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Published by goroiamanuci, 2022-12-14 09:15:54

classi e sottoclassi epiche

classi e sottoclassi epiche

The Celestial* C hapter 2: Epic P restige C lasses
Your pool of dice from your Healing Light feature are d12s instead Overlord
of d6s and you gain a number of additional dice equal to twice your
overlord level. Great Old One Expanded Spells
Additionally, you can cast the Epic spells bioclasm and genesis.
You can cast each spell once as a tier 2 Epic spell and cannot cast Spell Level Spells
them again until you finish a long rest.
If you have Epic spell slots, instead of the previous feature you 6th globe of invulnerability, magic jar
may add bioclasm and genesis to the list of Epic spells you know.
7th reverse gravity, simulacrum
Celestial Expanded Spells
8th antimagic field
Spell Level Spells
9th time stop
6th heal, sunbeam
The Hexblade†
7th conjure celestial, regenerate When you roll initiative, you may expend your use of your
Hexblade’s Curse feature to immediately curse each creature of
8th holy aura your choice that you can see within 300 feet of you.

9th mass heal Hexblade Expanded Spells

The Fiend Spell Level Spells

Your body gives off tremendous heat, burning those around you. 6th contingency, terrifying transformation
At the start of each of your turns, each creature within 15 feet of
you takes 10d6 fire damage and flammable objects in the area that 7th magical sword, teleport
aren’t being worn or carried ignite. Creatures that touch you or hit
you with a melee attack while within 15 feet of you take 5d6 fire 8th mind blank
damage. As an action, you can suppress the effects of this feature
by concentrating on it as though it were a spell. The effects of this 9th invulnerability
feature are suppressed if you are incapacitated.
Additionally, you learn the following spells which can be cast The Imprisoned‡
as warlock spells if you have the necessary level spell slots to do Once per turn when you cast a spell with a range greater than
so. When you expend a use of your Mystic Arcanum to cast an touch and your Dark Sun subclass feature is in effect, you may
arcanum spell, you can instead cast one of these new spells of the move your dark sun to a space you can see within that spell’s range.
same level as an arcanum spell. Additionally, if you have no uses of your Dark Sun subclass
feature remaining, you may take an action to expend one of your
Fiend Expanded Spells warlock spell slots and regain the use of your Dark Sun feature.

Spell Level Spells Imprisoned Expanded Spells

6th disintegrate, planar ally Spell Level Spells
7th delayed blast fireball, firestorm
8th incendiary cloud 6th sunbeam, word of recall
9th gate
7th divine word, prismatic spray
The Great Old One
As an action, you can draw forth the near-limitless power of 8th sunburst
the Great Old Ones and unleash it to devastating effect. As an
action, you can call upon your otherworldly patron, describing 9th wish
the assistance you seek. The DM chooses the nature of the
intervention, which typically takes the form of an effect of any The Undying§
tier 3 Epic spell. Regardless of what form the intervention takes, When you finish a long rest, you can choose to gain a number
your Patron always appears for the briefest of instants to conduct of temporary hit points equal to your maximum hit points. These
its intervention, exposing all present to the cosmic horror of its temporary hit points cannot be replaced by temporary hit points
being. This feature and its effects are considered Deific, and once from a source other than this feature unless you will it. While you
your patron has intervened you cannot use this feature again for have at least 1 temporary hit point from this feature, you cannot be
7 days. killed by non-Deific effects.

Undying Expanded Spells

Spell Level Spells

6th freezing sphere, harm

7th resurrection, sequester

8th clone

9th true resurrection

*  This subclass can be found in the official 5E supplement, XGE. †  This subclass can be found in the official 5E supplement, XGE.
‡  This subclass can be found in the 2CGaming supplement, Tyrants & Hellions.
§  This subclass can be found in the official 5E supplement, SCAG. 67

EPIC LEGACY CORE RULEBOOK


C hapter 2 : Epic P restige C lasses • You automatically succeed on Constitution saving throws
Overlord to maintain concentration on your spells and effects.

Oppressive Authority Once you have used this feature, you cannot cast find familiar
again until you finish a long rest.
At 28th level your patron must accommodate your desires and
needs as best it can, no matter how fickle. By spending 1 minute Utterdark Blast
demanding assistance from your patron, you either learn two non-
Epic invocations of your choice or one Epic invocation of your Prerequisite: 22nd level, eldritch blast cantrip
choice. You must still meet the prerequisites for these invocations,
which you know until you finish a long rest. Once you have used When you cast eldritch blast, you can choose to alter the spell into
this feature, you must finish a long rest before you can use it again. a mighty utterdark blast. Doing so merges the beams created by
the spell into a single powerful strike. You make a single ranged
Hostile Takeover spell attack instead of the number of spell attacks you would have
made normally when you cast eldritch blast. On a successful hit, this
At 30th level, you have the power to subjugate your patron entirely attack deals damage as though all of the cantrip’s spell attacks had
and completely exploit its power as you see fit, giving you total hit the target when cast normally and you automatically roll the
mastery over the power it has granted you. If a feature would maximum possible value on all of the spell’s damage dice.
require that you spend an amount of time greater than an action
to gain assistance from your patron (such as from your Eldritch Bulwark of Steel Shadows
Master warlock class feature), you may instead gain the benefits
from that feature as an action. Prerequisite: 24th level
Additionally, when you finish a long rest you may choose any
number non-Epic or Epic invocations you know and replace Your AC becomes 10 + your proficiency bonus + your Charisma
them with an equal number of non-Epic or Epic invocations for modifier.
which you meet the prerequisites. You cannot replace a non-Epic
invocation with an Epic invocation using this feature. Greater Codex of Nightmares

EPIC INVOCATIONS Prerequisite: 24th level, Codex of Nightmares Epic invocation,
Pact of the Tome feature
Each Epic invocation has a prerequisite which you must meet in
order to learn it; you can learn the Epic invocation at the same You gain a single tier 1 Epic spell slot, a single tier 2 Epic spell
time that you meet its prerequisites. slot, and can learn three Epic spells from the overlord Epic spell
list. You may also exchange any number of Epic overlord spells you
Blood of the Outsider know when you select this invocation with different Epic overlord
spells from the overlord Epic spell list.
Prerequisite: 22nd level
Hellfire Mantle
Your hit point maximum increases by an amount equal to thrice
your character level when you gain this Epic invocation. Whenever Prerequisite: 24th level
you gain a level thereafter, your hit point maximum increases by an
additional 3 hit points. You may cast the spell hellish rebuke without expending a spell slot.
The spell is cast at the level of your warlock spell slots.
Codex of Nightmares
Lifebane Weapon
Prerequisite: 22nd level, Pact of the Tome feature
Prerequisite: 24th level, Pact of the Blade feature
You gain a single tier 1 Epic spell slot and can learn two Epic spells When you deal damage with a weapon attack made with your pact
from the overlord Epic spell list which can be found in chapter weapon, you can lose a number of hit points up to your character
4 along with the general rules for casting Epic spells. You regain level. This loss of hit points cannot be reduced or prevented by any
expended overlord Epic spell slots when you finish a long rest. means. The attack deals additional necrotic damage equal to the
amount of hit points you lose. You can use this feature a number
Nether Surge of times per turn equal to half your overlord level (rounded down).

Prerequisite: 22nd level, Pact of the Blade feature Underlord

Once per turn, you can expend a use of your Mystic Arcanum to Prerequisite: 24th level, Pact of the Chain feature
take an additional action in addition to your regular action that
turn. This action can only be used to take the Attack action or cast Creatures within 5 feet of your familiar have Epic disadvantage on
a spell with a casting time of an action. saving throws against you and you have Epic advantage on attacks
against those creatures.
Profane Offering Additionally, when your familiar takes damage it may immedi-
ately use its reaction to teleport to an unoccupied space adjacent
Prerequisite: 22nd level, Pact of the Chain feature to you. This effect fails if the familiar is on a different plane of
existence than you.
As a bonus action, you sacrifice your familiar to gain personal
power, killing it instantly. Upon its death, you gain profane power
for 1 minute, granting you the following benefits.

• You gain temporary hit points equal to the number of hit
points your familiar had when it died. These hit points last
until you finish a long rest.

68 EPIC LEGACY CORE RULEBOOK


Agent of Chaos C hapter 2: Epic P restige C lasses
Overlord
Prerequisite: 26th level
Arcane Extinction
When a creature you can see within 120 feet of you targets a
creature with a spell or attack, you may use your reaction to force Prerequisite: 28th level
that creature to select a different target of your choice (other than You cast the Epic spell antimagic ray as a tier 3 Epic spell. Once
itself ) for that spell or attack. If the attacking creature is Epic, it you have used this feature, you cannot use it again until you finish
can attempt a Wisdom saving throw against your spell save DC, a long rest.
preventing the effect on a success. If a creature has no other eligible
targets, this effect fails. Dark Prophecies

Bathed in Blood Prerequisite: 28th level
You can cast the spell foresight at will.
Prerequisite: 26th level
Eldritch Supremacy
When you take 25 or more damage in a single instance from an
enemy creature, you can choose to manifest a single magical orb Prerequisite: 28th level, eldritch blast cantrip
of your own blood. This blood orb moves with you and follows When you cast eldritch blast and target only a single creature, it
wherever you go. As a bonus action, you can expend one or more cannot be resistant or immune to the effects or damage of the spell.
of these orbs to gain the benefits of a single effect according to the When you cast eldritch blast and target two or more creatures,
number of orbs expended. You can have up to three blood orbs at a you may fire a single additional beam at each creature of your
time, and any unexpended blood orbs fade into nothingness when choice within range.
you begin a short or long rest. Using one or more blood orbs grants
the following benefits. Otherworldly Flight

1 Orb. You regain 3d8 hit points. Prerequisite: 28th level
Vast wings visually themed after your otherworldly patron sprout
2 Orbs. You recover an expended warlock spell slot. from your back, granting you a fly speed of 90 feet. If your wings
are removed, they naturally grow back when you finish a long rest.
3 Orbs. The next time your roll damage dice this turn, you roll
six additional damage dice of the attack’s damage type. Beguiling Aura

Example: When Johan K’lay strikes an orc with an eldritch blast Prerequisite: 30th level
and deals 1d10 force damage, if he expends his three blood orbs When a creature sees you in person for the first time in a day, it is
before damaging the orc, the force damage from the cantrip would immediately charmed by you. Epic and mythic creatures can at-
increase to 7d10 on a successful hit. tempt a Wisdom saving throw versus your spell save DC to avoid
becoming charmed.
Dark Tutelage
Hellfire and Brimstone
Prerequisite: 26th level, Pact of the Chain feature
Prerequisite: 30th level
Your familiar teaches you powerful eldritch techniques that When you deal damage that isn’t bludgeoning, piercing, slashing,
enhance your abilities. You gain a single Epic feat of your choice or psychic damage, you may instead deal fire damage. Additionally,
from the Epic feat list detailed in chapter 3. once per turn when you deal fire damage to a creature, object, or
You may forgo taking this Epic feat to instead increase an abil- structure you may ignite it with magical hellfire. A creature, object,
ity score of your choice by 4, or you can increase two ability scores or structure so ignited takes 4d12 fire damage at the start of each
of your choice by 2. You cannot increase an ability score above 30 of its turns. Each time you use this feature on an ignited creature,
using this feature. object, or structure, the damage dealt by the flames increases by
4d12. The fire cannot be extinguished by non-Epic effects.
Spell Reaper
Untouchable
Prerequisite: 26th level, Pact of the Blade feature
Prerequisite: 30th level
At the end of your turn, you may use your reaction to draw forth When you take damage, you may use your reaction to instead take
arcane energy from each enemy creature within 120 feet of you no damage and magically transport yourself to an unoccupied
that you hit with your pact weapon on that turn. Affected creatures space within 30 feet of your current location.
must succeed on a Wisdom saving throw against your spell save
DC to prevent the effect. For each creature that fails, you regain
one expended warlock spell slot, up to your maximum.

Ultimate Codex of Nightmares

Prerequisite: 26th level, Greater Codex of Nightmares Epic
invocation, Pact of the Tome feature

You gain a single tier 1 Epic spell slot, a single tier 2 Epic spell slot,
a single tier 3 Epic spell slot, and can learn four Epic spells from
the overlord Epic spell list. You may also exchange any number
of Epic overlord spells you know when you select this invocation
with different Epic overlord spells from the overlord Epic spell list.

EP IC LEGACY CORE RULEBO OK 69


C hapter 2 : Epic P restige C lasses • Epic Trial: Arcane Sanctum – The pursuit of arcane
Archmage supremacy begins with an ideal location to conduct your
research and magical experiments. You must establish such
Archmage a place and fortify it against intrusion. Known as an arcane
sanctum, this structure can be located on any world, as
Epic Wizard long as you find a way to maintain isolation and focus on
your work. Once you have created your sanctuary, you must
The tiefling grimaced as he cradled the spell in his hands. then commit yourself to a year and a day of uninterrupted
Its heat caused those nearby to shudder with discomfort. A research, exploring every aspect of the arcane arts. Such an
sinister smile then appeared on the archmage’s face, and all endeavor requires copious amounts of resources: books of
assembled knew the spell was ready. The column of molten hidden techniques, lore on ancient magic, spell scrolls, and
lava erupted, laying waste to everything in its path. The powerful magical items. After a year and a day, you discover
mage-killers dove for cover, but it made no difference. the techniques required to pull on the threads of Epic magic,
weaving them together to form spells of incredible power.
Archmages are the undisputed masters of magic. There is little
they do not understand about the arcane arts, and what little they
don’t know could only be understood by an archmage anyway.
Archmages manipulate cosmic forces of extraordinary power with
the precision of a surgeon. Every word, every inscription, every
strand of magic follows the command of an archmage perfectly.To
these spellcasters, knowledge isn’t just power—it’s the only thing
that truly matters.

PREREQUISITES

The career of wizards is marked by breakthroughs. Yet as their
understanding of magic grows, their arcane power inevitably
reaches its limits. Most never even get that far, whether from a lack
of talent, a lack of effort, or an untimely demise. But for some, the
hunger for knowledge never ceases as they explore every option,
technique, and piece of magical lore they can get their hands on.
To call it an obsession is an understatement—it is a way of life.
To follow the path of an archmage is to apply genius-level
intellect to uncovering the secrets of magic. Woe to any
who stand in their way, for an archmage’s power
unleashed is a precisely calculated solution to
any problem.
To advance as an archmage,
you must meet the following
prerequisites (in addition to
the multiclassing requirements
for your existing class):

• Wizard Level 20 – Only
a wizard of great intellect
and knowledge has the skills
necessary to master the ways
of magic. Those attempting
the techniques of an archmage
without this background meet
with catastrophic failure.

• Slay an Epic Foe – At the DM’s
discretion, you may be required
to defeat a mighty opponent of
tremendous power. This enemy must be
the greatest threat you have ever faced and
represent a tremendous achievement in your
adventuring career. DMs are encouraged to make
this foe a creature of great power that pushes your
character to its limits. The creature need not be defeated
single-handedly but should always be of considerable
challenge.

70 EP IC LEGACY CORE RULEBO OK


CLASS FEATURES C hapter 2: Epic P restige C lasses
Archmage
As an archmage, you gain the following class features.
bonus action. You determine in what order each of the spells are
Hit Points cast. As you advance as an archmage, you can cast more powerful
spells using this feature according to the Arcane Fusion column
Hit Dice: 1d6 per archmage level of the archmage class progression table. The maximum level of the
Hit Points per Level: 1d6 (or 4) + your Constitution modifier per higher castable spell using this feature is indicated on the left side
archmage level of the column, while the maximum level of the lower castable spell
using this feature is indicated on the right side of the column. You
Proficiencies cannot use this feature to cast cantrips in either case.

Saving Throws: You gain proficiency in a single saving throw of Epic Spellbook
your choice.
At 22nd level, your spellbook is a tome of wondrous knowledge and
Ability Score Improvement arcane secrets. You add three archmage Epic spells of your choice
to your spellbook, and two additional archmage Epic spells each
When you reach 21st level, and again at 23rd, 25th, 27th, and 29th time you gain a level in the archmage Epic prestige class. Each of
level, you can increase one ability score of your choice by 2, or these spells must be of a tier for which you have Epic spell slots.
you can increase two ability scores of your choice by 1. You can’t Additionally, your spellbook becomes extraordinarily magical. It
increase an ability score above 30 using this feature. is considered an artifact-quality magical item and while you live
it cannot be read by non-Deific creatures other than you. If your
Epic Feat spellbook leaves your possession against your will, it mysteriously
reappears in your possession the next time you finish a short or
When you reach 21st level, and again at 25th and 29th level, you may long rest. Only magic of Deific strength can prevent this effect.
select one Epic feat from the Epic feat list detailed in chapter 3. Finally, if you find a piece of knowledge (such as a spell scroll) of
You may forgo taking an Epic feat to instead increase an ability an archmage Epic spell, you can add it to your spellbook if it is of
score of your choice by 4, or you can increase two ability scores a tier for which you have Epic spell slots and if you have the time
of your choice by 2. You cannot increase an ability score above 30 to decipher and copy it. Copying an Epic spell into your spellbook
using this feature. works similarly to copying a non-Epic spell, but takes 24 hours
and 5,000 gp per tier of the Epic spell.
Arcane Fusion
Epic Spellcasting
Beginning at 21st level, when you
take an action to cast a non-Epic At 22nd level, your study of the arcane arts has unlocked the
spell and expend a spell slot of mightiest spells ever conceived: Epic spells. See the “Epic Magic
and Spellcasting” section in chapter 4 for rules about Epic magic
5th level or lower as part of that and spellcasting and for the list of Epic spells available to the
action you may simultaneously archmage.
cast a 1st-level spell with a
casting time of one action or

The Archmage

Level Prestige Class Features Arcane Proficiency Arcane Epic Spell Slots per Spell Tier
Mysteries Bonus Fusion Tier 1 Tier 2 Tier 3
21st Ability Score Improvement, Epic Feat, Arcane Fusion
– +6 5th / 1st –––

22nd Epic Spellbook, Epic Spellcasting, Master of the Arcane 2 +6 5th / 1st 2 – –

23rd Ability Score Improvement 2 +7 6th / 2nd 3 – –

24th Spell Division 3 +7 6th / 2nd 3 1 –

25th Ability Score Improvement, Epic Feat 3 +7 7th / 3rd 3 2 –

26th Epic Arcane Tradition 4 +7 7th / 3rd 3 2 1

27th Ability Score Improvement 4 +8 8th / 4th 3 2 1

28th Arcane Brilliance 5 +8 8th / 4th 3 2 1

29th Ability Score Improvement, Epic Feat 5 +8 9th / 5th 3 2 1

30th Supreme Magic 6 +8 9th / 5th 3 2 1

EPIC LEGACY CORE RULEBOOK 71


C hapter 2 : Epic P restige C lasses Epic Arcane Tradition

Archmage At 26th level, your arcane tradition has reached its zenith as you
master its unique and complex techniques. This expertise takes
The archmage class progression table shows how many Epic the form of a great project of incredible artistry and design that
spell slots you have available to cast your Epic spells. To cast an serves as a magical tool to exemplify your tradition. You gain
Epic spell, you must expend an Epic spell slot of the spell’s tier or the following features according to the Arcane Tradition you
higher. You regain all expended Epic spell slots when you finish a selected when you were advancing as a wizard.
long rest.
You prepare the list of archmage Epic spells that are available Bladesinging*
for you to cast. To do so, choose a number of archmage Epic When you activate your Bladesong subclass feature, you may
spells from your spellbook equal to your Intelligence modifier + expend one of your Epic spell slots to empower a weapon you
your archmage level (minimum of one). The Epic spells must be are wielding with the might of Epic magic, transforming it
of a level for which you have spell slots. into a magical weapon called a spellblade for the duration of the
You can change your list of prepared Epic spells when you Bladesong. When you make an attack with that weapon, you
finish a long rest. Preparing a new list of archmage Epic spells may choose one of the following areas: a 120-foot-long, 5-foot-
requires time spent studying your spellbook and memorizing the wide line; a 60-foot cone; or a 30-foot radius centered on you.
complex arcane techniques required to cast them safely: at least Creatures of your choice within the area with an AC equal to or
10 minutes for each Epic spell on your list. lower than the result of the attack roll are hit by the attack and
suffer any additional effects and modifiers to the attack as though
Master of the Arcane they were a target.

At 22nd level, your hunger for knowledge drives you to tackle Eldritch Cabal†
some of the greatest challenges of magic, called arcane mysteries. After you successfully cast an eldritch spell, you can delay the
Each of the eight schools of magic have their own mysteries effects of an eldritch madness by 1 minute instead of gaining it
which you unravel as you advance as an archmage. immediately.
Each mystery has three levels—a fundamental, principle, and Additionally, you can prepare up to three additional eldritch
pinnacle—which must be learned to completely unravel the spells, up to a maximum of seven.
secrets of that school of magic. To learn the principle in a given Finally, when you prepare an Epic spell, you can choose to
school, you must have learned the school’s fundamental, and to apply unbelievably profane knowledge and heinous magic to the
learn the pinnacle of a school, you must have learned both the spell, creating an eldritch version of it. In addition to the normal
school’s fundamental and principle. properties of an eldritch spell, an Epic eldritch spell cannot be
You learn two fundamentals from two different schools of countered or dispelled by any means. When you successfully cast
magic as detailed in the “Arcane Mysteries” section. As you an Epic eldritch spell, you suffer a supreme eldritch madness
advance as an archmage, you may improve your understanding of effect.
one of these schools by learning an additional level of its mystery,
as shown in the Arcane Mysteries column of the archmage class School of Abjuration
progression table. When you cast an abjuration Epic spell and would generate a
magical ward via your Arcane Ward subclass feature, you may
Spell Division transform that magical ward into a unique machine of magical
energy called a spell engine, which orbits your head and moves
At 24th level, you can convert Epic magic into tremendous with you. A spell engine functions similarly to an Arcane Ward
amounts of non-Epic magic. When you finish a long rest, you and may be affected by features that would affect your Arcane
can choose to immediately expend one of more of your Epic Ward (such as your Projected Ward subclass feature).The benefits
spell slots and instead generate temporary non-Epic spell slots. of the ward are replaced with the following benefits of the spell
The number and level of the temporary non-Epic spell slots engine and last until you finish a long rest.
generated by this feature depends on the tier of the Epic spell
slot expended, which is detailed in the Spell Division table. These • The spell engine has 100 hit points per tier of the Epic
temporary spell slots last until you finish a long rest and cannot spell slot used to create it. When a creature within 60
be regained once expended. feet of the spell engine takes damage, you may choose
to have the spell engine take the damage instead. If this
Spell Division Table damage reduces the engine to 0 hit points, any affected
creatures take the remaining damage and the engine is
Epic Spell Non-Epic Spell Slot Conversion destroyed.
Slot Tier
• Invisible creatures within 60 feet of you are made visible
Tier 1 You generate a number of non-Epic spell slots of your and you are aware of any spell effects within 60 feet of
choice whose combined level can be no greater than 11. you. You see a faint aura around any visible creature or
object in the area that bears magic, and you learn its
Tier 2 You generate a number of non-Epic spell slots of your school of magic, if any.
choice whose combined level can be no greater than 15.

