
Level 25:
Ability Score Increase. Level 31:
Proficiency Bonus: +8 Ability Score Increase.
Aura Improvements: The radius for Aura Of
Player Chooses One Of The Following Options: Protection and Aura of Courage becomes 120 feet.
Aura Of Replenishing: You and friendly creatures of The radius for Aura Of Replenishing, Aura Of
your choice within 10 feet of you that are below their Empowerment, or Aura Of Unbreaking becomes 30
maximum Hit Points regain Half your Charisma feet.
Modifier(rounded down; cannot be less than 1) in hit
points per turn. Level 32:
Aura Of Empowerment: You and friendly creatures Ability Score Increase.
of your choice within 10 feet of you gain a bonus on
their Attack Rolls equal to Half your Charisma
Modifier(rounded down; cannot be less than 1) per
turn.
Aura Of Unfaltering: You and friendly creatures of
your choice within 10 feet of you gain Immunity to
the Paralyzed, Petrified, and Stunned Conditions.
Level 26:
Ability Score Increase.
Divine Scrutiny: You gain Truesight at a range of 10
ft.

20 PART 2 | Epic Levels


Paladin Subclass Improvement
Example(Oath Of Devotion)
Devotion Spells Aura of Devotion+
Paladin Level Devotion Spells Starting at 23rd level, the radius of this Aura’s ability
24th Blade Barrier, Forbiddance becomes 60 ft. This increases to 120 ft at 31st level.
28th Divine Word, Temple Of The Gods
Purity of Spirit+
32nd Holy Aura, Sunburst
Beginning at 28th level, in addition to the effects of a
Channel Divinity+ Protection from Evil and Good spell, you are always
At 22nd level, your two Channel Divinity options are under the effects of the Enhance Ability spell. You select
changed. which of its effects you are under at the end of every
Long Rest.
Sacred Weapon+: This Channel Divinity option now
lasts 10 minutes. The bonus to the attack rolls is Holy Nimbus+
At 30th level, this feature now last 10 minutes, you can
now equal to twice your Charisma Modifier emanate an aura of sunlight. The aura of sunlight now
(minimum of 2). The bright light the weapon exudes shine bright light for 60 ft and dim light for 60 ft beyond
now has a 40-ft radius and the dim light is an that.
additional 40-ft. While you can still end this feature The radiant damage that enemy creatures take from
early as part of another Action, and it will still end if the bright light is now 20.
you fall unconcious, it no longer ends if you are not In addition, for the duration, you are immune to spells
holding the weapon. cast by fiends or undead.
Turn the Unholy+: This Channel Divinity option now You can use this feature twice before you have to
affects all Fiends and Undead within 60 ft of you, finish a Long Rest now.
regardless of if they can hear you. Additionally, the
radius at which they cannot willingly approach you is
expanded to 60 ft.
Half Caster Epic Level Spell Slots
Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th
21st 4 5 3 3 3 2 — — —
22nd 4 6 4 3 3 2 — — —
23rd 4 7 5 4 3 2 — — —
24th 5 At Will 8 6 5 2 1 — —
25th 5 At Will 9 7 6 3 1 — —
26th 5 At Will 10 8 7 4 1 — —
27th 5 At Will 11 9 8 5 1 — —
28th 6 At Will At Will 12 10 9 2 1 —
29th 6 At Will At Will 13 11 10 3 1 —
30th 6 At Will At Will 14 12 11 4 1 —
31th 6 At Will At Will 15 13 12 5 1 —
32nd 7 At Will At Will At Will 16 14 7 2 1

Infinite Casting
With Epic Levels, Spell Casters gain an infinite number of 1st
level spell slots at the 24th level, infinite 2nd level slots at
28th level, and infinite 3rd level slots at 32nd level.

PART 2 | Epic Levels 21


The Ranger
Level 21: •You gain Advantage on any Wisdom (Animal
Ability Score Increase. Handling) checks you make.
Master Tracker: Whenever you make an Level 26:
Investigation, Perception, Stealth, or Survival Check,
you can choose to treat the role as a Natural 20. You Ability Score Increase.
can use this feature a number of times equal to half Known Spells: 14
your Wisdom Modifier rounded down. You regain Level 11 Conclave Feature Improvement.
the uses on a Long Rest.
Proficiency Bonus: +7 Level 27:
Known Spells: 12 Ability Score Increase.
Level 3 Conclave Feature Improvement. Vanish Enhancement: You cannot be tracked
The Stat Total Maximum for all abilities becomes through any means, magical or otherwise, unless you
26. choose to leave a trail, or it is done by a spell of 9th
level or higher.
Level 22: Known Spells: 15
Ability Score Increase.
Known Spells: 12 Level 28:
Favored Foe Enhancement: The extra damage from Ability Score Increase.
Favored Foe or the Hunter’s Mark spell increases to Known Spells: 15
1d10. It increases again at 28th level to 1d12. And The Stat Total Maximum for all abilities becomes
1d20 at level 32. 26.
Level 23: Level 29:
Ability Score Increase. Ability Score Increase.
Known Spells: 13 Known Spells: 16
Level 7 Conclave Feature Improvement. Level 15 Conclave Feature Improvement.
Proficiency Bonus: +9.
Level 24:
Ability Score Increase. Level 30:
Extra Attack Improvement: The number of attacks Ability Score Increase.
you can make per turn when you take the Attack Known Spells: 17
Action becomes 3. This improves to 4 at level 28. Foe Slayer Enhancement: Foe Slayer can now be
Spell Casting Improvement: At this level, you gain used with every attack roll on your turn and adds
access to the Druid Spell list for your learned spells. twice your Wisdom Modifier to your damage rolls.
Any Druid spells you chose to learn must be of a
level you have slots for at a minimum of 6th Level or Level 31:
higher. Ability Score Increase.
Known Spells: 13 Known Spells: 18
Level 25: Feral Sense Enhancement: You now ignore half
cover of any creature benefiting from it, as well as
Ability Score Increase. treat three-quarters cover as half cover. Your radius
Proficiency Bonus becomes +8 of awareness for invisible creatures is now 60 ft.
Known Spells: 14 Additionally, this feature now grants Blind Sight,
Roaming Enhancement: Your walking speed with a radius of 120 ft.
increases by another 5 ft. You also gain these three
traits.
•You are immune to any effects that would slow your
movement speed.
•If you are tracking a creature of a species you have
interacted with before for over a minute, you can always
find a trail to follow as long as they are on the same
plane of existence as you.

22 PART 2 | Epic Levels


Level 32: Lay Low Your Foe: When you hit a creature under
Ability Score Increase. the effects of your Favored Foe feature or Favored
Known Spells: 20 Enemy feature with an attack, you can use this
feature simultaniously. The target must pass a
Constitution Saving Throw equal to your Spell Save
DC. On a failed saving throw, the target dies
instantly, or takes 8d6 weapon damage on a
successful saving throw. You can use this feature
three times before you must finish a Long Rest to
regain the uses.
Half Caster Epic Level Spell Slots
Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th
21st 4 5 3 3 3 2 — — —
22nd 4 6 4 3 3 2 — — —
23rd 4 7 5 4 3 2 — — —
24th 5 At Will 8 6 5 2 1 — —
25th 5 At Will 9 7 6 3 1 — —
26th 5 At Will 10 8 7 4 1 — —
27th 5 At Will 11 9 8 5 1 — —
28th 6 At Will At Will 12 10 9 2 1 —
29th 6 At Will At Will 13 11 10 3 1 —
30th 6 At Will At Will 14 12 11 4 1 —
31th 6 At Will At Will 15 13 12 5 1 —
32nd 7 At Will At Will At Will 16 14 7 2 1

Infinite Casting
With Epic Levels, Spell Casters gain an infinite number of 1st
level spell slots at the 24th level, infinite 2nd level slots at
28th level, and infinite 3rd level slots at 32nd level.

PART 2 | Epic Levels 23


Ranger Subclass Improvement
Example(Hunter)
Hunter’s Prey Uncanny Dodge+: Whne you use your reaction for
At 21st level, you select an improved version of the this ability, the damage you take is now reduced to
feature you chose at 3rd level, or chose a second of the quarter damage.
non-improved versions.
Colossus Slayer+: The extra damage this ability
deals to creatures below their maximum hit points is
now 2d10. This ability is no longer limited to only
once per turn and can be used with every damage
roll.
Giant Killer+: The range of this ability is now 20 ft
and you no longer need to be able to see the creature
that attacked you to use your reaction to attack them.
Horde Breaker+: This feature can now be used twice
and can target creatures within 10 ft of each other.
Defensive Tactics+
At 23rd level, you select an improved version of the
feature you chose at 7th level, or chose a second of the
non-improved versions.
Escape the Horde+: Opportunity attacks against you
are treated as automatic natural 1s.
Multiattack Defense+: The AC bonus is now +6 and
it is applied to the initial creature and any of its
allies.
Steel Will+: You are Immune to being frightened.
Multiattack+
At 26th level, you select an improved version of the
feature you chose at 11th level, or chose a second of the
non-improved versions.
Volley+: The area of the point you slect is now 20 ft
and you can make 2 attacks against each creature of
your choice in that area.
Whirlwind Attack+: When you use this feature, you
can roll two attack rolls against each target. In
addition, before or after making your attack rolls, you
can move up to your movement speed even if you
have already used your full movement speed.
Superior Hunter’s Defense
At 29th level, you select an improved version of the
feature you chose at 17th level, or chose a second of the
non-improved versions.
Evasion+: You know only take quarter damage if you
fail a Dexterity Saving Throw to avoid damage.
Stand Against the Tide+: You can now use this
ability to make the creature that missed its attack
against you to attack itself or any other target of your
choice.

