Epic Levels

When characters reach level 20, they are filled with awesome power, allowing them to accomplish mighty feats, from vanquishing the great Tarrasque, to ruling nations, or banishing the evil Dragon-Queen Tiamat. Though they do have great power, this is not the end of their growth as heroes. They can become something even more terrifyingly strong, awfully resilient, and masters of the very world.

When a character gets to level 20, and would like to progress onward, beyond 21st level, they reach a barrier. It is very difficult for a character to reach 20th level, but is seemingly impossible for most characters to get to level 21 and beyond. Doing so requires a great display of power, a challenging sign of their true devotion, or another such example of their being true masters of their art. What this restriction is, varies from table to table, but it normally depends on the class and subclass the character has, and any goals they may have as well.

For example, say an Artificer that focuses around creating weapons would like to get to level 21. They have the Experience Points to do so, but need to complete this grand sign of their being true masters of artifice. For this Artificer, they could have to create a faster technique to create magic weapons, or they could invent a new type of magic weapon (like a magic cannon) that is easy to reproduce and mass produce, or they assemble together a Gargantuan construct fitted with the best weaponry and arcane tools together. No matter which one of these options, or any others, are decided upon by the DM to be the pre-requisite to unlock epic levels, it should change the world or the character in a significant way.

A Monk could have to become one with themselves in order to gain 21st level, possibly by meditating for a year in one of the fiercest battlefields in the multiverse, quite possibly in the Blood War. A Paladin could be required to take upon an even stricter oath, or go on a crusade for their deity. A Warlock could have to renew/create a new pact with their patron, and agree to a new favor they owe them. A Chronurgist Wizard might have to leave behind their previous timeline with the Wish spell and have to gain heightened power over time manipulation in order to gain access to epic levels.

In order to become epic, you must prove that you can be epic.

Leveling Up

Gaining access to Epic Levels requires accomplishing some goal decided by the DM, possibly with the cooperation of the players as well. Though this is a difficult part of leveling up to Epic Levels, it often isn't all that is needed. If your DM uses the Milestone leveling system, the same moment where you gain access to Epic Levels could also be when you level up to 21st level, but for a campaign using the Experience Points leveling system, you have to meet the following experience points required for the following levels in order to level up.

If you have 410,000 XP, but haven't completed the required goalpost, you do not get to level up to 21st level until you accomplish that goal. If you've completed the goalpost, but do not have 410,000 XP, you cannot level up to 21st level until you get that much Experience Points.

The table below shows how much Experience Points you need to get to levels 21-30:

Experience for Epic Leveling
Level Experience Required
21st 410,000
22nd 475,000
23rd 555,000
24th 645,000
25th 750,000
26th 865,000
27th 1,000,000
28th 1,150,000
29th 1,300,000
30th 1,550,000

Artificer Epic Levels

Artificer Epic Levels
Level Proficiency Bonus Features Infusions Known Infused Items Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th
21st +7 Artificer Specialist feature, Improved Magical Tinkering 14 7 5 4 3 3 3 2 1
22nd +7 Expert of Infusing 14 7 5 4 3 3 3 2 1
23rd +7 Magic Item Pundit 14 7 5 4 3 3 3 3 2
24th +7 Ability Score Improvement 16 8 5 4 3 3 3 3 2
25th +8 Artificer Specialist feature 16 8 5 4 3 3 3 3 2 1
26th +8 Magic Item Prodigy 16 8 6 4 3 3 3 3 2 1
27th +8 Improved Spell Storing Item 18 9 6 4 3 3 3 3 2 2
28th +8 Ability Score Improvement, Magic Item Paragon 18 9 6 4 3 3 3 3 2 2
29th +9 Artificer Specialist feature 18 9 6 4 4 3 3 3 3 2 1
30th +9 Master of the Art 20 10 6 4 4 3 3 3 3 2 1

Improved Magical Tinkering

At 21st level, your ability to imbue sparks of magic into mundane items increases. An item you use your Magical Tinkering feature on may be small instead of tiny, and each item you imbue this way gains additional or increased benefits:

  • If the item's feature has a range, the range is doubled.
  • If the item's feature has a time limit, it now becomes one minute.
  • If the feature has a trigger, you may change this trigger to one of your specification, or you may add another trigger to the feature.
  • The object may have multiple of these features on it at once.

Additionally, you may have an amount of items changed this way up to your amount of levels in the Artificer class.

Expert of Infusing

When you gain this feature at level 22, your ability to infuse magic into normal items becomes more accessible. When you take a long rest, you may replace one infusion known with an infusion you do not have known.

Additionally, when you take a short rest you may infuse items, instead of only on a long rest.

Magic Item Pundit

At level 23, your skill of crafting magic items increases greatly, causing your mastery to increase for creating arcane items. You gain the following benefits:

  • You may attune to up to seven magic items at once.
  • When crafting magic items with a rarity of rare or very rare, it takes you a quarter of the time and half the usual amount of gold to make such items.

    Magic Item Prodigy

    At 26th level, when you gain this feature, your bond with magic items becomes stronger than ever, allowing the following:
  • You may attune to up to eight magic items at once.
  • When you attune to a magic item that replaces a body part, such as a Prosthetic Limb or Ventilating Lungs, they do not count against your maximum amount of attuned items. They also do not count as attuned items for the purposes of your Soul of Artificer ability, or any other feature that makes use of getting rid of attunement.

    Improved Spell Storing Item

    At level 27, your Spell Storing Item regains its uses at the end of each of your short rests. Additionally, you gain the ability to create a second, greater Spell Storing Item at the end of each of your long rests. If functions as your normal Spell Storing Item, but instead can store spells of up to 4th level inside, and it only regains its uses at the end of a long rest.

    Magic Item Paragon

    When you get this feature at level 28, you get the following benefits:
  • You may attune to up to nine magic items at once.
  • When crafting magic items with a rarity of legendary, it takes you half the normal amount of time and gold to make it.

    Master of the Art

    At 30th level, you are bonded with the items you're attuned to even greater than before. Now it is linked even greater to your life force, and you gain the following benefits:
  • You may attune to up to ten magic items at once.
  • You may end your attunement with a magic item as an action to regain a spell slot of 4th level or lower. You may use this feature an amount of times per long rest equal to your Intelligence modifier (minimum of once).
  • When you die, you may end your connection with an attuned magic item to come back to life with one hit point. Once you use this feature, you cannot attune to that magic item until you finish a long rest.

Additionally, you gain the ability to craft artifacts. In order to do so, you must use a legendary item that you have crafted, and spend 500 workweeks and 1,000,000 gold pieces worth of components to craft it. The DM decides if there are any other material, ritual, or magical components needed to craft an artifact, varrying from item to item.

When you finish the process, the legendary item becomes an artifact. It gains random beneficial and detrimental features determined by the DM. The item retains its original properties, and gains additional properties determined with the player's collaborating with the DM. Additionally, artifacts are nearly indestructible, and there is typically only one way to destroy it, which the player chooses upon the item's creation.