Tier 3 You generate a number of non-Epic spell slots of your
choice whose combined level can be no greater than 21.

*  This subclass can be found in the official 5E supplement, SCAG.
†  This subclass can be found in the 2CGaming supplement, Tyrants & Hellions.

72 EPIC LEGACY CORE RULEBOOK


• When you would be affected by an Epic spell, as a C hapter 2: Epic P restige C lasses
reaction you can destroy the spell engine to become Archmage
immune to the effects of the Epic spell.
A creature is not aware of this connection or the presence of
School of Conjuration the mind spider unless you will it, but a creature may attempt a
Over the course of a long rest, you can choose to create a Wisdom saving throw versus your spell save DC each time you
mysterious construct called an arcane entity. The entity is an take this action, becoming aware of the connection on a success.
object with 200 hit points and an AC of 20, which appears as You can implant a number of mind spiders equal to your
a fist-sized star of magical energy. The entity orbits your head Intelligence modifier and a creature cannot be implanted with
and moves with you. You may have only a single arcane entity more than a single mind spider at a time. As an action, you can
at a time. touch a creature afflicted with a mind spider to end the effect. A
When you cast a spell from the Conjuration school that mind spider can be forcibly removed by powerful healing magic
requires concentration you may have the arcane entity maintain such as a heal or greater restoration spell, but any attempts to
concentration on that spell instead. The entity does not need remove a mind spider without Epic magic requires a Wisdom
to make Constitution saving throws to maintain concentration (Medicine) ability check by the creature making the attempt as a
in response to taking damage and its concentration cannot be part of the spell’s casting. The DC of the ability check is equal to
broken by any means unless it is destroyed. You can command your spell save DC and the mind spider is removed on a success.
the entity to cease concentrating on a spell at any time (no action
required). School of Evocation
When you cast a spell from the Conjuration school that When you cast a non-Epic wizard spell of any level that deals
conjures or summons a creature, you may sacrifice the arcane damage, you can use your Overchannel subclass feature to deal
entity as a part of that spell’s casting time to grant a single maximum damage with that spell. Additionally, you roll d6s
summoned creature 200 temporary hit points and a bonus to instead of d12s when determining the damage you take from
its attack rolls, saving throws, and ability checks equal to your your Overchannel subclass feature.
proficiency bonus. This effect lasts until the creature is slain, the
spell ends, or you create a new arcane entity. School of Illusion
When you cast a spell from the Illusion school, you can choose
School of Divination to make allied creatures immune to the effects of the spell for its
You can imbue one of your eyes with powerful temporal duration. Such creatures can act and perceive their surroundings
divination magic. When you finish a long rest, you can choose to as though the illusion(s) did not exist.
expend a tier 2 or 3 Epic spell slot to gain the ability to peer into
the future for 8 hours. School of Necromancy
While so imbued, after you take an action you may immediately Your research into the arts of necromancy have yielded astonishing
take a reaction to manipulate time and undo all of the recent fruit, allowing you to turn yourself into a mighty undead creature.
effects of that action, such as inflicting damage, moving creatures, By spending 1 week in continuous uninterrupted isolation, you
applying conditions, and other effects, as though you had never can channel your Epic magic into a dark ritual that transforms
taken the action in the first place. You regain any spell slots, uses you into an archlich. When the ritual is complete, you die and
of a feature, or items you expended with that action and may permanently become an undead creature. If you are under the
immediately take a new additional action in its place. Once you effects of a spell or magical effect that changes your form, this
have used this feature, you must finish a short or long rest before ritual automatically fails. This new form grants you the following
you can use it again. benefits.

School of Enchantment • Your creature type changes to undead.
As a reaction when you charm a creature, you implant that
creature with a malevolent arcane parasite known as a mind • You have resistance to cold, lightning, and necrotic
spider. As an action, you can begin or end concentration on the damage. You are immune to poison damage and
mind spider effect (as though you were concentrating on a spell), bludgeoning, piercing, and slashing damage from
which grants you the following benefits across any distance or nonmagic attacks.
planar boundary for as long as you maintain concentration:
• You are immune to the charmed, exhaustion, frightened,
• You perceive everything the creature perceives and are paralyzed, and poisoned conditions.
aware of the creature’s exact location for as long as you
maintain concentration. • You no longer need to eat, drink, breath, or sleep,
though you must still rest to recover spell slots and
• You can establish one-way or two-way telepathic abilities. Your soul is drawn into your phylactery, where
communication between you and the creature for as it remains until your phylactery is destroyed.
long as you maintain concentration.
• When your body is destroyed, it can only reform from
• You can target the creature with spells you cast from the your phylactery which returns you to “life” with all of
Enchantment school as though it were within range of your hit points and features as though you had finished
that spell. a long rest. This process occurs over the course of 24
hours after your “death.” Effects that would remove
or damage your soul have no effect on you unless they
would target your phylactery.

EP IC LEGACY CORE RULEBO OK 73


C hapter 2 : Epic P restige C lasses ARCANE MYSTERIES
Archmage
Each arcane mystery represents a triad of knowledge and
Additionally, as a part of the ritual you must create a phylactery understanding that allows one to completely master a school of
to house your soul. This phylactery is superior to that of a normal magic. The rewards of a mystery are great—when you learn a
lich and functions perfectly, avoiding the traditional requirement level of a mystery, you permanently gain its benefits in addition
of soul sacrifices to maintain your mind and body. The phylactery to the benefits from other levels of the mystery you have gained
must be created from an extremely rare gem of extraordinary or will gain along your path as an archmage.
quality, typically no less than 100,000 gp in value. At your DM’s
discretion, you may use similarly valuable items or paraphernalia Mysteries of Abjuration
as your phylactery. A phylactery is an object with 300 hit points
and an AC of 25. Your phylactery is immune to damage from The mysteries of abjuration afford an archmage mastery over
non-Epic sources and is immune to non-Epic spells and effects. antimagic. If a spell is cast in the presence of an archmage who
has unearthed these mysteries, it is only because the archmage
School of Transmutation permits it. Those who unearth all of the secrets of the Abjuration
You perfect your tools of transmutation, allowing you to create school gain the ability to shut other spellcasters off from their
the legendary philosopher’s stone. When you would create a source magic completely.
transmuter’s stone, you may instead create a philosopher’s stone
by spending 20,000 gp of rare alchemical materials in the process. Fundamental
A philosopher’s stone has all the properties of a transmuter’s When you cast a non-cantrip spell from the Abjuration school of
stone, plus these added benefits: 4th level or lower, you may treat the effects of that spell as though
you had cast it at 5th level.
• The stone has 3 charges and recovers 1 charge at the
start of each day. As an action, you can expend a charge Principle
to cause one of the effects as detailed on your Master You are immune to spells of your archmage level or lower unless
Transmuter subclass feature without destroying the you wish to be affected.
philosopher’s stone.
Pinnacle
• While you hold your philosopher’s stone, you no longer You learn a secret Epic abjuration spell, blackout, which counts
require material components to cast your spells. as an archmage Epic spell for you. The details of the spell are
provided in the “Archmage Secret Spells” section. You can cast
• When you cast a non-Epic spell from the this spell without expending an Epic spell slot. When you do so,
Transmutation school with a duration greater than you cannot cast the spell in that manner again until you finish a
instantaneous, you can destroy your philosopher’s stone long rest.
as a part of that casting to make the duration of that
spell permanent. Mysteries of Conjuration

War Magic* To know the mysteries of conjuration is to control space itself.
Your archmage level is added to your wizard level for the purposes An archmage with knowledge of these mysteries can never want
of determining the effects of your War Magic subclass features. for allies or resources, able to conjure assistance with a thought.
Additionally, when you cast a spell that affects an area (such as a Those who master these mysteries can summon creatures of
cube, cone, cylinder, line, radius, or square), you can choose to double extraordinary power to aid in any task.
all dimensions of the spell’s area for the duration of its effect.
Fundamental
Arcane Brilliance When you cast a non-cantrip spell from the Conjuration school
of 4th level or lower, you may treat the effects of that spell as
At 28th level your mind can study and analyze magic almost though you had cast it at 5th level.
instantly. As a reaction when a creature you can see casts a spell
that you could learn as a wizard or archmage, you may attempt Principle
an Intelligence (Arcana) ability check against a DC of 20 + the When you cast a non-Epic spell from the Conjuration school
spell’s level. On a success, you can retain enough knowledge of with a duration greater than instantaneous that requires you
the spell to copy it into a spellbook. You retain this knowledge for to concentrate to maintain its effect for the duration, you may
1 week before forgetting the details necessary to copy the spell. increase the length of that spell’s duration to permanent.

Supreme Magic Pinnacle
You learn a secret Epic conjuration spell, grand summons, which
At 30th level, you have achieved the highest understanding of counts as an archmage Epic spell for you. The details of the spell
magic. You can learn non-Epic and Epic spells from any class are provided in the “Archmage Secret Spells” section. You can
spell list. cast this spell without expending an Epic spell slot. When you
Additionally, you may cast any number of Epic spells in a do so, you cannot cast the spell in that manner again until you
single turn as long as you have the required actions to do so. finish a long rest.

*  This subclass can be found in the official 5E supplement, XGE.
74 EP IC LEGACY CORE RULEBO OK


Mysteries of Divination C hapter 2: Epic P restige C lasses
Archmage
Understanding the mysteries of the Divination school of magic
goes beyond acquiring knowledge—it is the mastery of knowledge Mysteries of Evocation
itself. With such expertise comes a nearly unlimited capacity to
learn, divine, and understand the world. Archmages who unearth Simpler minds perceive the school of Evocation to be the
all the mysteries of Divination can manipulate the knowledge of manipulation of energy. Those who understand its mysteries
other creatures, imparting great wisdom and power. know better, for Evocation deals directly with the unformed
essence of magic itself. Knowing these mysteries, an archmage
Fundamental can unleash raw magical energy from which all spells are formed.
Non-Epic creatures are unable to detect the effect or presence of Mastery of these mysteries imparts the knowledge to overcome
spells (such as through spells like detect magic) you cast from the any defense and inflict complete destruction upon one’s enemies.
Divination school under any circumstances, and effects produced
by spells you cast from the Divination school are invisible unless Fundamental
you choose otherwise. Epic creatures attempting to detect the When you cast a non-cantrip spell from the Evocation school of
effects or presence of your spells from the Divination school 4th level or lower, you may treat the effects of that spell as though
must succeed on a Wisdom saving throw versus your spell save you had cast it at 5th level.
DC or fail to detect them.
Additionally, choose five non-Epic spells from the Divination Principle
school from any class spell list and add them to your spellbook. When you cast a spell from the Evocation school that would deal
These spells are now wizard spells for you. acid, cold, fire, lightning, necrotic, radiant, or thunder damage,
you may instead deal arcane damage. (See chapter 1 for details
Principle on the arcane damage type.)
When you cast a spell from the Divination school with a duration
greater than instantaneous, you may increase the duration of that Pinnacle
spell to 24 hours. You learn a secret Epic abjuration spell, hellball, which counts
as an archmage Epic spell for you. The details of the spell are
Pinnacle provided in the “Archmage Secret Spells” section. When you do
You learn a secret Epic abjuration spell, knowledge cascade, which so, you cannot cast the spell in that manner again until you finish
counts as an archmage Epic spell for you. The details of the spell a long rest.
are provided in the “Archmage Secret Spells” section. You can
cast this spell without expending an Epic spell slot. When you Mysteries of Illusion
do so, you cannot cast the spell in that manner again until you
finish a long rest. If asked, “What is real?” an archmage with knowledge of the
mysteries of Illusion would respond,“Whatever I decide.”Having
Mysteries of Enchantment learned the mysteries of this school, an archmage understands
that reality is irrelevant when one can create a more convincing
The mysteries of the Enchantment school teach that the mind fiction. Mastering these mysteries teaches an archmage how to
is inexorably tied to the nature of magic, and thus is vulnerable create sanity-shattering images and effects that ravage the minds
to exploitation. With this knowledge, an archmage can even of others.
subjugate those ordinarily immune to such manipulation with
ease. Those who master this school’s mysteries can imprison Fundamental
creatures within their own minds, forced to live a fictional reality Creatures with an Intelligence of 20 or lower have Epic
of the archmage’s design. disadvantage on saving throws and ability checks against spells
you cast from the Illusion school.
Fundamental
When you cast a non-cantrip spell from the Enchantment Principle
school of 4th level or lower, you may treat the effects of that spell Creatures with truesight no longer automatically see through
as though you had cast it at 5th level. your illusions or automatically succeed on saving throws against
them, and instead attempt saving throws against your illusions at
Principle Epic advantage.
When you cast a spell from the Enchantment school that
attempts to charm a creature which is immune to the charmed Pinnacle
condition, it is instead not immune and has Epic advantage on You learn a secret Epic abjuration spell, traumatize, which counts
saving throws against that effect for its duration. as an archmage Epic spell for you. The details of the spell are
provided in the “Archmage Secret Spells” section. You can cast
Pinnacle this spell without expending an Epic spell slot. When you do so,
You learn a secret Epic abjuration spell, microcosm, which counts you cannot cast the spell in that manner again until you finish a
as an archmage Epic spell for you. The details of the spell are long rest.
provided in the “Archmage Secret Spells” section. You can cast
this spell without expending an Epic spell slot. When you do so, Mysteries of Necromancy
you cannot cast the spell in that manner again until you finish a
long rest. Death is a fate that only the uneducated are destined to face; so say
the archmages who have mastered the mysteries of Necromancy.
Having unearthed this school’s secrets, an archmage has little
to fear from death and can visit it upon others with impunity.

EP IC LEGACY CORE RULEBO OK 75


C hapter 2 : Epic P restige C lasses ARCHMAGE SECRET SPELLS
Archmage
The secret archmage spells are presented in alphabetical order.
Mastering this school’s mysteries teaches magic that can destroy
an archmage’s enemies with utter finality.

Look, I’ve been really, really patient. Especially for me. I’m Blackout
going to ask you one more time. Where is my staff of the magi? Tier 3 Epic Abjuration
Take note that the spell in my hand will extract all of your
blood. Yes, I’m serious. No, I don’t know if you’ll survive. You Casting Time: 1 action
know what? I’m done. We are doing this. Range: 120 ft.
Components: V, S, M (the dust of a disintegrated dragon)
– Corsenn the archmage, searching for her staff. Duration: Concentration, up to 1 minute

Fundamental You distort the flow of magic around a single creature you can
When you cast a non-cantrip spell from the Necromancy school see within range, cutting it off from all magical energy. The target
of 4th level or lower, you may treat the effects of that spell as cannot cast non-Epic spells for the effect’s duration. A creature
though you had cast it at 5th level. attempting to cast an Epic spell must succeed on a Charisma
saving throw or have the effect fail and any resources used to cast
Principle the spell are wasted. At the end of each of the creature’s turns, it
You can learn the spell finger of death if you have not learned it may attempt a Wisdom saving throw to end the effect. Once a
already. You may cast finger of death as a 7th-level spell without creature has made three successful Wisdom saving throws over
expending a spell slot. the spell’s duration, the effect ends.

Pinnacle Grand Summons
You learn a secret Epic abjuration spell, obsolescence, which counts Tier 3 Epic Abjuration
as an archmage Epic spell for you. The details of the spell are
provided in the “Archmage Secret Spells” section. When you do Casting Time: 10 minutes
so, you cannot cast the spell in that manner again until you finish Range: 50 ft.
a long rest. Components: V, S, M (a detailed anatomical sketch of the
creature you wish to summon and an adamantine cage large
Mysteries of Transmutation enough to hold the creature)
Duration: 8 hours
An archmage who knows the mysteries of the Transmutation
school understands that magic is the only force reality can re- You summon a single creature that you have encountered before
spect. How a creature was born is insignificant next to the ability and bind it to your service. The creature cannot be a legendary
to reshape it with a single spell. Mastery of these mysteries al- or mythic creature and must have a challenge rating no greater
lows an archmage to change an ordinary weapon into a tool of than your character level. The creature appears in an unoccupied
fantastic destruction. space within range and is bound within a magical confinement
of your design from which it cannot escape by any means while
Fundamental the spell is in effect. A creature bound within this confinement is
You learn the spell polymorph if you have not already and may cast immune to any damage or hostile effect for as long as it remains
it as a 4th-level spell without expending a spell slot. within the confinement and is under no compulsion to behave in
any particular way.
Principle As an action, you can free the creature from its confinement
You are immune to any non-Epic or Epic spell or magical effect and teleport it to an unoccupied space within 100 feet of you.
that would alter your form unless you choose to be affected. If the creature cannot be teleported to a space within this area,
the effect fails and the creature remains confined. While free
Pinnacle from its confinement, the creature obeys all of your instructions
You learn a secret Epic abjuration spell, prismatic weapon, which and commands to the best of its ability (no action required by
counts as an archmage Epic spell for you. The details of the spell you) and when rolling initiative may instead take its turn either
are provided below. You can cast this spell without expending an immediately before or after yours. As an action, you may dismiss
Epic spell slot. When you do so, you cannot cast the spell in that the creature and teleport it back to its magical confinement. If the
manner again until you finish a long rest. creature cannot be teleported back to the confinement, the effect
fails and the spell ends. If the creature is slain, the spell ends. If
the spell ends before the creature is slain and the creature is in
its magical confinement, it vanishes back to its place of origin. If
the spell ends and the creature is not in the magical confinement
produced by this spell, it is freed and may act according to its
own wishes and desires. The creature may be hostile depending
on how it was treated when it served you.
This spell immediately ends if you cast it again before its
duration ends.

76 EP IC LEGACY CORE RULEBO OK


C hapter 2: Epic P restige C lasses
Archmage

Hellball Obsolescence
Tier 3 Epic Evocation Tier 3 Epic Necromancy

Casting Time: 1 action Casting Time: 1 action
Range: 500 ft. Range: 300 ft.
Components: V, S, M (raw chaotic power contained in a crystal Components: V, S, M (the soul of a creature from an
ball 10 inches in diameter) extinct race)
Duration: Instantaneous Duration: Concentration, up to 1 minute

You release a furious sphere of destructive energy at a point Your gaze unleashes destructive energies that annihilate a single
you choose within range that decimates your enemies in a creature you can see within range. The creature must succeed on a
tremendous explosion of inescapable chaos. Each creature, object, Constitution saving throw or take 100 points of necrotic damage,
and structure in a 60-foot-radius sphere centered on that point or half as much on a success. Until the spell ends, on each of your
takes 200 points of arcane damage. For each affected creature turns you may take an action to channel destructive power into
that is vulnerable to a type of damage, the magic of the spell your target, which must attempt a Constitution saving throw.
senses those creature’s weaknesses and instead deals that type of On a failed saving throw, the target takes 100 points of necrotic
damage to only those creatures instead. damage, plus an additional 100 points of necrotic damage for
each round it has been affected by the spell, or half as much on a
Knowledge Cascade success. The spell ends if you use your action to do anything else
Tier 2 Epic Divination or if the target is ever outside the spell’s range. Creatures reduced
to 0 hit points by this spell are destroyed utterly and can only be
Casting Time: 1 action restored to life by Deific means.
Range: Touch
Components: V, S, M (a perfect stone replica of a humanoid Prismatic Weapon
brain) Tier 3 Epic Transmutation
Duration: Instantaneous
Casting Time: 1 action
A single creature you touch is flooded with information and Range: Touch
experience. The target instantly recovers any class features, spell Components: V, S, M (a rainbow magically confined
slots, or other abilities as though it had finished a short rest. in a wine bottle)
Duration: 1 minute
Microcosm
Tier 3 Epic Enchantment You touch a weapon, transforming it into a brilliant tool of
luminescent destruction. The weapon is imbued with eight
Casting Time: 1 action different colors which glisten and sparkle, shedding bright light
Range: 30 ft. in a 30-foot radius. When the weapon scores a hit, the wielder
Components: V, S, M (silver medical tools used to perform may elect to expend a color of its choice to cause the attack to
a lobotomy) have the additional listed effect. Once a color has been expended
Duration: 1 minute it disappears from the weapon and cannot be used again. If the
weapon has no colors remaining, the effect ends.
You warp the consciousness of a single creature you can see
within range, trapping it within a fictional reality of your own • Red. The hit deals an additional 10d6 fire damage.
design. This spell destroys a creature’s higher brain functions,
effectively lobotomizing the creature. If the creature you choose • Orange. The hit deals an additional 10d6 acid damage.
has 200 or fewer hit points it is immediately and permanently
incapacitated, cannot communicate in any way, willingly causes • Yellow. The hit deals an additional 10d6 lightning
effects to occur, and cannot spend movement. A creature afflicted damage.
by this spell makes no effort to preserve itself and unless it
receives medical care it will simply die from exposure, starvation, • Green. The hit deals an additional 10d6 poison damage.
or other environmental factors.
If a creature is reduced to 200 or fewer hit points over the • Blue. The hit deals an additional 10d6 cold damage.
course of the spell’s duration, it is subjected to the spell’s effects
immediately. • Indigo. The target must succeed on a Constitution saving
The effects of this spell can only be removed by Deific effects throw or be petrified until the end of its next turn.
or a second casting of the spell by you on an affected creature.
• Violet. The target is blinded until the spell ends.