24 PART 2 | Epic Levels


The Sorcerer
Level 21: Level 30:
Ability Score Increase Ability Score Increase
Spells known: 16 Sorcerous Divinity: If you begin combat with half or
Proficiency Bonus: +7 more of your Sorcery Points remaining, you can
Sorcery Point Enhancement: Your number of chose to regain one spell slot of up 9th level and all
Sorcery points increases to 21 and goes up by your spells are treated as if they are being cast at two
another point for every level in Sorcery you gain. levels above the slot used to cast them.
Spells Known: 22
Level 22:
Ability Score Increase Level 31:
Metamagic: Select an additional Meta Magic feature Ability Score Increase
to learn. Master Magic Feature: Select one ability from the
Master Magic options to learn.
Level 23: Spells Known: 24
Ability Score Increase
Level 6 Sorcerous Origin Feature Improvement. Level 32:
Spells known: 17 Ability Score Increase
Greater Master Magic Feature: Select two abilities
Level 24: from the Master Magic options to learn.
Ability Score Increase Spells Known: 30
Spells Known: 18
Level 25:
Ability Score Increase
Metamagic: Select an additional Meta Magic feature
to learn.
Proficiency Bonus: +8
Level 26:
Ability Score Increase
Level 27:
Ability Score Increase
Level 14 Sorcerous Origin Feature Improvement.
Spells Known: 19
Level 28:
Ability Score Increase
Metamagic: Select an additional Meta Magic feature
to learn.
Spells Known: 20
Level 29:
Ability Score Increase
Level 18 Sorcerous Origin Feature Improvement.
Proficiency Bonus: +9

PART 2 | Epic Levels 25


Master Magic Options
Breaker Spell:
When you cast a spell that requires you to make an
attack roll, you can spend a number of Sorcery Points
equal to the spell’s level to ensure it is a critical hit.
Endless Spell:
When you cast a spell that has a concentration-time,
you can spend a number of Sorcery Points equal to the
spell’s level. You no longer need to perform
Concentration Checks when you take damage to keep
concentration on the spell. In addition, the spell’s
concentration time is now unlimited. You can only have
one spell under this effect at a time.
Immaterial Spell:
When you cast a spell, you can spend a number of
Sorcery Points equal to half the spell’s level, (minimum
of 1), to cast it without Material Components, even if
you lack a spell casting focus.
Maximized Spell:
When you roll damage for a spell, you can spend a
number of Sorcery Points equal to the spell’s level. You
can then treat all the dice rolled as their maximum
possible number for the damage.
Overwhelming Spell:
When you cast a spell that subjects any number of
creatures to a Saving Throw, you can spend a number
of Sorcery Points equal to twice the spell’s level to treat
the roll of each target of your choice as a Critical
Failure.
Split Focus Spell:
If you cast a spell that requires concentration and are
already using a different spell that requires
concentration, you can spend a number of Sorcery
Points equal to the spell’s level in order to maintain
concentration on both spells. You can use this on a
maximum of 5 spells at once.

26 PART 2 | Epic Levels


Sorcerer Subclass Improvement
Example(Draconic Bloodline)
Dragon Ancestor+ Elemental Affinity
At 21st level, you choose a second type of Dragon from Starting at 23rd level, when you cast a spell that deals
the Dragon Ancestry table, gaining the resistances and damage of a type associated with your draconic
damage type bonuses of that type of draon too. In ancestries, you now add twice your Charisma modifier
Addition, you gain Immunity to the damage type of your to one of the damage rolls of that spell.
first Dragon Ancestor choice.
In addition, to doubling your Proficiency Bonous Dragon Wings
whenmaking Charisma checks with Dragon, all your At 27th level, the flying speed of your dragon wings is
Charisma Checks with Dragons are made with now triple your movement speed.
Advantage. Draconic Presence
Draconic Resilience Beginning at 29th level, you know only need to spend 2
At 21st level, your hit point maximum increases by 20 Sorcerery Points to activate this feature, and can do so
and increases by another 2 whenever you gain a level in as a Bonus Action. The distance of the aura is now 60 ft
this class. and the duration is now 10 minutes..
Your AC when not wearing armor now equals 13 +
your Dexterity modifier + your Charisma modifier.
Full Caster Epic Level Spell Slots
Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12
21st 4 5 4 3 3 3 2 2 1 1 — — —
22nd 4 6 5 4 3 3 2 2 1 1 — — —
23rd 4 7 6 5 4 3 2 2 1 1 — — —
24th 5 At Will 8 7 6 5 3 3 2 2 1 — —
25th 5 At Will 9 8 7 6 5 3 2 2 1 — —
26th 5 At Will 10 9 8 7 6 4 2 2 1 — —
27th 5 At Will 11 10 9 8 7 5 3 2 1 — —
28th 6 At Will At Will 12 11 10 9 8 6 3 1 1 —
29th 6 At Will At Will 13 12 11 10 9 7 3 1 1 —
30th 6 At Will At Will 14 13 12 11 10 8 3 1 1 —
31st 6 At Will At Will 15 14 13 12 11 9 3 1 1 —
32nd 7 At Will At Will At Will 17 16 15 14 11 4 2 1 1

Infinite and Epic Casting


With Epic Levels, Spell Casters gain an infinite number of 1st
level spell slots at the 24th level, infinite 2nd level slots at
28th level, and infinite 3rd level slots at 32nd level.
Any Class considered a full Caster will gain access to 10th
level spells and slots at 24th level, 11th level spells and slots
at 28th level, and 12th level spells and slots at 32nd level.
Learning new spells of these levels functions the same as
learning spells of any other for every Class with access to
them.

PART 2 | Epic Levels 27


The Warlock
Level 21: Level 29:
Ability Score Increase. Ability Score Increase+a Feat or an Epic Boon.
Level 1 Otherwordly Patron Feature Improvement. Proficiency Bonus: +9
Invocations Known: 9
Proficiency Bonus: +7 Level 30:
Ability Score Increase+a Feat or an Epic Boon.
Level 22: Invocations Known: 11
Ability Score Increase. Eldritch Magnificence: Select five spells from your
Spells Known: 16 known spells. You can now cast each of these spells
at their spell slot level at will without expending a
Level 23: spell slot. Each one must be of a different level and
Ability Score Increase. you cannot select any of your Mystic Arcanums.
Level 6 Otherwordly Patron Feature Improvement.
Level 31:
Level 24: Ability Score Increase+a Feat or an Epic Boon.
Ability Score Increase. Spells Known: 18
Spell Slot Improvement: The level of your Warlock
Spell Slots becomes 6 and you now have 5 slots. The Level 32:
spells you can chose to learn can still only be of the Ability Score Increase+a Feat or an Epic Boon.
5th level or lower. Spell Slot Improvement: The level of your Warlock
Mystic Arcanum: Your actions have grown your Spell Slots becomes 8 and you now have 7 slots. The
patron’s power. As a reward, you now gain a Mystic spells you can chose to learn can still only be of the
Arcanum that allows you to cast a Warlock spell of 5th level or lower.
10th level. Mystic Arcanum: Your actions have grown your
patron’s power to the point that they challenge the
Level 25: Overdeities. As a reward, you now gain a Mystic
Ability Score Increase. Arcanum that allows you to cast a Warlock spell of
Level 10 Otherwordly Patron Feature Improvement. 12th level.
Invocations Known: 10
Proficiency Bonus: +8
Level 26:
Ability Score Increase+a Feat or an Epic Boon.
Spells Known: 17
Level 27:
Ability Score Increase+a Feat or an Epic Boon.
Level 14 Otherwordly Patron Feature Improvement.
Level 28:
Ability Score Increase+a Feat or an Epic Boon.
Spell Slot Improvement: The level of your Warlock
Spell Slots becomes 7 and you now have 6 slots. The
spells you can chose to learn can still only be of the
5th level or lower.
Mystic Arcanum: Your actions have grown your
patron’s power. As a reward, you now gain a Mystic
Arcanum that allows you to cast a Warlock spell of
11th level.

28 PART 2 | Epic Levels


Warlock Subclass Improvement Example(The
Fiend)
Expanded Arcanum
Starting at 21st Level, your Patron begins granting you
additional Arcanum spells. This happens again at 22nd
level, 27th level, and 29th level. If any of these Arcanum
are ones you already know, pick another one from the
Warlock spell list at a level matching the level of the
spell you already know.
Fiend Arcanums
Warlock Level Arcanum Spells
21st Otherwordly Form
22nd Fire Storm
27th Incindiary Cloud
29th Ravenous Void

Dark One’s Blessing+


Starting at 21st level, the temporary Hit Points you gain
from reducing a creature to 0 Hit Points is now equal to
twice your Charisma Modifier + twice your Warlock
Level (Minimum of 42).
Dark One’s Own Luck+
Starting at 23rd level, You now add a d12 to your roll,
and you can use this feature a number of times equal to
your Proficiency Bonus before you must finish a short
or long rest to regain uses.
Fiendish Resilience+
Starting at 25th level, you can now chose the damage
type at the end of a short or long rest and you now gain
Immunity to the damage type of your choice. If the
damage comes from Magical or silvered weapons, it is
treated as Resistance instead.
Hurl Through Hell
Starting at 27th level, the damage dealt by the is feature
is now 12d12 psychic damage. You can also use this
feature a number of times equal to your Proficiency
Bonus before you must finish a Long Rest to regain
uses.

PART 2 | Epic Levels 29


The Wizard
Level 21: Level 31:
Ability Score Increase. Ability Score Increase.
Level 2 Arcane Tradition Feature Improvement. Spell Mastery Improvement: You exchange the 3rd
Proficiency Bonus becomes +7 level spell that you can cast at will for a 5th level one.
Signature Spell Improvement: You can exchange
Level 22: another one of your Signature spells for a 4th-6th
Ability Score Increase. level one. If either of your Signature spells is still a
3rd level spell, that is the one you must exchange.
Level 23: Level 32:
Ability Score Increase. Ability Score Increase.
Level 6 Arcane Tradition Feature Improvement.
Level 24:
Ability Score Increase.
Spell Mastery Improvement: You exchange the 1st
level spell that you can cast at will for a 3rd level one.
Signature Spell Improvement: You can now
exchange one of your Signature spells for a 4th level
one.
Level 25:
Ability Score Increase.
Level 10 Arcane Tradition Feature Improvement.
Proficiency Bonus becomes +8.
Level 26:
Ability Score Increase.
Level 27:
Ability Score Increase.
Level 14 Arcane Tradition Feature Improvement.
Level 28:
Ability Score Increase.
Spell Mastery Improvement: You exchange the 2nd
level spell that you can cast at will for a 4th level one.
Signature Spell Improvement: You can exchange
another one of your Signature spells for a 4th or 5th
level one.
Level 29:
Ability Score Increase.
Proficiency Bonus becomes +9
Level 30:
Ability Score Increase.
Expanded Scholar: Select an Arcane Tradition aside
from the one you already learned. You learn the
Features from the Arcane Tradition you selected.