Artificer Spell List (6th-8th Level)

Here's the list of spells you consult when you prepare an artificer spell of 6th-8th level. The list is organized by spell level, not artificer level. If the spell can be cast as a ritual, the ritual tag appears at the end of the spell's name.

6th Level
  • blade barrier
  • contingency
  • create homunculus
  • flesh to stone
  • guards and wards
  • mental prison
  • programmed illusion
  • true seeing
  • wall of ice
7th Level
  • mordenkainen's sword
  • plane shift
  • simulacrum
  • symbol
  • teleport
8th Level
  • antimagic field
  • earthquake
  • maddening darkness
  • mind blank

Epic Level Artificer Specialists

Artificers pursue many discipines. Here are the expanded specialist options you gain expanded features for at 21st level and beyond.

Alchemist

An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and leach it away. Alchemy is the oldest of the artificer traditions, and its versatility has long been valued during times of war and peace.

At epic levels, Alchemists gain greater power over their potions and mixtures, expanding the scope of abilities they can do with their alchemical practices.

Alchemist Spells Expanded

Starting at 21st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Alchemist Spells
Artificer Level Spell
21st create homunculus, flesh to stone
25th regenerate, resurrection
29th abi-dalzim's horrid wilting, clone

Apothecary's Concoction

At level 21, when you create an Experimental Elixir for free at the end of a long rest, these elixirs are amplified, now twice as effective. The Enhanced Elixir table below shows the changes:

Enhanced Elixir
d6 Effect
1 Healing. The drinker regains a number of hit points equal to 4d4 + your Intelligence modifier.
2 Swiftness. The drinker's walking speed increases by 20 feet for 2 hours.
3 Resilience. The drinker gains a +2 bonus to AC for 20 minutes.
4 Boldness. The drinker can roll 2d4 and add that number rolled to every attack roll and saving throw they make for the next two minutes.
5 Flight. The drinker gains a flying speed of 20 feet for 20 minutes.
6 Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines what two transformations are caused by this spell, the effects of which last 20 minutes.

Additionally, you gain additionally free elixirs expanded upon the amount given in the Experimental Elixir feature. At the end of each long rest, at level 21 you get four elixirs, and five elixirs at level 27.

Hazardous Brew

When you gain this feature at level 25, you may use an action to alter the ingredients and composition of one of your Experimental Elixirs that you gain at the end of a long rest for free. When you alter an Experimental Elixir this way, it gets new features determined at random when used, the effects shown in the Hazardous Brew table below. You may slip the Hazardous Brew into a creature's drink or food to expose them to the effects of the mixture, or you may use a bonus action to throw the brew 60 feet at a creature, causing the potion to break on impact, causing the target to make a Constitution saving throw against your spell save DC or be subjected to the effects of the brew. A creature that is affected by one of these brews does not gain temporary hit points due to your Restorative Reagents feature, but instead takes necrotic damage equal to 2d6 + your Intelligence modifier, or half as much on a successful saving throw.

Haxardous Brew
d6 Effect
1 Harming. The creature affected by this brew takes an amount of necrotic damage equal to 4d4 + twice your Intelligence modifier, or half as much on a success.
2 Slothfulness. The creature affected by this brew has its speeds reduced by 20 feet for 2 hours.
3 Weakness. The creature affected by this brew has its AC reduced by 2 for 20 minutes.
4 Atrophy. The creature affected by this brew rolls 2d4 and subtracts the total from every attack roll and saving throw made in the next 2 minutes.
5 Stuck. THe creature affected by this brew is restrained for 20 minutes.
6 Transformation. The creature affected by this brew is subjected to the polymorph spell, transformed into the creature of your choice for 20 minutes.

Arcane Chemist

At 29th level, your mastery of alchemical solvents and eldritch mixtures is enhanced when you use your alchemist's supplies, allowing you to conserve magical energy as well. When you gain this feature, you gain the following benefits:

  • When you roll for temporary hit points gained by drinking an Experimental Elixir, or damage dealt by your Hazardous Brew, you gain a bonus to the rolls equal to your Intelligence modifier (minimum of one damage).
  • If you kill a creature when casting a spell using a spell slot of 2nd level or higher, as an action during the next minute, you may use your alchemist's supplies to create one Enhanced Elixer or Hazardous Brew of your choice. You may use this feature an amount of times per long rest equal to half your Intelligence modifier (minimum of once). You must gather some bodily fluid or part of their body to create this concoction.
  • You gain immunity to acid and poison damage, immunity to the petrified and frightened conditions, and cannot be diseased.

Artillerist

An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on the battlefield. This destructive power was valued by all the armies of the wars of the settings in D&D.

At epic levels, Artillerists master the art of blasting with spells and inventions. Using Arcane Firearms and Eldritch Cannons, they can focus bursts of magical energy to slay enemies of the strongest kind.

Artillerist Spells
Artificer Level Cookie Type
21st chain lightning, otiluke's freezing sphere
25th delayed blast fireball, prismatic spray
29th incendiary cloud, control weather

Eldritch Artillery

At level 21, your ability to create eldritch cannons enhances, allowing for quicker creation of stronger cannons. When you gain this feature, you gain the following benefits:

  • When creating an eldritch cannon, you can create and activate it in the same bonus action. If you choose to, you can create and activate two eldritch cannons in the same bonus action.
  • When you roll for damage or temporary hit points for an Eldritch Cannon, you add 1d8 to the roll.

Destructive Crafting

When you gain this feature at 25th level, your spells and contraptions increase in damage. When you cast a spell through your Arcane Firearm that deals damage or when your Eldritch Cannons deal damage, you may add your Intelligence modifier to a damage roll (minimum of one damage).

Strength in Numbers

You become a true prodigy of creating and reaping benefits from eldritch cannons. At level 29, you gain the following benefits:

  • You can have up to three eldritch cannons at once. You may create them in the same action or bonus action, and activate them in the same bonus action.
  • You have advantage on saving throws while at least two eldritch cannons are within 10 feet of you.
  • When a cannon is reduced to 0 hit points, you may use your reaction to detonate it.

Battle Smith

Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.

At epic levels, Battle Smiths and their metallic companions gain heightened prowess in combat, both arcane and physical.

Battle Smith Spells
Artificer Level Spell
21st blade barrier, tenser's transformation
25th forcecage, mordenkainen's sword
29th antimagic field, mighty fortress

Resilient Defender

When you gain this feature at 21st level, your Steel Defender becomes more tough, gaining the following benefits:

  • Your steel defender gains an additional +3 to Armor Class.
  • Provided there are no friendly creatures within 5 feet of your Steel Defender, it may use the Deflect Attack reaction when a creature attacks it.
  • The Steel Defender's Force-Empowered Rend and Repair rolls are increased by 1d8.