• Mysterious. The hit deals an additional 10d6 arcane
damage.

EPIC LEGACY CORE RULEBOOK 77


C hapter 2 : Epic P restige C lasses
Archmage

Traumatize
Tier 3 Epic Illusion

Casting Time: 1 action
Range: Touch
Components: V, S, M (a relic of a mad god)
Duration: Instantaneous

You make a melee spell attack to afflict a creature within reach
with horrifying visions of inconceivable malevolence that shatter
its sanity. On a successful hit, the target must attempt a Wisdom
saving throw. On a failure, the creature gains 6 levels of the
traumatized condition; on a successful saving throw, the creature
gains 3 levels of the traumatized condition. This condition is
special and cannot be removed by non-Deific effects other than
the means presented in this spell. At the end of each of the
creature’s turns, it can attempt a Wisdom saving throw, reducing
its levels of traumatized by 1 on a success.

Traumatized is measured in 6 levels.

Level Effect

1 Cannot be resistant or immune to psychic damage

2 Cannot be immune to the frightened condition

3 Epic disadvantage on Intelligence, Wisdom, and Charisma
saving throws

4 Vulnerable to psychic damage

5 Senses are reduced to 15 feet and frightened of everything
beyond that radius

6 Intelligence, Wisdom, and Charisma ability scores are 1 and
cannot take actions

If an already traumatized creature suffers another effect that
causes traumatized, its current level of traumatized increases by
an amount specified in the effect’s description.
A creature suffers the effect of its current level of traumatized
as well as all lower levels.
If you cast this spell a second time and attack the same creature
within 24 hours, the creature is no longer afforded a Wisdom
saving throw at the end of each of its turns to reduce levels of the
traumatized condition.

78 EP IC LEGACY CORE RULEBO OK


Part 1: Epic Progression

This chapter provides meaningful progres-
sion past 20th level for 14 classes and a total
of 94 subclasses, allowing your character to
become truly epic. This chapter expands on
the options first presented in various sources
beyond simply the core bookts, such as Volo’s
Guide to Monsters, Xanathar’s Guide to Ev-
erything, and many more.

Epic Artificer

Eberron: Rising From the Last War

The Epic Artificer

Level Infusions Infused Cantrips Features
Known Items Known
Magic Item Guru, Ability Score Improvement
21 12 6 5 Extended Spell Capacity, Pliable Talent
7 5 Spell-Storing Item (3rd and 4th level), Tool Virtuosity
22 14 7 5 Artifice Trinket
7 5 Magic Item Maestro, Ability Score Improvement
23 14 7 5 Extended Spell Capacity
8 5 Artificer Specialist Feature
24 14 8 5 Infusion Mastery
8 6 Spell-Storing Item (5th level), Ability Score Improvement
25 14 8 6 Grand Artificer, Tool Mastery
9 6
26 16

27 16

28 16

29 16

30 18

Ability Score Improvement Pliable Talent

21st-, 25th-, and 29th-Level Artificer Feature 22nd-Level Artificer Feature

When you reach 21st level, and again at 25th and 29th lev- You gain the following features.
el, you can increase one ability score of your choice by 2, Adept Tinkering. You can use your Magical Tinkering
or you can increase two ability scores of your choice by 1. feature on Huge or smaller objects.
Contrary to earlier levels, you can now improve your ability On-Demand Tools. You can produce exactly the tool you
scores up to 24 using this feature, except for Strength and need, exactly when you need it: using an action with tinker’s
Constitution, which you can improve to 28. tools in hand, you can magically create one set of artisan’s
tools in an unoccupied space within 5 feet of you. Though
Magic Item Guru the product of magic, the tools are nonmagical, and they
vanish when you use this feature again.
21st-Level Artificer Feature Tool Adroitness. You can add half your proficiency bo-
nus, rounded down, to any ability check you make with a
Your skill with magic items reaches new heights: tool that doesn’t already include your proficiency bonus.

• You can attune to up to seven magic items at once. Artificer Expanded Spell List

• Using an action, you can restore a number of charges 6th Level 7th Level
to a magic item as if that item were to regain its charges Contingency (evocation) Sequester (transmutation)
naturally. Once you use this feature, you can’t use it again Forbiddance (abjuration) Teleport (conjuration)
until you finish a long rest.

Extended Spell Capacity

22nd- and 26th-Level Artificer Feature

Beginning at 22nd level, you gain an additional 5th level
spell slot. At 26th level you gain a 6th and 7th level spell
slot and you gain access to additional spells as shown in the
Artificer Expanded Spell List sidebar below.

8 Part 1: Epic Progression | Epic Artificer


Spell-Storing Item Magic Item Maestro

23rd- and 29th-Level Artificer Feature 25th-Level Artificer Feature

You can choose 3rd- or 4th-level spells with your Spell-Stor- Your skill with magic items reaches new heights:
ing Item feature. Upon reaching 29th level, you can also
choose 5th-level spells. • You can attune to up to eight magic items at once.
Spells of 3rd level or higher require concentration for
their duration when a creature takes an action to produce • If a magic item on your person would lose its magic and
the spell’s effect from an item. become a mundane item due to a condition being met as
detailed in the item’s description, you can use your reac-
Tool Virtuosity tion to temporarily create a magical field around the item
to prevent the item’s magic from leaving it. This does not
23rd-Level Artificer Feature protect external effects, such as an antimagic field spell,
from turning your magic items into mundane items.
Your proficiency bonus is applied three times for any ability
check you make that uses your proficiency with a tool. Artificer Specialist Feature

Artifice Trinket 27th-Level Artificer Feature

24th-Level Artificer Feature You gain a feature from your artificer specialization, de-
tailed at the end of the class description or one from anoth-
You learn to craft a special trinket. The trinket can be a ring, er source.
a necklace, an earring, a bracelet, a belt buckle, a brooch,
or another Tiny object in whatever shape you choose. Craft- Infusion Mastery
ing a trinket requires you to have a regular version of the
object you wish the trinket to resemble, thieves’ tools, and 28th-Level Artificer Feature
copper wiring worth at least 5 gp which is consumed in the
crafting. Crafting the trinket takes an hour and can be done Your impeccable skill and methodology is the stuff of legend.
during a short or long rest. Each of your items can be infused by up to two different in-
You can craft up to three trinkets. If you exceed the maxi- fusions. In addition, every other time you use your Replicate
mum by crafting a fourth trinket, the oldest trinket loses its Magic Item infusion to replicate a magic item, the infusion
magic. An artifice trinket is magical only for you. doesn’t count towards your number of infused items.
When you craft a trinket, choose one of the following
types: Grand Artificer
Trinket of Flawless Tracking. While wearing or holding
this trinket, you can use an action to make a ranged spell at- 30th-Level Artificer Feature
tack against a target within range. A creature must succeed
on a Wisdom (Perception) check against your artificer spell Your magic is strong enough to alter the magic already in
save DC to discern that you are making the attack. On a hit, place within an item. You can use your Infuse Item feature
a tracker shoots from the trinket and sticks to the target for on magic items but a magic item can only be affected by one
1 hour before falling off. The tracker is a minuscule piece of of your infusions.
copper inside a tiny droplet of sticky liquid.
While you are wearing or holding the trinket, you sense Tool Mastery
the direction to the tracker’s location, as long as the track-
er is within 1,000 feet of you. If the tracker is moving, you 30th-Level Artificer Feature
know the direction of its movement.
The trinket holds up to three trackers at a time and can You gain proficiency with all tools.
have up to three trackers active at a time. When a tracker
falls off its target is ceases to function. You can spend 10
minutes using your thieves’ tools and expending 1 gp worth
of copper during a short or long rest to craft up to three new
trackers and load them into the trinket.
Trinket of Limited Storage. While wearing or holding
this trinket, you can use an action to touch it against an ob-
ject that isn’t being worn or carried. If the object weighs no
more than 6 lbs. it disappears, as it is magically miniatur-
ized and transported inside the trinket. While wearing or
holding the trinket, you can use an action to magically pull
forth the stored object again.
The trinket can hold one object and any attempt to store
an object in the ring while it already contains an object fails.
Trinket of Near-Lifelike Projection. While wearing or
holding this trinket, you can magically create the effect of a
silent image spell without expending a spell slot or material
components. When duplicated in this way, the effect ends
early if you and the illusion are further than 60 feet apart or
if you can no longer see the illusion.

Part 1: Epic Progression | Epic Artificer 9


Artificer Specialist Feature Replicable Magic Item (22nd-Level Artificer)

Alchemist Magic Item Attunement

Eberron: Rising From the Last War Amulet of Proof against Detection and Yes
Location
Hermetic Genius
Cape of the Mountebank No
27th-Level Alchemist Feature
Chime of Opening (1 use) No
You can now create three elixirs at the end of a short or long
rest and your elixirs lasts until drunk or until the end of your Cloak of Displacement Yes
next short or long rest.
In addition, when creating an elixir, you can choose the Decanter of Endless Water No
elixir’s effect from the Experimental Elixir table.
Eversmoking Bottle No
Artillerist
Folding Boat No
Eberron: Rising From the Last War
Ioun Stone (rare) Yes
Upgrade Paradigm
Replicable Magic Item (26th-Level Artificer)
27th-Level Artillerist Feature
Magic Item Attunement
When you cast an artificer spell through your arcane fire-
arm, roll a 2d8 instead of 1d8, and you gain a bonus to one Amulet of the Planes Yes
of the spell’s damage rolls equal to the number rolled.
In addition, you’ve learned to equip your eldritch cannon Animated Shield Yes
with a scintillation regulator, doubling the range, as well as
damage dice and dice used to grant temporary hit points by Cloak of Arachnida Yes
your Flamethrower, Force Ballista, and Defender options.
Crystal Ball (very rare) Yes
Battle Smith
Immovable Rod No
Eberron: Rising From the Last War
Ioun Stone (very rare) Yes
Reconstruction Paradigm
Replicable Magic Item (29th-Level Artificer)
27th-Level Battle Smith Feature
Magic Item Attunement
You can take a bonus action on your turn to command your
steel defender to transform into a steel juggernaut or return Ioun Stone (legendary) Yes
to its normal form. As a steel juggernaut, the steel defend-
er’s size changes to Large, its AC increases by 2, it grants Necklace of Adaption Yes
half cover to you while you remain within 5 feet of it, and its
movement speed is reduced to 30 feet. When the defender Rod of Absorption Yes
transforms into a juggernaut, it gains temporary hit points
equal to your artificer level. These temporary hit points last Trinket Ingenuity
until the juggernaut transforms back into a defender.
In addition, when you target your steel defender or steel Prerequisite: 28th-level Artificer
juggernaut with the mending cantrip, it regains 6d6 hit Item: A Trinket Created With the Artifice Trinket Feature
points, and you can use your Arcane Jolt feature any num-
ber of times, but you still can’t do so no more than once on The trinket is upgraded depending on its type.
a turn. Trinket of Flawless Tracking. The trinket automatically
regenerates used trackers when you finish a short or long
Epic Artificer Infusions rest and you can use it to track a tracker up to 10,000 feet
from you.
Arm-Mounted Force Projector Trinket of Limited Storage. The trinket can now hold
creatures but a creature must be willing to be miniaturized
Prerequisite: 21st-level Artificer and stored in the trinket. A creature stored in the trinket
Item: A Suit of Plate Armor can exit at any time by using an action to do so, reappearing
in the nearest unoccupied space in its regular size. In addi-
You upgrade a suit of plate armor with an arm-mounted tion, the trinket can now hold any number of creatures or
force projector. The suit’s wearer can take the Attack action objects so long as the combined weight doesn’t exceed 100
to make a ranged weapon attack using your spell attack bo- lbs.
nus out to a range of 120 feet. On a hit, the projector deals Trinket of Near-Lifelike Projection. You can now use
2d6 force damage. your trinket to cast the major image spell without expend-
ing a spell slot or material components. When cast in this
Replicate Magic Item way, the spell ends early if you and the illusion are further
than 120 feet apart or if you can no longer see the illusion.
Prerequisite: See Below

Using this infusion, you replicate a particular magic item.
You can learn this infusion multiple times; each time you do
so, choose a different magic item that you can make with it,
picking from the Replicable Magic Items tables below. If a
table has a level in its title, you must be of at least that level
in this class to choose an item from the table. In the tables,
an item’s entry tells you whether the item requires attune-
ment. See the item’s description in the Dungeon Master’s
Guide for more information about it, including the type of
object required for its making.

10 Part 1: Epic Progression | Epic Artificer


Epic Barbarian

Player’s Handbook

The Epic Barbarian

Level Rage Damage Features
Fast Movement (+ 20 feet), Ability Score Improvement
21 +5 Blindsight
Brutal Critical (4 dice)
22 +5 Indomitable Vigor
Fast Movement (+ 30 feet), Ability Score Improvement
23 +5 Unmatched Brutality
Path Feature
24 +5 Extra Attack (2)
Brutal Critical (5 dice), Ability Score Improvement
25 +6 Primal Instinct, Death Save Advantage

26 +6

27 +6

28 +7

29 +7

30 +8

Epic Flavor Blindsight

Optional Barbarian Feature 22nd-Level Barbarian Feature

Consider adding some epic flavor to your barbarian. Your senses have become so honed that you surpass the
sensory limitations of mere mortals, being able to accurate-
Supernatural Rage ly predict an opponent’s movements even with your eyes
closed. You gain blindsight with a range of 5 ft., and an addi-
A barbarian’s rage takes many forms. Most are simply filled tional 5 ft. of blindsight while raging.
with anger akin to a furious thunderstorm, but a select few
are filled with a supernatural rage that seemingly can’t be Brutal Critical
quenched. Consider if your barbarian enters into a super-
natural rage or not. 23rd- and 29th-Level Barbarian Feature

d6 Supernatural Rage Effect You can roll four additional weapon damage dice when de-
termining the extra damage for a critical hit with a melee
1 Your eyes become inky voids as your rage is fueled by attack. This increases to five additional dice at 29th level.
some strange entity possessing you.
Indomitable Vigor
2 Lightning crackles from your hands as you strike.
24th-Level Barbarian Feature
3 Your tattoos glow with holy radiance.
If your total for a Constitution check is less than your Con-
4 A spirit seems to move with you, mirroring your stitution score, you can use that score in place of the total.
movements with a split second delay.
Unmatched Brutality
5 You are surrounded by benign flames and your veins bulge
from your skin. 26th-Level Barbarian Feature

6 Your shadow becomes that of your totem animal or some You strike with irresistible ferocity, smashing through the
other bestial force. enemies defenses like no other and even decimating magic.
Once on each of your turns when you hit a target with a
Ability Score Improvement weapon attack, you can cause the weapon to deal an addi-
tional die of damage. If you do so when you hit a creation of
21st-, 25th-, and 29th-Level Barbarian Feature force on your turn, such as those created by the forcecage
or wall of force spells, you create a 5-foot-diameter hole in
When you reach 21st level, and again at 25th and 29th lev- the force until the end of turn.
el, you can increase one ability score of your choice by 2,
or you can increase two ability scores of your choice by 1. Path Feature
Contrary to earlier levels, you can now improve your ability
scores up to 24 using this feature, except for Strength and 27th-Level Barbarian Feature
Constitution, which you can improve to 28.
You gain a feature from your chosen path, detailed at the
Fast Movement end of the class description or one from another source.

21st- and 25th-Level Barbarian Feature Extra Attack

Your speed increases by an additional 10 feet while you ar- 28th-Level Barbarian Feature
en’t wearing heavy armor, for a total of 20 feet. At 25th level
your speed increases by another 10 feet while you aren’t You can attack three times whenever you take the Attack
wearing heavy armor, for a total of 30 feet. action on your turn.

Part 1: Epic Progression | Epic Barbarian 11


Death Save Advantage Path of the Storm Herald

30th-Level Barbarian Feature Xanathar’s Guide to Everything

Your battle hardened physicality has made you very difficult Tempestuous Harbinger
to kill. You make death saving throws with advantage.
27th-Level Path of the Storm Herald Feature
Primal Instinct
Starting at 27th level, you can change your environment
30th-Level Barbarian Feature choice for your Storm Aura whenever you finish a long rest.
In addition, the range of your storm aura increases to 30
Choose a primal instinct from below and gain its features. feet, and the environmental effects that can be activated are
You can’t later change this choice. improved:
Brutal. Your critical hits threaten to obliterate your foes. Desert. When this effect is activated, all other creatures
You can roll a total of seven additional weapon damage dice in your aura take 10 fire damage each.
when determining the extra damage for a critical hit with a Sea. When this effect is activated, you can choose one
melee attack. other creature you can see in your aura. The target must
Savage. Taking injuries while raging fuels the fire within make a Dexterity saving throw. The target takes 4d12 light-
you. While raging, whenever you are hit with a melee attack, ning damage on a failed save, or half as much damage on a
you gain a number of Savagery Dice equal to the damage successful one.
taken divided by 5. You can never have more than 3 Savage- Tundra. When this effect is activated, each creature of
ry Dice at any one time. Your stored Savagery Dice last until your choice in your aura gains 10 temporary hit points, as
your rage ends, until you are healed, or after 1 minute. icy spirits inure it to suffering.
When you hit a creature with a melee weapon attack, you
can expend any number of Savagery Dice you have stored Path of the Totem Warrior
and add the dice to the attack’s damage roll. The damage of
your Savagery Dice equals your weapon damage die. Player’s Handbook, Sword Coast Adventurer’s Guide, & Totem of the
Tribal. Your very presence makes your allies more resil- Duck
ient. While raging, your allies within 5 feet of you are resis-
tant to bludgeoning, piercing, and slashing damage. Totemic Symbiosis
Undaunted. You are near impossible to kill. If you drop
to 0 hit points and don’t die outright, you can make a DC 5 27th-Level Path of the Totem Warrior Feature
Constitution saving throw with advantage. If you succeed,
you drop to 1 hit point instead, and your rage is automatical- Choose one of the following totems to gain its features. You
ly activated if it isn’t already. can’t later change this choice.
Each time you use this feature after the first, the DC in- Bear. While raging you cannot be knocked prone or
creases by 5. When you finish a short or long rest, the DC moved against your will by any means as long as you are
resets to 5. This feature replaces your Relentless Rage fea- not incapacitated.
ture. Duck. While raging you add twice your Rage Damage to
Wild. Your vitality is unmatched. Your hit point maximum your melee attacks that hit a creature frightened of you.
increases by 30. Eagle. You don’t take damage from falling 30 feet or less,
and when you fall longer distances you take only half as
Primal Path Feature much damage from the fall.
Wolf. While you’re raging, you can use a bonus action to
Path of the Ancestral Guardian attempt to grapple an opponent.
Elk. Your movement speed cannot be reduced by any
Xanathar’s Guide to Everything means, and it only costs you 5 feet of movement to stand up
from prone.
Ancestral Conduit Tiger. You have advantage on Stealth checks and you can
take the Hide action as a bonus action.
27th-Level Path of the Ancestral Guardian Feature
Path of the Zealot
You roll 4d12 when using your Spirit Shield feature.
Xanathar’s Guide to Everything
Path of the Battlerager
Undying Zealotry
Sword Coast Adventurer’s Guide
27th-Level Path of the Zealot Feature
Battle-Thorns
Starting at 27th level, when you would otherwise die, you
27th-Level Path of the Battlerager Feature instead regain hit points equal to half your hit point maxi-
mum.
You can move through other creatures no matter their size. Once you use this feature, you can’t use it again until you
The first time you enter a creature’s space on your turn, you finish a long rest.
deal piercing damage equal to half your rage damage round-
ed down. If you are raging, this damage instead equals your TawittntwntnhhhhisoeitdteeeewvhthmIeebb.spreswtTaeeuetraahasshrlssaasievnettnwinengcglhtselthireeakxeotrreidetmra’rmsm.nebtoIaifmyluotgrgoirshbrfa.moelbeltMinadeeuy.cn.y,iAsreobTahnsdtcilnhl,iioohmndteaiuwshdegetsl,e.shhsrdhbiHwmse.aeuateHtdupdtbrtnlseleeecaeegoyvnroweoemehigmmansrdeaisgeseyifrne.tdairdsAlhwwxtoalsseeirieattgt,iidbhrhtrkoheeamwdmeaa-anjnyPasaacfgutsdmre.haesTeaalxiortet.nbletaniDseccod.hregdaiaureteimltmttamahhenwqteneeoeen,adddacas,oclvstdkyuhwreoovebnneinuetsifgastlnIuputeetuperurolereyner
rage damage. If you end your turn in another creature’s
space, you take 1d10 bludgeoning damage and are ejected
to the nearest unoccupied space.

Path of the Berserker

Player’s Handbook

Crazed Frenzy

27th-Level Path of the Berserker Feature

When you go into a frenzy while you raging, you can make
two melee weapon attacks as a bonus action rather than
one.

12 Part 1: Epic Progression | Epic Barbarian


Epic Bard

Player’s Handbook

The Epic Bard Spells Known Features
23 Song of Rest Improvement, Ability Score Improvement
Level Cantrips Known 24 Epic Spell Capacity
21 5 26 Legendary Wordsmith, Magical Secrets
22 5 26 Countercharm Improvement
23 5 27 Empathic Learning, Ability Score Improvement
24 5 27 Epic Spell Capacity
25 5 28 Bard College feature
26 6 30 Force of Personality, Magical Secrets
27 6 31 Epic Spell Capacity, Ability Score Improvement
28 6 32 Bardic Supremacy
29 6
30 6

Epic Flavor Ability Score Improvement

Optional Bard Feature 21st-, 25th-, and 29th-Level Bard Feature

Before starting an epic game, you might want to consider When you reach 21st level, and again at 25th and 29th lev-
adding some epic flavor to your bard. el, you can increase one ability score of your choice by 2,
or you can increase two ability scores of your choice by 1.
Bardic Legacy Contrary to earlier levels, you can now improve your ability
scores up to 24 using this feature.
You don’t simply entertain; you have reached heights un-
imaginable by most other bards. Your very voice might Song of Rest Improvement
have become imbued with bardic magic, or you might leave
behind a legacy that will leave others breathless for gen- 21st-Level Bard Feature
erations to come. Work with your DM to determine how a
bardic legacy might help give your character have an epic Beginning at 21st level, the extra hit points generated by
impact on the world and help drive the story forward. Song of Rest increase to 2d12. Additionally, the time re-
quired for a short rest is halved for you and any allies within
d6 Bardic Legacy 60 feet of you that can see or hear you.