30 PART 2 | Epic Levels


Wizard Subclass Improvement
Example(School Of Evocation)
Evocation Savant+ critical failure, doubling the amount of damage dice
At 21st level, it no longer takes you any gold for you to dealt to them.
copy an Evocation spell into your spellbook and the time Empowered Evocation+
the process requires becomes 1 minutes per level of the Beginning at 25th level, you now add double your
spell. Intelligence modifier to one damage roll of any
Sculpt Spells+ Evocation spell you cast.
Beginning at 21st level, there is no longer a limit to the Overchannel
number of creatures you can target with this feature. Starting at 27th level, This feature can now affect
Potent Cantrip+ Evocation spells of up to 8th level. You can also use this
Starting at 23rd level, In addition to the prior affects of feature twice before you begin to suffer the adverse
this feature, now, when a target fails the Saving Throw effeccts of repeated uses. In addition, you are treated as
of a damaging Cantrip, it is automatically treated as a having Resistance to the damage dealt to you from the
use of the feature, and teh feature no longer ignores
Resistance.
Full Caster Epic Level Spell Slots
Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12
21st 4 5 4 3 3 3 2 2 1 1 — — —
22nd 4 6 5 4 3 3 2 2 1 1 — — —
23rd 4 7 6 5 4 3 2 2 1 1 — — —
24th 5 At Will 8 7 6 5 3 3 2 2 1 — —
25th 5 At Will 9 8 7 6 5 3 2 2 1 — —
26th 5 At Will 10 9 8 7 6 4 2 2 1 — —
27th 5 At Will 11 10 9 8 7 5 3 2 1 — —
28th 6 At Will At Will 12 11 10 9 8 6 3 1 1 —
29th 6 At Will At Will 13 12 11 10 9 7 3 1 1 —
30th 6 At Will At Will 14 13 12 11 10 8 3 1 1 —
31st 6 At Will At Will 15 14 13 12 11 9 3 1 1 —
32nd 7 At Will At Will At Will 17 16 15 14 11 4 2 1 1

Infinite and Epic Casting


With Epic Levels, Spell Casters gain an infinite number of 1st
level spell slots at the 24th level, infinite 2nd level slots at
28th level, and infinite 3rd level slots at 32nd level.
Any Class considered a full Caster will gain access to 10th
level spells and slots at 24th level, 11th level spells and slots
at 28th level, and 12th level spells and slots at 32nd level.
Learning new spells of these levels functions the same as
learning spells of any other for every Class with access to
them.

PART 2 | Epic Levels 31


Epic-Level Spells
ithin the world of Noqtris, where these With that said, it is still possible to use 10th-level spell

W
spells are most common, Epic-Level magic slots and higher to upcast lower level spells.
could mean casting spells capable of Additionally, there is one way to reproduce the affects
anything from reviving an entire dead army, of Epic-Level without invoking Tapa’Veaw’s wrath. That
destroying a whole nation, or rewriting the being, if multiple casters capable of the Wish spell were
very laws of reality upon the world the to work together and use their wishes to replicate an
caster lives upon. Epic-Level spell.
However, the power of Epic Magic still has its limits Two casters using Wish in tandem could replicate a
forced upon it by Tapa’Veaw, the Greater Deity of 10th-level spell, four are required for an 11th-level spell,
Magic. To prevent widespread udoing of the whole and nine are needed for a 12th-level spell. However, if
world, Tapa’Veaw made it so a caster capable of Epic- all the casters are not of one mind and goal when
Level magic can only cast one Epic-Level spell per year. attempting this feat, it could result in the deaths of them
Any attempts made to cast more Epic magic than this or all, or possibly a fate far worse.
to circumvent the issue would result in Tapa’Veaw The most noteworthy example of a successful
removing that caster’s ability to use magic ever again. replication of Epic Magic was due to the efforts of King
This rule only applies while on the Inner Planes (The Geros Aurix, when he gathered eight other casters
Material Plane, Shadowfel, Feywild, and Elemental together who all wished to banish the Aboleth from ever
Planes.) While on the Outter Planes, these spells can be being able to enter the Material Plane of Noqtros.
cast freely.
10th Level Mass Ressurrection 11th Level Tapa’Veaw’s Greater
Aspect Of The Deity Melting Abracadabra Overchannel
Conjuration Disruption Memento Mori Bloody Twilight The Heavens’ Army
BContingent Ressurrection Neutron Volley Damnation Vengeful Gaze of God
Crunch New Form Decree Fate Wrath of the Deities
Earthfast Peripety Deity’s Roar Wyrm’s Death Blast
Epic Counterspell Rain Of Fire Eclipse of Endings
Epic Dispell Magic Undying Sentinals Ignis Fatuus 12th Level
Epic Repulsion This Army Kinetic Control Bend The Fabric
Epic Spell Redirection Wyrm’s Strike Lord Of Nightmares Cataclysm
Greater Geas Master of the Biomes Fool Reality
Hellball Meteor Storm Grant Immortality
Living Lightning Nature’s Might It Is What I Say
Mass Drown Plannar Vortex Reject Death
Mass Life Flood The Right Path
Unmatched Swarm

32 PART 3 | Epic-Level Spells


Epic-Level Spells Conjuration Disruption
The amazing spells of the 10th level are known for 10th-level Abjuration

being able to affect entire countries, or even whole Casting Time: 1 hour
continents in some cases. Range: 10 miles
The reality bending spells of 11th-level magic can Components: M, V, S (an intact set of Roc eyes and the
easily affect a whole world or possibly more. remnants of a slain Genie, which the spell consumes)
Finally, the reality breaking power of 12th-level spells Duration: Until Dispelled
is capable of rewriting the whole of reality. This is the When you cast this spell, all Conjuration magic ceases
level of magic that nearly all Deities are capable of to function within a 10-miles radius centered where you
utilizing with ease. cast it.
Aspect of the Deity When you cast the spell, you can choose to exclude
any number of creatures from this effect, allowing them
10th-level transmutation to use Conjuration magic as before. Additionally, you
Casting Time: 1 action can set a password that, when spoken within the spell’s
Range: Self area of effect, will also remove these restrictions from
Components: M, V, S (a gemstone valued at least at the one who spoke it. Each time the password is used, it
10,000 GP gifted to you by a Deity or Patron you will only allow the use of one Conjuration spell
worship) If a creature attempts to use Conjuration magic
Duration: Concentration, up to 10 minutes within this spell’s area of effect without beig a selected
You are flooded with such raw divine power from your creature or by using the password, they will take 10d6
Deity or Patron, that for the duration, you become Force Damage and the casting of their spell will fail.
Spell Lists. Bard, Cleric, Sorcerer, Wizard
infused with an sliver of their true power. You have -Contingent Resurrection: You touch a willing
great latitude in determining what changes take place creature. The next time it dies, it is revived as if by True
physically or aesthetically and may assume the form of Resurrection. This spell lasts until used or dispelled.
either any creature up to two sizes smaller or larger
than you, or you may choose to appear as an incarnate Contingent Ressurrection
embodiment of your deity or patron. You do not gain or
lose feats, features or traits as a result of the change. 10th-level Necromancy
However, regardless of the form you take, you gain the Casting Time: 1 action
following benefits: Range: Touch
Components: M, V, S (a vial of holy water and a
If taking the Attack action, you can make three diamond worth 100,000 gp, which the spell
additional attacks per turn. consumes)
You can a flight speed equal to twice your movement Duration: Instantanious
speed. If you already have a flight speed, double that You touch a willing creature and this spell activates the
amount instead. next three times they die. When this spell activates, the
When making an attack, treat any to hit roll lower target is revived as if by True Resurrection.
than a 10, as a 10, and when rolling damage dice you Spell Lists. Cleric, Druid
roll two extra dice per attack.
You gain a +5 bonus to your AC.
You gain resistance to all damage, magic or
otherwise, and you have advanatge on all spell
saving throws or similar magical effects.
You cannot be teleported against your wishes.
Any creatures of your choice within 60 ft of you,
including yourself, regain 20 hit points per turn
spent inside this radius. Any hostile creatures of your
choice within this radius instead take 20 points of
Psychic damage per turn.
Spell Lists. Cleric, Druid, Warlock

PART 3 | Epic-Level Spells 33


Crunch Epic Counterspell
10th-level Evocation 10th-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 1 mile Range: Within Sight
Components: V, S Components: V, S
Duration: Concentration, up to 1 hour Duration: Instantanious
A black hole-like sphere of energy the size of the 120- This spell functions as Counterspell, with the exception
foot-radius sphere appears in a space you select within that it always suceeds, regardless of the level of the
the spell’s range. targeted spell, with the exception of 12th level spells.
Each creature or structure, natural or unnatural, When cast against 12th level spells, you must make a
within the sphere takes 24d20 Force Damage per turn. Spell Casting Ability Modifier check as you would when
Each creature or structure within 60 ft of the sphere using Counterspell.
takes 12d10 Force Damage per turn. Finally, with the exception of 12th level spells, the
Each creature within the sphere or within 60 ft of it one Casting the targeted spell must make a Wisdom
must pass a Constitution Saving throw or be Paralyzed Saving Throw. On a failed Save, the target can never
and pulled 30 ft closer to the sphere’s center on a failed cast the spell that was countered again.
Saving Throw. On a successful saving throw, the
creature’s speed is halved, but is not paralyzed or pulled Spell Lists. Bard, Sorcerer, Warlock, Wizard
any closer to the sphere’s center until the start of their
next turn. Epic Dispell Magic
Every turn that you maintain concentration on this 10th-level abjuration
spell, you can move the sphere’s location by 30 ft as a Casting Time: 1 action
bonus action so long as it remains within 1 mile of your Range: Within Sight
location. Components: V, S
Spell Lists. Cleric, Druid Duration: Instantanious
Earthfast This spell functions as Dispell Magic, with the exception
that it always suceeds, unless targeting 12th-level spells.
10th-level Transmuation
When cast against 12th level spells, you must make a
Casting Time: 1 hour Spell Casting Ability Modifier check as you would when
Range: Touch using Dispel Magic.
Components: M, V, S (a diamond, an emarald, a ruby, When this spell is cast, no magic under 12th-level can
and as saphire collectively worth 400,000 gp, which be used within 1 mile of where this spell was cast for a
the spell consumes) full year.
Duration: Until Dispelled
Spell Lists. Bard, Sorcerer, Warlock, Wizard
The caster touches the ground, and all stone within 10
miles of them is magically reinforced. This
reinforcement can function in one of two ways.
The spell can make all stone and ground, including
stone structures, within 10 miles of themselves
completely impervious to physical harm.
Alternatively, the spell can allow all stone and ground
to maintain its position in space unless intentionally
removed. Using the spell in such ways can allow for
mining of the area without risk of cave-ins, or
construction on buildings without risk of collapse.
To dispell this spell’s effects requires the use of
Dispell Magic or Epic Dispell Magic, cast at 11th-level.
Spell Lists. Druid, Sorcerer, Wizard

