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GUILD
4
EPIC LEVEL CHARACTERS LEVEL 21-40
A COLLECTION OF OPTIONS FOR EXTREME LATE LEVEL PLAYEpic LEVEL CHARACTERS
his listing of epic level characters may be used
and changed how the reader sees fit In fact, I
may need it as Ido not use proper language
bt just follow the logical path. [just flt like it
needed to be put down upon paper. lused the
idea of having a racial ability from a level that
saw another had done. That said, this needs to
be playtested further. Although throughout, I just added,
improved before things because it saves the slot for epic in
cease someone wants to do a 41-60 level character book. Also,
itis a quick way to reference that it replaces the skill or
feature in an intuitive way.
‘Stat Bumps at epic levels are different. You now have
access to epic level feats. Furthermore, these stat bumps can
increase stats up to 30, Ifyour character has gotten one of the
tomes that increase the max or the barbatian ability, you ean
‘now increase it to 30 plus that amount.
‘Stat Bumps are typically at levels 242832, 36, 39
‘These havent really been balanced, but then epic level
characters shouldn't be balanced. They are on the route of|
becoming gods. So everything follows a logical progression
‘with some cool ideas,
Proficiency Bonus: Proficiency follows the same natural
progression that tdi before as follows: Level 21-24: +7, level
25-28: +8, level 29-32: 49, level 33-36: +10, level 37-40: +11.
Level progression: levels take even longer than they did
previous epic levels as epic levels are even harder to progress
Subclass progression: There are only three boosts to a
ssubelass, and this is partly on my part. Bach class has at least
five subclasses, That is 180 extra abilities. They progress at
levels 22,27, and 38. That is how it worked out forthe first
class. Paladin is the exception because they needed a finisher.
Racial Paragon Ability: level 31, you gain a racial ability
based on what race you have. These are all pretty powerful as
they come somewhat late, and they are the only ability that
you get based on race. This is total class level 31
‘Spell levels: Spel levels progress normally but stay within
levels I-9, Spellcasters do get to create epic spells when they
level up at specific times within the class. The way to
determine epic spells for multiclassing is kind of bad, though.
Ifyou multiclass say a wizard 20/ bard 20, you miss out on
epic-level spells. Epic level spells will have examples toward
the end ofthis pf, but for the most part, they are created
between the dm and the player. So everyone will have
different levels of power for epicevel spells unless the dm
decides only to use the examples given, which is not
recommended because that seems boring. Other than not
having epiclevel spells, muli-classing spelleasters do get
increased 1-9 level spells still,
When making an epic spell the level you are at matters
Also, epic spells cannot be countered dispelled or in anyways
affected by level 1-9 spells and cantrips, So, in other words, a
9th level counterspell would automatically fail against an epic
spell You could make an epic counterspell which would work.
Furthermore, ifn effect says something like "resistance to
damage against spells," it doesn't mean epic spells unless it
specifies as such.
Atlevel 31 ofa class all classes get +40 HP which isa
permanent +40 boost (o permanent maximum hit points
‘So I realize that with natural progression multiclass
characters seem to miss out on power, but they have more
versatility,
Nevertheless, however, you think I did the balancing of epic
levels; they are way more powerful than their low-level
counterparts. So I think nobody will be mad because every
level 40 is powerful in their own right.
Cantrips follow a logical progression. They get better at
5th, 11th, 17th, 23rd, 29th, and 35th level If people are
bothered by me not doing them, I could include alist of the
ccantrips later, but that is the route that Lam following,
Experience is as follows:
CHARACTER ADVANCEMENT
Experience Points Level Proficiency Borus
415,000 21 v7
475,000 2 v7
545,000 23 ”
625,000 24 7
715,000 25 48
815,000 26 8
925,000 27 +8
1,045,000 28 +8
1,175,000 29 49
1,315,000 30 9
1,465,000 31 +8
1,625,000 32 49
1,795,000 33 +10
1,975,000 34 +10
2,165,000 35, +10
2,365,000 36 “10
2,575,000 37 n
2,795,000 38 n
3,025,000 39 mn
3,265,000 40 nSavin Tarows oF Epic LeveL
(CHARACTERS
TT balance the game when character become epic levels, in
ny combination to have their total levels equal to 21 or
more, they get a bonus on their saving throws. This bonus
applies to the saving throws which they are not proficient
‘which you now add half of your proficiency bonus rounded
down. Ifthis is not done, casters easily become the strongest
of the classes. This doesn't do it completely obvious, but itis
‘step. You still need powerful magical items to help you in
this regard
USES PER DAY OF AN EPic SPELL AND
FURTHER CLARIFICATION
‘When you learn an Epic Spell you can east ita number of|
times that are listed in the following tables. For example, a
level requirement level 21 spell can be cast four times at level
40 even though you learned it much earlier.
For ease of use, I constructed a table on a question on.
‘when you get to learn an epic spell and how many additional
uses you get for your level
EPIC SPELL OF REQUIREMENT LEVEL 21-25
Player level Uses per long rest
21-25 1
26:30 2
31.35 3
36-40 4
As you can tell, you can get additional castings of an epic
spell the higher in the level that you are. These function quite
like mystic areanum.
Epic SPELL OF REQUIREMENT LEVEL 26-30
Player Level Uses Per long rest
26:30 1
3135 2
36-40 3
As you can tel this follows a pattern, but Iwill continue
the tables to clarify Also, with the program I'm using, I don't,
know if there will be an error with back to back tables, which
is why Ihave the text in between,
EPIC SPELL OF REQUIREMENT LEVEL 31-35
Player Level Uses Per long rest
31.35 1
36.40 2
‘So what about levels 36-40 requirement epie spells? Well
for those, you only get one use. Some of them are extremely
powerful and for the combat options at least you pay forthe
action economy in this wa I should note that these dont
Update as you level Ifyou are level 21 and get an epie spell,
you donit automatically get more uses of that epic spell at
higher levels.
SUGGESTED LIMITATION ON
StmuracruM
‘The spell simulacram doesn't really have a limit on the level
of the creature just that they are humanoid or beast. With
wish, you can make a creature fight themselves. So because
of this, obviously, the way around itis that the game isnt
‘meant for level 21 and beyond. So because of that
simulaerum won't work on a ereature that is above level 21 or
above CR 20. If you want something tiered a bit, then you can
hhave it so that this spell only fully applies toward yourself or
your allies, but when you ty to use iton someone unwilling,
then they can't be above level 21 or CR 20, Ideally, epic spells
will kind of break the game, and I don't want level 7 spell
breaking the game.TABLE OF CONTENTSARTIFICER
THE ARTIFICER CLASS
Proficiency
Level “Bonus” Features
47 Attunement Other 4 3.3
47 Aifcer Specialist. «= 43.3
47 Improve Spell Storing 4 3 3
ern
+7 Ability Score
Improvement
48 Attunement Other
48 Improve Magic Iter
Master
48 Antficer Specialist
18 Ability Score
Ienprovernent
49 Attunement Other
+9 Improve Magic Item
Master
49° @40HP)
+9 Ability Score
Improvement
Attunement Other
Improve Spell Storing
tem
Improve Magic Item
Master
Ability Score
Improvement
‘Attunement Other
Artificer Specialist
Ability Score
Improverent
Grand Soul of Artifice
ATTUNEMENT OTHER
Atlevel 21, 25, 29, 33, and 37; The Artficer becomes even
‘more expert at dealing with attunement, that they can bestow
itto other creatures. You get a 1 of Attunement charge at level
21 and one more at levels 25, 29, 33, and 37. For each.
attunement charge, you can touch a creature other than
yourself and with
‘maximam attunement slots by 1 If that creature dies or you
‘hour ritual increase their number of
do. L-hour ritual to remove this attunement, that creature
loses the extra attunement slot, and you regain 1 attunement
‘charge.
‘ImpROVE SPELL STORING ITEM
Infusions Infused Cantrips
st 2nd 3rd 4th Sth 6th 7th 8th 9th Known ——tems_——Known’
Tso 2 6
1 14 7
Powe 4 7
4
4
16
16
16
16
18
18
8
18
20
20
20
20
22
2
22
Atlevel 23, you can imbue a level 3 and level 4 spell for the
ability nove
Atlevel 34, you can now imbue level 5 and level 6 spells
{nto the item,
Improve MAGIC ITEM MASTER
At level 26, 30, and 35; you increase your maximum number
of attunement slots by 1.Additionally at level 30, when you use infuse item on non-
‘magical item, you can infuse magical properties into that
‘non-magical item twice. This counts as an additional infused
item. Ifthe item properties would normally use attunement,
the item requires two attunement slots(so they stack} The
two uses of infusing the magical item must be from different
infusions, however. So you cant use enchanted weapon twice
fon the same item.
Granp Sour oF ARTIFICE
Atlevel 40, you deepen your connection with your magical
items gaining you the following bonuses:
+ You gain a-+1 bonus to AC for each magic item you are
attuned to.
+ You replenish a total number of spell slots equal to your
number of attuned items per short rest.ARTIFICER SPELL LisT
6TH LeveL. 71H LeveL,
Blade Barrier Etherealness
Chain Lightning Force Cage
Contingency Plane Shift
Heroes Feast Regenerate
Programmed illusion Teleport
8TH LeveL.
‘Antipathy/Sympathy
Illusory Dragon
Power Word Stun
Tsunami
OTH LeveL
Foresight
Imprisonment
ShapchangeARTIFICER SPECIALIST
ALCHEMIST
ALCHEMIST SPELLS
‘You have the following spells prepared and that count as
artficer spells for you.
ALCHEMIST SPELLS
Atificer Level Spell
2st Heal
25th Resurrection
29th Holy Aura
33th Mass Heal
IMPROVED EXPERIMENT FLIXIR
‘At level 22, Your options for experimental Elixir have
improved They now level up at specific points as shown. You
can now create more elixirs. 4 at level 22,5 at level 27, and 6
at level 38
EXPERIMENTAL ELIXIR
46 Effect
1. Healirg. At level 22, The drinker regains a number of
hit points equal to 4d6=your intelligence modifier. At
level 38, The drinker regain a number of hit points,
‘equal to 6d8+your Intelligence modifier
2 swiftness At level 22, the drinker's walking speed
increases by 20 for 1 hour. At level 38, the drinker's
walking speed increases by 30 for 1 hour.
3. Resilence. At level 22, the drinker gains a+2 bonus to
‘AC for 10 minutes. At level 38, the drinker gains a+3
bonus to AC for 10 minutes.
4 Boldness. At level 22, The d4 becomes a d6, At level
38, the d6 becomes a d8.
5. Flight. At level 22, The drinker gains a fying speed of
20 feet for 10 minutes. At level 38, the drinker gains a
flying speed of 30 feet for 10 minutes
6 Transformation At level 22, the transformation lasts 1
hour. At level 38, the trarisformation lasts & hours.
‘Improven RESTORATIVE AGENTS
Atlevel 27, restorative agents is now more powerful and
takes the following form.
‘+ Whenever a creature drinks an experimental elixir you
created, the creature gains temporary hit points equal to
448+ your Intelligence modifier (minimum of 1
‘temporary hit point).
You can cast greater restoration without expending a spell
slot and without preparing the spell provided you use
alchemists supplies as the spellcasting focus. You can do
‘50. number of times equal to your Intelligence modifier
(minimum of once), and you regain all expended uses
‘when you finish a long rest.
ARTILLERIST
ARTILLERIST SPELLS
You have the following spells prepared and they count as
artficer spells for you.
ARTILLERIST SPELLS
Antillerist
Level Spell
21st Investiture of Flame, Investiture of lee,
Investiture of Stone, Investiture of Wind
25th Fire Storm
29th Incendiary Cloud
33th Prismatic Wall
IMPROVED EXPLOSIVE CANNON
At level 22 The dice rolls for each of the cannons inerease by
148. At evel 27, this increases by another 148 At level 38 this
increases by another 148
Barrie SMITH
BATTLE SMITH SPELLS
You have the following spells prepared and they count as
artficer spells for you.
BATTLE SMITH SPELLS
Battle Smith Level Spell
2st Globe of invulnerability
25th Crown of Stars
29th ‘Sunburst.
33th Blade of Disaster
Limrress ARCANE JOLT
At level 22, you can now your arcane jolt feature an unlimited,
number of times per long rest
Grearty IMPROVED DEFENDER
At level 27, your arcane jolt and steel defender become more
powerful
+ The extra damage and healing of your arcane jolt increase
to6d6.
* Your steel defender gains +3 to armor class
+ Your steel defender's maximum hit points is equal to the
steel defender's Constitution modifier + your Intelligence
‘modifier + 10 times your level inthis class.
Exrra ATtack
At level 38 you can attack 3 times, instead of once, when you
take the Attack action on your turn.ARMORER
ARMORER SPELLS
You have the following spells prepared, and they count as
artficer spells for you.
Armorer SPELLS
ArmorerLevel Spell
21st Disintegrate
25th Prismatic Spray
29th Mind Blank:
33th Invulnerability
Prrrecre Armor MK IT
‘Atlevel 22, Your Arcane Armor gains additional benefits
based on its model, as shown below:
Guardian: You design your armor to be in the front line of
conflict. Its level 3 features have improved as follows:
Improved Thunder Gauntlets The thunder gauntiets of
the armor now do 348 thunder damage.
Improved Defensive Field Defensive field now reads: As a
bonus action, you ean gain temporary hit points equal to 3
times your level in this class, replacing any temporary hit
points you already have, You lose these temporary hit points
ifyou doff the armor. You can use this bonus action a number
of times equal to your proficiency bonus, and you regain all
expended uses wher you finish a long rest.