1 You have made a magnum opus that is world renowned. Epic Spell Capacity

2 When playing an instrument, for a few seconds you can 22nd-, 26th-, and 29th-Level Bard Feature
make it sound as if an entire orchestra is playing.
At 22nd level, you gain an additional 6th and 7th level spell
3 You have a loyal fan base in every city. slot, at 26th level you gain another 8th and 9th level spell
slot, and at 29th level you gain a 10th, 11th and 12th level
4 You always get glowing reviews after performing at a new spell slot.
venue.
Legendary Wordsmith
5 Others find it difficult to take their eyes of you while you
perform. 23rd-Level Bard Feature

6 You have created a new genre of music that others attempt When you would grant another creature a Bardic Inspira-
to imitate. tion die, you can choose to grant that creature two dice in-
stead. The creature chooses whether to use the dice one at
a time or simultaneously.

Magical Secrets

23rd- and 28th-Level Bard Feature

Choose two spells from any classes, including this one. A
spell you choose must be of a level you can cast, as shown
on the Bard table, or a cantrip. The chosen spells count as
bard spells for you and are included in the number in the
Spells Known column of the Bard table.
You learn two additional spells from any classes at 28th
level.

Countercharm Improvement

24th-Level Bard Feature

You can use your Countercharm feature as a bonus action.

Part 1: Epic Progression | Epic Bard 13


Empathic Learning Bard College Feature

25th-Level Bard Feature College of Glamour

You can choose a 1st level feature from any class and adopt Xanathar’s Guide to Everything
it as your own as if you had one level in the chosen class.
The feature can’t be a feature that is restricted to a particu- Majestic
lar archetype of the chosen class.
You could, for example, choose the barbarian’s Rage fea- 27th-Level College of Glamour Feature
ture, the fighter’s Second Wind feature, or the paladin’s Di-
vine Sense feature. The temporary hit points generated by your Mantle of Inspi-
ration feature increases to 20 and you can use your Mantle
Bard College Feature of Majesty feature once between short or long rests, rather
than just between long rests.
27th-Level Bard Feature
College of Lore
You gain a feature from your chosen college, detailed at the
end of the class description or one from another source. Player’s Handbook

Force of Personality Expert Casting

28th-Level Bard Feature 27th-Level College of Lore Feature

Your Charisma score increases by 2, as does your maxi- Casting spells from a specific school comes easily to you.
mum for that score. Choose a school of magic. Casting spells from your chosen
school will only expend a fraction of your spellcasting ef-
Bardic Supremacy forts. When you cast a bard spell of 3rd level or higher from
that school, you regain one expended spell slot. The slot you
30th-Level Bard Feature regain must be of at least two levels lower than the spell you
cast and can’t be higher than 5th level.
Your proficiency bonus increases by 1.
College of the Maestro
Variant: Proficiency Dice
College of the Maestro
If you play with the Proficiency Dice variant rule, the Bardic Su-
premacy feature instead grants you a +1 bonus to the rolls you Adroit Conductor
make with your proficiency die.
27th-Level College of the Maestro Feature

You learn two additional conducting techniques. In addi-
tion, you gain one additional use of your Bardic Inspiration.

College of Swords

Xanathar’s Guide to Everything

Flourish Master

27th-Level College of Swords Feature

You can use your Blade Flourish feature twice when you
take the Attack action on your turn; one for each of your
attacks.
In addition, the first Blade Flourish you make on a turn
doesn’t expend the rolled Bardic Inspiration die.

College of Valor

Player’s Handbook

Inspire Legion

27th-Level College of Valor Feature

When you would grant another creature a Bardic Inspira-
tion die, you can instead choose to grant up to five eligible
creatures of your choice a Bardic Inspiration die. You only
expend one use of Bardic Inspiration when doing so. You
can’t use this feature on a turn where you also use your Leg-
endary Wordsmith feature.
Once you use this feature, you can’t use it again until you
finish a long rest.

College of Whispers

Xanathar’s Guide to Everything

Metaphysical Impairment

27th-Level College of Whispers Feature

The psychic damage from your Psychic Blades increases
to 12d6.

14 Part 1: Epic Progression | Epic Bard


Epic Blood Hunter

Blood Hunter Class For D&D 5e (2020) By Matthew Mercer

The Epic Blood Hunter

Level Hemocraft Blood Features
Die Curses
Dark Hunter (1), Ability Score Improvement
21 1d10 6 Blood Augmentation
Stigmatizing Brands (1)
22 1d10 6 Mystic Blood
Dark Hunter (2), Ability Score Improvement
23 1d10 6 Master of Curses and Rites
Order Feature
24 1d10 7 Extra Attack (2)
Stigmatizing Brands (2), Ability Score Improvement
25 1d12 7 Nefarious Predator, Death Save Advantage

26 1d12 7

27 1d12 7

28 1d12 8

29 1d12 8

30 1d12 8

Epic Flavor Violent Rites

Optional Blood Hunter Feature Contrary to most blood hunters, your crimson rites manifest
not only on your weapon, but also on yourself or even the
Before starting an epic game, you might want to consider world around you. This reflects how your crimson rites have
adding some epic flavor to your blood hunter, choosing from become second nature to you, as your power has grown.
the options shown below.
d6 Violent Rite Effect
Diabolical Alteration
1 While you have a rite active, your eyes become infused
Surviving the imbibing of Hunter’s Bane, or perhaps bal- with the effect of your active rite: swirling red flames for
ancing your existence so closely to the evil you wish to com- fire, motionless icy blue for cold, crackling yellow and
bat, has caused you to change in a diabolical way. A diaboli- white for lightning, vibrating eyes for thunder, lifeless gray
cal alteration can provide many roleplaying possibilities but for psychic, ventablack for necrotic, and sparkling white for
might also cause NPCs to become more wary of you. Work radiant.
with your DM to determine if a physical alteration is right
for your blood hunter. 2 Lights within 30 feet of you flicker while you have an
active rite.
d6 Diabolical Alteration
3 While you have an active rite, your veins bulge and become
1 You don’t have a reflection. visible beneath your skin, like a network of black tunnels.

2 Your voice is deep and growly like that of a large, wild 4 While you have an active rite, you seemingly grow in size
animal, and you can howl with unnatural ferocity. and bulk.

3 Your eyes have a slit-like pupils, like the eyes of a cat or 5 While you have an active rite, creatures withing 30 feet of
snake. you get a sense of imminent doom.

4 Your blood is different from regular blood. It might be 6 While you have an active rite, the air around you seems to
sticky and black like tar, a water-like golden substance, shift and shimmer unnaturally and nonmagical plants that
boiling hot blood, sand or dust, or something else entirely. aren’t creatures wither and die when within 5 feet of you.

5 Your toes and feet lengthen and you walk on your toes,
giving you a bestial digitigrade posture.

6 Your skin is terrifyingly different. Your skin might be
translucent, have extreme hair growth, be exceptionally
pale, feel wet and rubbery to the touch, gleam with a
subtle radiance, or something else entirely depending on
your order and your personal nature.

Part 1: Epic Progression | Epic Blood Hunter 15


Ability Score Improvement Blood Curse of the Souleater. As part of the same reac-
tion you use to usher a soul to your patron, you can imme-
21st-, 25th-, and 29th-Level Blood Hunter Feature diately expend the spell slot you regain to cast a spell with a
casting time of 1 action.
When you reach 21st level, and again at 25th and 29th lev-
el, you can increase one ability score of your choice by 2, Stigmatizing Brands
or you can increase two ability scores of your choice by 1.
Contrary to earlier levels, you can now improve your ability 23rd- and 29th-Level Blood Hunter Feature
scores up to 24 using this feature.
You can use your Brand of Castigation twice between rests
Dark Hunter and the psychic damage from your Brand of Castigation in-
creases to three times your Intelligence modifier (minimum
21st- and 25th-Level Blood Hunter Feature of 3 damage).
At 29th level, you can use your Brand of Castigation three
You can use your Blood Maledict feature five times between times between rests and the psychic damage from your
rests and you gain darkvision for up to 30 feet. If you already Brand of Castigation increases to four times your Intelli-
have darkvision, this increases its range by 30 additional gence modifier (minimum of 4 damage).
feet. Once you reach 25th level you can use your Blood
Maledict feature six times between rests and the radius of Mystic Blood
your darkvision increases by 30 additional feet.
24th-Level Blood Hunter Feature
Blood Augmentation
Beginning at 24th level, the first time you would lose life
22nd-Level Blood Hunter Feature from your hemocraft die whenever you finish a short or long
rest, you instead lose no life.
When you amplify a blood curse, you can choose to amplify In addition, your hit point maximum can’t be reduced be-
it even further with a Blood Augmentation by losing a num- low 1.
ber of hit points equal to an additional roll of your hemocraft
die. A blood augmented curse gains its amplified effect, as Master of Curses and Rites
well as the effect noted below.
Blood Curse of the Anxious. All Wisdom saving throws 26th-Level Blood Hunter Feature
the target makes before this curse ends have disadvantage.
Blood Curse of Binding. On a failed saving throw, the At 26th level, the range of your blood curses is doubled. In
creature also drops prone. addition, you learn an additional Esoteric Rite.
Blood Curse of Bloated Agony. The cursed target takes
1d8 necrotic damage at the start of each of its turns and Order Feature
whenever it makes an attack or casts a spell.
Blood Curse of Corrosion. If the creature succeeds on 27th-Level Blood Hunter Feature
its saving throw to end the curse, it must succeed another
Constitution saving throw or become stunned until the end You gain a feature from your chosen order, detailed at the
of its next turn as its body recovers. end of the class description or one from another source.
Blood Curse of the Exorcist. The creature that charmed,
frightened, or possessed the target of your curse becomes Extra Attack
charmed by you if it had charmed the target, frightened by
you if it had frightened the target, or takes an additional 7d6 28th-Level Blood Hunter Feature
psychic damage if it had possessed the target. If the crea-
ture becomes charmed or frightened by you, the effect lasts You can attack three times whenever you take the Attack
for 1 minute. At the end of each of its turns, the creature action on your turn.
can make a Wisdom saving throw, ending the charmed or
frightened effect on itself on a successful save. Death Save Advantage
Blood Curse of Exposure. The target instead loses invul-
nerability and resistance to the damage types of the trigger- 30th-Level Blood Hunter Feature
ing attack or spell until the end of the turn.
Blood Curse of the Eyeless. On a failed saving throw, the Your battle hardened physicality has made you very difficult
creature also becomes blinded until the end of its next turn. to kill. You make death saving throws with advantage.
Blood Curse of the Fallen Puppet. On a failed saving
throw, the creature attacks with advantage and also adds Nefarious Predator
half your blood hunter level to its damage roll.
Blood Curse of the Howl. Affected creatures have disad- 30th-Level Blood Hunter Feature
vantage on the saving throw.
Blood Curse of the Marked. Until the end of your turn, When a hostile creature is affected by one of your blood
whenever you deal rite damage to the target, you roll two curses, your very being becomes focused on slaying that
additional hemocraft die of rite damage instead of one. creature. You gain a number of benefits as described below.
Blood Curse of the Muddled Mind. Whenever the target Some benefits work only if your curse was amplified, while
succeeds on a Constitution saving throw made to maintain you gain all benefits if your curse was augmented.
concentration on a spell, the target takes psychic damage
equal to your Intelligence modifier. The target doesn’t need • You ignore difficult terrain while moving the most direct
to make a Constitution saving throw to maintain concentra- route towards the affected creature.
tion due to this damage. • When you hit the affected creature with a melee attack
on your turn, you gain temporary hit points equal to half
the rite damage you deal to the target. These temporary
hit points can only absorb damage caused by the affected
creature.
• Amplified. When the affected creature attacks you with
a melee weapon attack while within 5 feet of you, you can
use your reaction to make a melee attack against it.
• Augmented. Your attacks ignore any damage resistanc-
es the affected creature has.

16 Part 1: Epic Progression | Epic Blood Hunter


Blood Hunter Order Feature Order of the Mutant

Order of the Ghostslayer The Bloodhunter For D&D 5e (2020)

The Bloodhunter For D&D 5e (2020) Brand of Aphorism

Brand of Discorporation 27th-Level Order of the Mutant Feature

27th-Level Order of the Ghostslayer Feature When you use your Brand of Castigation, the target must
succeed on a Wisdom saving throw or be stunned until
Whenever you damage a branded creature with your Crim- the end of its next turn. In addition, your attacks against a
son Rite, your weapon deals two additional hemocraft die of stunned creature deal additional weapon damage equal to
rite damage rather than one. twice your Intelligence modifier.

Order of the Lycan Order of the Profane Soul

The Bloodhunter For D&D 5e (2020) The Bloodhunter For D&D 5e (2020)

Brand of the Elder Lycan Brand of Blasphemy

27th-Level Order of the Lycan Feature 27th-Level Order of the Profane Soul Feature

Your unarmed strikes deal 1d12 slashing damage against a Your warlock spells count as one level higher than the level
branded creature. In addition, you have advantage on Wis- they are cast at, or two levels higher than the level they are
dom saving throws against spells and effects from a brand- cast at if they target a branded creature.
ed creature. In addition, roll a d6 the first time you cast a warlock spell
that targets a branded creature after it was branded. On a
roll of 5 or higher, the spell doesn’t consume a spell slot.

Part 1: Epic Progression | Epic Blood Hunter 17


Epic Cleric

Player’s Handbook

The Epic Cleric

Level Cantrips Destroy Features
Known Undead
Divine Domain feature, Ability Score Improvement
21 6 5 Epic Spell Capacity
6 Channel Divinity (4/rest)
22 6 6 Consecrated Mien
7 Divine Domain feature, Ability Score Improvement
23 6 7 Epic Spell Capacity
8 Empowered Channel Divinity
24 6 8 Divine Domain feature
9 Epic Spell Capacity, Ability Score Improvement
25 6 9 Apotheosis
10
26 7

27 7

28 7

29 7

30 7

Epic Flavor Ability Score Improvement

Optional Cleric Feature 21st-, 25th-, and 29th-Level Cleric Feature

Consider adding some epic flavor to your cleric. When you reach 21st level, and again at 25th and 29th lev-
el, you can increase one ability score of your choice by 2,
Divine Echo or you can increase two ability scores of your choice by 1.
Contrary to earlier levels, you can now improve your ability
You are among your deity’s mightiest servants. For your scores up to 24 using this feature.
zeal and devout service, you deity has bestowed upon you
an echo of its divine power. Destroy Undead

d6 Divine Echo 21st-, 22nd-, 24th-, 26th-, 28th- and 30th-Level Cleric Feature

1 When you use your Channel Divinity, your deity’s holy The maximum challenge rating of undead you can destroy
symbol briefly manifests near you as radiant light, dark with your Destroy Undead feature increases as you gain lev-
shadow, or some other visual phenomenon that reflects els in this class, as shown in the Destroy Undead column of
the nature of your deity. the Epic Cleric table.

2 Periodically when you speak, your deity’s voice is audible Divine Domain Feature
but faint as it mirrors your words. As a result, at the whims
of your deity your words can cause awe in those around 21st-, 25th-, and 28th-Level Cleric Feature
you.
You gain a feature from your divine domain, detailed at the
3 When you expend a cleric spell slot, millions of minuscule end of the class description or one from another source.
particles seem to hover in the air around you for a few
seconds before they fade from view. The particles can be Epic Spell Capacity
radiant light, wisps of shadow, luminescent green sparks,
or some other visual phenomenon that reflects the nature 22nd-, 26th-, and 29th-Level Cleric Feature
of your deity.
At 22nd level, you gain an additional 6th and 7th level spell
4 Through your mere presence you can cause the world slot, at 26th level you gain another 8th and 9th level spell
around you to seem more beautiful, magical, or horrible, slot, and at 29th level you gain a 10th, 11th and 12th level
depending on the nature of your deity. For example, colors spell slot.
could appear brighter or dulled down, or bird song could
be heard clearly or not at all. Channel Divinity

5 When you are victorious in battle, an audible phenomenon 23rd-Level Cleric Feature
manifests in the world around you. The phenomenon can
be a thunderous boom, a mischievous and ominous giggle, You can use your Channel Divinity four times between rests.
a mad laughter, an angelic hymn, or something else that
reflects the nature of your deity. Consecrated Mien

6 The touch of your hand on a willing creature causes 24th-Level Cleric Feature
the creature to clearly picture your deity for but a split
second. The creature immediately forgets the image but is Oncer per turn, when an undead creature attacks you or
convinced that it has seen something divine. targets you with a spell, it takes radiant damage equal to
your Wisdom modifier.
Undead that are immune to effects that turns undead are
unaffected by this feature.

Empowered Channel Divinity

27th-Level Cleric Feature

Saving throws against your Channel Divinity effects are
made with disadvantage.

18 Part 1: Epic Progression | Epic Cleric


Apotheosis Death Domain

30th-Level Cleric Feature Dungeon Master’s Guide

Your connection to the divine lets you assume an apotheo- Channel Death
sized form. As an action, you transform into a being of pure
energy appropriate to your Divine Domain, magically heal- 21st-Level Death Domain Feature
ing you up to your hit point maximum. While in this form,
your melee weapon attacks deal an additional 2d8 damage The damage from your Channel Divinity: Touch of Death
of the same type as your Divine Strike feature, or radiant spreads to all creatures of your choice within 10 feet.
damage if you lack that feature. In addition, you can cast any
spell you know, whether you have it prepared or not, and Improved Divine Strike
you gain truesight out to a range of 120 feet.
While in this form, as a bonus action, you can magically 25th-Level Death Domain Feature
teleport, along with any equipment you are wearing or car-
rying, up to 120 feet to an unoccupied space that you can Your Divine Strike damage increases to 3d8.
see,
Your apotheosized form lasts a number of rounds equal to Death’s Certainty
your Wisdom modifier. Once you use this feature, you must
finish a long rest before you can do so again. 28th-Level Death Domain Feature

Divine Domain feature When you deal necrotic damage to a creature, the creature’s
hit point maximum is reduced by the same amount.
Arcana Domain
Forge Domain
Sword Coast Adventurer’s Guide
Xanathar’s Guide to Everything
Channel Arcana
Channel Artisanry
21st-Level Arcana Domain Feature
21st-Level Forge Domain Feature
The maximum challenge rating of creatures you can banish
with your Channel Divinity: Arcane Abjuration increases as You can use your Channel Divinity: Artisan’s Blessing to cre-
you gain levels in this class, as shown in the Destroy Un- ate magical objects and your creation can have a value up
dead column of the Epic Cleric table. to 1,000 gp.

Mighty Spellcasting Improved Divine Strike

25th-Level Arcana Domain Feature 25th-Level Forge Domain Feature

You add your Wisdom modifier twice to the damage you Your Divine Strike damage increases to 3d8.
deal with any cleric cantrip, rather than once.
Blessing of the Great Forge
Weave Distortion
28th-Level Forge Domain Feature
28th-Level Arcana Domain Feature
You can use your Blessing of the Forge feature to imbue
You are always under the effect of the detect magic spell. In magical objects and the bonus increases to +3 if you use it
addition, you can twist and bend the Weave around you. Us- on a nonmagical object.
ing a bonus action, you gain resistance to all magical dam-
age until the start of your next turn. Grave Domain
You can use this feature a number of times equal to your
Wisdom modifier. You regain all expended charges once Xanathar’s Guide to Everything
you finish a long rest.
Grave Channeling

21st-Level Grave Domain Feature

When you use your Channel Divinity: Path to the Grave, the
curse no longer ends after the target is hit.

Mighty Spellcasting

25th-Level Grave Domain Feature

You add your Wisdom modifier twice to the damage you
deal with any cleric cantrip, rather than once.

Sanctum of Souls

28th-Level Grave Domain Feature

When you would be reduced to 0 hit points, you instead
regain a number of hit points equal to half your hit point
maximum.
Once you use this feature, you can’t use it again until you
finish a long rest.

Knowledge Domain

Player’s Handbook

Channel Knowledge

21st-Level Knowledge Domain Feature

You can use your Channel Divinity: Knowledge of the Ages
to target a creature that you can see within 30 feet, granting
it proficiency with a skill or tool.

Mighty Spellcasting

25th-Level Knowledge Domain Feature

You add your Wisdom modifier twice to the damage you
deal with any cleric cantrip, rather than once.

Magical Knowhow

28th-Level Knowledge Domain Feature

Your deep insight into the workings of magic, lets you thwart
offensive spells against you more effectively. You have ad-
vantage on saving throws against spells that target you.

Part 1: Epic Progression | Epic Cleric 19


Life Domain Improved Divine Strike

Player’s Handbook 25th-Level Order Domain Feature

Channel Life Your Divine Strike damage increases to 3d8.

21st-Level Life Domain Feature Law Maker

Your Channel Divinity: Preserve Life can restore a creature 28th-Level Order Domain Feature
back to its hit point maximum.
You can use your Embodiment of the Law feature any num-
Life Infused Strikes ber of times between rests. In addition, when you cast an
enchantment spell, you gain temporary hit points equal to
25th-Level Life Domain Feature half your cleric level.

When you hit a creature with a weapon attack, you regain Tempest Domain
lost hit points equal to the radiant damage done.
Player’s Handbook
Armor of Life
Channel the Tempest
28th-Level Life Domain Feature
21st-Level Tempest Domain Feature
Whenever you receive magical healing that restores lost hit
points, you gain the same amount of temporary hit points, Your Channel Divinity: Destructive Wrath booms further,
up to a maximum of half your cleric level. dealing the same amount of lightning or thunder damage
to up to two additional targets within 5 feet of the original
Light Domain target.

