5e epic levels 5e epic characters pdf download






















Kiborn at level 30 reduces the Ki cost of all Ki abilities by 1 to a minimum of 1 , which should be quite the buff as well? My thought with Ki Blast, was that it could be a ranged heavy hitter, allthough the cost is quite steep. Combined with Kiborn though, it does 1d12 damage for every 1 Ki - I went for a bit of synergy here. With a maximum of 30 Ki, you could theoretically bash out 30d12 damage in a single blast. That's a ton of damage.

Is it really that weak? I haven't actually played a monk, so I must admit, it is quite hard for me to tell. Would welcome some more in-depth critisism. Re: 5e Epic Classes levels Once again, thank you very much for the informative feedback. It's appreciated : Do you perhaps have any experience playing a Paladin? I've sort of hit a brick wall with that class. Using all 30 Ki points for one good attack is an option but not a very good one.

It would effectively unleash an attack that is marginally better than a single target version of a Meteor Swarm. But in doing so the Monk would reduce himself to a very crappy Fighter that has little going for him beyond having two attacks per attack action. A Magic User blowing their 9th level spell slot in the same way would be in a much better position than the Monk that has basically crippled himself in one relatively crappy Nova Especially considering that the Magic User has higher than level 9 slots now to support himself with.

It would have value in a world that was completely devoid of magic but in any setting where magic items are possible at all, I'd expect epic level characters to already have epic level equipment. As for the capstone that reduces Ki costs by 1 to a minimum of 1, that is a lot less useful than it sounds. The Monk's bread and butter abilities are Flurry of Blows, Patient Defense and Stunning Strike; All of which already cost 1 ki point and are unaffected. The Elemental Monk would get the most use of the ability but it would only serve to bring his abilities more in line with the two more cost effective Monk options.

I think the Monk is better off with an ability similar to what you have given to the Sorcerer, so they can meditate and bring their Ki back and effectively be able to begin any battle with full Ki. In fact I'd advocate a complete switch between the two Mechanics - give the Monk the Sorc's ability and give the Sorc the Monk's ability. Being able to Meditate your class resource back isn't as OP on the Monk as it is on the Sorc which would effectively have unlimited spell slots through levels Regarding the Warlock ability, I think my confusion comes from there being too many things that use the term "Boon".

Changing the ability's description to: "You may choose another pact boon, for a total of two. I also think you should reorder when you get those abilities - the second pact boon should come before Empowered Boon, so the Warlock can choose which pact boon is empowered. It might even be cool if you gave a few options and let the player choose what effect they gain.

I was imagining the Monk fighting unarmed, but if the monk uses a weapon, this is somewhat less epic. Adding 1d6, 2d6 and 3d6 damage to any attack, does seem a bit to strong though, no? Would add some damage, as well as a bit of utility. How'd that work? I adressed the Monk fist damage further up, but I'm a bit stumped on the warlock blade pact. I think I'll have to dwell on it a little, untill I come up with something that could work thematically, and be different from the monk.

Or at least check with them. Actually sorry but I rather that you wouldn't post a link because then a ton of people would start posting links. I don't want this to become like you tube comment sections where there are so many comments with secret links in them. Ok, well I will post a link to your thing in Legendary levels as your thing is required to use the Legendary levels as they build from your document. I will say this right now before anyone asks, I will only be making one version of the legendary levels it is based on version 15 of this document here.

Content from sourcebooks like Fizban's Treasury of Dragons, will NOT be included, if you want it you will have to make it yourself using my file and Paul's as guides. Note: in Legendary levels I included a separate document with something for all those Critical Role fans out there. I included the Fighter Gunslinger, Epic version and Legendary version. Love it, would love it if you added bloodhunter, since I'm running a level campaign and a player is bloodhunter.

Though I am trying to post it and the Legendary Blood Hunter together, under the listing "Blood Hunter Collection" levels and levels Yeah I already said that I was cool with it.

I have my own reasons why I'm not attempting it. I only said something so they would see your approval I actually am gonna add two things for lvl 60 the class lvl 60 feature and a racial Ascendant perk functions like a overpowered epic boon for each race.

I loved it!!! I'm going to use in my current campaign. My players loved so much that they wanted some levels beyond of the classic 20th levels. Your work is amazing! Hey, i've brought the book, but didn't receive the pdf Title No products to be downloaded.