Infiltrator. You customize your armor for subtle
undertakings. Its level 3 features have improved as follows:
Improved Lightning Launcher: The lightning launcher
naw does 3d6 lightning damage and can ance per turn now
do an additional 346 damage to a target that it hits.
Improved Powered Steps: You walking speed increases
by an additional 5 feet this ison top of the 5 foot bonus,
increase from powered steps earlier.
Improved Dampening field: While wearing this armor you
always have advantage on dexterity (stealth) checks even if
something would give you disadvantage
PrrrecTep Armor MK III
Atlevel 27, your armor becomes better than normal armor for
dealing with problems that may emerge. The armor gives you
an additional
2. AC when worn. This is on top of what the
armor would normally provide.
Extra ATTACK
[At level 38, you can attack 3 times, instead of once, when you
take the Attack action on yourARTIFICER INFUSIONS
‘The infusions of the atificer remain the same but with some
additions. They have all of the options they had before. Ifan
is mentioned again, that option is an upgrade into the
new form,
ELEMENTAL WEAPON
Prerequisite: level 21 artificer
Item: A weapon (requires attunement)
You imbue a weapon with magical properties. The weapon
now does an additional 2d6 fie, cold, thunder, or lightning
damage(your choice when you apply ths infusion) on any
target that it hits
ENHANCED ARCANE Focus
Item: A tod staff, or wand (requires attunement)
While holding this item, a creature gains a +1 bonus to
spell attack rolls, In addition, the ereature ignores half cover
when making a spell attack,
‘The bonus increases to +2 when you reach 10th level in
this class, This bonus increases to +3 when you reach 21et
level inthis class, This bonus increases to "4 when you reach
30th level i this class, This bonus increases to +5 when you
reach 40th level inthis class,
ENHANCED DEFENSE
Item: A suit of armor of a shield
‘Acteature gains a +1 bonus to Armor Class while wearing
(armor) or wielding (shield) the infused item.
‘The bonus increases to +2 when you reach 10th level in
this class, This bonus increases to +3 when you reach 21st
level in this class, This bonus increases to +4 when you reach
30th level in this class, This bonus increases to +5 when you
reach 40th level inthis class,
ENHANCED WEAPON
tem: A simple or martial weapon
‘This magic weapon grants a +1 bonus to attack and
damage rolls made with i
‘The bonus increases to +2 when you reach 10th level in
this clase, This bonus increases to +3 when you reach 21et
level inthis class, This bonus increases to '4 when you reach
30th level in this class, This bonus increases to +5 when you
reach 40th level inthis class,
REPLICATE Macic ITEM
‘You gain even further options to replicate a magical item of
your choice,
REPLICABLE ITEMS (27 LEVEL ARTIFICER)
Magic Item
Amulet of the Planes.
Bag of Devouring
Carpet of Flying
Crystal Ball
Dwarven Plate
Helm of Brilliance
Ring of Regeneration
Ring of Shooting Stars
Ring of Telekinesis,
Scimitar of Speed
Staff of Power
Attunement:
Yes
REPLICABLE ITEMS (38 LEVEL ARTIFICER)
Magic Iter
Armor of invulnerability
Cloak of invisibility
Crystal Ball of Mind reading
Crystal Ball of Telepathy
Crystal Ball of True Seeing
Hammer of Thunderbolts
Plate Armor of Etherealness
Ring of Earth Elemental Command
Ring of Fire Elemental Command
Ring of Water Elemental Command
Vorpal Sword
Attunement
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
YesTHE BARBARIAN
Level Proficiency Bonus
2st 47
22nd 7
23rd +7
24th 7
25th 48
26th +8
27th 48
28th 48
29th 49
30th +9 Extra Attack (2)
31st +9 (+40 HP)
32nd 19
33rd +10
34th Greater Rage
35th Faster Movement
Features
Path Feature
Faster Movement
Path Feature
Brutal Crtical(5 dice)
Ability Score Improvement
Brutal Critical (7 dice)
Greater Reckless Attack
Ability Score Improvement
Brutal Critical (9 dice), Hit Dice Increase
Ability Score Improvement
Brutal Critical (11 dice)
36th Ability Score Improvement
37th Brutal Critical (13 dice)
38th + Path Feature
39th Ability Score Improvement
40th Primal Juggernaught
BRUTAL CRITICAL
‘The number of bonus dice on a eritical increase according to
‘what ison the table. 5 dice level 21,7 dice level 25,9 dice
level 29,11 dice level 33, and 13 dice level 37.
Extra ATTACK
Atlevel 30, You can attack 3 times when you take the Attack.
action on your turn
GREATER RECKLESS ATTACK
At level 26, you can reroll one ofthe dice on your advantage
roll when you use reckless attack.
‘rr Dice INcREASE
Starting at level 29, the hit dice for your clas is now a 2d
(average 9) This change affects spending hit dice as well as
all hit points ofthe class retroactively
Greater RAGE
At level 34, your rage now has an increased chance for your
‘weapon attacks todo critical hts if they use your strength
You can nov perform a critical on rol ofa d20 one less
than normal ifyou are using strength for your weapon attack,
Inaddltion, your rage last for 1 hour
FASTER MOVEMENT.
AL Tevel 23 and level 35, ou increase your movement speed
by 10 for each of these levels,
PRIMAL JUGGERNAUGHT
At level 40, your strength and constitution scores increase by
8. Your maximum for those scores increases by 8BARBARIAN SUBCLASS FEATURES
PATH OF THE BERSERKER
PATH OF THE BATTLERAGER
IMPROVED FRENZY
‘Atlevel 22, when you enter a frenzied rage, you may attack
twice when you attack with your bonus action.
IMPROVED INTIMIDATING PRESENCE
At level 27 intimidating presence now affects all hostile
creatures within 60 feet of you.
Inproven RETALIATION
Atlevel 38, when you use retaliation, you can attack twice
now instead of once.
PATH OF THE TOTEM WARRIOR
Improved Totem Spirit. At level 22, the abilities you have
previously gained an increase in the following manner if you
hhave chosen them.
Bear: You naw have resistance to psychic damage even
‘when not raging, You have resistance to all forms of damage
when raging,
Eagle: Now when you are raging enemies can't make
opportunity attacks against you.
Wolf: Now allies of any creature that is hostile toward you
may reroll one ofthe die after advantage
Elk: Now your walking speed increases by 30 feet while
raging
Tiger: You now add 20 feet to your long jump distance and
6 feet to your high jump distance
Improved Aspect of the Beast. At level 27, the abilities
‘you have previously gained an aspect ofthe beast increase in
the following manner if you have chosen them.
Bear: Your carrying capacity is now quadrupled
Eagle: You can sce up to 10 miles away with no difficulty if
you have a line of sight.
Wolf: You can move stealthily even traveling at a fast pace.
Elk: Whether mounted or on foot, your travel pace is
tripled as isthe travel pace of up to ten companions.
Tiger: You now have expertise inthe two skis you
obtained prior be it Athletics, Acrobatics, Stealth, or Survival
Improved Totemic Attunement. At level 38, the abilities
you have previously gained in totemic attunement increase in
the following manner if you have chosen them.
Bear: The range of creatures affected is increased to 15,
feet to hit targets other than you at disadvantage while
raging.
Eagle: You can now stay in the air up to 3 turns ata time.
‘Wolf: Now you don't have to hit a creature to knock it prone
‘when you use your bonus action,
lk: When you use your bonus action to move through the
space of a large or smaller creature the bludgeoning damage
they take equal (o 3d12+strength modifier
Tiger: Now when you move at least 20 feet in a straight line
and use your bonus action to attack you attack twice.
Improvep RECKLESS ABANDON
At level 22, when you use a reckless attack or greater reckless
attack, you also gain temporary hit points equal to 2 times:
‘your constitution modifier. They also now last until you finish
along rest.
IMPROVED BATTLERAGER CHARGE
Beginning at level 27, you can now take the dash action for
free once on each of your turns,
IMPROVED SPIKED RETRIBUTION
At evel 38 when a creature with 5 feet of you hits you with a
‘melee attack, the atacker takes 7 piercing damage if you are
raging, arent incapacitated, and are wearing spiked armor,
PATH OF THE ANCESTRAL GUARDIAN
IMPROVED SPIRIT SHIELD
‘At level 22 ifyou are raging and another creature you can see
within 30 feet of you takes damage, you can use your reaction
to reduce that damage by 5d6, This increases to 6d6 at level
27 and 846 and level 38
IMPROVED CONSULT THE SPIRITS
At level 27 you may cast augury or clairvoyance spell without
using a spel slot or material components. You may do this a
‘number of times equal to your Wisdom modifier (minimum of
a
IMPROVED VENGEFUL ANCESTORS
At level 38 your ancestral spirits grow even more powerful
When you use your spirit shield to reduce the damage of an
attack, the attacker takes an amount of force damage equal to
twice the damage that your spirit shield prevent instead of
just that amount.
PATH OF THE STORM HERALD
IMpRovED STORM AURA
At evel 22, Now your aura improves s0 the one that you.
picked before becomes even more powerful in the following
effect is activated, all other creatures in
‘your aura take 7 fire damage this improves to 8 at level 27
and 9 at level 38
‘Sea. The creature takes 5d6 lightning damage which
improves to 646 at level 27 and 746 at evel 38
‘Tundra. Now creatures of your choice gain 7 temporary hit
points which increase to 8 at level 27 and 9 at level 38‘Improve SrorM Sout,
Atlevel 27, the bonuses you gain when your aura isn't active
rease even further based on the one you picked.
Desert. You now have immunity to fire damage,
Sea. You have immunity to lightning damage.
‘Tundra. You have immunity to cold damage.
IMPROVED SHIELDING STORM
At level 38, you learn fo use your mastery of the storm even
further to protect others. You can extend your immunity to
creatures of your choice within 60 fect.
PATH OF THE ZEALOT
Improven Divine Fury
At level 22, Divine fury now works on the first two attacks
that you make in a round instead of one.
IMPROVED FANATICAL FOCUS
[Atlevel 27, you may use this ability up to 3 times per rage.
Lire BEYOND DEATH
At level 38, you now cannot be killed completely. Short of
casting a greater wish spell after killing you and before you
resurrect. You come back to life in 5420 days. You no longer
age. Any curses, diseases, poisons, or other conditions are
gone when you come back tllife.
PATH OF THE BEAST
IMPROVED FORM OF THE BEAST
‘Atlevel 22, the different forms that you can obtain now read,
as follows:
Bite. Your mouth transforms into a bestial muzzle or great
‘mandibles (your choice} It deals 1d12 piercing damage on a
hit. Once on each of your tums when you damage a creature
“with this bite, ou regain a number of hit points equal to
twice your proficiency bonus, provided you have Tess than
halfyour hit points when you hit.
Claws. Each of your hands transforms into a claw, which
{you can use as a weapon ifit's empty. It deals 1410 slashing
damage on a hit, Once on each of your turns when you attack
‘with a claw using the Attack action, you ean make two
additional claw attacks as part of the same action,
Tail. You grow a lashing, spiny tail which deals 1d12
piercing damage on a hit and has the reach property Ifa
creature you can see within 10 feet of you hits you with an
attack roll you can use your reaction to swipe your tail and
roll 2412, applying a bonus to your AC equal to the number
rolled, potentially causing the attack to miss you.
‘ImprOven INFECTIOUS FURY
Atlevel 27, infectious fury now does 4d12 psychic damage is
you choose that option and replenishes on a short rest.
‘Improven CALL OF THE HUNT
At level 38 call of the bunt now gives you 10 temporary hit
points each creature that accepts the feature. Until the rage
tends, the chosen creatures can each use the following benefit
fonce on each of their turns: when the creature hits target
with an attack roll and deals damage to it, the creature can
roll a 12 and gain a bonus to the damage equal to the
number rolled.
PATH OF WILD Macic
IMPROVED BOLSTERING MaGic
Atlevel 22, bolstering magic now reads as:
You can harness your wild magic to bolster yourself or a
companion. As an action, you can touch one ereature (which
ccan be yourself) and confer one ofthe following benefits of
your choice to that creature:
For 10 minutes, the ereature can roll a d6 whenever
‘making an attack roll or an ability check and add the number
rolled to the d20 roll
Roll d6, The creature regains one expended spel slot, the
level of which equals the number rolled or lower (he
creature's choice) Once a creature receives this benefit, that
creature can receive it again until after a long rest.
You can take this action a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest
IMPROVED CONTROLLED SURGE
At level 27, Whenever you roll on the Wild Magic table, you
can roll the die three times and choose two effects of the
three to unleash. Ifyou rol the same number on any dice, you
can ignore the number and choose any effect on the table.
GREATER CONTROLLED SURGE
At level 38 Whenever you roll on the Wild Magic table, you
can rol the die four times and choose three effects of the four
{to unleash, Ifyou roll the same number on any dice, you can
ignore the number and choase any effect on the table.THE BARD CLASS
Proficiency
Level Bonus” Features
+7 Song of Rest(2d8), Musical Expertise
47 Bard College Feature
47 Magical Secrets, Epic Spell
+7 Ability Score Improvement
+8 Song of Rest (1420), Bardic Inspiration
feat Re 020
48 Magical Secrets
48 Bard College Feature
+8 Ability Score Improvement, Epic Spell
+9 Song of Rest (3410)
+9 Bardic Inspiration (1420), Improved
Bardic Inspiration
49 (40H)
+9 Ability Score Improvement
Song of Rest (2420), Magical Secrets
Epic Spell
Bardic Inspiration (446)
Ability Score Improvernent
Song of Rest(6d10)
Bard College Feature
Ability Score Improvement, Epic Spell
Epic Inspiration
Sonc oF Rest
Gantrips Spells,
Known Known 1st nd 3rd 4th Sth 6th 7th 8th Sth
2 433332221
2 3 2222
24 3 2222
24 4 2222
24 4 2222
2
2
2
2
26
26
26
26
26
26
26
28
28
28
28
28
28
28
28
MAGICAL SECRETS
‘The hit points regained when completing a short rest is a8,
follows: Song of Rest (248) level 21, song of rest (1d20) level
25, song of est (3410) level 29, song of rest (2420) level 33,
song of rest (6d10) level 37
Banrvic INSPIRATION DIcE
“The dice for baie inspiration increases as follows: level 25.
