Epic Level Spells

by Alfred

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Welcome to Epic Level Hell!

Spells

Ashes to Ashes

10th level Necromancy

Casting Time: 1 action

Range: Touch

Components: V,S

Duration: Instantaneous

Classes: Cleric

You speak aloud the words, ‘Ashes to ashes,’ and make a melee spell attack on a single creature. On success the target takes 100 hit points of force damage and must succeed on a Constitution saving throw, or else take necrotic damage equal to your three times your caster level. If a creature’s hit points are reduced to 0 by the necrotic damage, the creature is instantly disintegrated, leaving just a pile of fine ash behind. Non-magical items are also affected but magical items are not. Constructs are unaffected.

Alter Fate

12th level Divination (ritual)

Casting Time: 1 action

Range: Unlimited

Components: V, S, M (a piece of the weave and a thread of time)

Duration: Instantaneous

Classes: Wizard

The caster may choose to alter fate, to either form or break a prophecy. The caster may also use this spell to scry on a specific target's fate, granting them a vision of the past, present, or future, while negating the need for material componenets. The altering of fate is unpredictable, and often has unforseen consequences. These need not necessarily be bad, but are almost always unexpected. As an epic level spell, this spell cannot be counterspelled using a spell slot lower than the casting of this spell.

Aspect of the Deity

11th level Necromancy

Casting Time: 1 action

Range: Self

Components: V

Duration: 1 minute

Classes: Cleric, Druid, Warlock

You are flooded with such divine power from your deity or patron, that for the duration, you become infused with an amount of their self. You have great latitude in determining what changes take place physically or aesthetically and may assume the form of either any creature up to two sizes smaller or larger than you, or you may choose to appear as an incarnate embodiment of your deity or patron.

You do not gain or lose feats, features or traits as a result of the change. However, regardless of that form, you shed bright light up to 30 feet and dim light up to 3o feet, and gain the following benefits:

  • If taking the Attack action, you can make one additional attack per turn
  • When making an attack, treat any to hit roll lower than a 10, as a 10 and when rolling damage dice you roll two extra dice per attack
  • You gain a +5 bonus to your AC
  • You gain resistance to all damage and Spell Resistance (both equal to 5 plus half your caster level)
  • You cannot be transported to a different plane against your wishes.

Additionally, any creatures of your choice within the dim light you emit, excluding yourself, regain 5 hit points per turn spent inside, provided they can see the light.

Bubbles

Cantrip (conjuration)

Casting Time: 1 action

Range: 60 feet

Components: V or S

Duration: 1 hour

Classes: Any class capable of spellcasting

You create an array of bubbles, shaped to your heart's desire that neatly fits inside a 5-foot-by-5-foot cube. As a bonus action, you may pop any number of bubbles you like, creating a harmless sensory effect, such as a sound or voice of your choice, a sweet fragrence, or a small flash of light. You may create an animated collection of bubbles and color them however you want. Up to three effects may be active at once.

Damnation

11th level Conjuration

Casting Time: 1 action

Range: Touch

Components: V

Duration: Instantaneous

Classes: Cleric, Warlock

You banish a single creature to the Hells, with almost no possibility of return. If you succeed at a melee spell attack, the target must make a Wisdom saving throw. Failure means the creature is dragged to the Hells by shadowy creatures, to be tormented and ultimately devoured by fiends.

A creature succeeding at its save is nonetheless exhausted from resisting so powerful an enchantment, and it is incapacitated until the start of its next turn.

Creatures with the Unconquerable trait that are damned to the Hells may repeat the save at the end of each of its turns, returning on 3 successes. If the creature scores 3 fails before 3 successes, it only returns on half of its maximum hit points. If the creature was already on fewer, in this instance, it does not return. The fails or successes need not be consecutive.

Constructs are unaffected.