34 PART 3 | Epic-Level Spells


Epic Repulsion Epic Spell Redirection
10th-level evocation 10th-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: Within Sight Range: 1 mile
Components: V, S Components: V, S
Duration: Instantanious Duration: Concentration, up to 10 minutes
You unleash a wave of kinetic force from yourself. All After casting this spell, for the next 10 minutes, you
creatures within 10,000 ft of you must make a emit an aura that allows you to control who the targets
Constitution Saving Throw. Objects not being worn or of spells will be.
carried fail this save automatically, including buildings. Any time another spell at a level of 9th or lower is
Anything that fails this save is launched 10 miles from cast within range of your aura, you can choose to
you and takes 50d6 Force Damage at the time of change the target of the spell. The target you change it
casting, and another 50d6 Bludgeoning Damage when to must be a creature within your line of sight.
they come to a stop. On a successful save, a creature is While this spell is active, the only other spells you can
pushed back by 1,000 ft and takes half damage. On a cast are of 3rd level or lower.
critical failure, a creature is instantly killed by this
spell’s effect, and their dead body is destroyed by force Spell Lists. Bard, Wizard
of impact once they collide against the first solid object
in their path. Find Ultimate Familiar
Any creature that is in the path of a creature or object 10th-level conjuration
being hurled by this spell must make a Dexterity Saving Casting Time: 1 hour
Throw, taking 25d6 Bludgeoning Damage on a failure Range: 10 feet
or half as much damage on a success. Objects, Components: M, V, S (1,000 gp worth of charcoal,
excluding magical ones, are automatically destroyed by incense, and herbs that must be consumed by fire in a
these collisions. Mithral brazier)
Whenever a creature or object being hurled by this Duration: Instantanious
spell collides with another creature or object before You cast the Find Familiar spell.
reaching the 10 mile distance, they knock creatures and However, the form your Familiar takes can be any
magical objects out of their way and demolish a hole the creature up to CR 10. This includes Humanoids.
diameter of their size through whatever objects they If you summon a Humanoid Familiar in this way, that
collide with, taking 10d6 Bludgeoning Damage from the Familiar is capable of taking levels in Character
initial contact, and an additional 1d6 Bludgeoning Classes. The maximum number of Class levels your
Damage for every 5 ft of an object they go through, such Humanoid Familiar can take are up to level 20.
as a thick wall or a mountain.
If a creature or object collides with a wall or other Spell Lists. Wizard
surface made from magical materials, such as Mithral
or Adamantine, the DM rolls a D20. On a roll of 1-15,
the creature or object is stopped before they reach their
destination, taking 50d12 Bludgeoning Damage instead
of the 50D6 they would have otherwise taken. On a roll
of 16-20, the magical surface is knocked over or
otherwise pushed out of the propelled creature/object’s
path while still inflicting damage to the target.
Spell Lists. Bard, Sorcerer, Wizard

PART 3 | Epic-Level Spells 35


Greater Geas flying speed, add 120 ft to it.
10th-level enchantment Any creature the target designates that it touches or
1 action who touches the target with their body or with a weapon
Casting Time:
300 feet takes 10d8 Lightning Damage.
Range:
V The target gains Immunity to Lightning and Thunder
Components:
Instantanious damage, and gains resistance to all other damage types
Duration: except for Force, Necrotic, and Radiant.
This spell can be cast in two ways. You can either cast As a Bonus Action, the target can cast Lightning Bolt
the Geas spell as usual, except on all targets of your at 6th level or Chain Lightning at 7th level at will as a
choice that you can see within 300 feet of you. In Bonus Action.
addition, the creatures do not need to be able Spell Lists. Druid, Sorcerer
understand you to be affected by this version of Geas.
Alternatively, you target one creature. The creature Mass Drown
does not need to be able to understand you to be
affected. The creature automatically fails the Save 10th-level conjuration
against being Charmed, unless it has Immunity to being Casting Time: 1 action
Charmed. In this case, the target’s Immunity to being Range: 1 mile
Charmed is instead treated as Resistance. This spell Components: V, S
lasts indefinitely on this target, and cannot be undone by Duration: Cocentration, up to 1 hour
anything less than a Wish spell cast with a 10th level You conjure water within the lungs of any creatures of
spell slot. In addition, every time the creature takes your choice that you can see within a 1 mile range,
actions directly counter to your instructions, they take causing them to begin drowning.
8d10 psychic damage. Each target must succeed with a Constitution saving
Spell Lists. Bard, Cleric, Druid, Wizard
throw. On a failed saving throw, the target will die of
drowning on their next turn unless another creature use
Hellball a Wisdom (Medicine) check to save them and must
10th-level evocation succeed against a DC equal to your Spell Save DC. On a
1 action successful Saving Throw, the target coughs up the
Casting Time:
Within Sight water, taking 20d12 Slashing damage and gains
Range:
V, S disadvantage on all ability checks until it has finished a
Components:
Instantanious Short or Long Rest.
Duration: Creatures that do not require the use of lungs, such as
You harness the power of the lower planes and unlesh it fish, undead, or constructs are not affected by this spell.
as an explosive orb against your foes. Spell Lists. Druid, Cleric, Warlock
Select a point you can see within range, launch the
Hellball to that spot, and cause it to erupt. Each Mass Life Flood
creature within a 1 mile radius of the blast point must
succeed at a Dexterity save, or take 20d12 acid, 20d12 10th-level necromancy
fire, 20d12 lightning, 20d12 necrotic, and 20d12 Casting Time: 1 action
thunder damage. On successful saving throw, a creature Range: 1 mile
takes half damage. Components: M, V, S (a tear from a good-aligned deity
This spell ignores the Evasion ability. held in a diamond vial)
Duration: Instantanious
Spell Lists. Cleric, Warlock, Wizard
Each creature of your choice within 1 mile of you are
Living Lightning fully healed, regaining any lost Hit Points and cured of
10th-level transmutation any harmful conditions or curses unless the DM says
1 action otherwise. If a creature is not missing any Hit Points
Casting Time:
Within Sight when effected by this spell, it gains 100 Temporary Hit
Range:
V, S Points.
Components:
Cocentration, up to 1 hour Constructs are not affected by this spell.
Duration: Any undead targeted by this spell are not healed, and
A willing creature you touch becomes living electricity instead lose 200 Hit Points each.
for 1 hour. They maintain the same shape and size of Spell Lists. Bard, Cleric, Druid
their body, but that body is now composed of sentient
lightning.
The target gains a flying speed of 120 ft, and their
movement speed is tripled. If the target already has a

36 PART 3 | Epic-Level Spells


Mass Ressurrection Memento Mori
10th-level necromancy 10th-level necromancy
Casting Time: 1 action Casting Time: 1 hour
Range: 10 miles Range: 10 miles
Components: M, V, S (a vial of holy water and a Components: M, V, S (A Lich’s phylactery)
diamond worth 100,000 gp, which the spell Duration: Instantanious
consumes) A 10-mile radius centered from where you cast the spell
Duration: Instantanious is now warded against life.
Revive all targets of your choice within 10 Miles of your Living creatures, except for ones you chose to exclude
location, as if with a Resurrection spell. from the spell’s effects, cannot enter the spell’s area.
Spell Lists. Cleric, Druid Any living creature that you do not exclude from the
spell’s effects that are within the spell’s radius of effect
Melting will take 1d12 Necrotic damage at the start of every
10th-level conjuration round, so long as they remain in the area. Any living
Casting Time: 1 action creature that is reduced to 0 hit points while within this
Range: Within Sight spell’s area of effect rises as a Zombie (or other undead
Components: V, S of the DM’s choice) in service to the caster.
Duration: Instantanious Alternatively, you can cause this spell to form a 10-ft
You conjure what appears to be a small glob of rust- thick intangible barrier at the edges of the 10-mile
colored acid in your hand and throw it at a target of your radius.
choice within the spell’s range. On contact, the glob Once the spell is cast in this way, living creatures
explodes into a small lake’s worth of acid. cannot enter the spell’s area of effect, except for ones
Make a ranged spell attack against a creature or you choose to exclude from the spells effects. Living
object you targted. On a hit, the target takes 100d4 Acid creatures that were within the spell’s area of effect
Damage as well as an additional 10d4 Acid Damage at when it was cast who then try to leave that area will
the start of each of their turns for the next 10 minutes. A take 1d6 Necrotic Damage every round they remain
roll of 18-20 on the attack roll are counted as Critical outside the barrier. Any creature that is reduced to 0 hit
Hits. Any creature hit by a Critical Hit from this spell points by this effect rises as a Zombie (or other undead
will die instantly, melting too goo unless they are of the DM’s choice) in service to the caster.
Resistant or Immune to Acid damage. The only way for a creature to pass through the
All creatures of your choice within 10,000 ft of the spell’s barrier without being affected would be to use
spell’s target must pass a Dexterity Saving Throw or magic of 9th-level or higher to teleport through it.
take 25d4 Acid Damage on a failed Saving Throw. To dispell this spell’s effects requires the use of
Every turn for the next 10 minutes after the failed Dispell Magic or Epic Dispell Magic, cast at 11th-level.
Spell Lists. Cleric, Warlock, Wizard
Saving Throw, the creature will take another 5d4 Acid
Damage. On a sucessful Saving Throw, a creatures Neutron Volley
takes half as much damage and is not afflicted by 10th-level evocation
damage on the following turns. 1 action
After the initial explosion, the acid settles into its Casting Time:
Within Sight
10,000 ft radius, spreading no farther, as a 10-ft deep Range:
V, S
lake of acid. The edges of the acid lake stay perfectly Components:
Instantanious
vertical, as if against an invisible barrier. If a creature Duration:
reaches the edge of the acid lake, they will fall through Channeling raw destructive force, you unleash a
as if nothing were there to stop them. barrage of rays of arcane power from your wand or
Any creature that ends its turn in the acid lake or hands that shower the land.
enters its area of effect for the first time takes 20d4 acid Make a spell attack role against all creatures of your
damage. All objects within the acid take this damage at choice within a 5 mile radius. On a hit, a target takes
the start of every round. 120d12 Force and 120d12 Radiant damage and the
Any creature that exits the acid lake after touching it target is knocked prone.
will take 2d4 Acid Damage at the start of every turn for If you miss a target, that target still takes 12d8 Force
the next minute. and 12d8 Radiant damage from the sheer power of the
Only magical objects of Very Rare, Legendary, or blast shooting past them.
Artifact rarity are immune to this spell’s damaging Spell Lists. Cleric, Sorcerer, Wizard
effects.
Spell Lists. Sorcerer, Warlock, Wizard