(248) level 30(1420} level 35 (46)
Improved Barpic INSPIRATION
‘Atlevel 30, creatures can now hold onto your bardic
inspiration the whole day.
Eric INSPIRATION
You get two more spells known from any spell list for spells
level 1.9 on the following levels: At level 23 and level 26 and
level 33,
Barb COLLEGE FEATURE
[At evel 22, level 27, and level 38 you gain part of your bard
college feature.
Epic SPELLS
It did bother me that I only put four here, but that is how it
‘worked out. Bardic inspiration gets crazy powerful They are
at level 23, level 28 level 34, and level 39
MUSICAL EXPERTISE
Atevel 40, You no longer have a limit to how much bardic
inspiration uses you have, and they replenish instantly
At level 21, you gain expertise in 3 musical instruments you
have proficiency in.BARD COLLEGE SUBCLASS FEATURES
COLLEGE OF LORE
COLLEGE OF SworDS
Improved BONUS PROFICIENCIES
Atlevel 22. You gain proficiency with 3 skills or tools of your
choice.
ADDITIONAL MAGICAL SECRETS
Atlevel 27 you gain 2 more spells of your choice from any list
levels 1-9 and add them to your spells known,
Epic EXPERTISE
Atlevel 38 you choose 2 skills you have expertise in and you
‘may add your proficiency bonus yet again despite what the
general rule states.
CoLtzcE OF VALOR
Exrra Arack (2)
[Atlevel 22, you can attack 3 times with the attack action
instead of once.
Extra ATTACK (3)
‘At level 27, you can attack 4 times with the attack action
instead of once.
Iproven BArTiz Macic
Atlevel 38, you can attack 2 times with your bonus action if
you easta spell with your action,
Cortecr oF GLAMOUR
IMPROVED MANTLE OF INSPIRATION
Atlevel 22, mantle of inspiration now gets more powerful. You
can affect a number of creatures up to double your charisma
‘modifier Also the number of temporary hit points increases
0 20 at level 22, 23 at level 30, and 26 at level 35.
DearH BY GLAMOUR
Atlevel 27 you gain an additional 4 charisma and your
‘maximum chariama increases by 4
Eric ENTHRALLING PERFORMANCE
Ifyou perform for atleast 1 minute, you can attempt to
inspire wonder in your audience by singing, reciting a poem,
‘or dancing. At the end of the performance choose any
number of humanoids that can see or hear you. Each target
‘must succeed on a Wisdom saving throw against your spell
save de or be charmed by you. While charmed in this way, the
target idolizes yous it speaks glowingly of you to anyone who
talks to it, and it hinders anyone who opposes you, although it
avoids violence unless it was already inclined to fight on your,
behalf. This effect ends after 1420 days, ifit takes any
damage, ifyou attack it, or iit witnesses you attacking oF
damaging any of its allies.
Ifa target succeeds on its saving throw, the target has no
bine that you tried to charm it
Once you use this feature, you.
finish a short or long rest
‘Cuse it again until you
Exrra Artack (2)
level 22 you can altack 3 times wih the attack action
instead of once.
Exrra Artack (3)
Atlevel 27, you can attack 4 times withthe atack action
instead of once.
Epic Masrr’s FLOURISH
Atfevel 38 you use a 310 when you use your blade flourish
‘option instead of expending a bardic inspiration die.
COLLEGE OF WHISPERS
IMPROVED Ps¥cHIC BLADES
At level 22. you gain improved psychic blades. The damage
inflicted increases to 10d6 at level 22, 13d6 at evel 25, 16d6
at level 30, and 1946 at level 35.
IMPROVED MANTLE OF WHISPERS
At level 27, mantle of whispers now lasts until you dismiss it.
Even in death but only for the body. You can dismiss it upon.
dying if you want.
Improvep SHADOW LoRE
At level 38 shadow lore now last until you or your allies
attack it, force it to make a saving throw or it passes the save
it gets to make every year on the anniversary of you charming.
it
COLLEGE OF ELOQUENCE
Improven Sitver TONGUE
At level 22 silver tongue improves now when you make a
Charisma (Persuasion) or Charisma (Deception) checks, you
can treat a 420 roll of 14 or lower a8 a 15.
HUBUSTER
At evel 27, long hours of dialogue have trained you in the
ability to have more stamina in your speech. The number of
bardic inspiration dice you have increases to twice your
charisma modifier,
PRACTICED WoRDS
At level 38, when a creature you can see or hear uses your
bardic inspiration you can maximize the dice rolled for bardic
inspiration using your reaction,CortzcE OF CREATION
ImproveD MOTE oF POTENTIAL
‘Atlevel 22, The features of mote of potential now read as
follows:
Ability Check. When the creature rolls the Bardic
Inspiration die to add it to an ability check, the creature can,
roll the Bardic Inspiration two more times and choose
“which roll to use, as the mote pops and emits colorful,
harmless sparks for a moment.
Attack Roll. Immediately after the creature rolls the
Bardic Inspiration die to add itto an attack roll against a
target, the mote thunderously shatters. The target and each
creature of your choice that you can see within 5 feet of it
‘must succeed on a Constitution saving throw against your
spell save DC or take thunder damage equal to twice the
number rolled on the Bardie Inspiration die.
Saving Throw. Immediately after the creature rolls the
Bardic Inspiration die and adds it to a saving throw, the mote
vanishes with the sound of sft music, causing the creature to
gain temporary hit points equal to twice the number rolled
‘on the Bardic Inspiration die plus your Charisma modifier
(minimum of 1 temporary hit point)
ImprOvED PERFORMANCE OF CREATION
Atlevel 27, the item that you create with performance of
creation can be magical in nature. The item can be powerful
enough to be of rarity uncommon or lower.
GREATER PERFORMANCE OF CREATION
Atevel 38, the item that you create with performance of
creation can be magical in nature. The item can be powerful
enouigh to be of rarity rare or lower
Corrzce oF Sprerrs
‘TALES FROM BEYOND CONTINUATION
‘When your bardic inspiration die gets larger than the table
allows you simply just roll a 12 for which effect that you get.
However later in the ability you use your larger bardic
inspiration die for that rolL
Improve Spreiruat Focus
Atlevel 22, now when you cast a bard spell that deals damage
or restores hit points through the spiritual focus you roll 246
and you gain a bonus to one damage or healing roll of the
spell equal to the number rolled.
IMPROVED SprRit SESSION
‘Atlevel 27, now when you do spirit session it doesn't matter
hhow many creatures that you do the ritual with, You only
need at least one otter creature to perform the ritual with.
You can learn any spell leve! 1-9 that is necromancy or
divination that counts as a bard spell for you but doesn't
count against your number of spells known.
‘Once you perform the ritual, you can't do so again until you
start a long rest, and you know the chosen spell until you
starta long rest
Improved Mystical CONNECTION
At level 38 Mystical connection now reads as: Whenever you
roll on the Spirit Tales table, you can rol the die three times
and choose which of the three effects to bestow. Ifyou roll the
‘same number on two or three dice, ou can ignore the
number and choose any effect on the table.‘THe Cueric Class
Proficient
evel “Bonus”
2ist 47
22nd 47
23rd 47
Features
Epic Spell
Divine Feature
5)
24th 47 Ability Score Improvement
25th 48
26th 48
Epic Spel
6)
27th 48 Divine Feature
28th 48
25th +
30th 9
31st 49
Ability Score Improvement
Epic Spell, Destroy Undead (CR 7)
Epic Divine Intervention
(+40 HP)
Cartrips
Kriown Ist 2nd 3rd 4th Sth 6th 7th 8th 9th
5 4333322
5 433332
Channel Divinity (4/rest), Destroy Undead (CR 5 443332
Channel Divinity (5/rest), Destroy Undead (CR
32nd +9 Auli Score Improverent, Destroy Undead
(RB)
33rd Epic Spell
34th Channel Divinity Improvement
35th Destroy Undead (CR 9)
36th Ability Score Improvernent
37th Epic Spell
38th Divine Feature
39th Ability Score Improvement
Epic Divine Intervention Improvement
Epic Divine INTERVENTION
Epic SPELL
Atlevel 30, This feature is lke divine intervention but more
powerful Your deity wil do more things for you. Interpret this
that it can do anything a level 21-40 epic spell can do. Other
than that, it works like divine intervention. You roll percentile
dice. Ifyou roll a number equal to or lower than your level
your god intervenes.
If your deity intervenes, you carit use this feature again for
‘days. Otherwise, you can use it again after you finish a long.
rest.
Unlike other epie improvements, you have both epic divine
intervention and divine intervention as two separate things.
Evic DiViNE INTERVENTION
IMPROVEMENT
At evel 40, you no longer need to roll for epic divine
intervention,
‘There are 5 epic spells in level 21, level 25 level 29, level 33,
level 37
CHANNEL DrvINtTy IMPROVEMENT
At level 34, now whenever you use channel divinity in any
‘way, you can choose to regain a spell slot that was consumed,
‘up to level 7 or heal yourself a number of hit points equal t0
your level in this class. Whatever you feature that you used to
consume this channel divinity still happens. This is just an
additional effect.Destroy UNDEAD
‘When an undead fails its saving throw against your turn
undead feature, the creature is instantly destroyed ifits
challenge rating is at or below a certain threshold, as shown
in the Destroy Undead table.
Destroy UNDEAD
Cleric Level Destroys Undead of CR.
23 5
26 6
29 7
32 8
35 9
38 10
DrvinE SUBCLASS FEATURES
KNOWLEDGE DOMAIN
IMPROVED BLESSINGS OF KNOWLEDGE
‘Atlevel 22, vou gain proficiency and expertise in any two
skills o tools
Epic EXPERTISE
‘Atlevel 27, You add your proficiency bonus again despite
general rules in whatever tool proficiencies and skill
proficiencies you gained from Improved blessings of
knowledge and blessings of knowledge.
‘ImPRovED POTENT SPELLCASTING
At level 38, You add triple your wisdom modifier to the
damage dealt with any cleric cantrip. (I put triple because by
the time you get this the damage is rather poor compared to
what a fighter could do)
Lire DoMAIN
‘IMPROVED BIESSED HEALER
‘Atlevel 22. Blessed Healer now reads as follows: When you
casta spell of 1st level or higher that restores hit points to a
creature other than you, you regain ht points equal to 5+ 2
times the spell level When you cast an epic spel that restores
hit points to a creature other than you regain hit points equal
to38
IMPROVED DISCIPLE OF LIFE
Atlevel 27, Disciple of Life now reads as follows: Whenever
{you use a spel of Ist level or higher to restore hit points to @
‘creature, the creature regains additional hit points equal to
5+2 times the spell level When you cast an epic spell that
restores hit points toa creature that creature gets an extra 35.
hit points,
Inproven SuPREME HEALING
Atlevel 38, Whenever you heal you heal 2 times the
‘maximum instead of just the maximum.
Licut Domain
IMPROVED WARDING FLARE
At level 22, You can now use warding flare 2 times your
Wisdom modifier per day. Also, it doesn't cost you your
IMPROVE EXTENDED FLARE
At level 27, Warding flare may now be done on any creature
you can see of heat or sense in any way.
Improven POTENT SPELLCASTING
Atlevel 38 You add triple your wisdom modifier to the
damage dealt with any cleriecantrip
Nature DOMAIN
Improve ACOLYTE OF NATURE
At level 22 You gain proficiency in two of animal handling,
nature, or survival Furthermore, you gain expertise in all of
them, and you would have all of them because ofthe previous
feacure,
Improvep DAMPEN ELEMENTS
At level 27, You can use dampen element if you run out of
your reaction a number of times equal to twice your Wisdom
‘modifier ifyou or a creature within 60 feet ofyou take acid,
cold fire, lightning, or thunder damage. Note you can still do
itwith your reaction without expending a use of it. You regain
all uses of Improved dampen elements after along rest.
IMPROVED DIVINE STRIKE
At level 38, you deal additional col, fire, or lightning damage
448 from your first weapon attack in a round inline with the
divine strike feature previously.
Temprst DOMAIN
Improvep WraTH OF THE STORM
At level 22. you deal 448 instead of 248 lightning or thunder
damage when you use wrath ofthe storm.
IMPROVED THUNDERBOLT STRIKE
Atlevel 27, when you deal lightning damage to a Large or
smaller creature, you can move it 30 feet in any direction
provided itis not blocked by a solid substance. (This isa litle
bit of common sense. A floor that is solid would prevent
movement, but a couple of spilled books wouldnt. Dm
discretion) If there is something in the way, they make a
strength check with your spell DC or be knocked prone.
Epic SToRMBORN
At evel 38 you now have afly speed of 3 times your walking
speedTrickery DOMAIN
Forcz DoMAIN
IMPROVED BLESSING OF THE TRICKSTER
‘At level 22, the blessing now lasts up to 24 hours the time
divided among however many people you choose.
‘Improvep CLOAK OF SHADOWS
At level 27, now when you use cloak of shadows, it lasts 8
hours instead of a turn.
Epic Duricrry
Atlevel 38, Your number of duplicates increases to & You can
naw allow your duplicates to east spells from their position to
confuse foes. Furthermore, if you take the attack action, all of
the duplicates can take the attack action, The targets must
disbelieve to take damage equal to base weapon damage.