That seems strange. I would contact support. There should be a number of them. It is supposed to be on version 15 right now. Did you get other products before? I'll double check I suppose.

Hey bro, nice view for the Epic Levels. I'm really interested in letting my players grow beyond level 20, and i think your solutions gave-me some ideas about how to do it. I'm thinking about simplifying some things Max Level 30, for example, and not expanding the classes directly , while compiling a material for personal use with my group.

Saw your statement and would like you permission to do so. I declare that i have no intention of publishing the compiled material in any commercial way. If you aren't publishing or selling the material in any way I don't think that you need my permission but I could be wrong. Still I would say go for it you have my permission and all of that.

I'm not really super strict on all of this stuff. Though if it was the novels I guess I would be more so. You have a license for this document I guess but if it is personal use I don't think you need to ask. I will say this the legendary levels document is still in development it is based on version 14 of this document I believe.

I have stopped working on trying to share it till all of the following is dealt with: 1. Permission from Paul S to continue making it and share 2. The Document to be completed 3. Thank you for the Infos I'm looking forward to get this add on It seems really interesting. Yes you have permission to make and post a legendary levels document based off of this document without you having to give me any money.

Thanks for asking. I do not own the blood hunter though so you need permission from Matthew Mercer. As long as you don't say that you made this document I guess. I in all likely hood won't do this but bare in mind that according to copyright law I can revoke this license at any time. So it is kind of a non exclusive license I think. I'm not a lawyer. It would be cool if wizards of the coast made some of my stuff official that would be awesome but that is a side note.

Cool beans, well one bit of info that probably makes you happy is that the Legendary levels document requires your document to run correctly. If I may suggest something for your document of the legendary levels, could you make also new epic feats, magic items , epic spells and maybe some epic Monsters to challenge even level 60 partire?

I don't know if you still had a problem downloading but guide to arueshai and the part 2 of guide to arueshai have higher level monsters. However I no longer work on it so I changed it to a price of 1. I will say this Legendary levels is on hold for now as I don't have the time to make it, it picks up where Paul S's epic levels leaves off. The only new feature of major note is the Ascendant perk which you get a lvl 60 It was originally planned to be tied to your class but that was too much so it is tied to your race instead.

After lvl 60 are 12 ranks, these 12 ranks are basically ability score improvements, note: these you are required to earn with XP as they don't support milestone leveling. I run. Milestone leveling that's how I know. The 12 ranks were just something I though of to keep some advancement going after lvl Note: most of these should be CR 26 and above.

I strongly suggest having them fight a god if you are at this level because by that point they have got to have pissed off a god or two. If you would like to send me ideas, feel free to email me here: lightince gmail. The Legendary levels sheet again picks up where this document "Epic level characters levels " leaves off. Keep that in mind when you suggest an idea. For example: at level your party should way more than strong enough to face gods and their avatars, heck at level 60 you can attempt to challenge the gods of gods aka Overdeities if you will, being who do not require worship to be sustained.

These entities fill the Warlock path great old one automatically as they are beyond simple mortal comprehension. You ask something that hard to do. Hey Paul, I want to say great stuff here. I had a question about the warlock. Does the Mystic Arcanum get absorbed into spell slots that the warlock receives? Or is it along with having their spell slots equal upwards of 9th level, they just have a 6, 7, 8, and 9th level slot that are limited to a long rest? While receiving a call for help, you are unable to do anything else for one minute, as you are in deep concentration, and see through the eyes of the person calling upon you.

At level 21, you can use your normal Wild Shape ability to take the form of monstrosities such as a gorgon or chimera. All other limitations are the same as per Wild Shape. At level 22, whenever you cast a spell and transform in the same turn, you get an extra 10 feet of movement for that turn.

Beginning at level 24, whenever you cast a spell with a duration of Instant, you can make a Wisdom save with a DC equal to the spell slot x 3. On a successful save, the spell is cast as normal, but you do not expend a spell slot.

At level 26, whenever you cast a druid spell, you can choose to intensify it. At level 29, your control over the primal forces of nature has developed to the point that you can now inspire bestial transformation upon any willing target within 30 feet.

By using a bonus action, you can use Wild Shape on a willing target and transform them into a form of your choice. All benefits and limitations are as per the standard Wildshape rules. The target can return to their normal form at any time. You can use this ability a number of times equal to your Constitution modifier min 1 per short or long rest. At level 22, you can attack five times, whenever you take the Attack action on your turn. The number of attacks increases to six when you reach 26th level in this class.