Dimensional Blade

10th level Conjuration

Casting Time: 1 bonus action

Range: Sight

Components: V, S, M (fire of the caster)

Duration: Concentration, up to 1 hour

Classes: Wizard

The caster tears a hole in the fabric of space itself, using their own internal fire as a component. This spell mimics the effect of a Blade of Disaster cast at 10th level, meaning that the spell has double the damage of Blade of Disaster, combined with the benefit of the caster's fire. For example, a caster who uses moonfire may combine the spell with their Moonblade. A caster who uses silver fire may do the same with their Silvered Weapon ability. The Dimensional Blade is unaffected by Antimagic Fields and Dispel Magic. Concentration checks to maintain the Dimensional Blade are made at advantage, and cannot have disadvantage imposed on them. When summoning the Dimensional Blade, only one fire or spell like ability may be used at a time, therefore only granting one of the abilities listed below. This spell can be cast as a bonus action, and when the spell is cast as well as as a bonus action every turn, the Dimensional Blade can move up to 60 ft. and make two attacks.

The base damage of Dimensional Blade is 8d12 force damage. This spell also will score a critical hit on a natural 16 or higher on the first attack. If a critical hit is scored on the first attack, the critical hit range will decrease by 2, down to a critical strike being achieved on an 18 or higher on any subsequent attack. The critical hit range will reset back to normal on the caster's next turn. When a critical hit is scored, the damage of Dimensional Blade will triple to 24d12 force damage. This critical effect also applies to the type of fire used as the component of the spell, if it does damage in the first place. The Dimensional Blade has the ability to be upcast to 11th and 12th level, allowing the base damage to increase by an additional 4d12 for every level above 10th.

Known fires that can be used and incorporated into the Dimensional Blade:

Moonfire. When this effect is used, the effects of Moonfire are added onto the Dimensional Blade. The Dimensional Blade begins to glow with a pale white light, like that of the moon. Every hit now does an additional amount of radiant damage, dealing a number of d8 equal to half the casters level (rounded up). On undead creatures as well as shapechangers, this amount doubles to equal the caster's level. This effect increases up to 15d8 (30d8 for undead and shapechangers). The blade also sheds a pale white moonlight at a radius of 30ft.

All magical auras within the radius of the blade glow with a faint blue light for the duration of the spell. Disguised, shapechanged, or polymorphed creatures and objects in the spell's area at the time the spell is cast must make Wisdom saves or immediately return to their normal forms (Against spell save DC). Even if the save succeeds, they remain covered in ghostly white outlines that show their true forms for the duration of the spell.

The entire area covered by the sphere glows silver-white for the duration of the spell. This radiance is as bright as the light of a full moon and negates lightning damage for the duration of the spell unless the item or creature generating the lighting effect makes a caster level check (1d20 + spellcasting mod + proficiency) against a DC equal to 10 + your caster level. If a lightning effect is generated outside the glowing sphere, the sphere blocks the electricity effect unless the creature generating the effect succeeds on a caster level check. If an electricity effect is generated inside the glowing sphere, the sphere negates the electricity effect unless the creature generating the effect succeeds on a caster level check.

Moonblade. The Dimensional Blade takes on the properties of the moonblade, the dimensional tear taking on a pure white hue that seems unstable but vaguely in the form of a curved thin blade. The Dimensional Blade will now be able to do an extra 1d8 of radiant damage plus half the level of the spellcaster as flat damage, rounded up. On top of that, on undead creatures, the damage done with the Dimensional Blade's radiant damage doubles to 2d8 plus the caster's level, to a maximum of +30. Exclusive feature to the Dimensional Blade, any flat damage bonuses are also doubled on a critical hit, which includes bladesinging bonus damage. The Dimensional Blade becomes a bane to all spellcasters when imbued with the moonblade's abilities. A successful strike temporarily scrambles magic. On the target's next turn after a hit from a moon blade, the creature must make a Concentration check to use any spell or spell-like ability. The DC is 10 + points of flat damage dealt + 4. (An opponent hit by the dimensional blade while casting a spell must make the usual Concentration check to avoid ruining the spell in addition to this check on its next turn).