They do this by making a wisdom check equal to your spell
save DC. This makes it harder to believe the duplicates are
not real if they took damage from it
‘War DoMAIN
Inproven War PRIEST
‘Atlevel 22, when you use the feature of war priest, you can
take 2 attacks with your bonus action instead of one.
Improven Divine STRIKE
Atlevel 27, now with the divine strike ability, you deal damage
from a weapon strike you deal an additional 448 damage
fonce on each of your turns.
Epic AVATAR OF BATTLE
At level 38, ou have resistance to bludgeoning, slashing, and
piercing weapons. Your AC increases by 2.
ARCANA DOMAIN
IMPROVED SOUL OF THE FORGE
At evel 22, you gain an additional +2 to AC when wearing
heavy armor. Furthermore, ifyou don't meet the strength
requirement of armor, it no longer hampers your movement.
Improven Divine STRIKE
At level 27, now with the divine strike feature, you do 448 fre
damage once per turn instead of 248
IMpRovED SAINT OF FORGE AND FIRE
At level 38 you have resistance to bludgeoning, piercing, and
slashing damage. Your AC increases further by +2 while
wearing heavy armor.
Grave DoMaIn
IMpROvED CiRCLE OF MORTALITY
At level 22 the spare the dying cantrip has a range of 60 feet
and doesn't require an action to cast. This means that
everybody within 60 feet can be spared almost instantly
IMPROVED SENTINEL AT DEATH'S DOOR
At level 27, you add 3 times your Wisdom modifier to the
damage you deal with any cleric cantrip,
IMPROVED RESURRECTION
At level 38 it no longer costs material components to cast
spells like raise dead and true resurrection. Furthermore,
when you bring someone back from death, they come back
with half their hit points unless the spel says they should
have more. Also, the caster or the target doesn't experience
the negative effects of any resurrection spells
DraTH DOMAIN
IMPROVED ARCANE INITIATE
‘Atlevel 22, you gain expertise in the arcana skill and you gain
{wo more cantrips of your choice from any spel ist. For you,
these cantrips count as cleric cantrips.
ARCANE BANISHMENT
‘At level 27, Rules forthe level of character banished follow
the destroy undead ability in terms of CR. Also, you can
banish any creature with your channel divinity itis not limited
tocelestial, elemental fey or fiend.
‘ImprOven SPELL BREAKER
Atlevel 27, now when you heal an ally, you may end one spell,
of your choice on that creature ifit is levels 1-9. You may end
an effect from a creature's ability ifts cris 20 or less.
IMPROVED ARCANE MASTERY
Atlevel 38, you gain your choice of one epic spell or one
additional spel slots in all levels 1-9.
IMproven INESCAPABLE DESTRUCTION
Atlevel 22 Necrotic damage dealt by the clerics spells,
channel divinity options, or divine strike treats everyone that
doesn't have immunity to necrotic as having a vulnerability to
necrotic
IMPROVED DIVINE STRIKE
At level 27, The cleric now does an extra 48 necrotic
damage per turn on a weapon attack hit instead of 248,
Epic REAPER
‘Starting at level 38 when the cleric cast a necromancy spell
of Ist through 9th level that targets only one creature, the
spell can instead target two creatures within range and
within 30 feet of each other. Ifthe spell consumes its material
components, the clerie must provide them for each target.Orver Domain
ImproveD VoIcE OF AUTHORITY
Atlevel 22, when you use voice of authority and allow for an
ally to make an attack with their reaction, they can instead
make 2 weapon attacks with their reaction instead of one.
This is even if they normally couldn't make 2 attacks in a
round
Iproven D1vine STRIKE
Atlevel 27, The cleric now does an extra 448 psyehie damage
per turn on a weapon attack hit instead of 248,
Iwprovep Orper's WRATH
Atlevel 38, order's wrath now reads as follows: I'you deal
your Divine Strike damage to a creature on your turn, you
can curse that eresture until the start of your next turn. The
next time one of your allies hits the cursed creature with an
attack, the target also takes 1048 psychic damage, and the
curse ends. You ean curse a creature in this way only once
perturn,
PEACE DOMAIN
Improvep EMBOLDENING BOND
Atlevel 22, emboldening bond now allows the creatures
affected to add a d8 to an attack roll ability check, or saving
throw: Itean do this no more than once per turn,
PEACEFUL REST
At level 27, when resting the cleric emits 60 foot bubble
around it that lasts for the rest ifthe cleric wishes. Ifa
creature that is hostile would pass through this bubble it
pops. Creature ofthe cleries choice will be alerted
Inproven POTENT SPELLCASTING
Atlevel 38, you add triple your wisdom modifier to the
damage dealt with any cleric cantrip.
TwricutT DOMAIN
Improven Eves oF NIGHT
At level 22, with eyes of night you can also see through
‘magical darkness and see invisible creatures
Imrroven Divine Sreike
Atlevel 27, now with the divine strike ability when you deal
damage from a weapon strike you desl an additional 448,
damage once on each of your turns instead of 248.
IMPROVED TWILIGHT SHROUD
Atlevel 38, now twilight shroud says that: you and your allies
have a +5 bonus to AC while in the sphere created by your
‘Twilight Sanctuary.THE Dauto Class
Level Proficiency Bonus Features
2st 7 Epic Spell
22nd 7 Druid Circle Feature
23rd +7 Wild Shape Continuation
24th 7 Ability Score Improvement
25th 48 Improved Wild Shape
2eth +8
27th 48
28th 48
29th 49
30th +9
31st 43 (40 HP)
32nd 19 Ability Score Improvement
33rd +10 E
34th Ability Score Improvernent
35th Epic Spell
36th Ability Score Improvement
37th Epic Spell
38th + Druid Circle Feature
Epic Spell
Druid Circle Feature
Ability Score Improvernent
Epic Spell
Wild Shape Attack
39th Ability Score Improvement
40th Epic Arch Druid
Eric SPELL
You get epic spells at level 21,26, 29,35, 37
Drutp CIRCLE FEATURE
Atlevel 22, 27, and 38 you get and additional druid circle
feature,
‘Witp SHAPE CONTINUATION
Atlevel 23, even if you aren't cirele of the moon, your wild
shape continues to grow stronger. The CR of a beast that you.
can wildshape into is now equal to 1/8 of your druid level
However, it still must be a beast shape.
IMPROVED WILD SHAPE
At level 25, when you use any wild shape ability, you get an
additional 50 hit points on top of what you would have in that
form, Furthermore, each attack does an additional 10,
damage.
Cantrips Known Ist 2nd 3rd 4th Sth 6th 7th 8th 9th
4 43333222
Witp SHAPE ATTACK
At level 30, you get an extra attack for any number of attacks
you can do in wild shape.
Epic ARcH DRUID
At level 40, you may wild shape into ancient dragons of any
ype of CR lower than 30 but only once per short rest.DRUID CIRCLE SUBCLASSES
CIRCLE OF THE LAND
CIRCLE OF THE SHEPARD
Improve NaTuRAL RECOVERY
‘ALlevel 22, you may use natural recovery whenever you take a
short rest. The spell slots regained now equal to your druid
level
IMPROVED NATURE'S WARD
‘Atlevel 27, you cant be charmed, frightened or paralyzed,
Inproven Crrcte SPELLS
Atlevel 38, choose a Ist level spell, 2nd level spell 3rd level
spelh 4th Ievel spell Sth fevel spelt 6th level spell a 7th level
spell and an Sth level spell Those spells can now be east at
will
CircLe OF THE MOON
IMPROVED CIRCLE FORMS
‘At level 22, you can wild shape into any ereature type except
undead or construct provided itis the right CR
Improvep COMBAT SHAPE
Atlovel 27, now when you are transformed by wild shape
‘when you use a bonus action to heal, you are healed 248 per
spell level slot expended.
‘IMPROVED PRIMAL STRIKE
Atlevel 38, your attacks in your wild shape form now get +3,
to attack and damage on every strike
Crectz oF DREAMS
IMPROVED BALM OF THE SUMMER COURT
Atlevel 22 you now have a pool of fey energy represented by
number of d10s equal to your druid level instead of d6s.
Iprovep HEARTH OF MOONLIGHT AND
Shadow At level 27, while within the sphere, you and your
allies gain “10 bonus to Dexterity (stealth) and Wisdom
(perception) checks, and any light from open flames in the
sphere arent visible outside of it
Improven Hippen Paras
At level 38, hidden paths has been changed as follows. You
can use the hidden, magical pathways that some fey use to
traverse space in the blink of an eye. As a bonus action on
your turn, you can teleport up to 240 feet to an unoccupied
space you can see. Alternatively, you can use your action to
teleport one willing creature you can see up to 120 feet to an
‘unoccupied space, you can sec.
Unlike before you are only limited by the speed you can do
this,
Improve Micuty SUMMONER
Atlevel 22, mighty summoner now has the following updates:
‘The creature appears with 5 extra hit points per hit die it
has, The creature now does an additional 5 damage on each
attack.
IMPROVED GUARDIAN SPIRIT
At level 27, guardian spirit is now different inthe following.
way: When a beast or fey that you summoned or created with
a spell ends its turn in your spirit totem aura, that creature
regains a number of hit points equal to your druid level
Improven Spirit TOTEM
At level 38 spirit cotem has been changed in the following
way: You can call forth nature spirits to influence the world
around you. Asa bonus action, you can magically summon an
incorporeal spirit to a point you can see within 60 feet of you.
‘The spirit creates an aura in a 60-oot radius around that
point It counts as neither a creature nor an object, though it
hhas the spectral appearance of the creature it represents.
‘As a bonus action, you can move the spirit up to 120 feet to
‘ point you can see.
‘The spirit persists for 1 minute or until youre
incapacitated. Once you use this feature, you can't use it again
‘until you finish a short or long rest
‘The effect ofthe spirits aura depends on the type of spit
you summon from the options below
Bear Spirit. The bear spirit grants you and your allies its
‘might and endurance. Each creature of your choice in the
aura when the spirit appears gains temporary hit points equal
to 10+ 2 times your druid level. In addition, you and your
allies gain advantage in strength checks and strength saving
throws while in the aura,
Hawk Spirit. The hawk spirits a consummate hunter,
aiding you and your allies with its keen sight. When a
creature makes an attack roll against a target in the spirit’
aura, it as advantage on any of those rolls. In addition, you
and your allies have a +10 bonus on Wisdom (perception)
checks while in the aura
Unicorn Spirit. The unicorn spirit lends its protection to
those nearby: You and your allies automatically detect hidden,
creatures in the spirits aura, In addition, if you cast a spell
using a spel slo that restores hit points to any creature
inside or outside the aura, each creature of yous choice in the
aura also regain bit points equal to your druid levelCircte OF Spores
HALo oF Spores CONTINUATION
Atlevel 22, halo of spores continues in its damage
progression but with increased pace as follows. The necrotic
damage increases to 1d12 at 22 level 1420 at 27 level and
2420 at 38 level Additionally, if symbiotic entity is active at
level 38 you deal 3420 damage with halo of spores.
Inproven Symaroric ENTITY
Atlevel 27, symbiotic entity gives you 10 hit points for every
level ofthis class instead of 4, Additionally, you heal 1 hit
point every round while symbiotic entity is active,
IMPROVED SPREADING SPORES
Atlevel 38, creatures make the constitution saving throws for
halo of spores and spreading spores at disadvantage.
‘Additionally, while you have spreading spores active, you can
siill use your halo of spores reaction.
(CIRCLE OF STARS
Improvep Cosmic OMEN
Atlevel 22, Weal and woe now use 12s for the cosmic omen
feature,
IMPROVED TWINKLING CONSTELLATIONS:
Atlevel 27, The constellations of your Starry Form improve
‘The 2d8 of the Archer and the Chalice becomes 308, and
while the Dragon is active, you have a flying speed of 60 feet
and can hover.
IMPROVED FULL OF STARS
‘At level 38, while in your starry form you become more
incorporeal, Attacks against you have disadvantage and you
make dexterity saving throws with advantage. Note this
doesn't take away the prior bonuses at level 14,
Circe OF WILDFIRE
ImPRovED ENHANCED BOND
‘Atlevel 22, Whenever you cast a spell that deals fire damage
‘or restores hit points while your wildfire spirit is summoned,
roll 248, and you gain a bonus equal to the number rolled to
fone damage or healing roll of the spell
‘Improvep CAUTERIZING FLAMES
At level 27, cauterizing flames is no longer limited to.a
‘number of times equal to your proficiency bonus per long
rest
Improved Bazin REvivaL
‘Atlevel 38, blazing revival is no longer limited to once per
Tong rest.THE FIGHTER
Level Proficiency Bonus Features
2st 7 Improved Fighting Style
22nd “7 Martial Archetype Feature
23rd 7
24th 7
25th +8
26th 8
27th 38
28th 8
29th +8
30th +9
31st +8
32nd “9
33rd +10
34th +10
35th +10
36th +10
37th mn
38th a1
39th aan
40th +
Ability Score Improvement
Second Wind Improvement
Ability Score Improvement
Martial Archetype Feature
Ability Score Improvement
Indomitable (5)
Extra Attack (4)
(+40 HP)
Ability Score Improvement
Indomitable (6)
Ability Score Improvement
Second Wind (2 uses)
Ability Score Improvement
Martial Archetype Feature
Ability Score improvement
Extra Attack (6)
Exrra ATTACK
‘You can attack one extra time with the attack action at level
30 and two extra attacks at level 40
IMPROVED FIGHTING STYLE
Atlevel 21 the fighting styles that you have gotten before have
‘now improved through training, practice, experience, and
sacrifice in the following ways:
IMPROVED ARCHERY
You gain a +5 bonus to attack rolls you make with ranged
‘weapons.