PART 3 | Epic-Level Spells 37


New Form 120 ft of you, continuously, for 1 minute.
10th-level transmutation At the start of each of the target’s turns while the
1 action pillar is on it, the target must make a Constitution
Casting Time:
Touch Saving Throw, taking 20d20 Fire Damage on a failed
Range:
V, S Saving Throw, or half as much on a successful Saving
Components:
Concentration, up to 10 minutes Throw. The fire pillar follows the target wherever it
Duration: goes. Even if a target were to teleport with magic, the
You touch a willing creature and their entire body spell would teleport with the target. The only way a
becomes infused with empowering magic. targeted creature can escape the pillar without
During the spell’s duration, the target gains the dispelling it would be to Shift to another plane of
following effects. existence.
Spell Lists. Cleric, Druid, Sorcerer, Wizard
You gain a +6 bonus to your AC.
Your Hit Point maximum increases by 100. Undying Sentinals
Your movement speed is quadrupled. 10th-level Abjuration
You gain the ability to make four melee attacks when 1 Action
you take the Attack Action. These attacks use your Casting Time:
60 ft
spellcasting ability modifier instead of your Strength Range:
V, S
or Dexterity modifier when you roll to hit and roll for Components:
Instantanious
damage, and deal an additional 5d12 Force Damage Duration:

on each hit. Up to 100 willing creatures within range that can hear
you gain the following benefits for the next 24 hours.
Spell Lists. Sorcerer, Wizard
250 Temporary Hit Points
Peripety Immunity to instant death effects, such as from the
10th-level Divination spell Power Word Kill.
Casting Time: 10 minutes Immnutity to the Charmed, Fear, Paralysis,
Range: Self Petrified, and Stunned Conditions.
Components: M, V, S (the finger bone of an Empyrean, A +2 bonus to all unarmed or weapon attack rolls
which the spell consumes). and damage rolls.
Duration: Instantanious Resistance to all damage types.
Casting this spell allows caster to place their current Spell Lists. Bard, Cleric, Druid,
consciousness into the body of themself from up to 24
hours back in time.
The material components used for this spell are
consumed in the past and present.
Spell Lists. Bard, Cleric, Druid, Sorcerer, Warlock,
Wizard
Rain Of Fire
10th-level Evocation
Casting Time: 1 action
Range: 10 miles
Components: M, V, S (two Phoenix feathers, which the
spell consumes).
Duration: Concentration, up to 1 hour
This spell can be cast in two ways.
The first form of casting causes a rain of fire to pour
down in a ten mile radius around you for 1 hour.
All creatures and objects, including you, within this
area must make a Dexterity Saving Throw at the start of
each turn or take 1d20 Fire damage on a failed saving
throw or half as much on a success. All non-magical
combustible objects within this spells perimeter catch
ablaze.
The second form of casting causes a pillar of fire to
pour down onto a single creature you can see within

38 PART 3 | Epic-Level Spells


This Army Wyrm’s Strike
10th-level evocation 10th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Touch
Components: V, S Components: M, V, S (A pint of blood from an Ancient
Duration: 24 hours Dragon of any kind)
Calling upon illusionary might, you trick the minds of all Duration: Instantanious
within your magic’s reach. Channeling the force of the most ancient of Dragon-
All creatures within a 10 miles radius of you see you kind, you strike a foe with strength only seen in the
marching with an army of 10,000 Humanoid soldiers. great Wyrms.
Their exact appearance is determined by the caster. Make a melee spell attack roll against a target within
Upon seeing this army, a creature must pass a your reach. On a hit, that target takes 160d20 damage.
Wisdom Saving Throw to realize the army is an illusion. You determine the damage type, choosing from Acid,
On a failed Saving Throw, a creature and your illusion Cold, Fire, Lightning, or Poison.
soldiers can interact with each other as if they were The target must then make a Consitution Saving
real, including combat. A creature who failed their Throw, becoming Stunned until they finish a Long Rest
Saving Throw also cannot be convienced the illusion is On a failed Saving Throw, or only for an hour on a
fake until the spell ends. successful Saving Throw.
On a Sucessful Saving throw, a creature sees through Spell Lists. Druid, Sorcerer, Warlock, Wizard
the illusion, seeing the soldiers as semi-transparent, and
cannot be touched by the illusion soldiers.
However, if a creature who succeeded on their Saving
Throw sees a creature who failed their Saving Throw
get harmed by one of the illusion soldiers, they must roll
the Saving Throw again to continue to convince
themselves the illusion is just that.
You can give the illusion soldiers orders and send
them away. These illusion soldiers persist so long as the
spell’s time has not run out and there is a creature
within 10 miles of them under the affects of the spell.
Illusion Soldier
Armor Class 20 (plate mail, shield)
Hit Points 100 + 25 per spell’s level above 10th
Speed 30ft.

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2)

Senses passive Perception 12


Languages All languages the caster speaks
Challenge -
Proficiency Bonus -

Illusary Nature. This creature can walk through any solid object
so long as it is not a creature who failed its Saving Throw to be
convinced of its existence

Actions
Longsword. Melee Weapon Attack: your spell attack modifier to
hit, reach 5ft., one target. Hit 1d8/1d10 + 2 + the spell’s level
psychic damage)

Spell Lists . Sorcerer, Warlock, Wizard

PART 3 | Epic-Level Spells 39


11th Level Spells living creatures with an Intelligence Score higher than
4. In addition, the souls of any creature that dies on this
Abracadabra world cannot move on to the next life.
11th-level Transmutation Spell Lists. Cleric, Druid, Warlock, Wizard.

Casting Time: 1 action Damnation


Range: 100 miles 11th-level Conjuration
Components: M, V, S (The skull of a creature capable 1 action
of, at least, 9th-level spell casting) Casting Time:
100 miles
Duration: Instantanious
Range:
Components: M, V, S (The intact limb of an Pit Fiend
You can create one of the following magical effects: or a Balor, which the spell consumes)
Duration: Instantanious
You create a sensory effect that can affect all Target any number of creatures of your choice within
creatures that can see, hear, or feel it within a 100
mile radius on a failed Constitution Saving Throw. 100 miles of you. Those targets must make a Charisma
This can result in any of the following three effects: A Saving Throw. On a failure, the targets take 10d20
target is Blinded, Deafened, knocked Prone, Force Damage and is sent to a Lower Plane of
Stunned, or takes up to 100d6 Force damage. existence of your choice and cannot leave it by any
You can instantly remove all harmful substances, means short of Divine Intervention by a Lesser or
such as acids or poisons, from a 100 mile radius. Greater Deity for a decade.
This does not affect materials that are a natural part On a successful Saving Throw, the target is sent to a
of a living creature’s body or a natural part of the Lower Plane of your choice and cannot leave it for 24
landscape. hours, but automatically returns to where it was
You turn all spoiled food and drink within 100 miles standing on its prior plane of existence once the 24
into fresh food and drink. These foods and drink can hours ends. If the space the craeture was standing in is
take on the favorite flavor of the creatures occupied when it returns, the target is automatically
consuming them if you wish. displaced to the nearest unoccupied area that can fit it.
You can change the appearances of any creatures The Target takes 1d20 of Force Damage for every 5 ft it
you wish within 100 miles of you as if they were is displaced in this manner.
under the effects of an Alter Self spell. Any unwilling Creatures that are the same alignment as you make
targets must pass a Charisma Spell Save to resist their Saving Throw with Advantage. For example, if you
this effect. These changes last a year, or indfenitely are Good aligned, other Good aligned creatures would
on a critical failure. They can only be undone with a have advantage on this spell’s Saving Throw.
Wish spell. Spell Lists. Cleric, Warlock, Wizard.
You can conjure any object that can fit within a 5ft Decree Fate
diameter cube. These items remain indefinitely, but
fade into smoke if they are ever damaged beyond the 11th-level Divination
point of use. If you create a magical weapon with this Casting Time: 1 action
effect, the weapon can have as much as a +3 bonus Range: Self
to hit and to damage, but cannot have any additional Components: V, S
effects unless it is a property of the material you Duration: Concentration, up to 1 month
made it from, such as Adamantine weapons always You peer into all possible futures and decide which one
landing critical hits. you want to go down.
Spell Lists. Bard, Sorcerer, Warlock, Wizard For this spell’s duration, you automatically have
critical successes on every Ability Check, Attack Roll,
Bloody Twilight and Saving Throw you make.
11th-level Necromancy Any attack made against you is made with
24 hours Disadvantage and a penalty to the Attack Roll equal to
Casting Time:
Global your spell casting Ability Modifier (Minimum of -1).
Range:
M, V, S (The souls of 10,000 sentient If a creature attempts to make you the target of a spell
Components:
creatures and the tears of a Greater Deity) or ability that would subject you to a Saving Throw,
Duration: Until Dispelled
then that creature must succeed on a Wisdom Saving
Throw equal to your Spell Save DC. On a success,
By casting this spell, the sky of the planet it is cast upon nothing happens. On a failure, the creature must either
is shrouded in a crimson barrier that prevents sunlight select a different target, and if there isn’t one the spell
from harming any creatures it would have harmed. or ability fails to activate, or move the area of affect of
However, as long as this spell remains in affect, the spell or ability to not include you.
sunlight will cause 10 Necrotic damage per round to all Spell Lists. Bard, Cleric, Warlock, Wizard.

40 PART 3 | Epic-Level Spells


Deity’s Roar Ignis Fatuus
11th-level Evocation 11th-level Illusion
Casting Time: 1 action Casting Time: 1 hour
Range: 1 Continent Range: Global
Components: M, V, S (The intact limb of an Pit Fiend Components: V, S
or a Balor, which the spell consumes) Duration: Until Dispelled
Duration: Instantanious You conjure an illusion so powerful that it tricks the
You release a shout from your lungs with power equal very world under your feet into accepting it as an act of
to a Deity’s that covers an entire continent. creation.
All creatures and objects within this spell’s radius When you cast this spell, you can create an illsuionary
must make a Constitution Saving Throw, excluding feature to place in the world you cast the spell on. This
yourself and any creatures or objects you chose. illusion could be of a second moon in the sky, a new
Alternatively, the radius of the spell can be condensed to land mass, the ocean swallowing a current land mass, a
down to an area as small as a 100 ft sphere. historical event, or even an entirely new sentient
On a failed Saving Throw, a target takes 250d20 species.
Thunder Damage and is permanently deafened unless These are only but a few examples of the illusions this
they are targeted with an 9th-level or higher Greater spell can manifest. So long as the illusion does not try to
Restoration spell or a Wish spell. On a successful bring about more than a medium-sized country’s worth
Saving Throw, a target takes half damage and their of features, the spell will succeed.
Deafened status can be healed by a regular Greater All creatures are capable of physically interacting
Restoration. with these illusions as if they were real.
All damage dealt against structures by this spell is This spell persists even after your death, unless
treated as Siege Damage. dispelled by 10th-level magic or higher.
A creature that you excluded from this spell’s effects Creatures who were alive and lived in the same
are still deafened by it, but only for 1 minute. territory as where you cast the spell are capable of
*When Cast At Higher Levels: When cast at level 12, recognizing it as an illusion. However, creatures who
increase the Thunder Damage to 1,000d20. were born after the fact or who didn’t live near the area
Spell Lists. Cleric, Sorcerer, Warlock. of the initial casting are incapable of recognizing the
illusion as an illusion, even with the Truesight spell.
Eclipse of Endings Once all creatures who are capable of recognizing the
11th-level Evocation illusion as an illusion have died, the illusion, for all
Casting Time: 10 Minutes intents and purposes, becomes entirely. And if you used
Range: Global this spell to create new life forms, they will gain souls at
Components: M, V, S (a piece of moon rock that can fit this point.
in your palm and a torch of primordial flame from the Spell Lists. Warlock, Wizard.
Sun or the Elemental Plane of Fire)
Duration: Instantanious
Kinetic Control
11th-level Transmutation
You call down a massive, blanketing shower of Necrotic 1 Action
and Radiant energies from the sky. Casting Time:
Within sight
The spell deals 100d20 Necrotic and 100d20 Radiant Range:
V, S
damage to every creature and object in its area of effect, Components:
24 hours
except for the yourself and any creatures or objects you Duration:
wish excluded. Only magical objects of the Legendary or For this spell’s duration, you can use the effects of the
Artifact rarity remain unaffected by this spell’s magic. Telekinesis on any number of creatures or objects that
You determine the spell’s area of effect at the time of you can see, all within a single Action. The weight limit
casting. It can affect a 60 ft radius sphere within your for objects targeted by this spell becomes 1 billion
line of sight, an entire city, the entire continent you are pounds. Any creatures targeted by this spell and that
on, or even the whole planet. attempt to resist it make their checks with disadvantage
Alternatively, the energies of this spell can be used to and with a -5 penalty.
gather into a mass in the sky that can be used to either Any attack made against you while you have this spell
block out the sun or moon, creating either eternal day or active is is telekinetically stopped and thrown back at
eternal night on the world. If cast in this way, the spell the attacker, using your spell attack bonus to hit.
only ends when the caster choses to end it early, or the Spell Lists. Sorcerer, Wizard.
caster dies.
Spell Lists. Cleric, Druid, Sorcerer, Warlock, Wizard.