At level 24, any abilities previously gained through the Fighter class or Martial Archetype that have a limited number of uses between rests, all have their number of uses increased by the Fighter's Constitution modifier. This ability does not extend to the Eldritch Knight's spell slots. At level 28, your awareness of battle has now reached legendary proportions. You are no longer limited to a single reaction per round.

At level 29, any and all fighting styles gained through Fighter levels are modified in the following ways:. Once per short rest, the fighter can use a bonus action to become an avatar of battle, increasing the statistics of himself and his allies immensely. While Warborn, all of the fighter's hits are critical. For this turn, and the two following turns the fighter himself and all allies within 30 feet gain temporary hit points and additional dice for damage rolls.

The fighter cannot go below 1 hit point while Warborn, but at the end of the fighter's third turn, his current hit points drop to 1 and any and all benefits bestowed upon him and his allies immediately end.

At level 21, whenever you hit a creature with one of the attacks granted by your Flurry of Blows, add 1d6 force damage to the attack. At level 22, whenever you regain hit points for any reason, you can increase the amount gained by 2d Beginning at level 24, targets struck by your Stunning Strike ability have disadvantage on their Constitution save to resist its effects.

At level 26, whenever you hit a creature with one of the attacks granted by your Flurry of Blows, every hostile creature within 10 feet of the target takes the 1d6 force damage caused by Force-Charged Flurry of Blows. Starting at level 28, your Flurry of Blows no longer uses your Bonus Action, nor does it consume Ki to use.

Instead, attacks given by your Flurry of Blows are moved to your Attack action for a total of four attacks and all attacks used during your Attack action are considered to be Flurry of Blows for other abilities that are triggered by using Flurry of Blows.

Beginning at level 29, whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you and all allies within 10 feet of you are healed for half the total force damage inflicted.

At level 30, you can enter a meditative stance by forfeiting your turn in its entirety. You cannot move, take a standard action, nor take a bonus action. Your combat reflexes are unhindered, however, and you can use your full AC bonus, and reactions used on other people's turns. You cannot surpass your maximum Ki with this feature. While meditating, you are resistant to all acid, cold, fire, force, lightning, necrotic, poison, radiant, and thunder damage.

At level 21, your Lay on Hands ability is now capable of removing curses. At this level, removing curses, curing poison, and curing disease do not consume Lay on Hands' pool of healing power.

At level 22, the righteous energies contained within you have expanded and increased the strength of your Smites. Your Improved Divine Smite ability now inflicts 3d8 radiant damage instead of the usual 1d8. At level 26, your Cleansing Touch ability is no longer limited to a number of uses per Long Rest. At level 28, whether or not you are currently in service to a god, a god has taken notice of you and gifted you his favor.

You gain two more uses of Channel Divinity each short or long rest, and the spells of a Cleric Domain of your choice are always considered prepared by you, and don't count against the number of spells you can prepare each day.

You also receive one Ability of choice from that same Domain. At level 29, your Improved Smite now carries the secondary effect of the last Smite spell you used. The effects last for only a single round, but do not require Concentration to maintain. Starting at level 30, the Auras gained through your level 6, 7, and 10 class abilities have an equal and opposite effect on your enemies.

If your aura provides a numerical bonus to you and your allies, the same value is imposed on your enemies within the range of your aura as a penalty. If your aura provides resistance to a damage type, enemies within range suffer vulnerability to that same damage type. If your aura provides advantage against an effect, enemies within range suffer vulnerability to that same damage type.

If your aura provides immunity to a condition, then any enemy that enters your aura must make a Charisma save against your Spellcasting DC or suffer the effects of that condition for one round. At level 21, whenever there is an open sky above you and away from civilization, you have advantage on all dice rolls. At level 22, your prolonged contact with nature brings you one step closer to understanding the relationship that druids share with natural forces.

You gain a single level six spell slot and can prepare a number of Druid or Ranger spells per day equal to your Wisdom modifier. Beginning at level 24, your Foe Slayer ability applies to both attack and damage rolls simultaneously. It also applies to every attack you make. At level 26, you gain the benefits of either the Hunter or Beastmaster Ranger archetypes. You cannot choose an archetype that you already possess. At level 29, your favored enemies have disadvantage on all attacks against you, and whenever you damage a favored enemy, it must roll a Wisdom save against your spell save DC or become frightened by you for one round.