Eldritch Bulwark

At 25th level, you become better at both protecting and harming others with arcane items and attacks. You gain the following features:

  • The extra damage and healing from your Arcane Jolt and both increase to 6d6.
  • When your Arcane Jolt is used, you may heal and deal the extra damage at the same time, using the same use of the ability. When you trigger Arcane Jolt, the extra damage automatically is dealt, and the healing is done as well at the same time.
  • When you take the Attack action on your turn, you may attack three times, instead of twice, in the same action.
  • When you use all your uses of Arcane Jolt, you may use a bonus action to regain one use by expending a spell slot of 3rd level or higher.

Battle Mastermind

Your combat training and magical battle tactics combined with the power of your Steel Defender gives you more expertise in combat. At level 29, you gain the following benefits:

  • Your Steel Defender no longer requires your commands in battle. The defender gains an Intelligence score of 10 (+0) and can use its actions in combat and move without requiring your bonus action.
  • Your Steel Defender may speak, read, and write every language you can.
  • If your Steel Defender dies within 60 feet of you, you may use your reaction to expend a spell slot of 2nd level or higher to cause it to come back to life with all of its hit points restored.
  • When you get a critical hit against a creature with a magic weapon, you may deal extra damage equal to your Intelligence modifier (minimum of one damage).

Barbarian Epic Levels

Barbarian Epic Levels
Level Proficiency Bonus Features Rages Rage Damage
21st +7 Epic Rage, Improved Unarmored Defense Unlimited +5
22nd +7 Improved Reckless Attack, Honed Senses Unlimited +5
23rd +7 Brutal Critical (4 dice), Path feature Unlimited +5
24th +7 Ability Score Improvement Unlimited +5
25th +8 Extra Attack (2), Fleet of Foot Unlimited +5
26th +8 Savage Rage, Path feature Unlimited +6
27th +8 Primal Awareness, Brutal Critical (5 dice) Unlimited +6
28th +8 Ability Score Improvement, Impossible Strength Unlimited +6
29th +9 Enduring Rage, Path feature Unlimited +6
30th +9 Wild Warrior Unlimited +6

Epic Rage

Starting at level 21, your wild, primal ferocity allows you to take greater advantage of your rage. When you are raging, you gain the following benefits:

  • Your melee weapon attacks made using Strength deal an extra damage dice of the weapon's type.
  • You score a critical hit on a roll of 19 or 20 for your melee weapon attacks that use Strength.
  • You may add the bonus shown on the Rage Damage section of the class table to all strength checks and saving throws.

Additionally, your rage does not end if you fall unconscious.

Improved Unarmored Defense

At 21st level, while you are wearing light or medium armor, or are wearing no armor, you gain a bonus to your Armor Class equal to your Strength score (minimum of +1). You may be wielding a shield and benefit from this feature.

Improved Reckless Attack

At level 22, when you use your Reckless Attack feature, only the first attack roll made against you after using this feature is made at advantage.

Honed Senses

At level 22, your feral senses allow you to detect threats you normally could not. While you are not blinded or deafened, you know the position of any invisible or hidden creatures within 60 feet of you, and your attack rolls against such a creature is not made at disadvantage.

Improved Brutal Critical

When you gain this feature at level 23, and once again at level 27, you roll an additional damage die when determining the extra damage for a critical hit with a melee attack.

Extra Attack (2)

Starting at 25th level, when you take the Attack action on your turn, you may attack three times instead of twice, as part of the same action.

Fleet of Foot

At level 25, your speed on foot increases. When you gain this feature, your movement speed increases by 20 feet.

Additionally, no creature may make opportunity attacks against you as long as your movement is used to move directly towards a hostile creature.

Savage Rage

When you gain this feature at 26th level, your fierce, violent, unstoppable anger fuels your attacks greatly. The first time you hit with an attack on your turn, and the attack was made at advantage, the attack becomes a critical hit.

Primal Awareness

At 27th level, your heightened senses empower better tracking and searching. When you make a Wisdom (Perception or Survival) check, if the total is less than your Wisdom score, you can use the score in place of the total.

Impossible Strength

Starting at level 28, whenever you make a Strength check, use your Strength score in place of rolling, adding any appropriate bonuses to the check.

Enduring Rage

When you gain this feature at 29th level, while raging, if you start your turn at 0 hit points, you may regain one hit point. Your rage then ends.

Wild Warrior

At level 30, you are a primal master of the wilds, savage champion of the wilderness, and perfect embodiment of nature's wrath and pure strength. When you gain this feature. your Strength and Constitution scores increase by 9, and your maximum for those scores is now 38.

Epic Primal Paths

Path of the Berserker

Deranged

At 23rd level, your passionate bursts of mindless destruction and crushing of your foes increases, giving you the following:

  • When you use your Frenzy feature to make an attack as a bonus action allows for swifter, rasher attacks. When you use your bonus action to make a melee weapon attack, you may make an additional attack against the same target as your first attack in the bonus action. If the target was a creature, and died from your first attack during this bonus action, you must attack the same creature.
  • When you take damage from a creature within 5 feet of you, you may use your reaction to make two melee weapon attacks against that creature with advantage.
  • While raging, you have advantage on Charisma (Intimidation) checks.

Chaotic Nature

Your ferocious rage and reckless strategems in battle allow for greater power, while also taking away a bit of self control. When you take the Attack action on your turn, you may make a melee weapon attack against each creature within range of your attack. You do not choose which creatures you attack, but instead automatically make an attack roll against each creature that would be a valid target.

Brutish Rage

Fighter Epic Levels

Fighter Epic Levels
Level Proficiency Bonus Features
21st +7 Improved Fighting Style, Improved Second Wind
22nd +7 Improved Actoin Surge (three uses)
23rd +7 Indomitable (four uses), Martial Archetype feature
24th +7 Ability Score Improvement
25th +8 Extra Attack (4), Martial Archetype feature
26th +8 Ability Score Improvement
27th +8 Improved Action Surge (four uses), Indomitable (five uses)
28th +8 Ability Score Improvement
29th +9 Martial Archetype feature
30th +9 Extra Attack (5)

Improved Fighting Style

At 21st level, the Fighting Styles you have increase in effectiveness. Based on the Fighting Style you chose at level 2 in the Fighter class, you gain a benefit listed below, which supercedes your original feature:

Improved Fighting Style

At 22nd level, your tactics in battle increase in effectiveness. When you gain this feature, you gain one of the following abilities based on what Fighting Style they gained from the Paladin class at level 2. This feature replaces the one they chose at that level:

Archery

You gain a +4 bonus to attack rolls you make with ranged weapons.

Defense

While wearing armor, you gain a +2 bonus to Armor Class.

Dueling

While wielding a melee weapon in one hand and no other weapons, you gain a +4 bonus to damage rolls with that weapon.

Great Weapon Master

When you roll a one or two on damage dice with a melee weapon you are holding with the two-handed or versatile feature, you may reroll it once and must use the new roll if it is a 2 or higher. If you roll a 1 with this weapon, you may reroll until you get a 2 or higher.

Protection

When a creature within 5 feet of you is attacked while you are wielding a shield, you may use a reaction to cause the attack to miss automatically, no matter of the result of the roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, the bonus attack you gain from this style of fighting no longer takes a bonus action to make, and you may make an attack this way as part of each Attack action you make on your turn.