PART 3 | Epic-Level Spells 41


Lord Of Nightmares Master Of The Biomes
11th-level Enchantment 11th-level Transmuation
Casting Time: 1 hour Casting Time: 8 hours
Range: Global Range: Global
Components: V, S Components: M, V, S (The heart of a Solar, Empeyrean,
Duration: Until Dispelled or Demigod, which the spell consumes)
You cause horrendous nightmares in the dreams of all Duration: 24 hours
sentient life. Casting this spell allows you to freely reshape any area
Target any creatures on the plane you’re that you in the world you can see or have seen before, so long as
wish. Unless a target is Immune to the Fear condition, it it is on the same Plane of existence you cast the spell
has no way to resist this spell by any means other than on.
other spells cast at 11th level or higher. If a creature This does not allow you to transform an area beyond
targeted by this spell is Immune to the Fear Condition, what would be immediately possible. For example, you
they must make a Wisdom Saving Throw or be affected cannot force trees to start growing in a dessert without
by the spell. first transforming it into a land capable of supporting
A target is also immune to this spell if it has an such life.
Intelligence Score of 4 or lower. This spell also cannot affect artificially created
Creatures affected by this spell suffer from terrible constructs, such as buildings, beaver dams, or insect
nightmares every night until you choose to end them, hives. You can still manipulate the land around them,
they recieve Divine Intervention, a spell of 10th-level or however, such as opening a hole to drop a house into.
higher is used to dispel it, or the creature dies. You can use this spell to Awaken any creature or
Every night, you can choose a number of creatures naturally occuring inanimate objects within its area of
under this spell’s affects equal to your Intelligence affect that you are aware of, such as stones. This
Modifier(minimum of 1) and take direct control of their Awakening can include objects as large as mountains.
dreams. This awakening can last as long as a year, or idefinitely
The caster can manipulate these specific dreams in so long as you do not awaken more than 10 objects or
any way they wish, maing them pleasant, terrifying, or creatures.
whatever else strikes their fancy. Anything a creature, This spell cannot be used to Awaken magic objects of
excluding you, experiences in these dreams affects them rarity Legendary or higher, or areas that are already
in the real world as soon as they awaken. The only under the effect of a spell of 11th-level or higher.
acception being anything that would cause exhaustion. Spell Lists. Bard, Cleric, Druid, Wizard.
Other creatures can enter these dreams through
another casting of this spell, or via use of the Dream Meteor Storm
spell. Such creatures cannot manipulate you and you 11th-level Evocation
cannot manipulate them within the dream. However, Casting Time: 1 Action
you and these creatures are still able to use any of your Range: 1 mile
usual abilities to combat each other. Components: V, S
If you and the other creature who is infiltrating the Duration: 10 minutes
dream try to oppose the other’s changes to the dream, Casting this spell initially works the same way as
then the conflict is resolved with contesting Spell casting the Meteor Swarm spell.
Casting Modfier Ability rolls. But the end results still However, every area you targeted with this spell calls
cannot be used to harm each other with the changes down another Meteor Swarm in those areas at the start
made to the dream. of each of your turns for the next 10 minutes.
Spell Lists. Bard, Druid, Warlock, Wizard.
At the start of every round, the Meteor Swarm’s area
of effect doubles.
Spell Lists. Sorecer, Wizard.

42 PART 3 | Epic-Level Spells


Nature’s Might Damage, and 10d20 Thunder Damage. On a sucessful
11th-level Abjuration Saving Throw, the target takes half that damage.
1 hour After the 1d4 weeks pass by, the portal created by this
Casting Time:
Global spell stablizes into a perminent portal that can be used
Range:
M, V, S (The heart of a Solar, Empeyrean, to enter or exit any of the Elemental Planes.
Components: Spell Lists. Cleric, Druid, Sorcerer, Warlock, Wizard.
or Demigod, which the spell consumes)
Duration: 1 hour Tapa’Veaw’s Greater Overchannel
You select a 100 mile radius area that you are aware of 11th-level Abjuration
on the plane of existence you cast this spell on. Casting Time: 1 action
When you first cast this spell, the effects of an Range: Global
Earthquake spell activate in the selected area, with the Components: V, S
difference of having a 100 mile area of effect instead of Duration: Concentration, up to 1 hour
a 100 ft radius. You call on the Weave of Magic to flood you with a
After the Earthquake effect finishes, numerous portion of the god of Magic’s own power, infusing your
garganyuan vines appear throughout the entire spell damaging spells with unearthly potency.
radius for an hour. Each of the vines are 100 ft tall and For the next hour, for each Evocation spell of 1st to
15 ft wide. The vines attack all creatures and structures 10th level you cast at, you roll quintuple the number of
in the area, excluding those you designate as friendly, damage dice rolled and maximize the amount damage
lashing violently with speed that should be impossible of each individual dice.
for plants of their size. In addition, any Evocation spell you cast that requires
The damage done by the vines have the siege the targets to make a Saving Throw the targets
property. automatically take a penalty to their Saving Throw
All creatures within the spell’s area of effect must equal to your Spell Casting Ability Modifier(Minimum of
make a Dexterity Saving Throw at the start of each of 1).
their turns for the spell’s duration, taking 50d6 Finally, the range and area of affect of any Evocation
Bludgeoning Damage as well as being restrained on a spell you cast while this spell is active are quintupled.
failed saving Throw, or half as much damage on a Spell Lists. Cleric, Sorcerer, Wizard.
successful Saving Throw.
Spell Lists. Cleric, Druid. The Heavens’ Army
Plannar Vortex 11th-level Conjuration
11th-level Transmutation Casting Time: 1 Minute
1 action Range: Self
Casting Time:
Global Components: V, S
Range:
Components: V, S (one gemstone from every Elemental Duration: 1 year
Plane) You beseech your patron of worship for militant aid in
Duration: Instantaneous battle. Your Patron answers with a battalion of thier
You select a point on the plane of existence you’re on personal forces.
that you know about and open a 1,000 ft radius sphere You summon 250 Devas, 50 Planetars, and 2 Solars
portal that leads to all elemental planes at once. The who are all friendly to you and your allies, and who will
Elemental Planes of Air, Earth, Fire, and water, will all fight to the death to protect you.
violently mix together in a volatile maelstrom of If your patron is evil-aligned, the summons can
elemental power. instead be 250 Hezrou, 50 Marilith, and 2 Balor. Or,
All creatures within 100 miles of that space have to 250 Chain Devils, 50 Helfire Engines, and 2 Pit Fiends.
make a Constitution Saving Throw. On a failure, the If none of the above options are appropriate for your
creatures are torn apart by the raging elements and die patron, talk with your DM about which creatures your
instantly. On a successful Saving Throw, the creature Deity would send to aid you. The force of 250 should be
takes 100d20 Bludgeoning Damage, 100d20 Cold creatures of CR 8, the force of 50 should be CR 16
Damage, 100d20 Fire Damage, 100d20 Lightning creatures, and the force of 2 should be creatures of CR
Damage, and 100d20 Thunder Damage. 19-22.
For the next 1d4 weeks, any creature that enters this The summoning lasts for 1 year or until all the
area or remains within it will have to make a summoned creatures drop to 0 HP, at which time they
Constitution Saving Throw at the start of their turns. On return to their Plane of origin.
Spell Lists. Cleric, Druid, Warlock.
a failure, they take 10d20 Bludgeoning Damage, 10d20
Cold Damage, 10d20 Fire Damage, 10d20 Lightning

PART 3 | Epic-Level Spells 43


Vengeful Gaze of God Wyrm’s Death Blast
11th-level Enchantment 11th-level Enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 100 miles
Components: V, S Components: M, V, S (A vial of blood from a Dragon
Duration: 1 hour Deity)
For one minute, any creature that sees or that you can Duration: Instantaneous
see must make a Constitution Saving Throw. On failed Channeling the might of the Deity responsible for
Saving Throw, a target combusts, turns to ash, and dies creating the mighty Dragons, you unleash a breath
instantly. If a creature has means of escaping death, attack like none ever seen on your world.
such as a Lich’s phylactery, that feature is nullified and All creatures within a 100 mile cone expelled from
the creature’s soul is sent to the appropriate Outer you must make a Dexterity Saving Throw. Each target
Plane. that fails its Saving Throw takes 320d20 damage, or
On a successful Saving Throw, a target takes 100d20 half as much on a successful Saving Throw. You
Radiant Damage and its eyes are burned out of its head, determine the damage type, choosing from Acid, Cold,
if it has any, permanently blinding them. Fire, Lightning, or Poison.
If a creature would normally be immune to being The landscape affected by this spell is changed by the
blinded, this spell instead magically disables its primary damage type you selected for the next 100 years. Putrid
means of perception for 24 hours. swamplands for Acid damage, a barren tundra for Cold
A creature that passes its Saving Throw but is either damage, vulcanic wastes for Fire damage, lands
still in your line of sight or that can see you must repeat plagued by endless violent storms for Lightning
succeeding Saving Throws at the start of each of its damage, or lifeless and toxic wastelands for Poison
turns, with the same results for passing or failing, for damage.
the remainder of the spell’s duration. Spell Lists. Druid, Sorcerer, Wizard.
Creatures friendly to you, or any others you designate
at the time of casting are spared from this spell’s effects.
Spell Lists. Bard, Cleric, Druid, Warlock.