IMPROVED BLINDFIGHTING
You have blindsight with a range of 30 feet. Within that range,
you ean effectively sce anything that isn't behind total cover,
even if you're blinded or in darkness. Moreover, you can see
an invisible ereature within that range, unless the creature
successfully hides from you.
‘Iuprovep DEFENSE
‘While wearing armor, you gain a +4 bonus
‘Action Surge (3), Indornitable (4)
(Overall Attacks from attack action
4
Action Surge (4 uses) Indomnitable (7 uses)
Improvep DUELING
When you are wielding a melee weapon in one hand and no
other wespons, you gain a 15 to damage rolls with that
weapon.
IMPROVED GREAT WEAPON FIGHTING
When you roll a | or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
hhands, you can reroll the die and must use the new roll even
ifthe new roll isa 1 or a 2 The damage bonus from your
ability score is doubled for this weapon. The weapon must
hhave the two-handed or versatile property for you to gain this
benefit
IMPROVED INTERCEPTION
When a creature you can see hits a target, other than you,
within 5 feet ofyou with an attack, you can use your reaction
toreduce the damage the target takes by 2410 + your
proficiency bonus ( a minimum of 0 damage) You must be
wielding a shield or a simple or martial weapon to use this|ImpRoveD PROTECTION
When a creature of your choice you can see attacks a target
other than you that is within 10 feet they have disadvantage
fon the attack roll You must be wielding a shield.
Taproven SuPERIOR TECHNIQUE
You learn two maneuvers of your choice fram among those
available to the Batle Master archetype, fa maneuver you
tse requires your target to make a saving throw to resist the
maneuvers effects, the saving throw DC equals 8 ~ your
proficiency bonus + your Strength or Dexterity modifier (your
choice). You gain three superiority die, which is a d10 (this:
die is added to any superiority dice you have from another
source) This die is used to fuel your manewwers. A superiority
die is expended when you use, You regain your expended
superiority dice when you finish a shor or long rest.
ImPRovED THROWN WEAPON FIGHTING
‘You can draw a weapon that has the thrown property as part
of the attack you make with the weapon, In addition, when
‘you hit with a ranged attack using a thrown weapon, you gain
+5 bonus to the damage rol
Improvep Two-WEAaroN FiGHTING
When you enguge in two-weapon fighting, you can make two
attacks with your bonus action instead of ane and you still
add your modifier to offhand damage rolls.
IMPROVED UNARMED FIGHTING
Your unarmed strikes can deal bludgeoning damage equal to
1d12+ your Strength modifier on a hit. Ifyou aren't wielding.
ny weapons or a shield when you make the attack roll, the
12 becomes a 2d8 At the start of each of your turns, you can
deal 1d8 bludgeoning damage to one creature grappled by
you.
SECOND WIND IMPROVEMENT
Your second wind ability gets more powerful at evel 25. It
now reads as follows. You have a limited well of stamina that
you can draw on to protect yourself from harm. On your turn,
you can use a bonus action to regain hit points equal to a
‘number of d10s equal to your fighter level, Once you use this
feacure, you must finish a short or long rest before you can
use it again.
MARTIAL ARCHETYPE FEATURES
CHAMPION
‘ImpROVED SUPERIOR CRITICAL
Starting at level 22, your weapon attacks score a critical hit
fon a roll of 17-20,
‘ImprOveD FIGHTING STYLE
Starting a level 27, you take one of the fighting styles which
you have, which isnt improved and turn it into an improved
fighting style. This new fighting style is according to what you
have gotten before,
Epic Crrricat,
Starting at level 38, your weapon attacks score a critical hit
fon a roll of 15-20,
BATTLE MASTER
Continue COMBAT SUPERIORITY
Atlevel 22, your superiority dice turn into 248s, At level 27,
they turn into d20s. At Ievel 38, they turn into 3d8s,
Superiority Diz
‘You gain an additional superiority die a level 22, level 27, and
level 38
‘IMPROVED KNow YOUR ENEMY
At level 27 ifyou spend at least 1 minute observing or
interacting with another creature outside combat, you can
earn certain information about its capabilites compared to
your own. The DM tells you exactly two of the following
characteristics that ean be found only on a creature once in a
day. strength seore, dexterity score, constitution score, armor
class, current hit points, Total fighter levels (if any) total class
levels (f any} the ereatures CR (if known or approximate if
the dm doesn't know} any vulnerabilities (if ny) any
{immunities (if any). The dma ean lie or the tell character they
crit tell them at DM's discretion,
IMPROVED RELENTLESS
‘Starting at level 38, when you roll initiative you replenish all
‘of your superiority dieExpeitcu Knicut
Epic War Macic
Beginning at level 22, when you use your action to cast a
cantrip of spell you can make two weapon attacks as a bonus
IMPROVED ELDRITCH STRIKE
Boginning at level 27, you learn how to make your weapon
sikes undercut a creature's resistance to your spells. When
you hit a creature with a weapon attack, that creature has a
10 on the next saving throw it makes against a spell you cast
before the end of your next turn,
ARCANE MASTERY
Beginning at level 38, you learn an epic spell but as a level 25,
equivalent wizard,
ELDRITCH KNIGHT SPELLCASTING
it Cantrips Spells
AB Geenee Gonn tet and Seth th th 7th
2st 3 B43
22nd 14
23rd 14
24th 14
25th 1s
26th in
27th ws
28th 16
28th 16
30th 16
31th W
32th VW
33th VW
34th 18
35th 18
36th 8
37th 19
38th 19
39th 19
40th 20
Porrre DRAGON KNIGHT
IMPROVED RALLYING CRY
Starting at level 22, when you use your second wind feature,
you can choose up to second creatures within 60 feet of you
that are allied with you. Each one regains hit points equal to
twice your fighter level, provided that ereature can see or
hear you
Improven Rovat ENVOY
‘Starting at level 27, your proficiency bonus is tripled for
persuasion checks, Furthermore, you gain proficiency in
either intelligence, wisdom, or charisma saving throws.
IMPROVED INSPIRING SURGE
‘Starting at level 38 when you use your action surge feature,
you choose up to two allies within 60 feet of you they may use
their reaction to perform what would normally take an action
this turn,
ARCANE ARCHER
Improve ARcANE SHOT
‘Starting at level 22, you may perform as many arcane shots
as twice your Intelligence modifier (min 4) you regain all uses
of this ability ona short or long rest
IMPROVED ARCANE SHOT OFTIONS
All ofthe arcane shots become more powerful when you get
to epic levels in the following manner.
Banishing Arrow. After you reach level 27 in this class, a
target also takes 446 force damage when the arrow hits it
Beguiling Arrow. The psychic damage increases to 846
when you reach 27th level in this class.
Bursting arrow. The force damage increases to 8d6 when
you reach level 27 in this class.
Enfeebling arrow. The necrotic damage increases to 846
when you reach 27th level in this class.
Grasping Arrow. The poison and slashing damage both
increase to 846 when you reach 27th level in this class,
Piercing Arrow. The piercing damage increases to 446
which you reach level 27 in this class.
‘Seeking arrow. The force damage increases to 446 when,
you reach level 27 in this class.
‘Shadow arrow. The psychic damage increases to 86
when you reach level 27 in this class.
IMPROVED MAGIC ARROW
Starting at level 27, very arrow you fire gets a +2
enchantment on top of what it aiready has. So a+1 arrow
would be treated as a +3 if fired by a level 27 arcane archer
for example.
EPIC PIERCING ARROWS
‘Starting at level 38 whenever you hit a creature with a
ranged attack you may make a similar ranged attack against a
creature 30 feet from it that deals half damage.CAVALIER
IMPROVED WARDING MANEUVER
Starting at level 22, you learn to fend off strikes directed at
{you, your mount, or other creatures nearby. Ifyou or a
creature you can see within melee weapon range is hit by an
attack, you can roll 1420 as a reaction if you're wielding a
melee weapon or a shield. Roll the die, and add the number
rolled to the target's AC against that attack. Ifthe attack sil
hits, the target has resistance against the attack’s damage.
You can use this feature a number of times equal to wice
your Constitution modifier(minimum of 2) and you regain all
expended uses of it, when you finish a short rest.
IMPROVED FEROCIOUS CHARGER
Starting at level 27, ifyou knock a creature down with this
feature, you get an extra attack against it.
IMPROVED UNWAVERING MARK,
Starting at level 38, unwavering mark is changed in this way.
In addition, ifa creature marked by you deals damage to
anyone other than you, you can perform the attack action
against the marked creature asa bonus action on your next
turn, You have advantage on each attack roll and fit hits,
‘each weapon attack deals extra damage to the target equal to
halfyour fighter level
Regardless of the number of ereatures you mark, you cat
make this special attack a number of times equal t0 two
times your strength modifier (minimum of two) and you
regain all expended uses oft when you finish a long rest
Samurar
IMPROVED FIGHTING SPIRIT
Starting at level 22, you can use fighting spirit a number of
times equal to 3+ your strength or dexterity modifier{your
choice) You now regain all uses when you finish a short or
long rest.
IMPROVED STRENGTH BEFORE DEATH
Starting at level 27, ifyou use strength before death and you
‘manage to avoid dropping to 0 hp you heal up to half(rounded
down) of your total HP.
Improven Rarip STRIKE
Starting at level 38, rapid strike is changed in the following
‘way. Ifyou take the Attack action on your turn and have
advantage on an attack roll against one ofthe targets, you can
forgo the advantage for that roll to make an additional
‘weapon attack against that target as part ofthe same action.
Tis no longer limited to once a turn but instead 7 times in «
‘urn.
EcHo KNIGHT
ImpPRroveD UNLEASH INCARNATION:
Atlevel 22, when you use unleash incarnation you make 2
attacks instead of 1 with the feature, Also you regain uses for
unleash incarnation on a rest now instead of a just a long
rest.
‘ImpROveD LEGION OF ONE
Atlevel 27, You can use a bonus action to ereate three echoes
with your Manifest Echo feature, and these echoes can
coexist. Ifyou try to create a fourth echo, the previous three
echoes are destroyed. Anything you can do from one echo's
position can be done from the other's instead.
Improvep SHADOW MATYR
At level 38 you can use shadow matyr a number of times
‘equal to your proficiency modifier These uses are
replenished on a short or long rest
Pst WARRIOR
and 2610 at 33rd level
‘TELEKINETIC MasTER II
AtTevel 22, You can cast the wall of force spell requiring no
‘components, and your spelicasting ability forthe spell is
Intelligence. On each of your turns while you concentrate on
the spell including the turn when you cast it, you can make
one attack with a weapon asa bonus action,
‘Once you cast the spell with this feature, you ean't do so
‘again until you finish along rest, unless you expend a Psionic
Energy die to cast it again
‘TELEKINETIC Master IIT
At level 27, You can cast the force cage spell, requiring no
components, and your spelicasting ability forthe spell is
Intelligence. On each of your turns while you concentrate on
the spell including the turn when you cast it, you can make
fone attack with a weapon as a bonus action.
‘Once you cast the spell with this feature, you can't do so
again until you finish a Tong rest, unless you expend a Psonic
Energy die to cast it again.
‘TELEKINETIC MASTER IV
Avlevel 38¥ou can east the invulnerability spell requiring no
components, and your spelicasting ability forthe spell is
Intelligence. On each of your turns while you concentrate on
the spell including the turn when you cast i, you ean make
one attack with a weapon asa bonus action,
‘Once you cast the spell with this feature, you can't do so
again until you finish a long rest, unless you expend a Psionic
Energy die to cast it again.Rone Knicur
Improven RUNIc JUGGERNAUGHT
Atlevel 2, while using the gian’s mit feature you
ee eee eget ae
temporary hitpoints equal to your level when you activate
Gants might
Exrea RUNE
Atlevel 22, you increase your runes known from your rune
carver feature t0 6
Grearer Runic JUGGERNAUGHT
At level 27, while using the giants might feature your
movment increases by 10 fet. Aditonallyyour strength
score now increases by 8 instead of 4 while giant's might is
active
IMPROVED MASTER OF RUNES
‘Atlevel 27, You can invoke each rune from your rune carver
feature 3 times, rather than twice, and you regain each use
‘when you finish a short or long rest.
Supreme Runio JUGGERNAUGHT
[Atlevel 38 while using the giants might feature you can
increase your size to gargantuan and while you are that size
your reach increases by 10 feet. Additionally when you ative
fants might you gain temporary hit points equal to twice
your fighter levels instead of equal to your level.
Epic Masrer OF RUNES
‘Atlevel 38, you can invoke each rune from your rune carver
feature 4 times, rather than 3 times, and you regain each use
‘when you finish a short or long rest.THE MONK
Level Proficiency Bonus Features,
Purity of Sight
21st 7
22nd 7
230d +7
24th +7
25th +8
26th +8
27th +8
28th +8
29th 49
30th +9
31st +9
32nd +9
33rd +10
34th Ability Score Improvernent
35th Improved Perfect Self
36th Ability Score Improvement
37th Enduring Soul
38th Monastic Tradition
Monastic Tradition
Unerring Strikes
Ability Score Improvement
Ki Infused Strikes
Resilient Body
Monastic Tradition
Ability Score Improvement
Magic Resistance
Extra Attack (2)
(40H)
Ability Score Improvement
Tempered Body
39th Ability Score Improvement
40th Pristine Soul
Porrry oF SIGHT
Martial Arts KiPoints —_Unarmored Movement
1410 a +30
ya10 22 435
1di2 23 435
1412 24 35
112 25 85
1412 26 +40
1412 27 +40
yan2 28 +40
2d8 29 +40
2d8 30 +45
2d8 31 +45
2d8 32 +45
2d8 33 +45
2d8 34. +50
1420 35 +50
1d20 36 +50
1420 37 +50
1a20 38 +55
1d20 39 455
1420 40 +55
Macic REsIsTANCE
Starting at level 21, you gain truesight out to 120 feet
UNERRING STRIKES
tarting at level 23, our Ki fueled strikes rarely miss their
mark. You add your Wisdom modifier to the attack and
‘damage rolls of our unarmed strikes.