Player’s Handbook Improved Divine Strike

Channel the Light 25th-Level Tempest Domain Feature

21st-Level Light Domain Feature Beginning at 25th level, your Divine Strike damage increas-
es to 3d8.
The radius of your Channel Divinity: Radiance of the Dawn
increases to 60 feet and its damage is increased to 4d10 + Molecular Absorption
your Cleric level.
28th-Level Tempest Domain Feature
Mighty Spellcasting
You become resistant to thunder and lightning damage.
25th-Level Light Domain Feature
Trickery Domain
You add your Wisdom modifier twice to the damage you
deal with any cleric cantrip, rather than once. Player’s Handbook

Armor of Light Channel Trickery

28th-Level Light Domain Feature 21st-Level Trickery Domain Feature

You can use a bonus action to conjure forth radiant light You can use your Channel Divinity: Cloak of Shadows as a
that envelops you like a suit of divine armor for 1 minute.
For the duration, you shine bright light in a 30-foot radius bonus action, rather than an action.
and dim light for an additional 30 feet. The light is magical.
A creature has disadvantage on attack rolls against you un- Improved Divine Strike
less it is immune to the blinded condition. A creature that is
vulnerable to radiant damage can’t target you with attacks 25th-Level Trickery Domain Feature
or spells while it is within the light.
Once you use this feature, you must finish a long rest be- Your Divine Strike damage increases to 3d8.
fore you can do so again.
Elusive
Nature Domain
28th-Level Trickery Domain Feature
Player’s Handbook
You are so evasive that attackers rarely gain the upper hand
Channel Nature against you. No attack roll has advantage against you while
you aren’t incapacitated.
21st-Level Nature Domain Feature
War Domain
The radius of your Channel Divinity: Charm Animals and
Player’s Handbook
Plants has its radius increased to 60 feet, and it’s duration
Channel War
increased to 1 hour.
21st-Level War Domain Feature
Improved Divine Strike
Your Channel Divinity: Guided Strike affects all of your
25th-Level Nature Domain Feature
attacks on that turn.
Your Divine Strike damage increases to 3d8.
Improved Divine Strike
Bond of Nature
25th-Level War Domain Feature
28th-Level Nature Domain Feature
Your Divine Strike damage increases to 3d8.
You learn three druid spells of your choice of 6th level or
lower. These spells count as cleric spells for you, are always Holy Armor
prepared, and don’t count toward your maximum number
of prepared spells. 28th-Level War Domain Feature

Order Domain You can use a bonus action to magically don a spectral ar-
mor for 1 minute. For the duration, your AC increases by 2.
Guildmaster’s Guide to Ravnica In addition, when you are hit by an attack or targeted by a
spell, you can roll 3d8 as a reaction and add them to your
Channel Order AC or saving throw. When you do so, you can’t use your Di-
vine Strike feature on your next turn.
21st-Level Order Domain Feature Once you use this feature, you must finish a long rest be-
fore you can do so again.
Your Channel Divinity: Order’s Demand has its range

increased to 60 feet, and a creature drops prone when it

fails the saving throw.

20 Part 1: Epic Progression | Epic Cleric


Epic Druid

Player’s Handbook

The Epic Druid

Level Cantrips Beast Shape Features
Known CR
2 Mindfulness (1), Ability Score Increase
21 5 2 Epic Spell Capacity
3 Druid Circle feature
22 5 3 Primeval Gift (1)
3 Mindfulness (2), Ability Score Improvement
23 5 3 Epic Spell Capacity
4 Druid Circle feature
24 5 4 Essence of the Wild
4 Epic Spell Capacity, Ability Score Improvement
25 5 5 Archdruid Elder, Primeval Gift (2)

26 6

27 6

28 6

29 6

30 6

Epic Flavor Wild Shape Improvement

Optional Druid Feature 21st-, 25th-, 27th-, and 30th-Level Druid Feature

Before starting an epic game, you might want to consider At 21st level, the maximum challenge rating of beasts you
adding some epic flavor to your druid. can assume the shape of with your Wild Shape feature in-
creases to 2. This maximum increases further as you gain
Mark of the Wilds levels in this class, as shown in the Beast Shape CR column
of the Epic Druid table.
Being so in touch with the natural forces of the world has
caused those forces to leave their mark on you, either influ- Epic Spell Capacity
encing your physical appearance or causing nature itself to
react differently towards you. 22nd-, 26th-, and 29th-Level Druid Feature

d6 Mark of the Wilds Effect At 22nd level, you gain an additional 6th and 7th level spell
slot, at 26th level you gain another 8th and 9th level spell
1 A light breeze surrounds you, reflecting your current mood slot, and at 29th level you gain a 10th, 11th and 12th level
as a bitter cold breeze, a midsummer breeze, or anything spell slot.
in between.
Druid Circle Feature
2 Your skin is tough to the touch like bark.
23rd- and 27th-Level Druid Feature
3 Small pointy antlers grow from your head. As you gain
levels, the antlers grow in size. You gain a feature from your druid circle, detailed at the end
of the class description or one from another source.
4 Wild beasts of all shapes and sizes greet you by bowing
their heads. Primeval Gift

5 Thorny vines grow out of your body, curling around your 24th- and 30th-Level Druid Feature
limbs, though they don’t hamper your movement in any
way. Choose one of the following gifts to gain its features. You
can choose a second option when you reach 30th level.
6 Your eyes glow with a luminescent, green tinge. Floral Wild Shape. You can use your Wild Shape feature
to magically assume the shape of a plant creature that you
Ability Score Improvement have seen before. Other restrictions of your Wild Shape fea-
ture still apply.
21st-, 25th-, and 29th-Level Druid Feature Mindfulness. The number of spells you can prepare in-
creases by 2.
When you reach 21st level, and again at 25th and 29th lev- One with Nature. You are always under the effect of the
el, you can increase one ability score of your choice by 2, freedom of movement and tree stride spells.
or you can increase two ability scores of your choice by 1. Regeneration. You stop aging and you regain 10 hit
Contrary to earlier levels, you can now improve your ability points at the end of each minute. In addition, any lost limbs
scores up to 24 using this feature. regenerate when you finish a short or long rest. If you have
a severed part and hold it to the stump, the limb instantly
Mindfulness knits to the stump.

21st- and 25th-Level Druid Feature Essence of the Wild

The number of spells you can prepare increases by 2. At 28th-Level Druid Feature
25th level, it increases by 2 once more.
You become immune to effects that would reduce your Abili-
ty Scores or cause you to be unable to regain hit points, and
you can’t be possessed unwillingly.

Part 1: Epic Progression | Epic Druid 21


Archdruid Elder Circle of the Moon

30th-Level Druid Feature Player’s Handbook

You learn to magically adopt a spell into your very being: an Moon Surge
elder spell. Whenever you finish a long rest you can choose
a druid spell of 6th level or lower that requires concentra- 23rd-Level Circle of the Moon Feature
tion and has a range of self to be your elder spell. The spell
remains your elder spell until you choose a new elder spell Using your wild shape, you can transform into a creature
at the end of a long rest. with a challenge rating as high as half your druid level,
You don’t have to concentrate on your chosen elder spell rounded down. Other restrictions of your Wild Shape fea-
and it remains active so long as you are conscious, but it can ture still apply.
still end early through other means. You can deactivate or Once you use this feature, you can’t use it again until you
reactivate the effect of your elder spell as a bonus action on finish a long rest.
your turn.
Monstrous Wild Shape
Druid Circle Feature
27th-Level Circle of the Moon Feature
Circle of Dreams
Your Wild Shape feature enables you to take the form of
Xanathar’s Guide to Everything monstrosities you have seen, such as a gorgon or chimera.
The monstrous shape you assume must be Large or small-
Enriched Balm er and can’t be capable of speech or wield weapons. When
using your Moon Surge feature, you can also transform into
23rd-Level Circle of Dreams Feature a Huge monstrosity. Other restrictions of your Wild Shape
feature still apply.
Your pool of fey energy is imbued with even greater power.
The d6s from your Balm of the Summer Court feature be- Circle of the Shepherd
come d8s.
Xanathar’s Guide to Everything
Summer Court Arch Physician
Grand Summoner
27th-Level Circle of Dreams Feature
23rd-Level Circle of the Shepherd Feature
Your pool of fey energy begins to flow more naturally. You
regain all expended dice from your Balm of the Summer Beasts and fey that you conjure have a strengthened bond
Court feature when you finish a short or long rest. with your magics. Any beast or fey summoned or created by
a spell that you cast gains the following benefits.
Circle of Spores
• Your spells that restore hit points always restore the max-
Guildmaster’s Guide to Ravnica imum value when targeting the creature.
• The creature has resistance to all damage while it is with-
Spore Proliferation in range of your Spirit Totem.

23rd-Level Circle of Spores Feature Spiritual Unity

The necrotic damage from your Halo of Spores feature in- 27th-Level Circle of the Shepherd Feature
creases to 1d12 and a creature that fails its saving throw
against it also becomes poisoned until the end of its next Your Spirit Totem has the effect of all three spirits simulta-
turn. In addition, you can use your Halo of Spores reaction neously.
while using your Spreading Spores feature.

Fungal Quintessence

27th-Level Circle of Spores Feature

Your Symbiotic Entity feature is empowered, granting you
the following improved benefits:

• When you deal your Halo of Spores damage, roll the dam-
age die two additional times and add it to the total.

• Your melee weapon attacks deal an extra 2d8 poison dam-
age to any target they hit.

• Using a bonus action, you disappear and instantly reap-
pear in an unoccupied space that you can see within the
10-foot cube of deadly spores created by your Spreading
Spores feature.

Circle of the Land

Player’s Handbook

Improved Natural Recovery

23rd-Level Circle of the Land Feature

The spell slots recoverable through your Natural Recovery
feature can be of any level.

Magical Secrets

27th-Level Circle of the Land Feature

Your innate wisdom has absorbed enough knowledge from
observing other spell casters cast their magic, that you have
learned to replicate some of their spells. Choose two spells
from any class. A spell you choose must be of a level you can
cast. The chosen spells count as druid spells for you.

22 Part 1: Epic Progression | Epic Druid


Epic Fighter

Player’s Handbook

The Epic Fighter

Level Features
21 Superior Second Wind (1d12), Ability Score Improvement
22 Agoge
23 Extra Attack (4)
24 Pincer Maneuver
25 Superior Second Wind (2d12), Ability Score Improvement
26 Unstoppable Advance
27 Martial Archetype feature
28 Extra Attack (5)
29 Action Surge (three uses), Ability Score Improvement
30 Warfare, Death Save Advantage

Epic Flavor Superior Second Wind

Optional Fighter Feature 21st- and 25th-Level Fighter Feature

Consider adding some epic flavor to your fighter. Your Second Wind ability lets you regain hit points equal
to 1d12 + your Constitution modifier + your fighter level. At
Weapon Vehemence 25th level this increases to 2d12 + your Constitution modi-
fier + your fighter level.
As a warrior that has mastered the use of all gear and weap-
ons of war, you have truly reached the pinnacle of martial Agoge
skill with one type of weapon in particular. Using that weap-
on, you can display near supernatural feats. 22nd-Level Fighter Feature

d6 Weapon Vehemence Effect Your rigorous and methodical training, has made you capa-
ble of shrugging off strenuous activity that would exhaust
1 Armor. While wearing armor, you move with the same anybody else, as well as made you proficient with another
grace as an unarmored monk, seemingly dancing as you skill. Choose one skill from Acrobatics, Animal Handling,
shrug off blows. A sight to behold. Athletics, History, Insight, Intimidation, Perception, and
Survival.
2 Blades. When wielding a blade such as an axe, a dagger, In addition, when gaining one level of exhaustion, you can
a spear, or a sword, your stabs or swings cause the blade choose to not gain the exhaustion. Once you use this fea-
to almost cut the very air, creating an audible effect best ture, you must finish a long rest before you can use it again.
described as mesmerizing music.
Extra Attack
3 Blunt Weapons. When wielding a blunt weapon such as a
club, hammer, or flail, you can create minor but still audible 23rd- and 28th-Level Fighter Feature
tremors by smashing your weapon into the ground.
You can attack five times whenever you take the Attack ac-
4 Projectile Weapons. When wielding a ranged weapon such tion on your turn. At 28th level, the number of attacks in-
as a bow or crossbow, you can create a small, supersonic creases to six.
boom when you fire a projectile from the weapon.
Pincer Maneuver
5 Shields. Hitting a shield you have equipped with a weapon
you are wielding, you can create rhythmical martial or 24th-Level Fighter Feature
marching music as if playing a drum.
When an enemy scores a critical hit against you with a me-
6 Thrown Weapons. Using two free hands, you can juggle up lee weapon while within your reach, you can use your reac-
to ten thrown weapons at a time without risk of dropping tion to turn it into a normal hit, and you can immediately
any of the weapons. make a melee weapon attack against the attacker as part of
the same reaction. You have advantage on this attack unless
Ability Score Improvement the triggering attack was made with advantage.
You can use this feature twice. You regain all expended
21st-, 25th-, and 29th-Level Fighter Feature uses when you finish a short or long rest.

When you reach 21st level, and again at 25th and 29th lev-
el, you can increase one ability score of your choice by 2,
or you can increase two ability scores of your choice by 1.
Contrary to earlier levels, you can now improve your ability
scores up to 24 using this feature.

Part 1: Epic Progression | Epic Fighter 23


Unstoppable Advance Martial Archetype Feature

26th-Level Fighter Feature Arcane Archer

You learn to take a special action that you can only take on Xanathar’s Guide to Everything
a turn where you use your Action Surge feature. When you
take this action, you draw on your legendary inner strength Arcane Assailant
to empower your might to godlike heights for 1 minute or
until you are incapacitated, allowing you to shrug off magic 27th-Level Arcane Archer Feature
that would hamper others. For the duration, your movement
speed can’t be magically reduced and you can move through You can use your Arcane Shot feature five times between
creations of force, such as those created by the forcecage or rests and you learn all Arcane Shot Options.
wall of force spells, as if they are difficult terrain.
Battle Master
Martial Archetype Feature
Player’s Handbook
27th-Level Fighter Feature
Warlord
You gain a feature from your martial archetype, detailed at
the end of the class description or one from another source. 27th-Level Battle Master Feature

Action Surge You learn three additional maneuvers, and gain two addi-
tional Superiority Dice.
29th-Level Fighter Feature
Cavalier
You gain an additional use of Action Surge between rests.
Xanathar’s Guide to Everything
Death Save Advantage
Resolute
30th-Level Fighter Feature
27th-Level Cavalier Feature
Your battle hardened physicality has made you very difficult
to kill. You make death saving throws with advantage. You regain all expended uses of your Unwavering Mark fea-
ture when you finish a short or long rest.
Warfare
Champion
30th-Level Fighter Feature
Player’s Handbook
You can become an avatar of warfare as a bonus action, in-
creasing either your commanding, defensive, offensive, or Surgical Precision
tactical potential immensely. Each turn for three consecu-
tive turns, you gain certain bonuses, depending on the type 27th-Level Champion Feature
of warfare you have chosen. Each type of warfare utilizes
Warfare Dice and Warfare Points. Your weapon attacks score a critical hit on a roll of 17-20.
When a type of warfare lets you add your Warfare Dice to
a gameplay element, roll the number of Warfare Dice avail- Echo Knight
able to you and add the total number rolled. Warfare Points
add a flat number to some gameplay element. The Warfare Explorer’s Guide to Wildemount
table shows how many Warfare Dice and Warfare Points
you have on each turn for the duration. Far Reverberations
Commanding. You and allies within 60 feet of you who
can hear and see you, gain temporary hit points equal to 27th-Level Echo Knight Feature
your Warfare Dice at the end of your turns and gain a bonus
to their walking speed equal to your Warfare Points. Your echoes can be up to 100 feet away from you before be-
Defensive. You add your Warfare Dice to all saving ing destroyed and it costs you 0 movement when you magi-
throws. In addition, at the end of each of your turns you cally switch place with an echo as a bonus action.
gain temporary hit points equal to your Warfare Points.
Offensive. You roll your Warfare Dice and add half of the Eldritch Knight
result to the damage of all weapon attacks, and your move-
ment speed increases by an amount equal to your Warfare Player’s Handbook
Points.
Tactical. You add your Warfare Dice to Strength (Athlet- Superior War Magic
ics) checks and you can shove creatures that are up to two
sizes larger than you. In addition, damage from opportunity 27th-Level Eldritch Knight Feature
attacks against you are reduced by an amount equal to your
Warfare Points. When you take the Attack action, you can use your bonus
Once you use this feature, you must finish a long rest action to cast a spell of 4th level or lower that has a casting
before you can use it again. time of 1 Action.

Warfare Warfare Dice Warfare Points Gunslinger

Turn Gunslinger Martial Archetype For Fighters

1 3d6 30 Expert Gunman

2 2d6 20 27th-Level Gunslinger Feature

3 1d6 10 When you misfire you can spend one grit point to instead
reroll the attack. In addition, you no longer need one free
hand in order to reload.

Purple Dragon Knight

Sword Coast Adventurer’s Guide

Vanguard

27th-Level Purple Dragon Knight Feature

When you use your Pincer Maneuver ability, you can choose
an ally within 60 feet of you. If that creature can see or hear
you, the first critical hit against it before the end of its next
turn is reduced to a normal hit.

Samurai

Xanathar’s Guide to Everything

Steadfast Spirit

27th-Level Samurai Feature

You regain all expended uses of your Fighting Spirit feature
when you finish a short or long rest.

24 Part 1: Epic Progression | Epic Fighter


Epic Monk

Player’s Handbook

The Epic Monk Ki Unarmored Features
Points Movement
Level Martial Arts Extrasensory Perception, Ability Score Improvement
21 + 30 ft. Iron Body
21 1d10 22 + 30 ft. A Thousand Fists (1)
22 1d10 23 + 30 ft. Be Like Water (1)
23 1d12 24 + 35 ft. Mantle of Serenity, Ability Score Improvement
24 1d12 25 + 35 ft. Be Like Water (2)
25 1d12 26 + 35 ft. Monastic Tradition feature
26 1d12 27 + 35 ft. A Thousand Fists (2)
27 1d12 28 + 40 ft. Mind and Body, Ability Score Improvement
28 1d12 29 + 40 ft. Nirvana, Death Save Advantage
29 1d12 or 2d6 30 + 40 ft.
30 1d12 or 2d6

Epic Flavor Iron Body

Optional Monk Feature 22nd-Level Monk Feature

Consider adding some epic flavor to your monk. When you use your Patient Defense feature, you can spend
1 additional ki point to also gain resistance to bludgeoning,
Intrinsic Transcendence piercing, and slashing damage for the same duration.

Your asceticism and rigorous training has caused your mor- A Thousand Fists
tal body to naturally transcend, causing a supernatural and
deeply spiritual effect to take root within you. 23rd- and 28th-Level Monk Feature

d6 Intrinsic Transcendence Effect Whenever you use your Flurry of Blows or a similar arche-
type feature such as Radiant Sun Bolt, you can make three
1 When you clench your fists, pebbles and other minuscule attacks as a bonus action, rather than two. Upon reaching
objects that weigh one ounce or less within 5 feet of you 28th level, this bonus increases to four attacks.
begin to levitate up to an inch above the ground.
Be Like Water
2 When you speak, all other sounds seem distant and dulled
down. 24th- and 26th-Level Monk Feature

3 Unless you suffer from the blinded condition, you retain Whenever a Large or smaller creature within your reach
your regular vision when you close your eyes or blindfold misses you with an attack or fails to grapple you, you can
yourself. use your reaction to automatically grapple it instead. By
expending 1 ki point, you can knock the creature prone or
4 Whenever you spend Ki, you are briefly surrounded by shove it up to 10 feet as part of the same reaction.
swirling, spiritual energies. Starting when you reach 26th level, whenever a creature
hits you with a melee attack, you can use your reaction to
5 When in direct sunlight, your skin glows with a light, take only half damage from the attack, and immediately
golden hue. make a single melee attack against them as part of the same
reaction.
6 When in unarmed combat, it seems like an extra pair
of arms and legs, consisting entirely of spiritual energy, Mantle of Serenity
periodically emerge from you to deliver you blows.
25th-Level Monk Feature
Ability Score Improvement
You radiate serene energies that make you appear
21st-, 25th-, and 29th-Level Monk Feature non-threatening. When you roll initiative, other creatures
can’t attack you or target you with spells and other effects
When you reach 21st level, and again at 25th and 29th lev- until you take an obviously harmful action, such as attack-
el, you can increase one ability score of your choice by 2, ing, casting a spell, or taking something that doesn’t belong
or you can increase two ability scores of your choice by 1. to you. This feature doesn’t protect you from area effects,
Contrary to earlier levels, you can now improve your ability such as the explosion of a fireball.
scores up to 24 using this feature.
Martial Arts Dice
Extrasensory Perception
Upon reaching 29th level, you can decide whether to use 1d12
21st-Level Monk Feature or 2d6, as seen in the Martial Arts column of the Epic Monk table,
whenever you use a feature that uses your martial arts dice. This
You can see invisible creatures out to a range of 60 feet and represents your mastery over different types of martial arts.
you can cast the detect magic and clairvoyance spells by
expending 2 ki points.

Part 1: Epic Progression | Epic Monk 25


Monastic Tradition Feature Way of the Four Elements

27th-Level Monk Feature Player’s Handbook

You gain a feature from your monastic tradition, detailed at Elemental Affinity
the end of the class description or one from another source.
27th-Level Way of the Four Elements Feature
Mind and Body
You learn to cast scorching ray for the cost of 1 ki point,
29th-Level Monk Feature lightning bolt for the cost of 2 ki points, fire shield for the
cost of 3 ki points and conjure elemental for the cost of 4
All healing effects on you are increased by an amount equal ki points. In addition, the ki cost of your other spells are
to your Wisdom modifier. When receiving a healing effect, reduced by 1 ki point.
you can increase this bonus to twice your Wisdom modifier
by expending 1 ki point as a reaction. Way of the Kensei

Death Save Advantage Xanathar’s Guide to Everything

30th-Level Monk Feature Weapon Master

Your battle hardened physicality has made you very difficult 27th-Level Way of the Kensei Feature
to kill. You make death saving throws with advantage.
All simple and martial weapons that lack the heavy and spe-
Nirvana cial properties are kensei weapons for you. In addition, you
can use your Deft Strike feature any number of times on
30th-Level Monk Feature each of your turns.