Wrath of the Deities


11th-level Enchantment
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
You call down the judgement of your patron on those
who stand against you.
Target a 100 mile diameter area in the world you are
aware of. The spell targets all creatures who do not
share your genereal alignment. For example, if you are
Chaotic Good, the spell will target all non-good aligned
creatures in the spell’s arwa of affect. Unalined
creatures, such as most Beasts and Constructs, are not
affected by this spell.
All targeted creatures in the spell’s area of affect must
pass a Constitution Saving Throw. On a failed save, a
target dies instantly. On a successful save, the target
takes 100d20 Radiant Damage. This damage ignores all
Resistances and Immunities not granted by Divine
status, such as being a Deity.
Spell Lists. Cleric, Druid, Warlock.

44 PART 3 | Epic-Level Spells


12th Level Spells Fool Reality
12th-level Illusion
Bend The Fabric
Casting Time: 1 Action
12th-level Transmutation Range: Infinite
Casting Time: 10 Minutes Components: M, V, S (A vial of blood from an Over-
Range: Infinite Deity)
Components: M, V, S (A vial of blood from an Over- Duration: Instantaneous
Deity) Your Illusion magic allows you to trick creation itself.
Duration: 10 Minutes This spell can be used to freely replicate the effects of
Within a 1,000 foot diameter area that aware exists, you any spell of 11th-level or lower.
can cause any effect you wish to occur. If the caster attempts to replicate the effects of
This spell can affect an area larger than the initial another 12th-level spell, the caster must roll a DC 30
1,000 ft area. However, for every additional 1,000 ft Consitution Saving Throw. On a Failed Saving Throw,
added to the spell’s area of effect, the caster must spend the caster takes 300d20 Fire damage, which ignores all
a day resting before they can cast spells or make attacks Resistances and Immunities. If the caster dies from this
again. During this rest period, you have a -5 penalty to damage, their soul is destroyed and they cannot be
any Saving Throw, Attack Roll, or Ability Check you resurrected by any means.
make. Spell Lists. Bard, Sorcerer, Warlock, Wizard.
If a target of this spell is a creature of a higher level or
Challenge Rating than the one casting it, then the target Grant Immortality
can make Constitution Saving Throw to resist its 12th-level Abjuration
effects. On a Successful Saving Throw, the target is not Casting Time: 1 Hour
inflicted with the intended effect and instead takes Range: Within Sight
500d20 Force damage and 500d20 Psychic damage. Components: M, V, S (A vial of blood from an Over-
If a target of this spell is a Deity, they have Advantage Deity)
on their Saving Throw. Duration: Instantaneous
Spell Lists. Cleric, Sorcerer, Wizard.
A willing creature targeted by this spell no longer ages
Cataclysm by any means and no longer need to eath, drink, breath,
12th-level Evocation or sleep. The target is also immune to any Conditions,
1 Action and cannot take damage from any source unless it is a
Casting Time:
Within Sight +6 weapon or a 12th level spell.
Range: Spell Lists. Cleric, Druid.
Components: M, V, S (A vial of blood from an Over-
Deity) It Is What I Say
Duration: Instantaneous 12th-level Enchantment
You can specify anything your character can see as this Casting Time: 10 Hours
spell’s target, from a single creature, the entire world, or Range: Infinite
even the sun in the sky. Anything targeted by this spell Components: M, V, S (A vial of blood from an Over-
violently explodes in an instant. Deity)
The only creatures able to resist this spell are Duration: Instantaneous
creatures of Divine status, such as Demigods or entities You can use this spell to alter the memory of reality.
of greater power. Such targets can make a Constitution Such effects could include rewritting the remembered
Saving Throw to resists this spell’s effect, taking and written history of your world however you see fit.
1,000d20 Force damage on a successful Saving Throw. If you attemt to use this spell to alter a world’s
Spell Lists. Druid, Warlock, Wizard.
perception of a Deity in any way, the Deity in question
must roll a Charisma Saving Throw against your spell
Save DC.
On a failed Saving Throw, your intended change goes
through but you take 100d20 Phsychic damage. On a
sucessful Saving Throw, the target takes 300d20
Psychic damage.
Spell Lists. Bard, Sorcerer, Warlock, Wizard.

PART 3 | Epic-Level Spells 45


Reject Death
12th-level Necromancy
Casting Time: 24 Hours
Range: Self
Components: M, V, S (A vial of blood from an Over-
Deity)
Duration: Until Dispelled
You bless yourself and your descendants with the most
potent and protective healing magic possible.
Once you cast this spell, from now on, it causes you to
always raise from the dead when you die, as if with True
Ressurection. This effect only fails to activate if you will
it so.
Any creatures descended from you also have this
benefit.
Spell Lists. Bard, Cleric, Druid.

The Right Path


12th-level Divination
Casting Time: 1 Action
Range: Touch
Components: M, V, S (A vial of blood from an Over-
Deity)
Duration: Instantanious
Peer into any possible future or as far back into the past
as you wish and travel there.
You can cast this spell in one of two ways.
First, you may send your mind to any point in your
past you wish, or into any possible future version of
yourself.
Alternatively, you and up 100 creatures holding hands
with you and each other can travel to any point in the
history of a location you are present at and wish to go to.
Spell Lists. Bard, Cleric, Druid.

Unmatched Swarm
12th-level Enchantment
Casting Time: 1 Action
Range: Within Sight
Components: M, V, S (A vial of blood from an Over-
Deity)
Duration: Concentration, up to 1 year
You call upon an unmatched hoard to fight for you.
You summon an army of creatures whose total
collective Challenge Ratings can add up to a maximum
of 1,000,000.
The summoned creatures are friendly to you and your
allies and will fight to the death to defend you. The
creatures summomed can be of any CR, so long as they
are not Deities of any kind.
The summoning lasts for 1 year or until all the
summoned creatures drop to 0 HP, at which time they
return to their Plane of origin.
Spell Lists. Cleric, Druid, Warlock.

46 PART 3 | Epic-Level Spells


Epic-Level Magic Items
hen warriors reach the legendary levels of

W
power only obtained by a rare few, even the
strongest of Legendary artifacts can no
longer keep up with the abilities they now
posess.
Only weapons crafted for the hands of
gods can fit right in the hands of these
champions.
If you wish to include weapons of higher power than
what is normally used in 5th Edition
Dungeons&Dragons, then the following is the
recomendations to accompany the epic levels. These
are also the sort of weapons that one should expect
Deities to wield.

PART 4 | Epic-Level Items 47


Demigod Gear Greater Deity Gear
Any previously created magic weapons and items can be As stated above, any previously created magic weapons
augmented into Epic-Level magic items, but should be can be enahnced to epic-levels, with this being what
enhanced in the following ways. should be expected of Greater Deities.
Weapons: At the bare minimum, the weapons Weapons: At the bare minimum, the weapons
carried by Demigods should have a +4 bonus to carried by Greater Deities should have a +6 bonus to
attack and damage rolls. The number of any attack and damage rolls. The number of any
additional damage dice that these weapons provide additional damage dice that these weapons provide
should be tripled and increased to the next die up. should be multiplied 10-fold and become d20s. For
For example, if a weapon deals an additional 1d6 example, if a weapon deals an additional 1d6 Force
Force damage, then it becomes 3d8 Force damage. damage, then it becomes 10d20 Force damage.
Finally, if a creature is hit by a weapon of this level Finally, if a creature is hit by a weapon of this level
and they have less than 150 Hit Points, they would and they have less than 300 Hit Points, they would
die instantly. die instantly.
Armor: At the bare minimum, the weapons and Armor: At the bare minimum, the weapons and
armor carried by Demigods should have a +4 bonus armor carried by Greater Deities should have a +6
to AC and rolls to hit and damage. And you should bonus to AC and rolls to hit and damage. And you
gain a damage threashold of 25, meaning if a should gain a damage threashold of 50, meaning if a
damage source does not deal at least 25 Hit Points damage source does not deal at least 50 Hit Points
of damage to you all at once, then the damage should of damage to you all at once, then the damage should
be canceled out entirely. But if the damage dealt is at be canceled out entirely. But if the damage dealt is at
all higher than 25, then it is all applied normally. all higher than 50, then it is all applied normally.
Keep in mind, all these suggestions are just meant as Example Item
the minimum and can be edited further to the DM’s
desire. Godly Flame Tongue
Lesser Deity Gear Longsword, Artifact (requires attunement)
As stated above, any previously created magic weapons You can use a free action to speak this magic sword’s
can be enahnced to epic-levels, with this being what command word, causing flames to erupt from the blade.
should be expected of Lesser Deities. These flames shed bright light in a 640-foot radius and
Weapons: At the bare minimum, the weapons dim light for an additional 640 feet.
carried by Lesser Deities should have a +5 bonus to The bright light from the sword can blind your
attack and damage rolls. The number of any enemies. Any hostile creatures within the bright light’s
additional damage dice that these weapons provide radius must pass a DC 25 Constitution Saving Throw,
should be quintupled and increased to the next two or be blinded for 24 hours.
die up. For example, if a weapon deals an additional While the sword is ablaze, it deals an extra 20d20 fire
1d6 Force damage, then it becomes 5d10 Force damage to any target it hits. The flames last until you
damage. Finally, if a creature is hit by a weapon of use a bonus action to speak the command word again or
this level and they have less than 200 Hit Points, until you drop or sheathe the sword.
they would die instantly. This blade deals 20d8 Slashing damage, or 20d10
Armor: At the bare minimum, the weapons and Slashing damage if wielded with two hands.
armor carried by Lesser Deities should have a +5
bonus to AC and rolls to hit and damage. And you
should gain a damage threashold of 35, meaning if a
damage source does not deal at least 35 Hit Points
of damage to you all at once, then the damage should
be canceled out entirely. But if the damage dealt is at
all higher than 35, then it is all applied normally.

48 PART 4 | Epic-Level Items


Deity Power Basics
he power of the gods in the realms of D&D

T
cannot be properly measured by mortal
minds in most cases. However, some basic
consistancies can be recognized amongst
those who know what to look for.
If you ever wish to elevate your players to
the point of Divine status, then this
reference guide can be used to see what bare minimum
abilities are consistant amongst all Deities.