Improved Action Surge

When you gain this feature at level 22, when you use your Action Surge feature, you gain an additional bonus action. At the same level that you gain this feature, you gain an additional use of this feature.

Additionally, at level 27, you gain an additional action when you take the Action Surge feature, and gain an additional use of this feature.

Epic Indomitable

At level 23, when you use your Indomitable feature, you automatically can choose to succeed on the saving throw. At this level, you gain one additional use of this ability, and another at 27th level.

Extra Attack

Starting at 25th level, when you take the Attack action on your turn, as part of the same action, you may make five attacks.

At level 30, when you take the Attack action on your turn, you instead may attack six times in the same action.

Epic Martial Archetypes

Champion

Champion of Combat

Starting at level 23, you become even better in combat, gaining the following:

  • You gain an additional option from the Fighting Style class feature.
  • Your weapon attacks score a critical hit on a roll of 17-20

Athletic Survivor

At level 25, your physical superiority and raw health allows you to take advantage where your skills of survival would benefit you. At this level, you gain the following:

  • When you take a long rest, you regain all of your Hit Dice.
  • When you make a Strength, Dexterity, or Constitution check in which you don't add your proficiency bonus, you may add your proficiency bonus to the check.

Fighting Brute

Starting at 29th level, your brutish and fierce manner of fighting allows you to become a bulwark of physical prowess. You gain the following benefits:

  • Your weapon attacks score a critical hit on a roll or 16-20.
  • At the start of each of your turns, you regain hit points equal to 5 + your Constituation modifier, or 15 + your Constitution modifier if you start your turn with no more than half your hit point maximum. You don't regain hit points this way if you start your turn with 0 hit points.
  • When you hit a creature with a weapon attack on your turn, you deal an extra damage dice of the weapon's type.

Battle Master

Maneuvering Attack

The power of your maneuvers and potence of them increase again at level 23. When you gain this feature, the following are available to you:

  • You learn two additional maneuvers at this level, and an additional two each at levels 25 and 29.
  • The size of your Superiority Dice becomes 2d8.
  • You gain one more superiority dice at this level, and another at level 29.

Superior Combatant

At level 25, your mastery of battle

Paladin Epic Levels

Paladin Epic Levels
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 6th 7th 8th
21st +7 Improved Lay on Hands, Aura of Detection 4 3 3 3 2 1
22nd +7 Improved Fighting Style, Greater Divine Smite 4 3 3 3 2 1
23rd +7 Sacred Oath feature, Improved Divine Health, Channel Divinity (2) 4 3 3 3 3 2
24th +7 Ability Score Improvement 4 3 3 3 3 2
25th +8 Extra Attack (2) 4 3 3 3 3 2 1
26th +8 Improved Aura of Protection 4 3 3 3 3 2 1
27th +8 Sacred Oath feature 4 3 3 3 3 2 2
28th +8 Aura Improvements, Ability Score Improvement 4 3 3 3 3 2 2
29th +9 Aura of Cleansing 4 4 3 3 3 3 2 1
30th +9 Glorious Champion, Sacred Oath feature 4 4 3 3 3 3 2 1

Improved Lay on Hands

Starting at level 21, when you heal a creature 5 hit points or more with your Lay on Hands feature, they are automatically cured of one disease or poison effecting them. If you want to cure more than one of these ailments at once, you may cure one for every 5 hit points you restore to them.

Aura of Detection

At level 21, after you use your Divine Sense feature, for the next 10 minutes you are aware of the prescence of any celestial, fiend, or undead within 30 feet of them.

At level 28, this radius increases to 60 feet.

Improved Fighting Style

At 22nd level, your tactics in battle increase in effectiveness. When you gain this feature, you gain one of the following abilities based on what Fighting Style they gained from the Paladin class at level 2. This feature replaces the one they chose at that level:

Defense

While wearing armor, you gain a +2 bonus to Armor Class.

Dueling

While wielding a melee weapon in one hand and no other weapons, you gain a +4 bonus to damage rolls with that weapon.

Great Weapon Master

When you roll a one or two on damage dice with a melee weapon you are holding with the two-handed or versatile feature, you may reroll it once and must use the new roll if it is a 2 or higher. If you roll a 1 with this weapon, you may reroll until you get a 2 or higher.

Protection

When a creature within 5 feet of you is attacked while you are wielding a shield, you may use a reaction to cause the attack to miss automatically, no matter of the result of the roll.

Greater Divine Health

Starting at level 23, your magical health granted by your devotion to your oath grants you greater physical fitness. When you gain this feature, you stop aging and cannot be aged in any way.

Additionally, you gain immunity to poison damage, and cannot be poisoned.

Channel Divinity (2)

When you gain this feature at level 23, you gain an additional use of your Channel Divinity feature, regaining both uses on a short rest.

Extra Attack (2)

When you gain this feature at 25th level, when you take the Attack action on your turn, you may attack three times, instead of only twice.

Improved Aura of Protection

At 26th level, your ability to aid allies with your holy power increases, becoming more useful. When you gain this feature, as long as you are not incapacitated, you and all allies within 30 feet gain a bonus to Armor Class equal to your Charisma modifier (minimum of +1).

At level 28, this radius increases to 60 feet.

Aura Improvements

At level 28, all auras granted to you by the Paladin class increase in radius to 60 feet.

Aura of Cleansing

When you gain this feature at level 29, your ability to rid others of spells effecting them increases epicly. As an action, you learn all spells effecting every creature within 60 feet of you. In addition, you may end any amount of spells effecting any creature in this radius. You choose the spells that end, and the creature you end the spell on can do nothing to stop this feature. Once you use this feature, you cannot use it again until you finish a long rest.

Glorious Champion

Through your many years of service to your deity and your dutiful upholding of your oath has transformed you, giving you the following benefits at level 30:

  • Your creature type changes based on your alignment. If you are of a good alignment, you become a celestial. If you are of an evil alignment, you become a fiend. If you have no alignment or are neutral, you may choose which transformation you take.
  • You gain resistance to radiant and necrotic damage, and you cannot be blinded.
  • You have advantage on all Wisdom (Insight) checks made to see if someone is telling the truth.

Paladin Spell List (6th-8th Level)

6th Level
  • Conjure Celestial
  • Heal
  • Heroes' Feast
  • Mass Suggestion
  • Planar Ally
  • Sunbeam
  • True Seeing
  • 7th Level
  • Conjure Celestia
  • Crown of Stars
  • Divine Word
  • Mordenkainen's Sword
  • Resurrection
  • Power Word Pain
  • Temple of the Gods
8th Level
  • Antimagic Field
  • Control Weather
  • Earthquake
  • Holy Aura
  • Mind Blank
  • Power Word Stun
  • Sunburst

Epic Sacred Oaths

A paladin's power comes from upholding an oath, no matter to who or what they swear it to. The magic created by swearing such an oath increases greatly when you gain epic levels, giving you higher level spells, and other abilities fueled by your sacred oath.