When you are forced to make a saving throw by a hostile Way of the Long Death
creature, you regain 1 expended ki point if you succeed on
the saving throw. In addition, if you fail a saving throw, you Sword Coast Adventurer’s Guide
can expend 10 ki points as a reaction to succeed instead,
but you don’t regain any expended ki points for succeeding Touch of the Long Death
in this manner.
27th-Level Way of the Long Death Feature
Monastic Tradition Feature
When a creature within 30 feet of you is reduced to 0 hit
Way of the Drunken Master points, you gain temporary hit points equal to your Wisdom
modifier + your monk level.
Xanathar’s Guide to Everything
Way of the Open Hand
Drunken Monkey
Player’s Handbook
27th-Level Way of the Drunken Master Feature
One Finger Death Punch
Once on each of your turns, you can spend 2 ki points to
take one additional bonus action. 27th-Level Way of the Open Hand Feature

You have learned the feared One Finger Death Punch tech-
nique. You can use an action to make a special unarmed
strike. The attack can’t be made as part of the Attack action
but is guaranteed to connect as a critical hit and applies all
effects of your Open Hand Technique, Stunning Strike, and
Quivering Palm features.
Once you use this feature, you must finish a long rest be-
fore you can use it again.

Way of Shadow

Player’s Handbook

Master Opportunist

27th-Level Way of Shadow Feature

When you would normally be able to make a melee attack
using your Opportunist feature, you can spend 1 ki point to
instead use your Flurry of Blows.

Way of the Sun Soul

Sword Coast Adventurer’s Guide & Xanathar’s Guide to Everything

Corneal Burn

27th-Level Way of the Sun Soul Feature

Your Sun Shield can reach brightness only surpassed by the
sun itself. While your Sun Shield shines, you can spend 1 ki
point during your turn (no action required) to shine brighter
until the start of your next turn. While shining in this man-
ner, each creature that starts its turn within 10 feet of you
must succeed on a Constitution saving throw or become
blinded for 1 minute. A blinded creature can repeat the sav-
ing throw at the end of each of its turns, ending the effect on
itself and becoming immune to your Corneal Burn feature
for 24 hours on a successful save.
This feature is usable for a number of rounds equal to
your Wisdom modifier. You regain all expended charges
when you finish a long rest.

26 Part 1: Epic Progression | Epic Monk


Epic Paladin

Player’s Handbook

The Epic Paladin

Level Features
21 Improved Lay on Hands (1), Ability Score Improvement
22 Extended Spell Capacity, Improved Divine Health
23 Superior Divine Smite (1)
24 Righteous Demeanor, Divine Soul
25 Improved Lay on Hands (2), Ability Score Improvement
26 Extended Spell Capacity
27 Sacred Oath feature
28 Extra Attack (2)
29 Glory, Ability Score Improvement
30 Exemplar, Death Save Advantage

Epic Flavor Ability Score Improvement

Optional Paladin Feature 21st-, 25th-, and 29th-Level Paladin Feature

Consider adding some epic flavor to your paladin. When you reach 21st level, and again at 25th and 29th lev-
el, you can increase one ability score of your choice by 2,
Gift of Exaltation or you can increase two ability scores of your choice by 1.
Contrary to earlier levels, you can now improve your ability
You have gained great renown throughout the lands as a di- scores up to 24 using this feature.
vine warrior and a true paragon of your oath. For your many
great deeds, you have been gifted a remarkable object, ei- Improved Lay on Hands
ther by a regent, a holy order, directly from your deity, or
perhaps the common folk have gathered all of their wealth 21st- and 25th-Level Paladin Feature
in order to procure this object for you. This much is certain:
carrying it with you, it will signal who you are and inspire Your Lay on Hands can cure curses. Upon reaching 25th
awe in those around you. level, when you use your Lay on Hands to heal, you also
grant the healed character temporary hit points equal to
d6 Gift of Exaltation half the number of hit points restored.

1 Book. Your crest or holy symbol is etched into the cover. Extended Spell Capacity
Inside, each page is gilded paper, written on them are
stories of your many adventures. Faint, melancholy music 22nd- and 26th-Level Paladin Feature
is heard when you open the book.
Beginning at 22nd level, you gain an additional 5th level
2 Sword Hilt. Beautifully crafted from adamantine, overlaid spell slot. At 26th level you gain a 6th and 7th level spell
with white gold, and your crest or holy symbol engraved, slot and you gain access to additional spells as shown in the
this hilt can be have a blade fastened within. When you Paladin Expanded Spell List sidebar below.
hold a sword made from the hilt and a blade, the blade
hums with vibrations as if cutting the very air. Paladin Expanded Spell List

3 Gemstone. A fist-sized gem in the shape of your crest or 6th Level 7th Level
holy symbol. Its type and color is whatever best reflects True Seeing (divination) Divine Word (evocation)
your oath, and it radiates with divine light. A blacksmith Word of Recall (conjuration) Resurrection (necromancy)
can fasten the gem into your armor, helmet, shield, or
weapon. Improved Divine Health

4 Hammer. A ceremonial light hammer crafted from the 22nd-Level Paladin Feature
finest silver. The grip is made to resemble you standing
proudly in your armor. Your divinity grants you immunity to curses.

5 Relic. An object of great historical or religious importance. Superior Divine Smite
It could be the crown of a legendary ruler, a bone from a
dead saint, a weapon that was used to slay a creature of 23rd-Level Paladin Feature
legend, or similar.
The damage from your Improved Divine Smite feature in-
6 Sash. A white, gossamer sash. Along the edges are runes in creases to 3d8 radiant damage.
golden or silver stitching telling of your exploits.
Righteous Demeanor

24th-Level Paladin Feature

Your divine spirit grants you advantage on Charisma checks.

Part 1: Epic Progression | Epic Paladin 27


Divine Soul Sacred Oath Feature

At 24th level, your Divine Sense is always active, you can’t Oath of the Ancients
be surprised by fiends and undead, and you always know
when you hear a lie. In addition, you can use your Channel Player’s Handbook
Divinity feature twice between rests.
Improved Nature’s Wrath
Sacred Oath Feature
27th-Level Oath of the Ancients Feature
27th-Level Paladin Feature
Your Channel Divinity: Nature’s Wrath can be cast as a bo-
You gain a feature from your sacred oath, detailed at the end nus action and the target creature has disadvantage on sav-
of the class description or one from another source. ing throws against it.

Extra Attack Oath of Conquest

28th-Level Paladin Feature Xanathar’s Guide to Everything

You can attack three times whenever you take the Attack Improved Conquering Presence
action on your turn.
27th-Level Oath of Conquest Feature
Glory
Your Channel Divinity: Conquering Presence increases to
29th-Level Paladin Feature 60 feet and the initial saving throw is made with disadvan-
tage.
You learn two cleric spell of your choice. The spells must
be of a level for which you have spell slots. You always have Oath of the Crown
these spells prepared and they count as paladin spells for
you. Sword Coast Adventurer’s Guide

Death Save Advantage Improved Turn the Tide

30th-Level Paladin Feature 27th-Level Oath of the Crown Feature

Your battle hardened physicality has made you very difficult Your Channel Divinity: Turn the Tide restores twice the
to kill. You make death saving throws with advantage. number of hit points and can affect allies even if they have
more than half their hit points remaining.
Exemplar
Oath of Devotion
30th-Level Paladin Feature
Player’s Handbook
Your connection to the divine lets you assume the form of an
Exemplar for a number of rounds equal to your Charisma Improved Sacred Weapon
modifier. As a bonus action, you transform into a form ap-
propriate to your Sacred Oath. For example, you could con- 27th-Level Oath of Devotion Feature
sist of pure radiant light or become an ancient defender of
nature. Once you transform, your size becomes Large, you Your Channel Divinity: Sacred Weapon also lets you add
magically heal up to your hit point maximum, you can’t be your Charisma modifier to damage rolls with the weapon.
restrained by any means, and your melee weapon attacks
deal an additional 18 (4d8) magical weapon damage. Oath of Redemption
Once you use this feature, you must finish a long rest be-
fore you can do so again. Xanathar’s Guide to Everything

Improved Rebuke the Violent

27th-Level Oath of Redemption Feature

The saving throw against your Channel Divinity: Rebuke
the Violent is made with disadvantage.

Oath of Vengeance

Player’s Handbook

Improved Vow of Enmity

27th-Level Oath of Vengeance Feature

Your Channel Divinity: Vow of Enmity can
be moved to a new target using a bonus
action up to 1 minute after the previous
target is reduced to 0 hit points.

Oathbreaker

Dungeon Master’s Guide

Improved Control Undead

27th-Level Oathbreaker Feature

Your Channel Divinity: Control Un-
dead can target a number of undead
creatures equal to your Charisma
modifier.

28 Part 1: Epic Progression | Epic Paladin


Epic Ranger

Player’s Handbook

The Epic Ranger

Level Spells Features
Known
Master Explorer (1), Ability Score Increase
21 11 Extended Spell Capacity, Strider
Deadly Foe Slayer (1)
22 12 Favored Enemy Improvement
Master Explorer (2), Ability Score Increase
23 12 Extended Spell Capacity
Ranger Archetype feature
24 13 Extra Attack (2)
Deadly Foe Slayer (2), Ability Score Increase
25 13 Apex Predator, Death Save Advantage

26 14

27 14

28 15

29 15

30 16

Epic Flavor Ability Score Improvement

Optional Ranger Feature 21st-, 25th-, and 29th-Level Ranger Feature

Consider adding some epic flavor to your ranger. When you reach 21st level, and again at 25th and 29th lev-
el, you can increase one ability score of your choice by 2,
Planar Soul or you can increase two ability scores of your choice by 1.
Contrary to earlier levels, you can now improve your ability
You have formed a bond with he wilds that echoes beyond scores up to 24 using this feature.
planar boundaries. You have become connected to one
plane in particular which radiates from within you. Master Explorer

d6 Plane 21st- and 25th-Level Ranger Feature

1 Echo Plane. If your soul is bound to the Feywild, you Beginning at 21st level, while in your favored terrain, your
radiate with a gleam of beauty and awe. If your soul is group cannot become lost, even by magical means, and
bound to the Shadowfell, small, thin wisps of black smoke your entire group may move stealthily at a normal pace.
rise from you, only visible in the clearest daylight. Upon reaching 25th level, you may choose a fourth favored
terrain, and you have advantage with Insight, Investigation,
2 Transitive Plane. Your soul might be bound to the Astral Nature and Survival checks while in any favored terrain of
Plane, causing you to move with unnatural grace. Your soul yours.
might instead be bound to the Ethereal Plane, causing you
to become slightly transparent when you move. Extended Spell Capacity

3 Inner Plane. Your soul is bound to one of the Inner Planes, 22nd- and 26th-Level Ranger Feature
causing your eyes to be a window to either the Plane of Air,
the Plane of Earth, the Plane of Fire, or the Plane of Water. Beginning at 22nd level, you gain an additional 5th level
spell slot. At 26th level you gain a 6th and 7th level spell
4 Lawful Outer Plane. If your soul is bound to Arcadia, you slot and you gain access to additional spells as shown in the
channel the power of the Storm Kings whenever you Ranger Expanded Spell List sidebar below.
expend a spell slot, causing lightning to split the sky in a
thunderous boom. If your soul is bound to Acheron, your Ranger Expanded Spell List
skin gains a metallic hue and your spells that create visual
effects are surrounded by a faint, rust-colored smoke. 6th Level 7th Level
Find the Path (divination) Regenerate (transmutation)
5 Chaotic Outer Plane. Your soul can be bound to Ysgard, Primordial Ward (abjuration) Plane Shift (conjuration)
causing your skin to change from icy cold to the touch to
searing hot to the touch, depending on your current state Strider
of mind. In addition, you radiate with evocation magic. If
your soul is instead bound to Pandemonium, distant cries 22nd-Level Ranger Feature
of torment can be heard whenever you expend a spell slot.
No magic can reduce your speed below its maximum and
6 The Fugue Plane. Bound to the Fugue Plane, your soul no solid terrain is considered difficult terrain for you.
briefly touches the soul of any creature that dies near you.
Whenever a creature dies within 30 feet of you, a ghastly
sigh is audible for all near you and your eyes become white
voids as you see the soul leaving your current plane.

Part 1: Epic Progression | Epic Ranger 29


Deadly Foe Slayer Apex Predator

23rd- and 29th-Level Ranger Feature 30th-Level Ranger Feature

Your Foe Slayer ability lets you add your Wisdom modifi- You have become widely known for slaying certain types of
er to attack rolls and damage rolls simultaneously. Upon creatures. Your renown is so widespread, that your favored
reaching 29th level, your Foe Slayer feature is no longer enemies are easily overcome with fear at the mere sight of
limited to one attack each turn, granting its benefit to all you - something you take advantage of with vicious fervor.
attacks against favored enemies. You gain the following benefits which also apply to your
beast companion if you have one.
Favored Enemy Inescapable Terror. The first time a favored enemy is
attacked by you, it must succeed a Wisdom saving throw
24th-Level Ranger Feature against your ranger spell save DC or become frightened by
you for a number of rounds equal to your Wisdom modifier.
You can choose an additional favored enemy. An affected creature can repeat the saving throw at the end
of each of its turns, ending the effect on a success.
Ranger Archetype Feature Slayer’s Will. You have advantage on saving throws
against spells cast by a favored enemy.
27th-Level Ranger Feature Steady Strikes. Your weapon attacks that target a favored
enemy can’t be made with disadvantage.
You gain a feature from your ranger archetype, detailed at Vicious Fervor. Once per round if you reduce a favored
the end of the class description or one from another source. enemy to 0 hit points on your turn while it is frightened of
you, roll a d6. On a roll of 4 or higher, you can take an ad-
Extra Attack ditional turn in combat immediately after you end your cur-
rent turn.
28th-Level Ranger Feature
Ranger Archetype feature
You can attack three times whenever you take the Attack
action on your turn. Beast Master

Death Save Advantage Player’s Handbook

30th-Level Ranger Feature One with the Beast

Your battle hardened physicality has made you very difficult 27th-Level Beast Master Feature
to kill. You make death saving throws with advantage.
Your beast companion can now be Huge and have a chal-
lenge rating of 10 or lower. Furthermore, the beast’s speed
increases by 10 feet and can add your Wisdom and profi-
ciency modifiers to attack and damage rolls.

Gloom Stalker

Xanathar’s Guide to Everything

Master Ambusher

27th-Level Gloom Stalker Feature

At the start of your first turn of each combat, your walking
speed increases by 20 feet until the end of your turn, rather
than 10 feet. In addition, if you take the Attack action on
that turn, you can make two additional attacks, rather than
one, and you add 2d8 extra weapon damage to both attacks
on a hit.

Horizon Walker

Xanathar’s Guide to Everything

Planar Champion

27th-Level Horizon Walker Feature

The damage from your Planar Warrior feature increases to
4d8.

Hunter

Player’s Handbook

Predatory Instincts

27th-Level Hunter Feature

Choose another feature from the Hunter’s Prey, Defensive
Tactics, and Superior Hunter’s Defense features.

Monster Slayer

Xanathar’s Guide to Everything

Supernatural Slayer

27th-Level Monster Slayer Feature

The damage from your Slayer’s Prey feature increases to
2d6 and the saving throw bonus from your Supernatural
Defense feature increases to 2d6.

30 Part 1: Epic Progression | Epic Ranger


Epic Rogue

Player’s Handbook

The Epic Rogue Features
Adaptable, Ability Score Improvement
Level Sneak Attack Advantageous Dodge
21 11d6 Into the Fray
22 11d6 Tricks of the Trade
23 12d6 Trap Sense, Ability Score Improvement
24 12d6 Steadfast Persona
25 13d6 Roguish Archetype feature
26 13d6 Improved Reliable Talent
27 14d6 Sneaky Opportunist, Ability Score Improvement
28 14d6 Anatomical Insight, Death Save Advantage
29 15d6
30 15d6

Epic Flavor Ability Score Improvement

Optional Rogue Feature 21st-, 25th-, and 29th-Level Rogue Feature

Consider adding some epic flavor to your rogue. When you reach 21st level, and again at 25th and 29th level,
you can increase one ability score of your choice by 2, or you
Fate’s Benison can increase two ability scores of your choice by 1. Contrary
to earlier levels, you can now improve your ability scores up
Whether supernatural or coincidence, fate seems to favor to 24 using this feature.
you. Work with your DM to find a suitable benison for your
rogue. Adaptable

d6 Fate’s Benison Effect 21st-Level Rogue Feature

1 Light isn’t reflected from you like from other creatures, You can no longer suffer disadvantage on any rolls, although
causing your intricate features to be slightly blurred and disadvantage still negates any advantage you might have.
making you harder to identify.
Advantageous Dodge
2 Lady Luck favors you and you seem to always land on your
feet. For example, when gambling, at worst you break even, 22nd-Level Rogue Feature
when walking in a random direction, you always seem to
pick a direction that brings you closer to your goal. You have learned to not only avoid incoming blows and pro-
jectiles, but to use them against your enemies. When an
3 When you land a killing blow, fate manifests a peculiarity. enemy misses you with a weapon attack, you can use your
For example, the fatal wound could somehow always reaction to force the dodged attack to hit another creature
appear in a particular shape, or the slain creature could within 5 feet of you if that attack would hit it.
always remain standing (while dead) for an additional
round before falling to the ground. Into the Fray

4 If a creature that doesn’t know you well learns of your 23rd-Level Rogue Feature
name and doesn’t write it down, it inexplicably forgets the
name after 24 hours. You can add a d10 to initiative rolls.

5 Your speech and movements are masked by supernatural Tricks of the Trade
means. Hardly noticing it yourself, you adopt local dialects
and mannerisms, making it impossible to discern where 24th-Level Rogue Feature
you grew up or to pick you out from a crowd.
If you are hit by an attack that deals more damage than your
6 Your deeds aren’t attributed to you, but rather to character level, you can use your reaction to switch places
a legendary rogue - a persona of almost mythical with a willing creature within 10 feet of you, and let them
proportions. This persona is known by a mystical name take the damage instead. This damage can’t be reduced or
such as “the Silence” or “the Sudden Blade”. If you can prevented in any way.
convince another that you are this legendary rogue, you Once you use this feature, you must finish a short or long
may be able to reap the benefits (or become a target). rest before you can do so again.
Otherwise, any illicit act you commit that doesn’t have
witnesses who can identify you are attributed to that Trap Sense
persona.
25th-Level Rogue Feature

You automatically detect all nonmagical traps within 10 feet
of you, as long as you don’t take the Dash action or travel at
a fast pace.

Steadfast Persona

26th-Level Rogue Feature

You gain proficiency with Charisma saving throws.

Part 1: Epic Progression | Epic Rogue 31


Roguish Archetype Feature Roguish Archetype Feature

27th-Level Rogue Feature Arcane Trickster

You gain a feature from your roguish archetype, detailed at Player’s Handbook
the end of the class description or one from another source.
Master of Magical Ambush
Improved Reliable Talent
27th-Level Arcane Trickster Feature
28th-Level Rogue Feature
When a creature fails a saving throw against one of your
Your chosen skills are far closer to perfection than could be spells of 1st level or higher with a casting time of 1 action
expected from any mortal. When you make an ability check while you are hidden from it, you can choose to deal psychic
that lets you add your proficiency bonus, you can treat a d20 damage equal to your Sneak Attack.
roll of 14 or lower as a 15.
Assassin
Sneaky Opportunist
Player’s Handbook
29th-Level Rogue Feature
Master of Sudden Death
Any attacks of opportunity you make, quality as sneak at-
tacks as long as you don’t have disadvantage on the attack 27th-Level Assassin Feature
roll.
In addition, you can use your reaction to make an attack When a creature is surprised and affected by your Death
of opportunity when a hostile creature enters your reach. Strike feature, it automatically fails on its saving throw un-
less it is a deity.
Death Save Advantage
Inquisitive
30th-Level Rogue Feature
Xanathar’s Guide to Everything
Your battle hardened physicality has made you very difficult
to kill. You make death saving throws with advantage. Master of Analysis

Anatomical Insight 27th-Level Inquisitive Feature

30th-Level Rogue Feature You make all Wisdom checks with advantage and your pas-
sive Perception increases by 5. In addition, the extra dam-
Your understanding of universal anatomy lets you deal su- age you gain from your Eye for Weakness feature increases
perior damage, whenever you are able to strike at an ene- to 5d6.
my’s weak spot, and grants you a better understanding of
any creature’s physiology. Mastermind
When you score a critical hit, you can use the highest
number possible for each die instead of rolling. In addition, Sword Coast Adventurer’s Guide & Xanathar’s Guide to Everything
you gain advantage on Medicine checks.
Master of Lore and Duplicity

27th-Level Mastermind Feature

You make Deception, History, Insight, Investigation, and Re-
ligion checks with advantage.

Scout

Xanathar’s Guide to Everything

Master of Hit and Run Tactics

27th-Level Scout Feature

When you use your Skirmisher feature to move, you can
make a single melee weapon attack against the triggering
creature as part of the same reaction.

Swashbuckler

Sword Coast Adventurer’s Guide & Xanathar’s Guide to Everything

Master of Risk and Reward

27th-Level Swashbuckler Feature

You can use your Master Duelist feature a number of times
equal to your Dexterity modifier between rests.

Thief

Player’s Handbook

Master of Stealth

27th-Level Thief Feature

You have advantage on a Dexterity (Stealth) check regard-
less of how much you move during the same turn.
In addition, if you hide in darkness, you cannot be ob-
served by a creature unless it has blindsight, truesight,
tremorsense, or you choose to reveal yourself to it.