PART 5 | Diety Powers 49


Demigods and Lesser Deity Avatars. Greater Deities.
Damage Reduction: Deities of this level are able to Damage Reduction: Deities of this level are able to
reduce any damage they take down to one-third of reduce any damage they take down to one-one
the damage actually dealt to them rounded down, to hundreth of the damage actually dealt to them
a minimum of 1. So, if an attack deals 12 points of rounded down, to a minimum of 1. So, if an attack
damage, the Deity instead takes 4 points of damage. deals 100 points of damage, the Deity instead takes
Weapon & Spell Resistance: A Deity of this level 1 point of damage.
cannot be harmed by any spell of 6th-level or lower, Weapon & Spell Resistance: A Deity of this level
or any weapon that does not have, at least, a +1 cannot be harmed by any spell of 10th-level or lower,
modifier to its rolls. or any weapon that does not have, at least, a +5
Regeneration: At the start of every turn, if a Deity of modifier to its rolls.
this level is missing hit points, they regain up to 100 Regeneration: At the start of every turn, if a Deity of
hit points. this level is missing hit points, they regain up to 500
Legendary Resistances(4/day): If a Deity of this level hit points.
fails a Saving Throw, they can choose to succeed Legendary Resistances(6/day): If a Deity of this level
instead. fails a Saving Throw, they can choose to succeed
Lesser Deities and Greater Deity
instead.
Avatars. Naturally, Deities have domain over whatever concept
Damage Reduction: Deities of this level are able to or physical thing they are the god of.
reduce any damage they take down to one-tenth of So, if a player would become the god of water, they
the damage actually dealt to them rounded down, to would not need to make any rolls to manipulate water
a minimum of 1. So, if an attack deals 100 points of as they see fit. Be it something as simple as making
damage, the Deity instead takes 10 points of bubbles, or as extreem as causing a tsunami.
damage.
Weapon & Spell Resistance: A Deity of this level
cannot be harmed by any spell of 8th-level or lower,
or any weapon that does not have, at least, a +3
modifier to its rolls.
Regeneration: At the start of every turn, if a Deity of
this level is missing hit points, they regain up to 250
hit points.
Legendary Resistances(5/day): If a Deity of this level
fails a Saving Throw, they can choose to succeed
instead.

50 PART 5 | Diety Powers


Optional Rules & Abilities
o help balance the damage output and

T
Enhanced Critical Rolls
abilities of Martial Classes in comparison
to Spell Casters, these optional rules and Under these optional rules, the chances for a character
abilities are designed for Martial characters to land a Critical Hit will be increased based on the
specifically. However, a DM is free to apply weapon they are wielding. The terminology for this will
these effects to any Spell Caster abilities be called a Character’s Critical Rating
where it seems appropriate. If Player Characters already have abilities that
These options can also be used by enemies or other enhance their Critical Rating, these rules are stack onto
NPCs if the DM wishes. them. For example, a Champion Fighter’s Improved
Critical Ability allows them to score Critical Hits on
Armor Effect Options rolls of 19, and later 18. So, if a weapon they are
wielding has +1 Critical Rating, this would allow the
Light Armor
Fighter to land Critical Hits on rolls of 17 as well. This
Characters who have Proficiency with Light Armor would count as the character having a +3 Critical
gain the follwing effect while wearing a suit of Light Rating.
Armor: Light Armor reduces non-magical slashing If a character has +3 Critical Rating or more, then
and piercing damage by 2 + half your Proficiency when they land a Critical Hit with a Natural 20 roll, the
Bonus (rounded down). damage dice are quadrupled as opposed to doubled.
Under these rules, there is nothing that would
Medium Armor
enhance the Critical Rating of a Spell Caster’s Spell
Characters who have Proficiency with Medium Attack Bonus.
Armor gain the follwing effect while wearing a suit of
Medium Armor: Medium Armor Reduces non- Magical Weapons: Under these rules, unless stated
magical bludgeoning, slashing and piercing damage otherwise, all magic weapons give +1 Critical Rating.
by 1 + half your Proficiency Bonus (rounded down). This effect adds onto the Weapon Size Bonus listed
Heavy Armor
below.
Characters who have Proficiency with Medium Weapon Size Bonuses:
Armor gain the follwing effect while wearing a suit of Large Weapons : All large weapons provide +0
Medium Armor: Reduces non-magical bludgeoning, Critical Rating. This has no affect on when a Critical
slashing and piercing damage by 2 + half your Hit would land.
Proficiency Bonus (rounded down). Large Weapons List: Greatsword, Greataxe,
Shields Greatclub, Glaive, Halberd, Maul, Pike, Heavy
For those looking for a variety in abilities and types of Crossbow.
shields, these following options could suffice. Medium Weapons: All medium weapons provide +1
Bucklers: Grants +1 AC to those wielding it. Can be Critical. This allows the wielder to land a critical hit
used as an offhand weapon for dual wielding attacks. on a roll of 19 or 20.
Deals 1d4 + Strength or Dexterity modifier Medium Weapons List: Mace, Quarterstaff, Spear,
bludgeoning or slashing damage. Light Crossbow, Battleaxe, Longsword, Morningstar,
Heaters: Grants +2 AC. Can be used as an offhand Trident, Longbow.
weapon for dual wielding attacks. Deals 1d6 +
Strength modifier bludgeoning or slashing damage. Small Weapons: All small weapons provide +2
Kites: Grants half cover. Causes the wielder to have Critical. This allows the wielder to land a critical hit
-1 on all their attack rolls to hit unless the wielder on a roll of 18, 19 or 20.
has a Strength Score of 18 or higher. Small Weapons List: Club, Dagger, Handaxe, Javelin,
Towers: Grants three quarters cover. Causes the Light Hammer, Sickle, Dart, Shortbow, Sling, Flail,
wielder to have -2 on all their attack rolls to hit and Rapier, Scimitar, Shortsword, War Pick, Warhammer,
reduces their movement speed by 10 ft unless the Whip, Blowgun.
wielder has a Strength Score of 18 or higher.

PART 6 | Optional Rules 51


Jumping Enhancement Unarmed Strikes Improvement
Normally, a player character’s High Jump distance is a In standard 5th Edition D&D, Unarmed Strike damage
number of feet equal to their Strength Modifier + 1. And done by most player characters is only equal to 1 point
their Long Jump is a number of feet equal to the of Bludgeoning Damage, or more in proportion to their
Strength Score. For DM’s who wish to display Strength Modifier if it is higher than +1.
characters at a more superhuman level, these optional The following options are meant to grant an option
rules are meant to assist. for enhancing the damage characters can deal with
Depending on the player’s level, they can roll Unarmed strikes.
Strength (Athletics) or Dexterity (Acrobatics) checks
when they jump to increase the distances. Strength Modifier of 0 or less: Characters with such
Strength Scores still only deal 1 point of
Characters at Levels 1-5 must roll an Ability check of Bludgeoning damage with their Unarmed Strikes.
20 or higher to double (*2) the distance they travel Strength Modifiers of +1 and +2: Characters with
with a jump. these Strength Scores deal an ammount of
A Nat 20 roll will instead triple (*3) the results. Bludgeoning Damage equal to 1d2 + their Strength
Modifer.
Characters at Levels 6-10 must roll an Ability check Strength Modifiers of +3 and +4: Characters with
of 18-19 to double (*2) the distance they travel with a these Strength Scores deal an ammount of
jump. Bludgeoning Damage equal to 1d4 + their Strength
Modifer.
A roll of 20 or higher will triple (*3) the distance. Strength Modifiers of +5 and +6: Characters with
A Nat 20 roll will quadruple (*4) the distance. these Strength Scores deal an ammount of
Characters at Levels 11-15 must roll an Ability check Bludgeoning Damage equal to 1d6 + their Strength
Modifer.
of 16-17 to double (*2) the distance they travel with a Strength Modifiers of +7 and +8: Characters with
jump. these Strength Scores deal an ammount of
A roll of 18-19 will triple (*3) the distance. Bludgeoning Damage equal to 1d8 + their Strength
A roll of 20 or higher will quadruple(*4). Modifer.
A Nat 20 roll will quintuple (*5) the distance. Strength Modifiers of +9 and +10: Characters with
these Strength Scores deal an ammount of
Characters at Levels 16-20 must roll an ability check Bludgeoning Damage equal to 1d10 + their Strength
of 14-15 to double (*2) the distance they travel. Modifer.
For Characters who already deal damage dice on
A roll of 16-17 will triple (*3) the distance. their Unamred Strikes, such as Monks, characters
A roll of 18-19 will quadruple (*4) the distance. with the Tavern Brawler Feat, or Fighters with the
A roll of 20 or higher will quintuple (*5) the distance. Unarmed Fighting Fighting Style, there is this
A Nat 20 roll will sextuple (*6) the distance. option. If they have a Strength Modifier of +3 or +4,
Characters at Epic Levels, 21 and up, must roll an increase their damage dice to the next one above it.
ability check of 8-10 to double (*2) the distance they This would turn the 1d4 damage dice of a Monk into
travel. 1d6, and so on. And if their Strength modifier is +5
or higher, increase the damage dice by two stages.
A roll of 11-12 will triple (*3) the distance. This would turn 1d4 into 1d8.
A roll of 13-14 will quadruple (*4) the distance.
A roll of 15-16 will quintuple (*5) the distance.
A roll of 17-18 will sextuple (*6) the distance.
A roll of 19-20 will septuple (*7) the distance.
A roll of 21 or higher will octuple (*8) the distance.
A Nat 20 roll will increase the distance nine-fold (*9).

52 PART 6 | Optional Rules


Weapon Damage Effect Options
For those who wish to have the types of damage dealt
by weapons have more meaning to them than simply a
category name, these options should provide enough
expansion on that front.
Bludgeoning
When a Martial character deals bludgeoning
damage, they can subject the target to a Strength
Saving Throw, either causing the target to fall prone
or be pushed backwards 5 feet. The saving throw
equals 8 + your proficiency bonus + the bludgeoning
damage dealt divided by 5 rounded up (to a
minimum of 1). The amount of feet that a target can
be pushed back increases by 5 for every 5 points of
bludgeoning damage past 5. For example, if you delt
10-14 bludgeoning, the target would be pushed back
10 ft., and 15 ft. if you delt 15-19 damage. Etc.
Piercing
When a Martial character deals Piercing damage,
they can subject the target to a Constitution Saving
Throw, causing the target’s speed to be reduced by 5
feet for every 5 points of piercing damage dealt. The
reduction in speed lasts until the end of the target’s
next turn or until the damage is healed. The saving
throw equals 8 + your proficiency bonus + the
piercing damage dealt divided by 5 rounded up (to a
minimum of 1).
Slashing
When a Martial character deals slashing damage,
they cause the target to take additional Bleeding
damage at the start of their turn. The amount of
Bleeding damage dealt is equal to the amount of
Slashing damage dealt divided by 5, rounded down
(to a minimum of 0.) This additional Bleeding
damage is only applied for one turn. Naturally, if a
target does not bleed, do not apply this effect, unless
the DM and player still find it appropriate.
Heavy Weapons
Any weapon with the Heavy property can add the
effects of Bludgeoning damage on top of whatever
other damage effects it has. If the weapon is already
one that deals Bludgeoning damage, the number of
feet it can push a target back is doubled.
When a character with a Strength Score of 20 or
higher wields a weapon with the heavy property, they
are strong enough to wield the weapon one-handed.
If wielded in this way, the heavy weapon looses the
Bludgeoning properties mentioned above.

PART 6 | Optional Rules 53

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