Oath of Devotion

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

A paladin of epic levels that has sworn an oath of devotion is a paragon of lawfulness and goodness. They often go on "crusades of good," travelling distant lands, spreading good deeds, performing miraculous resurrections and healings, and crushing evil when it comes in their path.

Oath of Devotion Spells
Paladin Level Spells
21st heal, heroes' feast
25th fire storm, regenerate
29th antimagic field, holy aura

Aura of Holiness

Starting at level 23, you and each friendly creature of your choice within 30 feet of you gains a bonus to one damage roll on their turn equal to your Charimsa modifier (minimum of one).

At 28th level, this range increases to 60 feet.

Rite of Life

Paladins of the oath of devotion swear to uphold tenets of duty, compassion, and honor. In addition to this, they gain greater power over life. When you gain this feature at level 27, you gain the following benefits:

  • While touching the corpse of a deceased creature, you may restore it back to life as a ritual. This ritual takes 10 minutes, and at the end of those 10 minutes, the creature comes back to life with 0 hit points, but it is stable. This feature can be used on any creature, you just need part of their body, and they are restored back to life regrowing any missing body parts. It is restored back to life no matter of how long it has been dead. After you use this feature, you cannot use it again until you take a long rest. A creature restored to life by this feature cannot benefit from this rite again.
  • When you have your Sacred Weapon Channel Divinity on a weapon you are holding, your attacks with that weapon deal an extra radiant damage equal to your Charisma modifier (minimum of one damage).
  • When you cast a spell that restores a creature to life, you do not need to provide the material components.

Sanctified Idol

At 30th level, you achieve the highest power you can reach as a champion of your oath. You are a paragon of honor, duty, honesty, courage, and compassion. Divine power emanates you nearly all the time. Fiends and undead abhor you, either rushing to destroy you and perish in combat, or fleeing to save their pitiful existence. When you gain this feature, you gain the following:

  • When you use your Holy Nimbus ability and duration runs out, you may extend the duration of the ability for as long as you concentrate on it.
  • Fiends and Undead have disadvantage on saving throws against your spells and Channel Divinity features.
  • A creature hit by a melee weapon attack you make on your turn must make a Wisdom saving throw against your spell save DC or be stunned until the end of their next turn.

Oath of the Ancients

The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.

A paladin that swears an oath of the ancients and achieves epic levels becomes the embodiment of protecting the light of the world, and shining their own light upon others, spreading it as far as they can to as many as possible.

Oath of the Ancients
Paladin Level Spells
21st true seeing, wall of thorns
25th divine word, forcecage
29th control weather, earthquake

Aura of Warding

Starting at level 23, each fey or fiend within 30 feet of you has vulnerability to all magical weapon damage that you deal to it on the first attack on your turn that hits a creature.

Nature Warrior

At level 27, your connection with the wilds through your oath of protecting and serving nature allows you to have greater powers of protecting the the Material Plane from extraplanar invaders. When you gain this feature, you gain the following:

  • As long as you are on the Material Plane, you have advantage on all attack rolls against creatures not native to the Material Plane.
  • When you use your Divine Smite or Improved Divine Smite feature on a fey or fiend, the damage dealt by those features increases by 1d8 radiant damage.

Atavistic Warrior

When you gain this feature at level 30, your bond with nature and the old ways increases your power greatly, causing the wilds that you have fought to protect to begin to protect you and empower you in combat. When you gain this feature, you gain the following benefits:

  • When you use your Elder Champion feature, and the duration runs out, you may extend the duration of the ability to last as long as you concentrate on it.
  • When you die while on the Material Plane, Shadowfell, or Feywild, and you are touching the ground or earth of some kind, you don't die, and instead drop to 0 hit points and become stable. You then disappear, and reappear in a location within 50 miles of where you died, the location where you reappear must be connected to the earth.
  • When you heal a creature native to the Material Plane with a spell while on the Material Plane, do not roll dice to determine the hit points restored, and instead use the maximum amount of hit points restored.

Oath of Vengeance

The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside — at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delivering justice.

An epic level vengeance paladin is a master of justice, an embodiment of harming for the sake of good, and feared across the multiverse. Known at this level as "destroying angels," paladins that swear an Oath of Vengeance swear to crush evildoers and avenge others for the greater good.

Oath of Vengeance Spells
Paladin Level Spells
21st soul cage, true seeing
25th divine word, power word pain
29th control weather, earthquake

Aura of Vengeance

Starting at 23rd level, any creature within 30 feet of you that is frightened by you or under the effect of your Vow of Enmity does half damage to any creature other than you, and cannot move away from you.

At level 28, this aura's range increases to 60 feet.

Exemplar of Revenge

Starting at level 27, your oath sworn to bring vengeance upon all those who deserve it amplifies your power. You gain the following:

  • When you attack a creature frightened by you or under the effect of your Vow of Enmity, you deal an extra amount of radiant damage equal to 2d8 + your Charisma modifier (minimum of one).
  • When you cast a spell on a hostile creature, you may deal an amount of radiant damage to them equal to your Charisma modifier (minimum of one damage).
  • A creature that is slain by you may not be returned to life by any spell or feature short of a wish spell.

Archon of Destruction

When you gain this feature at level 30, you are a true embodiment of blind justice. As the judge, jury, and executioner of all who do evil, your might causes all to shrink at your displays of divine power. When you gain this feature, you gain the following benefits:

  • When you use your Avenging Angel feature and the duration of the ability ends, you may extend its duration until you lose concentration.
  • When you deal damage to a creature, they have disadvantage on saving throws against spells and Channel Divinity features you use on it until the end of their next turn.
  • When a creature that you are frightening or that is effected by your Vow of Enmity hits you with an attack, you may cause that attack to miss. Once you use this feature, you cannot use it again until the start of your next turn.

Oath of Conquest

The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.

An epic level paladin that has sworn an oath of conquest is a master fearmonger, a true embodiment of the terror that lies in everyone's hearts, and a knight who makes use of others' phobias.

Oath of Conquest Spells
Paladin Level Spells
21st mental prison, mass suggestion
25th divine word, power word pain
29th dominate monster, mighty fortress

Aura of Domination

Starting at level 23, when you deal damage to a creature within 30 feet of you on your turn, it must make a Wisdom saving throw against your spell save DC, or be frightened by you until the end of their next turn. If a creature succeeds on this saving throw, you can't use this feature until the beginning of your next turn, but takes 1d8 psychic damage.

At level 28, this radius increases to 60 feet.

Paralyzing Might

Starting at level 27, your ability to frighten creatures now has the ability to stop them in their tracks and freeze them with terror. A creature that fails a saving throw against being frightened by you by 5 or more, or for the second turn in a row, it becomes paralyzed until the frightened condition ends on them.

Dread Overlord

When you gain this feature at level 30, your become a master of manipulating phobias and subjugating others in combat. You are an epitome of fear, lord of conquerors, and can dominate combat with paralyzing, crippling fear.