Starting at level 30, you have reached the pinnacle of survivalism. All enemies are considered Favored Enemies and you are familiar with all terrain types as per Natural Explorer. In addition, if you have an animal companion, it too benefits from any bonuses gained through these abilities. At level 28, you have learned to not only avoid incoming blows and projectiles, but to use them against your enemies.

When an enemy misses you with an attack, you can use your reaction to force the dodged attack to hit another enemy within five feet of you if any. At level 29, if you take a hit that deals more damage than twice the maximum number of your highest hit die plus your Constitution modifier, you may use your reaction to switch places with a willing target within 30 feet of you, and let them take the damage instead.

Starting at level 30, all damage dice rolled due to landing a critical hit are set to their maximum value. At level 21, all metamagic abilities have their Sorcery Point cost reduced by 1, to a limit of 0.

In addition, Cantrips now benefit from being both Twinned and Quickened without cost. At level 29, you gain a second extra spell slot, this one level Beginning at level 24, you can apply as many metamagic effects as desired to any spell. In addition, Twinned Spell can affect spells that target more than one creature, and Extended Spell multiplies all affected spell duration by 12 with no maximum limit. At level 26, whenever a friendly caster casts a spell, you can spend the usual amount of Sorcery Points to have your metamagic ability affect and modify the spell being cast.

Starting at level 30, all of your Metamagic abilities are doubled in effectiveness if it is possible to do so and have their Sorcery Point costs reduced further by 1, to a minimum of 0. At level 22, choose one of your Eldritch Invocations, and double its effects if possible. At level 29, choose another Invocation to Empower in the same manner.

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Both download and print editions of such books should be high quality. File Last Updated:. This title was added to our catalog on February 10, See all titles Need help? Customer Questions FAQ. DMsGuild Creator Questions? Submit Suggestion. Contact us. My Library. When an arch-devil drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.

If an arch-devil fails a saving throw, it can use a reaction to succeed instead. Unless an arch-devil wishes to be affected, it is immune to spells of 3rd level or lower, and has advantage on all other spells and magical effects.

Asmodeus CR 34 : by dave Spoiler. This Baalzebul has regained his original infernal form. Spoiler Note: Geryon is no longer the ruler of Stygia so, though he is still an Arch-Devil, he does not have domain powers.

He would still have lair actions, but I have chosen not to define those in the first series of drafts. Spoiler Note: Belial is no longer the ruler of Phlegethos so, though he is still an Arch-Devil, he does not have domain powers. Spoiler Note: Moloch is no longer the ruler of Malbolge so, though he is still an Arch-Devil, he does not have domain powers. Spoiler Dukes are similar in power to demigods, with some attaining power similar to lesser gods.

Regardless, they generally all have the abilities and traits in the list below. These abilities and traits are assumed to be a part of all duke-of-hell stat blocks. Damage Resistances cold, poison; bludgeoning, piercing, and slashing that is nonmagical Damage Immunities fire Banishment. When a duke-of-hell drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for days.

This process can be reduced to days if the Arch-devil ruler of its plane so wishes. If a Duke-of-Hell fails a saving throw it can spend its reaction and 20 feet of movement to succeed instead. Infernal Step. A Duke-of-Hell can use a bonus action to teleport to an unoccupied space it can see within feet of it. The duke-of-hell has advantage saving throws against spells and other magical effects. Hutijin CR 24 : by dave Spoiler. Spoiler Elminster CR 21 by dave Spoiler.

Spoiler There are two versions of Iggwilv: one as 20th level spell caster and the 2nd with several epic boons and additional epic ASIs. Both versions have the same equipment. Spoiler This draft of Merlin was inspired by statblock Rubies sent me. His original stat block is here: Spoiler. Spoiler This draft of Arthur was inspired by a statblock Rubies sent me. These Elder Gods of the Far Realm are as varied as they are grotesque; however, they do posses some basic abilities and traits that are common to their kind.

Eldritch Titans generally have the abilities and traits in the list below. When an Eldritch Titan drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time. An Eldritch Titan commands more area than the typical gargantuan creature.

The exact space is defined in the individual stat block. An Eldritch Titan's melee attacks can cover a vast area, which requires targets adjacent to a primary target that is Large or smaller to make a Dexterity saving throw or take equal damage.