32 Part 1: Epic Progression | Epic Rogue


Epic Sorcerer

Player’s Handbook

The Epic Sorcerer

Level Cantrips Sorcery Spells Features
Known Points Known
Sorcerous Origin feature, Ability Score Improvement
21 6 22 16 Epic Spell Capacity
17 Flexible Casting Mastery (1)
22 6 24 17 Intensify Spell
18 Sorcerous Origin feature, Ability Score Improvement
23 6 26 19 Epic Spell Capacity
20 Flexible Casting Mastery (2)
24 6 28 21 Sorcerous Origin feature
22 Epic Spell Capacity, Ability Score Improvement
25 6 30 23 Weave Conduit
24
26 7 32

27 7 34

28 7 36

29 7 38

30 7 40

Epic Flavor Sorcerous Origin Feature

Optional Sorcerer Feature 21st-, 25th-, and 28th-Level Sorcerer Feature

Consider adding some epic flavor to your sorcerer. You gain a feature from your sorcerous origin, detailed at
the end of the class description or one from another source.
Weave Symbiosis
Epic Spell Capacity
When you cast spells you don’t just draw on the Weave, but
imprint a tiny part of yourself into the Weave as well. This 22nd-, 26th-, and 29th-Level Sorcerer Feature
symbiosis causes the Weave to create marvelous effects on
the world around you. At 22nd level, you gain an additional 6th and 7th level spell
slot, at 26th level you gain another 8th and 9th level spell
d6 Weave Effect slot, and at 29th level you gain a 10th, 11th and 12th level
spell slot.
1 When you supply verbal components for a spell, creatures
within 60 feet of you can hear the component as a mental Flexible Casting Mastery
echo in their own voice.
23rd- and 27th-Level Sorcerer Feature
2 When you use a spell slot to cast a spell, time seems to
stop for a second as the spell manifests. Your Flexible Casting feature allows you to create spell
slots of 6th level for the cost of 11 Sorcery Points, and 7th
3 Your eyes glow with whatever color best represents the level for the cost of 12 Sorcery Points.
last spell you cast. Upon reaching 27th level, you truly master the art of flexi-
ble casting. You convert sorcery points into spell slots more
4 Lightning splits the sky and a thunderous boom assaults efficiently and can create spell slots of 8th level, as shown in
the ears of all nearby whenever you cast a damaging spell. the Creating Spell Slots After 27th Level table.

5 The air around you seems to shimmer for several minutes Creating Spell Slots After 27th Level
after casting a spell and your blood sparkles with a radiant
gleam. Spell Slot Level Sorcery Point Cost

6 When you cast a spell, you and minuscule objects (such 1st 2
as gravel) that aren’t being worn or carried within 30 feet
of you lift from the ground, floating a few inches above it. 2nd 3
When the casting is complete, you and all affected objects
gently float back down. 3rd 5

Ability Score Improvement 4th 6

21st-, 25th-, and 29th-Level Sorcerer Feature 5th 7

When you reach 21st level, and again at 25th and 29th lev- 6th 9
el, you can increase one ability score of your choice by 2,
or you can increase two ability scores of your choice by 1. 7th 10
Contrary to earlier levels, you can now improve your ability
scores up to 24 using this feature. 8th 11

Part 1: Epic Progression | Epic Sorcerer 33


Intensify Spell Weave Conduit

24th-Level Sorcerer Feature 30th-Level Sorcerer Feature

You gain the ability to intensify your offensive spells. Us- Tapping into the Weave comes as easily to you as flicking a
ing this feature, all variable, numeric effects of a spell are finger. With some effort, you can cause the Weave spill forth
maximized, then doubled. An intensified spell deals twice from within you, manifesting as violent arcane energy that
maximum damage, cures twice the maximum number of crackles outwards from you in all directions.
hit points, affects twice the maximum number of targets, Using a bonus action, you become a weave conduit for 1
and so forth, as appropriate. Saving throws and opposed minute. For the duration, you can cast a spell of 1st level or
rolls are not affected. An intensified spell uses up all spell higher using both an action and a bonus action on the same
slots of the spell’s actual level, but a minimum of three, and turn, you know all spells from the sorcerer spell list, you
once you use this feature, you immediately gain one level of can use all Metamagic options, including ones you haven’t
exhaustion. learned, and you can empower each spell you cast with any
For example, you could cast the fireball spell using all of number of Metamagic options. As a weave conduit, you also
your 5th level spell slots (but a minimum of three), to deal absorb magic, giving you resistance to damage from spells
120 fire damage in a 40-foot radius, rather than 10d6 fire and advantage on saving throws against spells.
damage in a 20-foot radius if you had used just a single 5th Once you use this feature, you can’t use it again until you
level spell slot. finish a long rest.
An intensified spell can’t be interrupted by spells or ef-
fects such as the counterspell spell.
Once you use this feature, you must finish a short or long
rest before you can do so again.

34 Part 1: Epic Progression | Epic Sorcerer


Sorcerous Origin Feature Umbral Font

Divine Soul 28th-Level Shadow Magic Feature

Xanathar’s Guide to Everything The Sorcery Point cost of your Umbral Form feature is
reduced to 3. In addition, while in Umbral Form, you have
Frequent Recovery a flying speed equal to your walking speed and can hover,
so long as you are in dim light or darkness.
21st-Level Divine Soul Feature
Storm Sorcery
You can use your Unearthly Recovery feature once be-
tween short or long rests, rather than once between long Sword Coast Adventurer’s Guide & Xanathar’s Guide to Everything
rests.
Storm Escape
Sacred Amplification
21st-Level Storm Sorcery Feature
25th-Level Divine Soul Feature
When your Storm’s Fury feature fails to push an attacker
Your Empowered Healing feature sets any number of dice away from you, you can, as part of the same reaction, fly
to their highest value instead of rerolling them. up to 20 feet without provoking opportunity attacks.

Divine Spark Storm Soul

28th-Level Divine Soul Feature 25th-Level Shadow Magic Feature

Your Favored by the Gods feature can be used a number Your Wind Soul feature becomes empowered, allowing
of times equal to your Charisma modifier between rests. you to grant greater power to your allies. Using a bonus
action, and without reducing your own speed, you can
Draconic Bloodline choose a number of creatures equal to 3 + your Charis-
ma modifier. The chosen creatures gain a magical flying
Player’s Handbook speed of 60 feet for 1 hour.
Once you empower 1 or more creatures in this way, you
Dragon Scales can’t do so again until you finish a short or long rest.

21st-Level Draconic Bloodline Feature Storm Mastery

When you aren’t wearing armor, your AC equals 15 + your 28th-Level Shadow Magic Feature
Dexterity modifier, and you gain permanent resistance to
the damage type associated with your draconic ancestry. Whenever you start casting a spell of 1st level or high-
er that deals lightning or thunder damage, stormy magic
Half-Dragon erupts from you and causes creatures of your choice that
you can see within 10 feet of you to take lightning or thun-
25th-Level Draconic Bloodline Feature der damage (choose each time this ability activates) equal
to half your sorcerer level.
Your draconic ancestry shows itself more and more. Your
draconic wings grow in size, granting you a flying speed Wild Magic
equal to twice your current speed, and hostile creatures
have disadvantage against your Draconic Presence fea- Player’s Handbook
ture.
Forced Chaos
Prismatic Morph
21st-Level Wild Magic Feature
28th-Level Draconic Bloodline Feature
You have learned to manipulate the forces of chance and
You have learned to manipulate and warp your own molec- chaos more consistently. You can utilize your Tides of
ular structure, becoming capable of mimicking a broader Chaos feature for 3 Sorcery Points, even if you normally
ancestry. You choose a second Dragon Ancestor and gain wouldn’t be able to.
all of the benefits associated with it. You do not loose the
benefits of your original Dragon Ancestor. Chaos Sorcery

Shadow Magic 25th-Level Wild Magic Feature

Xanathar’s Guide to Everything Wild magic surges come naturally to you, enabling you to
manipulate your surges for more favorable effects. When-
Strength from Beyond ever you roll on the Wild Magic Surge table, you may ad-
just your rolls by 1 in either direction for every 1 sorcery
21st-Level Shadow Magic Feature point you spend (no action required).

You automatically succeed on the Charisma saving throw Chaos Mastery
when using your Strength of the Grave feature.
28th-Level Wild Magic Feature
Greater Hound of Ill Omen
You have learned to draw even more power from your
25th-Level Shadow Magic Feature wild magic surges, mastering the art beyond the logical-
ly possible. Whenever you roll twice on the Wild Magic
The hound you create with your Hound of Ill Omen fea- Surge table, you may choose to use either or both rolls.
ture changes. The hound now uses a winter wolf ’s statis-
tics, with the following changes: Variant: Spell Points with Intensify Spell
If you play with the Spell Points variant rule, you can’t intensify a
• It appears with a number of temporary hit points equal spell higher than 5th level. Once you reach 26th level, this restric-
to twice your sorcerer level. tion increases to 7th level.
• It can move through other creatures and objects as Casting an intensified spell with the Spell Points variant rule
if they were difficult terrain. The hound takes 5 (1d10) costs three times the number of spell points the spell would nor-
force damage if it ends its turn inside an object. mally cost.
• At the start of its turn, the hound automatically knows
its target’s location. If the target was hidden, it is no lon-
ger hidden from the hound.
• It loses the Snow Camouflage trait, but has advantage
on Dexterity (Stealth) checks in dim light or darkness.
• Its Cold Breath action must be centered on its target.

Part 1: Epic Progression | Epic Sorcerer 35


Epic Warlock

Player’s Handbook

The Epic Warlock

Level Cantrips Spells Spell Slot Invocations Features
Known Known Slots Level Known
5th 9 Pact Boon Improvement (1), Ability Score Improvement
21 4 16 4 5th 9 Dark Bargain, Mystic Arcanum (7th level)
4 5th 9 Otherworldly Patron feature
22 4 17 5 5th 10 Otherworldly Persona
5 5th 10 Pact Boon Improvement (2), Ability Score Improvement
23 5 17 5 5th 10 Mystic Arcanum (8th level)
5 5th 11 Otherworldly Patron feature
24 5 18 5 6th 11 Recondite Arcanum
5 6th 11 Mystic Arcanum (9th level), Ability Score Improvement
25 5 19 5 6th 12 Eldritch Signs
6
26 5 20

27 5 21

28 5 22

29 5 23

30 5 24

Epic Flavor Dark Bargain

Optional Warlock Feature 22nd-Level Warlock Feature

Consider adding some epic flavor to your warlock. Whenever you finish a long rest, you can sacrifice a number
of hit dice in order to bolster your life force. For every 5 hit
Eerie Vibe dice you sacrifice, you gain 25 temporary hit points. Sacri-
ficed hit dice are expended as if used to regain hit points
The otherworldly nature of your magic has rubbed off on during a short rest.
your very soul, tainting it in some manner that causes you to
give off an eerie vibe. Choose an eerie vibe or determine one Otherworldly Persona
at random, but consider how it will affect those around you.
24th-Level Warlock Feature
d6 Eerie Vibe
1 Flames flicker when you stand near them and the breath of Your patron has had its due influence on you, and your force
of will has been warped and empowered beyond normal
others becomes visible vapor when they stand near you, as if limitations. Your Charisma score increases by 2, as does
they were in extreme cold. your maximum for that score.

2 Your stare gives humanoids the creeps. Mystic Arcanum

3 Others feel as if they’re in the presence of greatness when 22nd-, 26th-, and 29th-Level Warlock Feature
standing within 5 feet of you.
You can choose an additional 7th-level spell from the war-
4 Others avoid eye contact with you, as if something horrible lock spell list as an arcanum. The arcanum you choose can’t
is staring out at them from behind your eyes. be a spell you already know as an arcanum.
At higher levels, you gain more warlock spells of your
5 When first you walk into a room, it is completely filled with choice that can be cast in this way: one 8th-level spell at
silence for but a split second. 26th level, and one 9th-level spell at 29th level. You regain
all uses of your Mystic Arcanum when you finish a long rest.
6 Sometimes it seems as if your shadow moves differently
than you do. Recondite Arcanum

Ability Score Improvement 28th-Level Warlock Feature

21st-, 25th-, and 29th-Level Warlock Feature As your eldritch might increases, your patron allows you to
exchange one magical secret for another. You can replace
When you reach 21st level, and again at 25th and 29th lev- your 6th-level arcanum spell with a 7th-level arcanum spell.
el, you can increase one ability score of your choice by 2,
or you can increase two ability scores of your choice by 1. Eldritch Signs
Contrary to earlier levels, you can now improve your ability
scores up to 24 using this feature. 30th-Level Warlock Feature

Pact Boon Improvement You have learned to call on your patron’s power directly, by
drawing strange and otherworldly signs in the air, that only
21st- and 25th-Level Warlock Feature your patron and you could possibly fathom.
By expending two warlock spell slots when you cast a
You gain a feature for your chosen pact boon, detailed at spell from your Pact Magic feature with a casting time of
the end of the class description or one from another source. 1 action, you cast the same spell three times as part of the
same action. The spell cast must be a spell you learned
Otherworldly Patron Feature from your You can target the same creature with all three
castings or target multiple enemies.
23rd- and 27th-Level Warlock Feature

You gain a feature from your patron, detailed at the end of
the class description or one from another source.

36 Part 1: Epic Progression | Epic Warlock


Pact Boon Improvement Otherworldly Patron Feature

Pact of the Blade The Archfey

Player’s Handbook Player’s Handbook

Otherworldly Parry Fey Vision

21st-Level Pact of the Blade Feature 23rd-Level The Archfey Feature

Whenever a hostile creature hits you with a melee weapon Your eyes are blessed by powerful fey magic, giving you vi-
attack while you are wielding your pact weapon, you may sion as only the most powerful fey have out to a range of
use your reaction to halve the incoming damage. 60 feet. Each object or creature within range is outlined in
a blue, green, or violet light (your choice). Your Fey Vision
Darkest Cut outlines even hidden or invisible creatures, allowing you to
see them, as well as creatures on the Ethereal Plane, but it
25th-Level Pact of the Blade Feature doesn’t let you discern a shapeshifter’s true shape.

You may make an additional attack with your pact weapon Fey Pact Preeminence
as a bonus action. If the attack hits, the affected creature
can’t make opportunity attacks against you until the start of 27th-Level The Archfey Feature
your next turn.
You can use your Fey Presence and Dark Delirium features
Pact of the Chain any number of times between rests.

Player’s Handbook The Celestial

Health Link Xanathar’s Guide to Everything

21st-Level Pact of the Chain Feature Lustrous Healing

When you or your familiar takes damage while within 120 23rd-Level The Celestial Feature
feet of each other, you can use your reaction to cause the
other to take the damage instead. This damage can’t be re- Your pool of celestial energy is imbued with immense pow-
duced or prevented in any way. er. The d6s from your Healing Light feature become d8s. In
addition, you can target up to three targets simultaneously
Chain Mastery as part of the same bonus action when you use your Healing
Light feature, spending dice as normal for each target.
21st-Level Pact of the Chain Feature
Treacherous Radiance
As long as your familiar is alive, you gain all of its traits (but
not its actions). 27th-Level The Archfey Feature

Pact of the Tome When you target a creature with your Healing Light feature,
you can choose to deal radiant damage instead of healing
Player’s Handbook the target.

Tome Resilience The Fiend

21st-Level Pact of the Tome Feature Player’s Handbook

As a reaction you may cast protection from energy or stone- Fiendish Aura
skin without expending a spell slot or material components,
and without having to concentrate on the spell. 23rd-Level The Fiend Feature
Once you have used this feature, you can’t do so again
until you finish a short or long rest. Your skin has begun to radiate a fiendish aura, making man
and beast alike tremble in fear of you.
Magical Secret Unless you are incapacitated, whenever a hostile crea-
ture starts its turn within 10 feet of you, it must succeed a
25th-Level Pact of the Blade Feature Wisdom saving throw or become frightened of you until the
beginning of your next turn. On a successful saving throw,
Choose a spell from any class. A spell you choose must be the creature becomes immune to your Fiendish Aura for 24
of 5th level or lower. The chosen spell counts as a warlock hours. Fiends are immune to your fiendish aura.
spell for you.
Mist Form

27th-Level The Fiend Feature

Using an action or a reaction to being hit by a melee attack,
you can transform into a toxic mist. Any equipment you are
wearing or carrying is also transformed. You revert back to
your true form if you die, or if you use a bonus action to end
the effect.
While in mist form you are incapacitated and can’t speak.
You have a flying speed of 30 feet, can hover, and can pass
through any space that isn’t airtight. You have advantage on
Strength, Dexterity, and Constitution saving throws, and
you are immune to nonmagical damage.
While in mist form you can enter a creature’s space and
stop there. Each time that creature starts its turn with you
in its space, the creature must succeed on a Constitution
saving throw or be poisoned until the start of its next turn.
While poisoned in this way, the target is incapacitated.
Once you use this feature, you must finish a short or long
rest before you can do so again.

Part 1: Epic Progression | Epic Warlock 37


The Great Old One Epic Eldritch Invocations

Player’s Handbook Antediluvian Evil

Eyes of the Void Prerequisite: 24th Level

23rd-Level The Great Old One Feature If you are slain by a humanoid creature, your soul inhabits
it and corrupts its interior over the following days. After 2d4
Using a bonus action, you call upon eldritch horrors in the days, unless the creature has been cleansed by a Greater
void through your patron, who can keep a watchful eye on Restoration or Wish spell, the creature’s will is gone and
a creature of your choosing. While the target creature is ob- you have fully manifested underneath its skin. You can pass
served in this way, you know it’s precise location, what it as your host for 24 hours before its skin comes off complete-
says, and you have a detailed description of the surround- ly and you look like your old self. Your alignment changes to
ings within 30 feet of it. The effect lasts for 1 minute or until evil if you use this invocation but can be restored with a
you end it as a bonus action. Unless the target is a deity, it greater restoration spell or similar magic.
doesn’t know that it is being observed.
The target doesn’t have to be on the same plane of exis- Chains of the Void
tence as you.
Once you use this feature, you can’t use it again until you Prerequisite: 27th Level Warlock, Voice of the Chain Master Invoca-
finish a short or long rest. tion

Eldritch Denial You and your familiar share a connection through the void.
As a bonus action, you can instantly teleport to your famil-
27th-Level The Great Old One Feature iar, make it teleport to you, or switch places with it, so long
as you are within 60 feet of each other.
There is no escaping your horrible judgment. When a crea-
ture within 60 feet of you tries to teleport, you can forcefully Concussive Crackle
prevent them from doing so by using your reaction.
You can use this feature a number of times equal to your Prerequisite: 30th Level Warlock
Charisma modifier. You regain all expended charges when
you finish a long rest. When you hit a target with a cantrip or a melee weapon
attack, you can use a bonus action to envelop the target in
The Hexblade crackling lightning. When you do, the target must succeed
on a Constitution saving throw or become paralyzed until
Xanathar’s Guide to Everything the end of its next turn.

Hexblade’s Curse Improvement Dominating Presence

23rd-Level The Hexblade Feature Prerequisite: 24th Level Warlock

A creature that you have cursed with your Hexblade’s Curse You make all Charisma checks with advantage.
perceives you as an omen of death. Until your Hexblade’s
Curse ends, you gain the following additional benefits: Eldritch Phalanx

• You can’t become frightened of the cursed target. Prerequisite: 24th Level Warlock, Eldritch Blast Cantrip
• Any attack roll you make against the cursed target is made
with advantage. Any creature you successfully hit with eldritch blast makes
• You always know the location of the cursed target. ranged spell attacks that target you with disadvantage until
the start of your next turn.
Hexblade’s Anathema
Eldritch Realignment
27th-Level The Hexblade Feature
Prerequisite: 21st Level Warlock, Eldritch Blast Cantrip
After a creature that isn’t cursed by your Hexblade’s Curse
scores a critical hit against you, it becomes cursed by your You can target objects and structures with your eldritch
Hexblade’s Curse, regardless of you already having a cursed blast cantrip.
target. In addition, if a cursed target scores a critical hit
against you, it instead becomes a normal hit. Ever-Burning Essence

The Undying Prerequisite: 30th Level Warlock

Sword Coast Adventurer’s Guide You can cast the fire shield spell at will, without expending
a spell slot.
Spontaneous Resurrection
Ever-Flowing Waters
23rd-Level The Undying Feature
Prerequisite: 27th Level Warlock
When you die, you can return to life at the start of your next
turn as a free action. You appear in the closest unoccupied Each turn you spend drinking freshwater, you regain 1d10
space of where you died. You must spend between one and hit points. In addition, if you die, submerging your body in
ten hit dice, which grant you hit points upon your resurrec- water keeps your body protected from decay and can’t be-
tion. You are freed of any temporary effects existing at the come undead. You automatically spring back to life with 1
time of your death, but permanent conditions remain. If hit point if you stay submerged for 8 consecutive hours.
you have no hit dice remaining, you cannot resurrect in this
manner. Font of Divinity

Undying Enmity Prerequisite: 21st Level Warlock

27th-Level The Undying Feature When you deal fire or radiant damage to a creature, you
gain temporary hit points equal to half the damage done.
You narrow your eyes and even minor deities know how it
feels to be prey. You can roll a total of 3d20’s for an attack Hungering Blade
roll and take the highest. This feature is usable even if you
would have disadvantage on the roll. Prerequisite: 28th Level, Thirsting Blade Invocation
Once you use this feature, you must finish a short or long
rest before you can do so again. You can attack with your pact weapon three times, instead
of twice, whenever you take the Attack action on your turn.

38 Part 1: Epic Progression | Epic Warlock


Light of a Dying Star Otherworldly Resolve

Prerequisite: 27th Level Warlock Prerequisite: 24th Level Warlock

You can cast antimagic field once using a warlock spell slot, You can’t fall unconscious as a result of dropping to 0 hit
causing the effected area to be filled with bright light. You points.
can’t do so again until you finish a short or long rest.
Sanguine Testament
Mantle of Star Dust
Prerequisite: 21st Level Warlock
Prerequisite: 21st Level Warlock
You can cast grease at will, without expending a spell slot.
You can cast gaseous form on yourself at will, without ex- You can do so a number of times equal to your Charisma
pending a spell slot. When cast in this way, your misty form modifier, regaining all expended charges when you finish a
sparkles in bright and dim light. short or long rest. The grease’s smell and color is identical
to your patron’s blood or other fluid that reflects your
Ocanthian Perambulation patron’s nature.

Prerequisite: 27th Level Warlock Rain of Castigation

You can cast blade barrier once using a warlock spell slot, Prerequisite: 24th Level Warlock, Thirsting Blade Invocation
conjuring countless razor-sharp shards of black ice from
Ocanthus, rather than magical blades. You can’t do so again You can cast conjure volley once centered on yourself, using
until you finish a long rest. a warlock spell slot. When doing so, you take no damage
from the spell and your pact weapon acts as the material
component for the spell, instantly reappearing in your hand
after casting the spell. You can’t do so again until you finish
a short or long rest.