[KI INFUSED STRIKES
Starting at level 25, your Ki fuels strikes deal tremendous
damage to the enemy. You can spend one Ki point to
‘maximize the damage of an unarmed strike. You may do this
before or after you toll the damage.
ResttientT Bopy
Starting at level 26, you gain immunity to being stunned,
petrified, and paralyzed through your mastery of Ki
Starting at level 29, ou start to have advantage on all saving
throws against spells and resistance against damage from
spells.
‘TEMPERED BoDy
‘Starting at level 33, your body has become tempered against
the extremes of climate. You can no longer suffer exhaustion
by spending long periods in extreme heat and extreme. You,
more importantly, gain resistance to cold fire, lightning,
thunder, and acid damage.
IMPROVED PERFECT SELF
‘Starting at level 35, when you roll for initiative and have no ki
points remaining, you regain 12 ki points
ENDURING SOUL
‘Starting at level 37, ou are immune to the effects of
exhaustionPristine SouL
At level 40, You get double your proficiency bonus to all
saving throws.
MONASTIC TRADITION FEATURES
‘WAY OF THE OPEN HAND
Improvep Oren HAND TECHNIQUE
Starting a Ievel 22, open hand technique gets modified inthe
following way: You can manipulate your enemy's ki when you.
harness your own. Whenever you hit a creature with one of
the attacks granted by your fury of bows, you can impose
one ofthe following effects on that target:
Temust succeed on a dexteriy saving throw or be knocked
prone, If itis knocked prone the fall to the floor does 2410
force damage.
Te must make a Strength saving throw: Ii fils, you can
push it up to 60 feet away from you. It collides with
something on the wa, if must then make an acrobatics
checkidifculty Ki save de) or fall prone.
Tecan take reactions until end of turn, I take an additional
2410 force damage
ImproveD WHOLENESS OF BODY
Starting at level 27, wholeness of body gets modified in the
following way: You gain the ability to heal yourself As an
action, you can regain hit points equal to 5 times your monk.
level You must finish a long rest before you can use this
feature again.
Iuproven QurverIN PALM
Starting at lve 38, quivering alm gets modified inthe
following way: When you hit ereatare with an unarmed
stele, you can spend 3 Ki points to start these inaperceptible
Fbilicos ribbed kes aaniber df Syseraal is your
ral eg Tee vepetone es salons aloes tes your
ec tele cel ata
eet ee ea eaten eee
creature must make Constitution saving throw Ii fis i
is reduced to O hit points, Iit succeeds, ittakes 20410
necrotic damage.
‘You can have only one creature under the effect of this
feature sta time, You can choose to end the vibration
harmlessly without using an action
Way OF SHADOW
‘Tmprovep SHApow ARTs
Starting at level 22, while you are undetected or invisible to a
‘creature your attacks deal an additional 8 necrotic damage to
that creature.
Iproven SHADOW STEP
Starting at level 27, shadow step is changed as follows: When
you are in dim light or darkness, as a bonus action you can
teleport up to 60 feet to an unoccupied space you can see that
is also in dim light or darkness. You then have advantage on
all of your attacks before the end of your turn,
IMPROVED OPPORTUNIST
‘Starting at level 38, opportunist is changed as follows:
Whenever a creature within 5 feet of you is hit by an attack
‘made by a creature other than you, you can use your reaction
tomake 3 melee attacks against that creature.
Way OF Four ELEMENTS
SPELLS AND KI POINTS
‘Monk level 20-23rd maximum ki points 7, monk level 24:27
‘maximum ki points 8 monk level 28-31 maximum ki points 9,
‘monk level 32-35 maximum ki points 10, monk level 36-39
‘maximum ki points 11, monk level 40 maximum ki points 12
ELEMENTAL DISCIPLINES
At level 22, you ean learn a monk named: chain lightning
(blue dragon lightning) which can be cast for 7 ki points, flesh
to stone (Kiss of the Gorgon) which ean be cast for 7 ki
points, or move earth (Hands of Grumbar) which can be cast
for 7 ki points
Atlevel 27, ou can learn a monk themed spell: prismatic
spray (elemental blast) which can be cast for 8 ki points,
delayed blast fireball (breathe of the patient dragon) which
ccan be cast for 8 ki points.
‘Atlevel 38, you can learn a monk themed spel: Incendiary
cloud (summon plane of fire) which can be cast for 9 ki
points, meteor swarm (Fist ofthe heavens) which can be cast
for 10 ki points, or hell ball (Wrath of Dragons) which isan
epic spell which can be cast for 11 ki points
You learn one additional elemental discipline at level 22,
level 27, and level 38
‘Way oF THE Lone DraTH
Improve Toucu oF DEATH
Starting at level 22, you get a different form of touch of death
as follows: When you reduce a creature with 5 feet of you to 0
hit points, you gain temporary hit points equal to two times
your wisdom modifier + your monk level These temporary
points last until they are depleted.
Improve MasreRy OF DEATH
‘Starting at level 27, you get a different form of mastery of
death as follows: When you are reduced to 0 hit points, you
ccan expend 1 ki point (no action required) to have 30 hit
points instead
Improve ToucH oF THE LONG DEATH
‘Starting at level 38 you get a different form of touch of the
long death as follows: As an action, you touch one ereature
within 5 feet of you, and you expend 1 to 20 Ki points. The
target must make a Constitution saving throw, and it takes
3410 necrotic damage per ki point spent on a failed save, or
half as much damage on a successful one.‘Way OF THE DRUNKEN MASTER
IMPROVED FLURRY OF BLOWS
Atlevel 22, When you use flurry of blows you can now make 3,
attacks instead of 2
‘ImpROVED DRUNKARD'S LUCK
Starting at level 27, Now drunkard’s ick reads as follows,
‘When you make an ability check, an attack roth or saving.
throw and have disadvantage on the roll you can spend 2 ki
points and not have any disadvantage on any such rolls until
the start of your next turn.
‘Improve INTOXICATED FRENZY
Starting at level 38 intoxicated frenzy now reads: When you
use your flurry of blows, you can make up to 6 additional
attacks with it (up to total of 9 Murry of blow attacks),
provided that each flurry of blows can hit a creature as much
‘WAY OF THE KENSEI
Improven AGILE PARRY
Atlevel 22, Agile parry now gives a +4 bonus to AC instead of
2
IMPROVED SHARPEN THE BLADE
Atlevel 27, Sharpen the blade now has the following text
replace what was there before: You gain the ability
augment your weapons further with your ki As a bonus
action, you can expend up to 10 ki points to grant one kensei
‘weapon you touch a bonus to attack and damage rolls when
you attack with it. The bonus equals the number of ki points
‘you spent. This bonus lasts for 10 minutes or until you use
this feature again. This feature stacks with similar effects on
Improve UNERRING ACCURACY
Atlevel 38, unerting accuracy is replaced with the following
text: If you miss with an attack roll using a monk weapon on
your turn, you only miss ifthe AC is more than 10 higher
than the attack rolled.
Way oF THE SuN SouL
ImPROVED FURIOUS REPRISAL
Starting at level 22, Whenever you take damage you may
spend 2 ki points to cast hellish rebuike spell on the source.
‘The difference is that this hellish rebuke does radiant
damage.
You ean spend additional ki points to cast hellish rebuke as
a higher-level spell Each additional ki point you spend
increases the spel’ level by 1. The maximum number of ki
points that you can spend equal half your monk level
IMPROVED SEARING SUNBURST
Starting at level 27, now searing sunburst gets replaced with
‘a more powerful version as follows: You gain the ability to
create an orb of light that erupts into a devastating explosion.
‘Asan action, you magically create an orb and hurl itata
point you choose within 150 feet, where it erupts into a
sphere of radiant light for a brief but deadly instant.
Each creature in that 20-foot radius sphere must succeed
on a Constitution saving throw or take 3d6 radiant damage. A
creature doesnt need to make the creature is behind total
cover that is opaque.
You can increase the sphere's damage by spending ki
points. Bach point you spend to a maximum of 6 increases
the damage by 346,
Improven SUN SHIELD
At level 38 sun shield gets replaced by the following: You
shed bright light in a 60-foot radius and dim light for an
additional 60 feet. You can extinguish or restore the light as a
bonus action.
‘Ifa creature hits you with a melee attack while this light
shines they take radiant damage equal to 5+ 2 times your
wisdom modifier,
‘Way OF MERCY
Improve HANDS OF HEALING AND HARM
Atfevel 22, hands of healing and hands of harm now have you
roll your martial arts die twice and add your wisdom modifier:
Improven PHysicians ToucH
At evel 27, when you use hands of healing on a creature you
can remove a curse, reduce a level of exhaustion by one, or
restore a creatures hit point maximum,
‘When you use hand of harm you can have that creature
subjected to the poisoned condition for one minute.
IMPROVED HAND OF ULTIMATE MERCY
At level 27, hand of ultimate mercy can now work on a
creature that died within the past year.
‘Way OF ASTRAL SELF
IpRoven AWAKENED ASTRAL SELF
At level 22, when you have awakened astral self active Armor
of the Spirit now increases your AC by +4,
GREATER AWAKENED ASTRAL SELF
At level 27, while in your awakened astral self when you take
the attack action you attack 4 times on your turn instead of
‘once ifall the attacks are made with your astral arms.
Supreme AWAKENED AsTRat SELF
{At level 38 Empowered arms from body of astral self now
adds your martial arts die again to every attack.‘Way OF THE ASCENDANT DRAGON
ImproveD Dracon DgscIPLe
‘At level 22, when you use your Draconic Strike feature you
can add to your unarmed strike 2d6 damage of that element
‘ype to the damage roll ofthat attack.
Inproven BREATH OF THE DRAGON
‘Atlevel 27, the damage of your breath of the dragon feature
improves to 4 rolls of your Martial Arts die. Augment breath
is now equal to 5 rolls of your martial arts die.
‘IMPROVED ASPECT OF THE WYRM
Atlevel 38, while your aspect ofthe wurm is active you gain a
+2 bonus to your AC.THE PALADIN CLASS
Level Proficiency Bonus Features
Improved Fighting Style
Sacred Oath Feature
Channel Divinity (2/rest)
Ability Score Improvement
2st a
22nd 7
23rd v7
2ath 7
25th +8
2éch +8
27th 8
28th 48
29th 49
30th +8
3st +8
32nd “9
33rd +10
34th Divine Enforcement
35th Channel Divinity (5/rest)
36th Ability Score Improvement
37th Channel Divinity 6/rest)
38th Epic Divine Smite
39th Ability Score improvement
40th Sacred Oath Feature
Channel Divinity (3/rest)
Sacred Osth Feature
Ability Score Improvement
Channel Divinity (4/rest)
Extra Attack (2)
(40 HP)
Ability Score Improvement
Sacred Oath Feature
ImproveD FIGHTING STYLE
Atlevel 21 the previous fighting styles are changed with the
following:
‘ImPROvED BrEsseD WARRIOR
You learn two cantrips of your choice from the cleric spell list.
They count as paladin spells for you, and Charisma is your
spelleasting ability for them. Whenever you gain a level in this
class, you can replace one of these cantrips with another
cantrip from the cleric spel list. You can cast these cantrips
“with either an action or bonus action,
‘ImproveD BUNDFIGHTING
‘You have blindsight with a range of 30 feet. Within that range,
you can effectively see anything that isn't behind total cover,
‘even if youre blinded or in darkness, Moreover, you can see
an invisible creature within that range, unless the creature
successfully hides from you.
IMPROVED DEFENSE
While wearing armor, you gain a +4 bonus to AC
‘Improvep DUELING
Ist 2nd 3rd 4th Sth 6th 7th 8th 9th
4 3 241 - :
Epic Aura Improvement, Epic Divine Smite
When you are wielding a melee weapon in one hand and no
other weapons, you gain a #5 to damage rolls with that
weapon.
IMPROVED GREAT WEAFON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
hhands, you can reroll the die and must use the new roll even
ifthe new rolls a1 or a 2 The damage bonus from your
ability score is doubled for this weapon. The weapon must
hnave the two-handed or versatile property for you to gain this
benefit
IMPROVED INTERCEPTION
When a creature you can see hits a target, other than you,
within 5 feet of you with an attack, you can use your reaction
to reduce the damage the target takes by 2410 + your
proficiency bonus (o a minimum of O damage) You must be
wielding a shield or a simple or martial weapon to use this‘ImpRoveD PROTECTION
When a creature of your choice, you can see attacks a target
other than you that is within 10 feet; they have disadvantage
fo the attack roll You must be wielding a shield.
Sacrep OATH FEATURE
‘The paladin is different from the other subclasses in that the
sacred oath isa capstone, so I had to include it inthis one,
‘The sacred oath features are at level 22, level 27, level 33, and
level 40
Eric AURA IMPROVEMENT
Atlevel 25 the range of the aura of protection and aura of
courage increase to 90 fect.
Epic Diving SMITE
Atepic levels, divine smite no longer caps at Sd8 radiant
‘damage. The amount of damage that you do from a smite is
now 2d8 for a Ist level spell slot plus 1d8 for each spell level
higher.
At level 25, your smites now deal damage in d12s rather
than d8s. Additionally, this affects Improved Divine Smite,
turning its dice into a d12
Avlevel 38 you deal an additional 148 radiant damage with
each weapon attack or damage spell This stacks with the
1148 from improved divine smite learned at level 1
EXTRA ATTACK (2)
AtTevel 30 you can attack 2 more times with the attack action
as opposed to one more time.