  • When you use your Invincible Conqueror feature and the duration of the ability runs out, you may extend the duration of the ability for as long as you concentrate on it.
  • A creature that you use Divine Smite on during your turn must make a Constitution saving throw against your spell save DC or take psychic damage equal to the amount of radiant damage you did with that feature. You may use this feature once a turn.
  • A hostile creature that starts its turn within 30 feet of you has to make a Wisdom saving throw against your spell save DC or be frightened until the end of their turn.

Oath of Redemption

The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers. While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.

A paladin of epic levels who has sworn an oath of redemption is the embodiment of peace, calmed emotions, and the ultimate pacifists. The mere prescence of a paladin sworn for redemption can stop the fiercest of battles, bloodiest of wars, and cause demons to reason instead of tear everything to bits.

Oath of Redemption Spells
Paladin Level Spells
21st mass suggestion, scatter
25th forcecage, resurrection
29th antipathy/sympathy, power word stun

Epic Ranger Levels

Paladin Epic Levels
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 6th 7th 8th
21st +7 Epic Favored Enemy, Improved Natural Explorer 4 3 3 3 2 1
22nd +7 Improved Fighting Style 4 3 3 3 2 1
23rd +7 Ranger Archetype feature, Wild Sense 4 3 3 3 3 2
24th +7 Ability Score Improvement, Improved Vanish 4 3 3 3 3 2
25th +8 Extra Attack (2) 4 3 3 3 3 2 1
26th +8 Epic Favored Enemy Improvement 4 3 3 3 3 2 1
27th +8 Ranger Archetype feature 4 3 3 3 3 2 2
28th +8 Ability Score Improvements, Stride of the Wilds 4 3 3 3 3 2 2
29th +9 Unrestrainable Wanderer 4 4 3 3 3 3 2 1
30th +9 Hunting Paragon, Ranger Archetype feature 4 4 3 3 3 3 2 1

Epic Favored Enemy

Starting at level 21, if you cast hunter's mark on a creature, and the duration of the spell ends without the creature dying, you have advantage on all attack rolls against that creature. You may only have this benefit on one creature at the same time.

At level 26, you can have this benefit on an amount of creatures equal to your Wisdom modifier (minimum of one).

Improved Natural Explorer

At 21st level, you gain the benefits of your Natural Explorer feature in all types of terrain while you are in the Material Plane, Shadowfell, or Feywild. Additionally, you and your party in these terrains can move stealthily at a fast pace, and have no penalty to passive Perception while you do so.

Improved Fighting Style

Epic Rogue Levels

Rogue Epic Levels
Level Proficiency Bonus Sneak Attack Features
21st +7 11d6 Epic Expertise
22nd +7 11d6 Improved Cunning Action
23rd +7 12d6 Roguish Archetype feature
24th +7 12d6 Ability Score Improvement, Improved Blindsense
25th +8 13d6 Smooth Tongue, Improved Uncanny Dodge
26th +8 13d6 Roguish Archetype feature, Epic Expertise, Ability Score Improvement
27th +8 14d6 Improved Reliable Talent
28th +8 14d6 Ability Score Improvement, Epic Elusivity
29th +9 15d6 Roguish Archetype, Improved Cunning Action
30th +9 15d6 Harness Luck

Epic Expertise

At 21st level, choose two ability checks in which you add double your proficiency bonus to. When you make those two ability checks, you instead add three times your proficiency bonus. At this level, you also gain Expertise in two more skills in which you have proficiency of your choice.

At level 26, you gain this feature again.

Improved Cunning Action

At level 22, your nimbleness and quickness increases greatly. Whem you take a bonus action on your turn granted by your Cunning Action feature, you gain the following action options to be used as a bonus action: the Attack, Dodge, and Search actions.

At level 29, your mastery in movement causes you to seemingly break the rules of the universe. When you use a bonus action on your turn granted by your Cunning Action or Improved Cunning Action feature, you may take one more bonus action on your turn.

Improved Blindsense

When you gain this feature at 24th level, you are aware of the prescence and positions of any hidden or invisible creatures within 30 feet of you.

Smooth Tongue

At 25th level, you gain proficiency in Charisma saving throws if you don't already have proficiency in them.

Improved Uncanny Dodge

When you gain this feature at level 25, when a creature hits you with an attack, you may choose to take no damage as a reaction. You may use this feature an amount of times per long rest equal to your Dexterity modifier (minimum of once).

Improved Reliable Talent

At 27th level, if you roll a 14 or lower on an ability check in which you add your proficiency bonus to, the roll automatically becomes a 15.

Epic Elusivity

When you gain this feature at 28th level, no attack roll against you may ever have advantage.

In addition, you cannot take damage from Sneak Attack or any feature that increases damage due to surprise or you being hidden.

Harness Luck

At 30th level, your luck increases significantly, granting you the following:

  • When you use your Stroke of Luck ability on an attack roll that misses, you may turn that miss into a critical hit.
  • When you use your Stroke of Luck ability on an ability chekc that fails, you may turn the fail into an automatic success.
  • Divination magic, scrying sensors, and magic for the purpose of detecting your thoughts or location do not work on you.

Epic Roguish Archetypes

Thief

Quick Fingers

Starting at level 23, your hands move as a blur, stealing or attacking even the most aware creatures. When you gain this feature, if you move half your movement speed or less in your turn, you have advantage on Dexterity (Sleight of Hands) checks and attack rolls with weapons that are light, ranged, or finesse.

Additionally, when you hit a creature with an attack the second time in a turn when this feature grants you advantage to hit, you may Sneak Attack even if you have already this turn.

Reactive Dash

When you gain this feature, starting at 26th level, your training in the art of thievery allows you to better follow the greatest rule of the profession: don't get caught. When a creature you can see moves towards you, you may use a reaction to interrupt their turn to move up to your speed and take up to one of the following actions as part of the same reaction: Dash, HIde, or Attack, shove only.

Nine Lives

At 29th level, your nimbleness and grace allows for you to survive in the most perilous circumstances. Like a cat, you're seeminginly unkillable in normally deadly situations. You gain the following:

  • When you fall from high enough up that you would take fall damage, you may use your reaction to take none and land on your feet. You can use this reaction once a short or long rest.
  • When shoved, you may use your reaction to move in any direction up to 15 feet without provoking opportunity attacks.
  • While climbing, you may move across surfaces that in normal situations you could not climb on, including upside down and slippery or smooth surfaces.

Assassin

First in Battle

Starting at level 23, your mind is trained for combat and honed to be battle ready at every moment. You may add your proficiency bonus to your initiative, and gain Expertise in initiative.

Additionally, when you get the drop on others, they rarely survive. When you make an attack roll on your turn with advantage, and you hit, you may deal Sneak Attack damage twice on the same attack, as well as any other damage dealing features that would apply.

Attack Evader

At 26th level, when combat starts, your agility and survival prowess allow you to avoid deadly attacks at all cost. During the first round of combat when someone attacks you, you may use your reaction to cause all of their attacks against you to miss until the beginning of your turn. If any of the attacks were a critical hit, those attacks would hit.