The DC for this collateral attack is listed in the individual stat block. An Eldritch Titan can innately cast the following spells at 9th level or higher, requiring no components.

Old Ones. An Eldritch Titan's attacks and effects ignore the resistances and immunities of creatures CR 20 and below. An Eldritch Titan's attacks and effects targeting creatures of CR ignore resistances and treat immunities as resistance condition immunities provide advantage in lieu of immunity. Elder Evil Replaces Old Ones. An Eldritch Titan's attacks and effects ignore the resistances and immunities of creatures CR 30 and below.

An Eldritch Titan regains 40 hit points at the start of its turn. The Eldritch Titan deals double damage to objects and structures. If the Eldritch Titan is subject to an effect that would inflict the charmed, paralyzed, petrified, prone, restrained, or stunned condition; it has disadvantage on its attacks, targets have advantage on saving throws to resist effects inflicted by the Eldritch Titan, and its speed is reduced by half for the duration of the spell or effect.

Alternatively, the Eldritch Titan may spend two Legendary Action for each condition it wishes to remove. Warp Reality. An Eldritch Titan emanates an aura that warps space and time. Refer to the individual stat block for the size of this aura. Ranged attacks and spells cast outside the aura cannot target or have any effect on creatures within the aura, unless the Eldritch Titan wishes it. In addition, ranged attacks weapon and spell inside the aura have disadvantage.

An Eldritch Titan emanates an aura of maddness. Creatures in the aura of the Eldritch Titan's choice must succeed on a Wisdom saving throw or become afflicted with short-term madness DMG pg. If a creature afflicted with short-term madness fails its saving throw, it becomes afflicted with long-term madness. If a creature afflicted with long-term madness fails its saving throw, it becomes afflicted with indefinite madness. If a creature afflicted with indefinite madness fails its saving throw, it dies.

If a creature's saving throw is successful, or the effect ends for it, the creature is immune to the Eldritch Titan's Maddening Presence for the next 24 hours.

Azathoth CR : by dave Spoiler. It is available on reddit here:. The latest version of which is available on reddit here: Monster a Day Compendium V2. Spoiler Hecatoncheires CR 36 : by dave Spoiler. Last edited: Jul 22, When a dragon is flying, it can add its movement to the length of its breath weapon attack. Great Dragon Wyrms and Great Wyrms : Spoiler Wyrms and great wyrms, collectively refereed to simply as "Great Dragons," are incredibly old and powerful dragons.

The are also extremely rare. In fact, it is thought by some sages that all of the great wyrm gold dragons in existence are those seven which serve as Bahamut's attendants. Regardless, these are not your typical dragons. They do, however, share some common traits among them.

Great Wyrms and Wyrms generally have the abilities and traits in the lists below. These abilities and traits are assumed to be part of their stat block. A great dragon can use a bonus action to release its elemental aura. Once the aura is released it remains in effect until the dragon use another bonus action to contain it. The aura extends 15 feet from a wyrm and 30 feet from a great wyrm.

Each creature that starts or ends its turn in the aura takes 14 4d6 damage for a wyrm, or 21 6d6 damage for a great wyrm, of the same type as the dragons breath weapon. A great dragon commands more area than the typical gargantuan creature. In addition, a great dragon has advantage on saving throws against being pushed or knocked prone.

A wyrm has advantage against Large for smaller creatures, and a great wyrm has advantage against Huge or smaller creatures. Unless a wyrm wishes to be affected, it is immune to spells of 2nd level or lower, and it has advantage on all other spells and magical effects.

Unless a great wyrm wishes to be affected, it is immune to spells of 3rd level or lower, and it has advantage on all other spells and magical effects. Great Dragon's Might. A wyrm's attacks and effects ignore the resistances and immunities of creatures CR 15 and below. A wyrm's attacks and effects targeting creatures of CR ignore resistances and treat immunities as resistance condition immunities provide advantage in lieu of immunity. A great wyrm's attacks and effects ignore the resistances and immunities of creatures CR 20 and below.

A great wyrm's attacks and effects targeting creatures of CR ignore resistances and treat immunities as resistance condition immunities provide advantage in lieu of immunity.

A wyrm regains 10 hit points at the start of its turn. A great wyrm regains 15 hit points at the start of its turn. The great dragon deals double damage to objects and structures.



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