DIvinE ENFORCEMENT
At level 34, the forces of the gods have ordained that you are
their enforcer and provided you with suitable protection. You
pick a saving throw for an ability score. From now on, every
saving throw roll for that ability score gets an additional +20
fon the rolk
CwannecDivintry
You got extra uss of channel vn ax shown on the chart
CONTINUED SPELLCASTING
Paladins use the cleric spell list for spells ofa higher level
than specified for paladins with the addition ofthe paladin
specific spells loested atthe end of this document.
SACRED OATH SUBCLASS FEATURE
Oar oF DEVOTION
IMPROVED SACRED WEAPON
Atlevel 22, your feature of sacred weapon changes as follows:
‘Asan action or bonus action, you can imbue one weapon that
you are holding with positive energy, using your channel
divinity, For | minute, you add twice your Charisma modifier
toattack rolls made with that weapon (with a minimum
bonus of +5). The weapon also emits bright light in 2 100 foot
radius and dim light 20 fect beyond that. Ifthe weapon is not
already magical it becomes magical for the duration
‘You can end this effect on your turn as part of any other
action. Ifyou are no longer holding or carrying this weapon,
or ifyou fall unconscious, this effect ends.
InprovEn AURA OF DEVOTION
‘Atlevel 27, your feature of aura devotion changes to the
following: You and friendly creatures within 60 feet of you
can't be charmed, deafened. or blinded while you are
Purrry oF Purpose
Atlevel 33, you are permanently under the effects of the spell
crusader's mantle
IMPROVED Hoty Nmsus
At level 40, the ability Holy nimbus now reads as follows: As
an action, you can emanate an aura of sunlight, For 1 minute,
bright light shines from you in a 100-foot radius, and dim
light 30 feet beyond that.
‘Whenever an enemy creature starts its turn in the bright
light, the creature takes 30 radiant damage.
In addition forthe duration, you have advantage on saving.
throws against spells cast by fiends or undead.
‘Once you use this feature, you can't use it again until you
finish a long rest.Oar oF ANCIENTS
IMPROVED NATURE'S WRATH
Starting at level 22, you can use your channel divinity to
invoke primeval forces to ensnare foes. As an action or bonus
action, you can cause spectral vines to spring up and reach
forall enemy creatures within 20 feet of you that you can see.
‘The creature must succeed on a Strength or Dexterity saving
throw (its choice) or be restrained. While restrained by the
vines, the creature repeats the saving throw at the end of ts
turns. Ona success; it frees itself, and its vines vanish,
‘IMPROVED AURA OF WARDING
Starting at level 27, aura of warding now has the following
language: You and friendly creatures within 30 feet of you
have immunity to non-epie damage from spells. Against epic
sources you and friendly creatures in the aura take 1/4
damage from non-epic spells. You (only you) have resistance
against damage from epic spells.
IMPROVED UNDYING SENTINEL
Starting at level 33, undying sentinel now reads: When you
are reduced to 0 hit points you may expend a spell sot and
heal 1d8 per spell level after damage is applied. This keeps
‘your character conscious. Furthermore once per day, you can,
go to I hit point when hitting 0
Iwproven ELDER CHAMPION
Starting at level 40, elder champion now reads as follows:
Using your action, you undergo a transformation. For 1
‘minute, you gain the following benefits: you regain 50 hit
points at the start of each of your turns, whenever you cast a
paladin spell that has a casting time of I action, you can cast
it using a bonus action instead, Enemy creatures within 30
feet of you have disadvantage on saving throws against your
paladin spells and channel divinity options
OaTH OF VENGENCE
Improve Vow oF ENMITY
Atlevel 22: Vow of enmity changes as follows: As a bonus
action, you can utter a vow of enmity against a creature you
can see within 60 feet of you, using your channel divinity. You
gain advantage on attack rolls against the creature for 1
‘minute or until it drops to 0 hit points or falls unconscious.
Furthermore, each weapon attack you do against it does 148
extra weapon damage.
CONSTANT AVENGER
Atlevel 27, opportunity attacks don't use a reaction for you,
but you can only attack for one such instance. So if someone
moves out of your range, you can attack the creature like
normal but only once. However, if someone else moves out of
your range before you start your turn, you can attack them
‘once too, Or if someone moves out of your range, then back.
then out again. You can attack them once more.
IMPROVED SOUL OF VENGEANCE
Atlevel 33, soul of vengeance now reads: When a creature
tunder the effect of you vow of enmity makes an attack, you
can use your reaction to make 2 melee wespon attacks
against that cresture ifitis within range.
IMPROVED AVENGING ANGEL
Atlevel 40, now avenging angel causes for you to do.an
additional 348 with each wespon attack.
OATH OF THE CROWN
IMPROVED TURN THE TIDE
At evel 22, Turn the tide is changed to the following: As a
onus action, you can bolster injured creatures with your
channel divinity, Bach creature of your choice that ean hear
you within 60 feet of you regains hit points equal to 1d12+you
charisma modifier (minimum 1)
Improven DIviNE ALLEGIANCE
At level 27, divine allegiance now reads: when a creature
within your move speed take damage, you can use you
reaction to move within 5 feet and magically substitute you
‘own health for that ofthe target creature, causing that
creature not to take the damage. Instead, you take half of the
damage. This damage can't be reduced to less than hall.
Improve UNYIELDING SPIRIT
{At level 33 you are immune to being paralyzed or stunned.
Improve EXALTED CHAMPION
At level 40, exalted champion now reads: You can use your
action to gain the following benefits for 1 hour: You have
resistance to bludgeoning, piercing, and slashing damage.
Your allies succeed on death saving throws they have to roll,
for within 60 feet of you. You have a +10 bonus to wisdom
saving throws, as do your allies within 60 feet of you
This effect ends early ifyou are incapacitated or die. Once
you use this feature, you can't use it again until you finish a
Tong restOarx oF Congursr
ImpRovED GUIDED STRIKE
Atlevel 22, qided strike now reads: You can use your
channel divinity to strike with supernatural accuracy. When
‘you make an attack roll, you can use your channel divinity to
automatically hit(even if you roll a 1) You make this choice
after you see the rol, but before the DM says whether the
attack hits or misses.
Improven AURA OF CONQUEST
‘Atlevet 27, the aura is now 60 fect, and they take damage
equal to your paladin level rather than half,
Improvep ScorNFUL REBUKE
Atlevel 33, scornful rebuke now reads: Whenever a creature
hits you with an attack, that creature takes psychic damage
equal to twice your Charisma modifier(minimum of 2)if
you're not incapacitated
IMPROVED INVINCIBLE CONQUEROR
[At level 40, invincible conqueror now reads: As an action, you
can magically become an svatarof conquest, gaining the
following benefits for 1 minute: You hae resistance to all
damage. When you tae the Attack action on your turn, you
can make two additional atacks as part of that action, Your
melee weapon attacks score a citcal hit on a roll of 18 ot
higher onthe 20,
‘Once you use this feature, you cant use it again until you
finish along rest
OarTH oF REDEMPTION
IMPROVED REBUKE THE VIOLENT
[At level 22, rebulke the violent now reads: You can use your
channel divinity to rebuke those who use violence.
Immediately after an attacker within 30 feet of you deals|
damage with an attack against a creature other than you, you
can use your reaction to force the attacker to make a wisdom
saving throw at disadvantage. On a filed save, the attacker
takes radiant damage equal to twice the damage it just dealt.
On a successful save, it takes half of the dannage it dealt.
IMPROVED AURA OF THE GUARDIAN
Atlevel 27, now the range is 120 feet, and you don't need to
use a reaction to take damage from others. You just need to
be conscious.
IMPROVED PROTECTIVE SPIRIT
Atlevel 33, protective spirit now reads: You regain hit points
equal to 1420+your paladin level if you end your turn in
combat with fewer than half your hit points remaining and
you aren't incapacitated.
‘Iuproven Emissary OF REDEMPTION
‘At level 40, emissary of redemption now even if you attack,
damage a creature, or cast a spell on it
OATHBREAKER PALADIN
IMPROVED DREADFUL ASPECT
Atlevel 22, dreadful aspect now reads as follows: As an
action, the paladin channels the darkest emotions and
focuses them into a burst of magical menace. Each creature
of the paladin's choice within 60 feet of the paladin must
make a wisdom saving throw ifit can see the paladin. On a
failed save, the target is frightened of the paladin for 1 hour. If
a creature frightened by this effect ends its turn more than 60
feet away from the paladin, it can attempt another wisdom
saving throw to end the effect on it.
Improve Aura OF HATE
Atlevel 27, aura of hate now reads as follows: The paladin as
well any friendly fiends and undead within 60 feet of the
paladin, gain a bonus to melee weapon damage rolls equal to
double the paladin's Charisma modifier (minimum +2). A
creature can benefit from this feature from only one paladin
ata time.
IMPROVED SUPERNATURAL RESISTANCE
At level 33 the paladin gains resistance to bludgeoning,
piercing and slashing weapons.
Improve Dreap LORD
At level 40, dread lord changes as follows: The paladin can,
as an action, surround himself or herself with an aura of
gloom that lasts for 1 hou, The aura reduces aay bright light
{na 60 foot radius around the paladin to a dim light.
Whenever an enemy that is frightened by the paladin starts
its turn in the stra, it takes 10d10 paychic damage.
Additionally, the paladin and creatures he or she chooses in
the aura are draped in deeper shadow. Creatures that rely on
sight have disadvantage on attack rolls against creatures
draped in shadow.
While the aura lasts, the paladin can use a bonus action on
his or her turn to cause the shadows in the aura to attack one
creature, The paladin makes a melee spell attack against the
target If the attack hits, the target takes necrotic damage
‘equal to 6d10+twice the paladin's Charisma modifier.
‘After activating the aura, the paladin can't do so again until
he or she finishes along rest.Oarx oF Grory
IMPROVED PEERLESS ATHELETE
Atlevel 22, the effects of peerless althelete are more
permanent. You can add your charisma modifier to atheletics,
and acrobatics rolls. In addition you gain proficiency in
athletics and acrobatics. Ifyou already have proficiency in
these skills you instead double your proficiency bonus for
these skills.
Inproven INSPIRING SMITE
Atlevel 27, inspiring smite now reads as: immediately after
you deal damage to a ereature with your Divine Smite
feature, you ean use your Channel Divinity as a bonus action
and distribute temporary hit points to creatures of your
choice within 30 feet of you, which can include you. The total
number of temporary hit points equals 848 + your level in this
class, divided among the chosen creatures however you like
‘IMPROVED GLORIOUS DEFENSE
‘Atlevel 33, when you perform the additional weapon attack
as part ofthe glorious defense ability, you add your charisma
‘modifier to that weapon attack roll
Iproven Lrvinc LEGEND
Atlevel 40, Living Legend now reads as follows: You can
empower yourself with the legends—whether true or
exaggerated_of your great deeds. As a bonus action, you
gain the following benefits for 1 minute:
+ You are blessed with an otherworldly presence, gaining
‘advantage on all Charisma checks.
* When you make a weapon attack and miss, you can cause
that attack to hit instead
*+ Ifyou fail a saving throw, you can use your reaction to
treat the saving throw as if you rolled a natural 20,
* Whenever you perform a divine smite you maximize the
damage of the smite.
Once you use this feature, you can't use it again until you
finish a long rest, unless you expend a Sth-level spell slot or
higher to use it again.
OaTH OF WATCHERS
‘Improvep WarcHER's WILL
Atlevel 22, watcher's will now reads as follows: You can use
‘your Channel Divinity to invest your presence with the
‘warding power of your faith. As an action, you can choose a
number of creatures you can see within 30 feet of you, up to a
umber equal to your Charisma modifier (minimum of one
‘creature) For I minute, you and the chosen creatures have
“¥10 on Intelligence, Wisdom, and Charisma saving throws,
IMPROVED AURA OF THE SENTINEL
Atlovel 27, aura of the sentinel now gives creatures affected a
bonus to initiative equal to twices your proficiency bonus.
‘IMPROVED VIGILANT REBUKE
At level 33 vigilant rebuke now reads as follows: You've
earned how to chastise anyone who dares wield
beguilements against you and your wards. Whenever you or a
creature you can see within 30 feet of you succeeds on an
Intelligence, a Wisdom, or a Charisma saving throw, you can
use your reaction to deal 648 + your Charisma modifier force
damage to the creature that forced the saving throw.
Improvep MORAL BULWARK
At evel 40, while moral bulwark is acitve your attacks deal
additional radiant damage equal to half your levelTHE RANGER CLASS
Level Proficiency Bonus Features
2st 47
22nd +7
23rd +7
24th +7
25th 48
2éth +8
27th +8
28th +8
29th +9
30th +9
31st +9
32nd 9
33rd +10 Favored Enemy Bonus (+15)
34th Second Sense
35th Favored Enemy Bonus (+20)
Improved Fighting Style
Ranger Archetype
Improved Land Stride
Ability Score Improvement
Favored Enerny Bonus (+5)
Improved Vanish
Ranger Archetype
Ability Score Improvement
Favored Enemy Bonus (+10)
Extra Attack (2)
(40HP)
Ability Score Improvement
36th Ability Score improvement
37th Favored Enemy Bonus (+25)
38th + Ranger Archetype
39th Ability Score improvement
40th Improved Foe Slayer
ImproveD FIGHTING STYLE
At level 21, fighting styles have been improved in the
following ways:
‘Twrrovep ARCHERY
You gain a +5 bonus to attack rolls you make with ranged
‘weapons.