Hidden Master

When you gain this feature at level 29, not only are you a master of slaying from the darkness, but the darkness aids you as well, obscuring your position and allowing swifter motions. You gain the following benefits:

  • When you are in dim light or darkness, you count as invisible to all creatures, unless you are in range of their blindsight or truesight, if they have this sense.
  • While in dim light or darkness, your movement speed increases by 15 feet.
  • When you get a critical hit against a creature, and you rattack deals damage equal to or greater than half their hit point maximum, you may force them to make a Constitution saving throw, the DC being 8 + your proficiency bonus + your Dexterity modifier. If they fail, they die. If they succeed, they are stunned untilthe end of your next turn. You may use this feature an amount of times each long rest equal to your Dexterity modifier (minimum of once).

Arcane Trickster

Epic Arcane Trickster Spellcasting
Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th
21st 5 14 4 3 3 1 - -
22nd 5 14 4 3 3 2 - -
23rd 5 14 4 3 3 2 - -
24th 5 14 4 3 3 2 - -
25th 5 14 4 3 3 2 1 -
26th 6 14 4 3 3 2 1 -
27th 6 14 4 3 3 2 1 -
28th 6 14 4 3 3 3 2 -
29th 6 14 4 3 3 3 2 1
30th 6 14 4 3 3 3 2 1

Eldritch Knave

Starting at level 23, your mastery over arcane powers that allow you to exploit or harm others increases, allowing the following:

  • You may cast mage hand as a bonus action. On the same bonus action that you summon the mage hand, you may teleport one melee weapon that you are holding into the mage hand's possession.
  • Your mage hand may make attacks with weapons it is holding as a bonus action. The weapons must weigh less than or equal to the amount of pounds the mage hand can hold. When it attacks, the bonus to hit equals your bonus to hit with your Arcane Trickster spells, and it gains a bonus to damage with that weapon equal to your Intelligence modifier. If the attack was made at advantage, or there is an enemy of the target when the attack hits, you may add your Sneak Attack damage, even if you have already done so this round.

Epic Warlock Levels

Epic Level Warlock
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
21st +7 Improved Pact Magic, Mystic Arcanum (10th level), Epic Mystic Arcanum 5 16 4 6th 9
22nd +7 Improved Eldritch Invocations 5 16 4 6th 9
23rd +7 Improved Pact Boon, Otherworldly Patron feature 5 17 4 6th 10
24th +7 Ability Score Improvement 5 17 4 6th 10
25th +8 Hex Master , Mystic Arcanum (11th level) 5 18 5 6th 11
26th +8 Improved Mystic Arcanum 6 18 5 7th 11
27th +8 Otherworldly Patron feature 6 19 5 7th 12
28th +8 Ability Score Improvement 6 19 5 7th 12
29th +9 Mystic Arcanum (12th level) 6 20 6 7th 13
30th +9 The Master Becoming 6 20 6 7th 13

Improved Pact Magic

Your patron's favor in you is legendary. Your spells granted to you are filled with the magical and supernatural nature of your patron, improving their power significantly.

At 21st level, your spell slots become 6th level, and at level 26, they become 7th level. Though you gain spell slots of these levels, you may not use these spell slots to cast spells of 6th or 7th level, and must instead only cast spells of 5th level or lower at 6th or 7th level, depending on what level warlock you are.

As an exception, your Expanded Spells Known from your Otherworldly patron feature that you gain at 21st and 26th level can be cast using these spell slots, and they do not count against your spells known.

Epic Mystic Arcanum

At level 21, your magical spellcasting capabilities increase again, expanding your great power to allow you to cast epic level spells. This feature functions as Mystic Arcanum, except that you gain access to higher level spells.

Starting at 21st level, choose one 10th-level spell from the warlock list with this feature. You may cast this spell once a long rest without expending a spell slot.

When you gain 25th level, you gain one warlock spell of your choice of 11th-level, and another of 12th level at level 29. You regain all of your Epic Mystic Arcanum at the end of a long rest.

Improved Eldritch Invocations

When you gain this feature at level 22, whenever you take a long rest, you may switch one known eldritch invocation you have for one you do not know.

Improved Pact Boon

Your favor from your patron is great. You have maintained your pact for uncountable hours, and the patron bestows as second magical gift upon you.

At level 23, choose one pact boon you do not have. You then gain that pact boon in addition to your original.

Hex Master

You become entwined with the life energy of creatures around you, especially ones you have spells on. This emanates from your connection through your pact with your patron, allowing you to be a greater weaver of spells that connect you with others, and allows for you to exploit that connection. At 25th level, you gain the following:

  • You gain the ability to cast the hex spell without having to expend a spell slot to do so. You may use this feature an amount of times each long rest equal to your Charisma modifier (minimum of once). When you use this feature, the spell does not require concentration.
  • When you have a concentration spell on a creature, as a bonus action on your turn, you may deal an amount of necrotic damage to that creature equal to your Charisma modifier (minimum of one damage) and regain hit points equal to the amount of damage dealt by this feature.

Improved Mystic Arcanum

At 26th level, when you take a long rest, you may choose one spell you can cast with your Mystic Arcanum feature or Epic Mystic Arcanum. When you choose a spell this way, you may change the spell you have chosen for that level for another warlock spell of the same level.

Additionally, when you take a short rest, you may regain the use of one of your Mystic Arcanum.

The Master Becoming

The power bestowed upon you by your patron grows within you, now transforming you even greater than before. The magic shapes you, intertwining your life energy with the living nature of magic, and also allowing you to grant power upon others.

When you gain this feature at 30th level, you become immortal. You stop aging, and cannot age in any way. You effectively become a demigod, and can grant power upon others.

At this level, choose an otherworldly patron type besides the type you have, which you chose at level 1. You may now become a warlock patron of the type you choose at this level, and the one your own patron is.

In order for a creature to become your warlock, they must be able to speak at least one language, and has to be able to negotiate the terms of your pact with it. A warlock you grant power to starts off as a level one warlock, and you may communicate with it from anywhere in the world, even from a separate plane of existence. Some patrons only communicate with their warlocks rarely, and others only do so in the form of dreams or visions, but you choose how you behave as a patron.

Spell List (10th-12th Level)

(Will complete later, after I develop the epic magic system.)

Epic Otherworldly Patrons

The Archfey

Expanded Spells Known
Warlock Level Spells
21st otto's irresistible dance, contingency
26th project image, prismatic spray

Unyielding Deceit

Starting at level 23, when you are charming or frightening a creature with an ability that requires you to maintain concentration, you no longer have to concentrate on that ability.

At level 28, this feature is extended toe ffects that produce illusions.

Fey Nature

At 27th level, your creature type becomes fey if you aren't already a fey. If you don't already know how to speak, read, write, and understand Sylvan, you now can.

Additionally, you become an archfey and can transport yourself to the Material Plane from the Feywild, or vice versa, as an action. You may use this ability only once a short rest and may bring an amount of creatures of your choice within 30 feet of you equal to your Charisma modifier (minimum of one creature).

