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D&D 5E Epic Level Characters

Rules for epic level characters in D&D 5E

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0% found this document useful (0 votes)
182 views85 pages

D&D 5E Epic Level Characters

Rules for epic level characters in D&D 5E

Uploaded by

david
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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GUILD 4 EPIC LEVEL CHARACTERS LEVEL 21-40 A COLLECTION OF OPTIONS FOR EXTREME LATE LEVEL PLAY Epic 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 n Savin 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 CONTENTS ARTIFICER 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 Shapchange ARTIFICER 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 your ARTIFICER 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 Yes THE 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 8 BARBARIAN 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 speed Trickery 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 level Circte 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 die Expeitcu 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 exhaustion Pristine 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 rest Oarx 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 level THE 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 instead Horizon 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

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