Sacrificial Blade

Prerequisite: 21st Level Warlock, Thirsting Blade Invocation

When you gain temporary hit points, you gain twice the
amount you normally would.

Sovereign of Hexes

Prerequisite: 21st Level Warlock

You can cast hex at will as a 1st-level spell, without
expending a spell slot.

Spellbook of Ancient Secrets

Prerequisite: 27th Level Warlock, Book of Ancient Secrets Invocation

You can inscribe spells in your Book of Shadows, much like
a Wizard would in his spellbook. A spell inscribed in this
manner can’t be higher than 5th level. You can inscribe a
number of spells equal to your Charisma modifier. You can
cast these spells using your Pact Magic feature while you
have the book on you, and they count as warlock spells for
you.
You can delete a previously inscribed spell by spending
1 hour meditating while you hold the book, which can be
done during a short or long rest.

The Ultimate Gift

Prerequisite: 30th Level Warlock

You gain immortality and can only die if slain, in which
case you can choose to manifest again after 1d4 days. You
can only manifest yourself again in this manner once every
three months. In addition, you stop aging, you can’t be mag-
ically aged, and you can’t suffer from exhaustion.

Undying Will

Prerequisite: 24th Level Warlock

Any nonmagical damage you take is reduced by an amount
equal to your Charisma modifier.

Part 1: Epic Progression | Epic Warlock 39


Epic Wizard

Player’s Handbook

The Epic Wizard

Level Cantrips Known Signature Spells Features

21 6 2 Arcane Tradition feature, Ability Score Increase

22 6 2 Epic Spell Capacity

23 6 4 Signature Spells (4th-level)

24 6 4 Deep Memory

25 6 4 Arcane Tradition feature, Ability Score Increase

26 7 4 Epic Spell Capacity

27 7 6 Signature Spells (5th-level)

28 7 6 Arcane Tradition feature

29 7 6 Epic Spell Capacity, Ability Score Increase

30 8 6 Archmage. Spellbook of the Ages

Epic Flavor Archmage’s Will. You make Intelligence saving throws
with advantage.
Optional Wizard Feature Might of the Ages. When you target a creature with a
spell that forces it to make a saving throw, you gain a +10
Consider adding some epic flavor to your wizard. Use the bonus to your spell save DC. Once you use this feature, you
epic sorcerer’s Weave Symbiosis to do so. can’t use it again until you finish a long rest.

Ability Score Improvement Spellbook of the Ages

21st-, 25th-, and 29th-Level Wizard Feature 30th-Level Wizard Feature

When you reach 21st level, and again at 25th and 29th lev- Your unmatched knowledge of the arcane allows you to
el, you can increase one ability score of your choice by 2, conjure forth a Spellbook of the Ages, a massive weight-
or you can increase two ability scores of your choice by 1. less tome that doubles as a spellcasting focus, which can be
Contrary to earlier levels, you can now improve your ability opened only by you. Should the book be destroyed or lost,
scores up to 24 using this feature. you can conjure it back into existence as a bonus action.
You can also store the book safely in a demiplane or pull
Arcane Tradition Feature it back to you as a bonus action. The book disappears in a
flash of elemental light if you die.
21st-, 25th-, and 28th-Level Wizard Feature The book magically holds all your known spells when you
acquire it. Copying new spells into the book requires you
You gain a feature from your arcane tradition, detailed at to spend only 1 minute and 1 gp worth of fine inks for each
the end of the class description or one from another source. level of the spell. In addition, preparing new spells with
your Spellbook of the Ages takes only 1 minute regardless
Epic Spell Capacity of how many spells you prepare or what their levels are.

22nd-, 26th-, and 29th-Level Wizard Feature Arcane Tradition Feature

At 22nd level, you gain an additional 6th and 7th level spell Bladesinging
slot, at 26th level you gain another 8th and 9th level spell
slot, and at 29th level you gain a 10th, 11th and 12th level Sword Coast Adventurer’s Guide
spell slot.
Bladesinger’s Cunning
Signature Spells
21st-Level Bladesinging Feature
23rd- and 27th--Level Wizard Feature
Any weapon you wield can be used as an arcane focus, and
You learn two more signature spells which must be 4th lev- you can perform the somatic components of a spell, even if
el. When you reach 27th-level, you again learn two more you wield a weapon in each hand.
signature spells which must be 5th level.
Song of Power
Deep Memory
25th-Level Bladesinging Feature
24th-Level Wizard Feature
Once per turn when you hit with a melee weapon attack
Using a bonus action, you can exchange one spell you have while your Bladesong is active, you can expend one wizard
prepared for one you don’t have prepared. The new spell spell slot to deal additional weapon damage to the target.
you prepare must be available to you in your spellbook. The damage equals four times the spell slot’s level.
You can use this feature twice. You regain all expended
charges when you finish a long rest. Extra Attack

Archmage 28th-Level Bladesinging Feature

30th-Level Wizard Feature You can attack three times, instead of once, whenever you
take the Attack action on your turn.
You’ve mastered the arcane and gain the following features.
Arcane Superiority. You gain a +1 bonus to your save DC
and spell attacks.

40 Part 1: Epic Progression | Epic Wizard


Chronurgy Abjurer’s Cunning

Explorer’s Guide to Wildemount 25th-Level School of Abjuration Feature

Chronal Control Whenever you cast an abjuration spell, it gains all effects as
if it was cast with a spell slot one level higher, up to a maxi-
21st-Level Chronurgy Feature mum of 9th level.

You regain any expended uses of your Chronal Shift feature Arcane Block
when you finish a short or long rest, rather than only on a
long rest. 28th-Level School of Abjuration Feature

Stasis Field You are permanently affected by the nondetection and pro-
tection from evil and good spells.
25th-Level Chronurgy Feature
School of Conjuration
You can target a creature of any size with your Momentary
Stasis feature. Player’s Handbook

Temporal Pocket Faithful Companion

28th-Level Chronurgy Feature 21st-Level School of Conjuration Feature

You can use an action to remove yourself from time by dis- You can cast the Mordenkainen’s faithful hound spell at will
appearing into a temporal pocket. You reappear in the space without expending a spell slot. You can end the spell early
you left or the closest unoccupied space when your turn as a bonus action. The spell also ends early if you cast the
would start during the next round of combat. Though you spell again with this feature.
are only gone for a few seconds, you remain in the temporal
pocket for 1 hour, which you can use to gain the benefit of Conjurer’s Cunning
a short rest if you do nothing more strenuous than eating,
drinking, reading, and tending to wounds. 25th-Level School of Conjuration Feature
Once you use this feature, you can’t use it again until you
finish a long rest. Whenever you cast a conjuration spell, it gains all effects as
if it was cast with a spell slot one level higher, up to a maxi-
Graviturgy mum of 9th level.

Explorer’s Guide to Wildemount Mastering the Circle

Gravimetric Field Expansion 28th-Level School of Conjuration Feature

21st-Level Graviturgy Feature You can cast the teleportation circle spell as an action, with-
out spending material components. Any circles you create
You can move a creature up to 15 feet with your Gravity in this manner are permanent. You may destroy any of your
Well feature. own circles using an action, as long as you are on the same
plane of existence.
Sudden Repulsion In addition, you can destroy any other teleportation cir-
cles you find by touching the circle and using an action.
25th-Level Graviturgy Feature
School of Divination
You can use your Violent Attraction feature to instead re-
duce the damage of an attack by 1d10 or reduce the dam- Player’s Handbook
age from a fall by 2d10.
Divining Sight
Singularity
21st-Level School of Divination Feature
28th-Level Graviturgy Feature
You gain truesight out to a range of 30 feet.
When you use your Event Horizon feature, you can choose
for it to be centered on a point that you can see within 120 Lore Master
feet of you, rather than being centered on you.
In addition, on each of your turns while concentrating on 25th-Level School of Divination Feature
your Event Horizon feature, you can target a creature that
you can see within 120 feet of you, causing gravitational You can cast the legend lore spell at will, without expending
forces to prevent it from moving too quickly. When you do a spell slot or material components.
so, the target creature can’t take the Dash action until the
start of your next turn. Diviner’s Cunning

School of Abjuration 28th-Level School of Divination Feature

Player’s Handbook The spell slot you regain with your Expert Divination fea-
ture can be of a level equal to the level of the spell you cast
Arcane Armor but can’t be higher than 6th level.

21st-Level School of Abjuration Feature

Your AC equals 16 + your Dexterity modifier while you ar-
en’t wearing armor. This effect is suppressed while you are
inside an antimagic zone.

Part 1: Epic Progression | Epic Wizard 41


School of Enchantment School of Necromancy

Player’s Handbook Player’s Handbook

Master Enchanter Aura of Death

21st-Level School of Enchantment Feature 21st-Level School of Necromancy Feature

You can cast the Geas spell without spending a spell slot. Using a bonus action, you can cast circle of death on your-
When cast in this way, the spell has a casting time of 1 ac- self as a 6th level spell, without expending a spell slot or ma-
tion and a duration of 1 hour. terial components. If cast in this way, you take no damage
from the casting.
Enchanter’s Cunning You can use this feature a number of times equal to your
Intelligence modifier (minimum of 1). You regain all ex-
25th-Level School of Enchantment Feature pended charges when you finish a long rest.

Whenever you cast an enchantment spell, it gains all effects Necromancer’s Cunning
as if it was cast with a spell slot one level higher, up to a
maximum of 9th level. 25th-Level School of Necromancy Feature

Enchanted Magic Whenever you cast a necromancy spell, it gains all effects
as if it was cast with a spell slot one level higher, up to a
28th-Level School of Enchantment Feature maximum of 9th level.

Creatures have disadvantage on saving throws against your Undying Nature
enchantment spells.
28th-Level School of Necromancy Feature
School of Evocation
For every 10 years that pass, you age only 1 year, and you
Player’s Handbook cannot be magically aged.
In addition, if you drop to 0 hit points or die outright, you
Arcane Saturation can drop to 1 hit point instead and gain temporary hit points
equal to half your maximum hit points.
21st-Level School of Evocation Feature Once you use this feature, you must finish a long rest be-
fore you can do so again.
You gain resistance to damage from evocation spells.
School of Transmutation
Evoker’s Cunning
Player’s Handbook
25th-Level School of Evocation Feature
Ethereal
Whenever you cast an evocation spell, it gains all effects as
if it was cast with a spell slot one level higher, up to a maxi- 21st-Level School of Transmutation Feature
mum of 9th level.
You can cast etherealness as a 9th level spell using a bonus
Headmaster action, without expending a spell slot.
Once you use this feature, you must finish a short or long
28th-Level School of Evocation Feature rest before you can do so again.

When a creature fails its saving throw by 10 or more against Transmuter’s Cunning
one of your evocation spells that deal damage, the creature
takes twice as much damage. In addition, you spell attacks 25th-Level School of Transmutation Feature
made with evocation spells deal additional damage equal to
your Intelligence modifier. Whenever you cast a transmutation spell, it gains all effects
as if it was cast with a spell slot one level higher, up to a
School of Illusion maximum of 9th level.

Player’s Handbook Master Transmuter’s Stone

Convincing Illusions 28th-Level School of Transmutation Feature

21st-Level School of Illusion Feature Your Transmuter’s Stone gains all four effects simultane-
ously.
Your illusion spells that would fail physical inspection can
now pass as real. For example, if you change the appear- War Magic
ance of one of your allies, by making him shorter, as with
the seeming spell, and if a guard were to inspect his or her Xanathar’s Guide to Everything
height, the guard would perceive it as being so, even though
your ally is physically taller. Absorbing Shroud

Illusionist’s Cunning 21st-Level War Magic Feature

25th-Level School of Illusion Feature Your Arcane Deflection becomes infused with abjuration
magic. When you use your Arcane Deflection feature, you
Whenever you cast an illusion spell, it gains all effects as if it can cause magical to envelop you, granting you temporary
was cast with a spell slot one level higher, up to a maximum hit points equal to half your wizard level.
of 9th level.
Improved Arcane Deflection
Illusory Trickery
25th-Level War Magic Feature
28th-Level School of Illusion Feature
Your Arcane Deflection feature is improved, granting you a
You become permanently affected by Nystul’s magic aura, +4 bonus to AC and a +6 bonus to saving throws.
gaining both its effects.
Additionally, as a bonus action, you can invoke an illuso- Arcane Repurposing
ry duplicate of yourself as if you had cast the mirror image
spell. 28th-Level War Magic Feature
Once you use this feature, you must finish a short or long
rest before you can do so again. When you succeed on a saving throw against a hostile spell,
you gain one power surge, as you magically dismantle and
repurpose the arcane energies.

42 Part 1: Epic Progression | Epic Wizard


Artificer

YOptional Class Featuresou gain class features in the Player’s Defuse Item
Handbook when you reach certain levels
in your class. This section offers addition- 2nd-Level Artificer Feature (Optional)
al features that you can gain as an artificer.
Unlike the features in Eberron: Rising from While touching an item imbued with one of your artificer's
the Last War and Tasha's Cauldron of Every- infusions, you can use a bonus action to draw the magic
thing, you don’t gain the features here auto- from the item, ending the infusion's effect on it. When you
matically. Consulting with your DM, you decide whether to do so, you regain expended spell slots with a combined lev-
gain a feature in this section if you meet the level require- el equal to or less than your proficiency bonus, and none of
ment noted in the feature’s description. These features can the slots can be 6th level or higher. For example, if you’re
be selected separately from one another; you can use some, 2nd-level, you can recover up to two levels worth of spell
all, or none of them. slots.

Magical Salvage

Optional Artificer Class Features 5th-Level Artificer Feature (Optional)

Artificer Features Whenever you finish a long rest, you can touch a magic item
Level to salvage its magic. The item can't be magical because of
an artificer's infusion, it can't be consumable, it can't be
2nd Defuse Item legendary, and it can't be an artifact. When you do so, the
magic item is destroyed and you create a tiny pearl of pure
5th Magical Salvage arcane energy; a pearl of salvaged magic.
The pearl is a special magic item, ideal as a component
7th Artifice Ingenuity for creating other magic items. The pearl's value depends
on the rarity of the item the pearl was salvaged from, as
shown in the Value column of the Pearl of Salvaged Magic
table.
Only you can attune to a pearl of salvaged magic that you
create. If you do and it is on your person, you can use an ac-
tion to regain one expended spell slot. The level of the spell
slot you can regain, depends on the rarity of the item the
pearl was salvaged from, as shown in the Spell Slot Level
column of the Pearl of Salvaged Magic table. Once you use
a pearl to regain a spell slot, it can't be used again until the
next dawn.

Pearl of Salvaged Magic

Magic Item Rarity Value Spell Slot Level

Common 50 gp 1st

Uncommon 100 gp 2nd

Rare 500 gp 3rd

Very Rare 5,000 gp 4th

A High Elf Artificer in the You can use a pearl of salvaged magic as a component
process of extracting the magic for crafting another magic item, destroying the pearl as an
action while working on the item. If you do so, your craft-
from a powerful magic item ing progresses by an amount of gp equal to the pearl's val-
ue and if the crafting required you to obtain one or more
special components, one of the components (of the DM's
choice) is no longer required.

Artifice Ingenuity

7th-Level Artificer Feature (Optional)

If you have no more uses remaining of your Flash of Genius
feature, you can expend a spell slot of 1st level or higher to
use it again.

Part 2: Classes | Artificer 11


pon reaching 3rd level, an Artificer Mechanist Spells
gains the Artificer Specialist feature. The
following Artificer Specialist options are 3rd-Level Mechanist Feature
available to an artificer, in addition to those
You always have certain spells prepared after you reach
Uin Eberron: Rising from the Last War and particular levels in this class, as shown in the Mechanist
Tasha's Cauldron of Everything: the Mech- Spells table. These spells count as artificer spells for you,
anist and the Toymaker. but they don’t count against the number of artificer spells
you prepare.
Mechanist
Mechanist Spells

“Sometimes you gotta run before you can walk.” Artificer Spells
- The first mechanist to successfully construct a mech Level

You activate the primary power supply and your seat begins 3rd chromatic orb, shield
to vibrate gently underneath you. You lower your feet down
and strap them onto the pedals. With a sudden thrust of mo- 5th find traps, knock
mentum from the pneumatic legs, the cockpit rises into the
air. The metal outer shield slides over your head and a few 9th haste, nondetection
feet below you can clearly see two goblins with rough hewn
spears stopped mid thrust, confusion spreading across 13th greater invisibility, locate creature
their faces. They brought spears to a mech fight.
17th antilife shell, destructive wave

Mechanist Features Mech Armor

Artificer Features Mech 3rd-Level Mechanist Feature
Level Bonus
You learn how to create a magical vehicle that is worn rath-
3rd Tool Proficiency, Mechanist Spells, - er than driven: a mech. Using smith’s tools or tinker’s tools,
Mech Armor you can take an action to magically create a Medium mech
in an unoccupied space on a horizontal surface within 5 feet
5th Extra Attack (1) - of you. See this vehicle’s game statistics in the mech stat
block. You determine the vehicle’s appearance, whether its
9th Schematical Enhancement +1 shape is humanoid or something else; your choice has no
effect on its game statistics.
15th Mechanization Paradigm +2 Once you create a mech, you can’t do so again until you
finish a long rest or until you expend a spell slot of 2nd level
27th Compatible Schematics +4 or higher. You can have only one mech at a time and can’t
create one while your mech is present.
Tool Proficiency Piloting the Mech. When you move into the mech’s
space, you enter its cockpit and the mech encloses around
3rd-Level Mechanist Feature you. While piloting your mech, you can use any of its limbs
as if they were your own. Only Small or Medium creatures
You gain proficiency with smith’s tools. If you already have can pilot your mech and only if you allow it. Creatures other
this proficiency, you gain proficiency with one other type of than you can't take the Attack or Cast a Spell actions while
artisan’s tools of your choice. piloting your mech.
A pilot uses the mech's Strength, Dexterity, and Consti-
Mech tution scores unless their scores are higher, as well as the
mech's Armor Class unless their Armor Class is higher.
Medium vehicle (500 lb) Once you reach 9th level in this class, your mech gains
a +1 bonus to its Strength score and its Armor Class. This
Creature Capacity 1 Small or Medium creature bonus increases further as you reach certain levels in this
Cargo Capacity - class, as shown in the Mech Bonus column of the Mecha-
Armor Class 18 nist Features table.
Hit Points equal to your Intelligence modifier + three times Mech Combat. If you take damage the mech isn’t immune
your artificer level to, while piloting the mech, the mech takes the damage, not
Speed equal to your walking speed you. If you take damage the mech is immune to, you take the
damage and the mech is unaffected. Damage taken by the
STR DEX CON INT WIS CHA mech can’t benefit from your resistances or immunities and
16 (+3) 15 (+2) 15 (+2) 0 00 you don’t benefit from the mech’s condition immunities.
If the mending spell is cast on the mech, it regains 2d6 hit
Damage Immunities fire, poison, psychic points. For the purpose of other spells and effects, targeting
Condition Immunities blinded, charmed, deafened, fright- the mech while you pilot it, counts as targeting you. The
ened, paralyzed, petrified, poisoned, stunned, unconscious mech disappears if it is reduced to 0 hit points or after 1
Mech Weapon. The mech comes equipped with a martial hour. You can dismiss it early as an action.
weapon of its creator’s choice. While piloting the mech, a Mech Spellcasting. While piloting your mech, it counts
creature is proficient with this weapon. The weapon disap- as a spellcasting focus for your artificer spells and you don’t
pears when the mech does. need to provide verbal components for such spells.
Warded Pilot. The mech’s pilot is immune to any spell or
effect that would alter its form.

Action Stations

Cockpit (Requires 1 Crew). Pilot the mech.

12 Part 2: Classes | Artificer


Extra Attack Mech Schematics

5th-Level Mechanist Feature The following schematics are presented in alphabetical or-
der.
You can attack twice, rather than once, whenever you take
the Attack action on your turn. Enhanced Weapons Systems

Schematical Enhancement While piloting your mech, your weapons deal an additional
die of weapon damage.
9th-Level Mechanist Feature
Flux Accelerator
The first time you create your mech after finishing a long
rest or if you create your mech using a spell slot of 3rd lev- Prerequisite: 27th Level Artificer
el or higher, you can modify your mech with a schematic
of your choice. If a schematic has prerequisites, you must While piloting your mech, you can attack three times, rath-
meet them to use it. Your schematics are detailed under er than twice, whenever you take the Attack action on your
“Mech Schematics” below. turn.

Mechanization Paradigm Heavy Mech

15th-Level Mechanist Feature Prerequisite: 15th Level Artificer

You can magically create a mech using a bonus action and Your mech is Large, weighs 2,000 lbs, and its hit points are
you can choose to create it in your space, causing you to equal to your Intelligence modifier + five times your artifi-
pilot it immediately. cer level. While piloting your mech, you have advantage on
In addition, while piloting your mech, your walking speed Strength checks and saving throws.
increases by 10 feet and you gain darkvision out to a ra-
dius of 120 feet. If you already have darkvision, its radius Life Support Module
increases by 60 feet.
While piloting your mech, you are unaffected by extreme
Compatible Schematics cold, extreme heat, high altitudes, and you don’t need to
breathe. You also gain resistance to fire and poison damage.
27th-Level Epic Mechanist Feature
Power Cell
The first time you create your mech after finishing a long
rest or if you create your mech using a spell slot of 4th level The mech disappears if it is reduced to 0 hit points or after
or higher, you can add two schematics rather than one. 4 hours, rather than after 1 hour. You can dismiss it early as
You can add more schematics by spending a spell slot of an action.
a higher level when you create your mech, as shown in the
Compatible Schematics table. Repulsors

Compatible Schematics Prerequisite: 15th Level Artificer

Spell Slot Addable While piloting your mech, you have a flying speed of 60 feet.
Level Schematics If you fly at least 40 feet towards the ground in a straight
line before landing, you can cast the thunderwave spell as a
3rd 1 bonus action immediately after landing without expending
a spell slot.
4th 2
Spell-Enhancing Arcano-Mechanics
5th 3
While piloting your mech, the range of your artificer spells
6th 4 is doubled, and if you cast a damaging spell that targets only
a single creature, you add a d8 to the spell’s damage roll.

Dwarven Mechanist

Part 2: Classes | Artificer 13


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