The Fiend

Expanded Spells Known
Warlock Level Spells
21st arcane gate, investiture of flame
25th delayed blast fireball, fire storm

Fiend's Fire

Starting at 23rd level, when you cast a spell that deals fire damage to a creature, you may focus those flames to another target. As a bonus action after you cast a spell that deals fire damage, you may force a creature within 60 feet of the area or target of the triggering spell to make a Dexterity saving throw against your spell save DC or take 6d8 fire damage, or half as much on a success.

At level 28, this feature can target 2 different targets at once, instead of only one.

Fiendish Form

At level 27, your creature type becomes fiend if you weren't already a fiend. You also gain the ability to speak telepathically up to 100 feet away with any creature.

Additionally, choose Infernal or Abyssal. You can speak, read, write, and understand that language. You also gain immunity to fire and poison damage, and can no longer be poisoned.

The Great Old One

Expanded Spells Known
Warlock Level Spells
21st mental prison, eyebite
26th sequester, forcecage

Hive Mind

When you gain this feature at level 23, when you use your Create Thrall ability, you may now have an amount of active thralls equal to your Charisma modifier (minimum of two creatures) instead of only one.

Additionally, when you cast dominate beast, dominate person, or dominate monster, you may cast the two other spells while maintaining concentration on two or three of those spells at once, without losing concentration in the initial casting of the second spell as well.

At level 28, when you cast a spell one of the domination spells listed above, you may concentrate on those spells beyond their duration, and they last until you lose concentration due to taking damage or a spell. You cannot lose concentration on these spells due to being unconscious.

Aberrant Body

At level 27, your creature type becomes aberration if it wasn't already. The range of your telepathy granted by this subclass now becomes 120 feet. You gain immunity to psychic damage, and when a creature attempts to deal psychic damage, each creature of your choice within 30 feet of you takes psychic damge equal to the amount of psychic damage you would have taken without this feature.

The Celestial

Expanded Spells Known
Warlock Level Spells
21st heal, harm
26th divine word, conjure celestial

Avatar of Divinity

At level 23 when you gain this feature, you gain the ability to use an action to sprout full, angelic wings. The wings grant you a flying speed of 60 feet while you have them out, and they last untill you dismiss them (no action required).

Additionally, when your wings are displayed, if you deal radiant damage to a creature, they become frightened by you until the end of their next turn.

At level 28, at the same time you display your wings, you can emanate an aura of divine power. Each creature of your choice within 60 feet must make a Charisma saving throw or take 4d8 radiant damage. While your wings are displayed, you may repeat the use of this ability, and may use it a total amount of times each long rest equal to your Charisma modifier (minimum of twice).

Celestial Soul

At 27th level, your creature type becomes celestial, if it wasn't already. You are also immune to radiant and poison damage, and cannot be poisoned or diseased. You gain the ability to speak, read, write, and understand Celestial if you could not before.

Additionally, you can cast Alter Self at will, choosing only the Change Appearance option, requiring no components to cast, no concentration to maintain, and no duration.

The Hexblade

Expanded Spells Known
Warlock Level Spells
21st soul cage, tenser's transformation
26th symbol, etherealness

Enduring Curse

When you gin this feature at level 23, when you have your Hexblade's Curse on a creature, you gain the additional benefits:

  • Your hexblade's curse remains on them until they die or you use it on a new target.
  • You always know where the cursed target is located while it is on the same plane of existence as you. If it is on a different plane of existence, you know which plane it is on.
  • Any creature you have your hexblade's curse on is frightened by you, even if it is immune to the frightened condition.
  • When you slay a creature affected by your Hexblade's Curse, it becomes a specter under your control, as of your Accursed Specter feature, even if you already have a specter and whether or not the creature slain was a humanoid. You may have an amount of specters under your control at once equal to your Charisma modifier (minimum of two).

At level 28, you may have an amount of creatures under your Hexblade's Curse at once equal to your Charisma modifier (minimum of two).

Hexblade's Spirit

At 27th level, your creature type becomes undead, if it wasn't before. You gain telepathy to a range of 100 feet, and a creature you are communicating to this way may reply if it can speak or understand one language.

Additionally, your bond with eldritch spirits changes your physiology, causing you to be able to become incorporeal. When you gain this feature, you may use a bonus action to shift into an incorporeal form, gaining resistance to all damage that isn't magical weapon damage or force or radiant damage. While in this form, you may move through objects and creatures as if they were difficult terrain. If you end your turn inside an object, you take 5 force damage. You may remain in this form until you are incapacitated by a spell or other magical effect, if you die, or dismiss it as a bonus action.

The Undying

Expanded Spells Known
Warlock Level Spells
21st harm, globe of invulnerability
26th regenerate, finger of death

Unkillable Body

At level 23, your body refuses death and destruction even among the most deadly situations. When you gain this feature, when you die, you may use this feature to be restored back to life. In order to do so, you must expend a warlock spell slot and at most, half your hit dice, at minimum one.

You come back to life with one hit point, and for the next minute, at the start of each of your turns you regain an amount of hit points equal to the amount of hit dice you expended. Once you use this feature, you may not do so again until you finish a short or long rest.

At level 28, when you use this feature, each creature of your choice within 30 feet of you when you regain hit points from this feature takes necrotic damage equal to the amount of hit points you regain.

Cheater of Death

When you gian this feature at 27th level, your creature type becomes undead if it wasn't already. You gain immunity to necrotic and poison damage and cannot be poisoned or diseased. You no longer gain exhaustion as a result of failure to take long rests. Though you are an undead, all healing spells that would not function due to your undead nature still work on you.

Additionally, you are even more difficult to slay. If you are reduced to 0 hit points, you don't die even if you fail all your death saving throws. In order to die, you must fail all your death saving throws and be dealt at least 50 radiant damage afterwards to die. If you end your turn with 0 hit points, you regain one hit point.

The Genie

Expanded Spells Known
Warlock Level Genie Spells Dao Spells Djinni Spells Efreeti Spells Marid Spells
21st magic jar investiture of stone investiture of wind investiture of flame investiture of ice
26th plane shift forcecage whirlwind delayed blast fireball simulacrum

Denizen of the Vessel

At 23rd level, your vessel becomes even more useful. When you gain this feature, you gain the following features for your vessel:

  • It now only takes a bonus to enter or exit your vessel.
  • You may enter your vessel an amount of times each long rest equal to our Charisma modifier (minimum of one time).
  • Your vessel counts as the material component for the magic jar spell, as well as any other objects or creatures you brought inside.

At level 28, there's no duration to how long you or others may remain inside your vessel.

Heart of the Genie

When you ogain this feature at level 27, you become an elemental if you were not one already. You also gain immunity to damage types and a possible condition immunity based on your genie patron type:

Immunities Table
Genie Patron Type Immunities
Dao bludgeoning damage, petrified
Djinni lightning and thunder damage
Efreeti fire damage
Marid acid and cold damage

Additionally, you gain a flying speed of 60 feet, the ability to speak, read, write, and understand Primordial if you couldn't already, and you may cast tongues, gaseous form, and invisibility once a long rest without expending a spell slot or material components.