‘ImpROveD BLINDFIGHTING
‘You have blindsight with a range of 30 feet. Within that range,
you can effectively see anything that isn behind total cover,
even if you're blinded or in darkness, Moreover, you can see
an invisible creature within that range, unless the creature
successfully hides from you.
ImproveD DEFENSE
‘While wearing armor, you gain a *4 bonus to AC
IMPROVED DRUIDIC WARRIOR
Spell's Known Ist 2nd 3rd 4th Sth 6th 7th 8th 9th
2 43 321 - :
2
B
B
14
14
wb
1s
16
16
VW
v
18
18
9
9
20
20
21
21
You learn two cantrips of your choice from the druid spell ist
‘They count as ranger spells for you, and Wisdom is your
spelleasting ability for them, Whenever you gain a level in thie
class, you can replace one of these cantrips with another
cantrip from the druid spell list. You can cast these cantrips
with an action or bonus action.
Improvep DUELING
When you are wielding melee weapon in one hand and no
other weapons, you gain a+5 to damage rolls with that
weapon.
ImproveD THROWN WEAPON FIGHTING
You can draw a weapon that has the thrown property as part
of the attack you make with the weapon. In addition, when
you hit witha ranged attack using a thrown weapon, you gain
22 bonus to the damage roll
IMPROVED TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can make two
attacks with your bonus action instead of one and you still
add your modifier to offhand damage rolls.Improvep Lanp's STRIDE
At level 23, You may extend all the benefits of land's stride to
upto 12 creatures within 60 feet of you that you can see.
FavoreD ENEMY Bonus
Atlevels 25, 29, 33, 35, and 37; you get a bonus to damage
favored enemies each time. This bonus is a #5 to damage
rolls and 11 to saving throws at each of these levels
‘You get an additional Favored enemy at levels 29 and 35,
IMPROVED VANISH
Atlevel 26, you may extend the benefits of vanish to up to 12
creatures within 60 feet of you that you can see.
Szconp SensE
At level 34, you gain a second sense about you from your
honed woodland skills. When a creature attacks you, you can,
‘expend a spell slot to subtract 10 from the roll
IMPROVED FOE SLAYER
At evel 40 foe slayer now reads as the following: You add
our wisdom modifier to both atack rolls and damage rolls
from weapons and spells. Against a favored enemy this bonus
is doubled,
SPELLCASTING
For spell levels not in the ranger spel list use the druid’ spell
list with the addition of the ranger specific spells toward the
end of this document,
RANGER ARCHETYPE FEATURES
HUNTER
Iproven Hunter's Prey
Atlevel 22, hunter's prey improves in the following ways
Colossus Slayer. Your tenacity can wear down the most
potent foes, When you hit a creature with a weapon attack,
the creature take and extra 1d8 damage.
Giant Killer. When a large or larger creature within 5 feet
of you hits or misses you with an attack, you can use your
reaction to attack that creature twice immediately aller its
attack provided you can see the creature.
Horde Breaker. Once on each of your turns when you
make a weapon attack, you can make two attacks with the
same weapon against a different creature that is within 5 feet
of the original target and within range of your weapon
Inproven DEFENSIVE TACTICS
Atlevel 27, defensive tactics improves in the following ways:
Escape the Horde. You don't cause opportunity attacks.
Multiattack Defense. When a creature hits you with an
attack, you gain a +8 bonus to AC against all subsequent
attacks made by that creature forthe rest ofthe turn,
‘Steel Will. You have a +10 bonus on saving throws against
being frightened,
ImproveD MULTIATIACK
At level 38, volley and whirlwind attack improve in the
following ways
Improved Volley. You can use your action to make a
ranged attack against any number of creatures within 30 feet
‘ofa point, you can see within your weapon's range. You must
hhave ammunition for each target, as normal, and you make a
separate attack roll for each target.
Improved Whirlwind attack. You can use your action to
make two melee attacks against any number of creatures
“within melee weapon reach of you, with a separate attack roll
for each attack.
BEASTMASTER
IMPROVED EXCEPTIONAL TRAINING
At level 22, you beast companion(s) may take the dash,
disengage, dodge, or help action without you telling itto (you
still command it but don't need to use a bonus action)
‘Through working together so long the beast knows to do this,
on its own,
Improven Brsriat Fury
At level 27, you may get another beast companion alongside
the one you currently have,
‘THREE BODIES ONE MIND
At level 38 all of your beast companions may now act
independently of you (but sill controlled by you.)
GLOOMSTALKER
Improvep DREAD AMBUSHER
At evel 22, now when you take the attack aetion on the first
‘um, you can make 2 additional weapon attacks and they
each add 148 extra damage of that weapons type.
Improven IRON MIND
At evel 27, you have immunity to the charmed condition and
advantage on saves on any enchantment spell
IMPROVED SHADOWY DODGE
At level 38 Whenever a creature makes an attack roll against
you and doesn't have advantage on the roll it has
disadvantage insteadHorizon WALKER
IMPROVED PLANAR WARRIOR
‘At level 22, planar warrior now reads as the following: As a
bonus action, choose one creature you can see within 90 feet,
‘of you. The next time you hit that creature on this turn with a
‘weapon attack, all damage dealt by the attack becomes force
damage, and the creature takes and extra 548 force damage
from the attack.
Inproven DISTANT STRIKE
Atlevel 27, distant strike now reads as the following: When
you take the attack action, you can teleport up to 30 feet
before each attack to an unoccupied space, you can see.
Ifyou attack at least two different creatures with your
attack action, you can make two attacks against a third
creature,
IMPROVED SPECTRAL DEFENSE
At evel 38, spectral defense now read as the following: When
‘you take damage from an attack, you can use your reaction to
give yourself immunity to all ofthat attack’s damage.
MONSTER SLAYER
Iproven Staver's Prey
Atlevel 22, slayer's prey does an additional 346 damage
instead of 1d6 with the first weapon attack each turn.
IMPROVED MAGIC-UsER's NEMESIS.
At level 27, magic-user's nemesis now reads as the following:
When you see a creature casting a spell or teleporting within
60 feet of you, you can use your reaction to try to magically
follt. The creature must succeed on a Wisdom saving throw
against your spell save DC, or its spel epic spell or teleport
fails and is wasted
You can use this feature 3 times. All uses replenish on a
short or long rest.
‘IMPROVED SLAYER'S COUNTER
Atlevel 38, slayer's counter reads as the following:
You gain the ability to counterattack when your prey tries to
sabotage you. Ifthe target of your slayer’ prey forces you to
make a saving throw, you can use your reaction to make (wo
‘weapon attacks against the quarry. You make this attack
immediately before making the saving throw: Ieither attack
hits, your save automatically succeeds, in addition to the
attack's normal effects,
Fry WANDERER
Improve DREADFUL STRIKES
Atlevel 22, dreadful strikes bonus damage increases to 148.
and at level 31 this increases to a d10,
IMPROVED OTHER WORLDLY GLAMOUR
Atlevel 22, you double the proficiency bonus in a skill of your
choice of Deception, Performance, or Persuasion.
IMPROVED BEGUILING TWIST
‘Atlevel 27, you automatically succeed on saving throws that
‘would bestow the charmed or frightened condition to you.
Improvep Misty WANDERER
At level 38, your ability to use misty step for misty wanderer
ccan be tsed at will without a limit tothe number of times per
day
SWARMKEEPER
Improve MIGHTY SWARM
Atevel 22, the damage of gathered swarm increases to 248,
Ifthe target is concentrating on a spell they make their
concentration saving throw at disadvantage.
Improve WeiTHinc Tipe
At level 27, writhing tide loses its time limit. So you always:
have a 10 foot fly and hover speed.
IMPROVED SWARMING DISPERSAL
At level 38 swarming dispersal can now be used an unlimited
‘number of times. Additionally it can teleport you up to 60 feet,
aay.
DRAKE WARDEN
Harpy Drake
Atlevel 22 the hit points of your drake companion increase
by 50 hit points. At level 30 your drake companions hit points
increases by an additional 50 hit points.
IMPROVED DRAKE'S BREATH
At level 27, the damage of drake's breath increases to 1248,
IMPROVED PERFECTED BOND
At level 38 the features of perfected bond improved in the
following ways:
IMPROVED EMPOWERED BITE
‘The drake's bite attack deal an extra 2d6 damage of the type
chosen for its draconic essence(for a total of 4d6 extra
damage).
HUGE DRAKE
‘The drake grows to huge size.
IMPROVED REFLEXIVE RESISTANCE
‘The feature of reflexive resistance is no longer limited to a
‘number of times equal to your proficiency bonus per long
rest. This means that you can use it every round,THE ROGUE
Level Proficiency Bonus
2st 47
22nd 7
23rd +7
24th +7
25th 48
26th +8
27th +8
28th +8
29th +9
30th +9
31st +9
32nd +9
33rd +10
Features
(+40 HP)
Improved Expertise
Roguish Archetype
Roguish Archetype
Ability Score Improvernent
Improved Uncanny Dodge
Ability Score Improvement
Improved Sneak Attack (546)
Improved Expertise
Improved Uncanny Dodge
Improved Cunning Action
Ability Score Improvement
Improved Blind Sense
34th Powerful Sneak attack
35th Improved Sneak Attack (58)
36th Ability Score Improvement
37th Improved Uncanny Dodge
38th * Roguish Archetype
39th Ability Score Improvernent
40th Epic Talent
ImproveD EXPERTISE
Atlevel 21, you can add your proficiency bonus again on top
of expertise and have it stack. You pick two skills or thieves
tools that you have expertise in to get this benefit. At level 26
you choose two expertise skills again.
Improvep UNCANNY DoDGE
‘Atlevel 23, uncanny dodge no longer requires a reaction but
is limited to 30 times per long rest. At leve! 29, and level 37
you can use uncanny dodge 30 more times per rest. So 30 at
level 23,60 at level 29, and 90 at level 37
IMPROVED SNEAK ATTACK
Atlevel 25 you add 5d6 to your sneak attack damage. At level
35, you add Sd8 to your sneak attack damage (This is shown
in one the rogue table)
Improved CUNNING ACTION
At evel 30, you can take the dash, disengage, or hide action
for free but only once a turn and only once for either of these
three. This actually doesnt overwrite the previous cunning
action. So, for example, you can dash for free, then dash with
‘cunning action, and then dash with your action on your turn.
IMPROVED BLIND SENSE
At level 33 if you are able to heas, you are aware of the
location of any hidden or invisible creatures within 30 feet of
you.
POWERFUL SNEAK ATTACK
At level 34, our sneak attack improves, Now you use d8s
instead of dés,
Epic TALENT
At level 40, Whenever you make an ability check that lets you
‘add your proficiency bonus, you treat 420 rolls as 19s uniess
you roll i tobe a 20. Furthermore you add your Intelligence
‘modifier (minimum 3) to all skill and tool checks.RoGuUISH ARCHETYPE FEATURES
THIEF
ARCANE TRICKSTER
IMPROVED SUPREME SNEAK
Starting at level 22, supreme sneak now reads as follows: You
have advantage on Dexterity Stealth) checks.
ImpRoveD UsE MAGIC DEVICE
Starting at level 27, you know how to use items to get the
‘most out of them. Any item that is consumable or has
charges, has double the number of uses it does for others. If
‘you later give this item to others, its uses get divided by two
and rounded down,
Iproven Turer's REFLEXES
Starting at level 38 thiet’s reflexes now reads as follows: You
can take 3 turns during the first round of any combat. You
take your first turn at your normal initiative, your second turn
at initiative minus 5, and your third turn at initiative minus 10,
You can't use this feature when you are surprised
ASSASSIN
POISONER
Starting at level 22, when you use poison whether to cost a
‘weapon or to poison someone's food the damage done is
double and if relevant the time it takes to ake effect maybe
doubled or halved(your choice)
IMPROVED POISONER
Starting at level 27, you have additional effects to poisoner as,
follows: Against your poison, creatures are more susceptible
If they would have immunity then are resistant when it comes
to the damage of your poison, Ithey have resistance they
take damage from your poison as normal if they take damage
as normal from poison they are vulnerable to your poison,
and if they are normally vulnerable to poison, they take 3
times the poison damage from your poison. Again this is only
ifitis on your weapon and you use it or ifyou poison
something yourself
‘Iwproven DEATH STRIKE
Starting at level 38 death strike now reads as follows: When
you attackand hit creature that is surprised, it must make a
Constitution saving throw (DC 8+ your dexterity modifier +
your proficiency bonus) On a failed save, tiple the damage of
your attack against the creature.
Macicat AMBUSH
‘Starting at level 22, magical ambush now reads: you are
hidden from a creature when you cast a spell on it, the
creature has a -10 on any saving throw it makes against the
spell
‘Mace HAND EXPERT
Starting at level 27, mage hand can now carry up to 150
pounds and always seems to be active around the character.
Tt-can equip a weapon or shield. It can be controlled without
second thought. You can cast mage hand to get a second
hhand, butt doesn't have these qualities and instead acts like
itwould at lower levels of arcane trickster. Furthermore, you
can now as a bonus action do one weapon attack with it, and
it deals 5d6 sneak attack damage. Ifyou have a shield
equipped, you get the defensive bonuses ofthat shield.
IMPROVED SPELL THIEF
‘Starting at level 38 spell thief now works on epic spells and
fon spel levels that you do not have. Also, it now replenishes
at a short or long rest.
ARCANE TRICKSTER
sent Cantrips Spells
{Bict GioneE Sun 1st 2rd are ath Sth 6th 7th
21st Bo43537
22nd “4
23rd 4
24th 14
25th 15
26th 15
27th 1s
28th 16
29th 16
30th 16
31th v7
32th V7
33th 7
34th 18
35th 18
36th 18
37th 19
38th 19
39th 19
40th 20