Silvered Weapon. The Dimensional Blade takes on the properties of the Silvered Weapon ability. It is now empowered with Silver Fire, allowing it to pierce magical and physical barriers or defenses. A weapon enchanted with this effect does an additional 1d8 per two caster levels of pure arcane damage per blow. A magical effect targeted by this spell dissipates. A Wall of Force may have a hole torn through, or shatter completely. A Wall of Fire may instead burn out.

As an epic level spell, this spell cannot be counterspelled using a spell slot lower than the casting of this spell.

Elemental Master

11th level Conjuration

Casting Time: 1 action

Range: 40 feet

Components: V, S

Duration: Up to 1 hour

Classes: Druid, Wizard

You conjure two elder elementals, choosing from air, earth, fire and water. The elder elementals must be different types and they appear at a spot you can see of your choosing within range. When one of them dies, another elder elemental appears in its place; it must be of a type not yet conjured by this spell. When a second dies, a final elder elemental appears in its place, and its type is whichever of the four not yet conjured by this spell.

You have absolute control over the elder elementals you conjure with this spell and you may give instructions to them as a whole by telepathy as a bonus action. There is no range restriction on this, though you must be on the same plane of existence as the elemental created.

In the absence of instruction, the elementals behave according to type but will not harm anyone you forbid them to. The elementals remain for 1 hour, until slain, you or they travel to a different plane of existence, or you are rendered unconscious or slain, at which point they disappear.

Entropic Husk

11th level Transmutation

Casting Time: 1 action

Range: 40 feet

Components: V, S

Duration: Instantaneous

Classes: Cleric, Warlock, Wizard

You obliterate a creature’s soul and compel its body to metamorph into a creature of wild destruction. Make a melee spell attack. If you succeed, the target must succeed on a Constitution saving throw. On success, the creature resists the decimation attempt on its soul, but such are the physical demands of doing so that it is subject to the spell power word pain.

On a fail, the creature’s soul is instantly annihilated, and its body is animated by primal entropy. For the next minute, the creature becomes a juggernaut of destruction. Its hit points increase to 200 if its current hit points are lower. It gains a +8 bonus to its AC, Strength and Constitution, and randomly attacks former allies and enemies alike.

It loses any abilities it once had, such as spellcasting, and instead relies only on taking the Attack action. It now makes 3 attacks per turn, regardless of how many it was able to make previously. After 1 minute has passed, the entropic force animating the creature’s body burns itself out and the creature collapses into dust.

Creatures with the Unconquerable trait that fail the initial save do not immediately succumb to the spell’s effect, and may repeat the save at the end of each of its subsequent turns, ending the spell on 3 successes. If the creature scores 2 more fails before 3 successes, it is subject to the effect of the spell as above if it remains on the same plane of existence. The fails or successes need not be consecutive.

This spell has no effect on demipowers or deities, or any creature that does not possess its own soul in its body.

Epic Gate

11th level conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

You open a portal to the Lower Planes and calls forth a balor to assail your foes for the duration. If it is slain, a second one is immediately summoned in its place. The strength of this conjuration is such that the demons are bound to your will, and you need not have cast any spell or maintain concentration to prevent them from attacking you. The balor always attacks whichever of your enemies is closest.

A summoned balor disappears back through a portal 1 minute after you cast this spell.

Alternatively, you can summon any creature by speaking its name, which includes psuedonyms or nicknames. The deity or planar ruler cannot prevent this portal. You gain no special powers over this creature, and it desummons after an hour.

At Higher Levels: If cast at 12th level, the Epic Gate spell summons a creature, which you explicitly have special power over, making it entirely loyal to you. It does not desummon unless killed.

Exercitum Ex Mortis

10th level Necromancy

Casting Time: 1 minute

Range: 120 feet

Components: V, S

Duration: Instantaneous

Classes: Cleric, Sorcerer, Warlock, Wizard

You flood corpses with negative energy and raise an army of the dead for you to command. This spell can't create undead from nothing - there must be at least 1 corpse within range at the time of casting.

For each corpse within range, roll a 2d4, using the higher result of the two to determine the maximum CR of which each corpse can rise as undead. You then determine the nature of each undead, although a creature’s size may not exceed that of the corpse in question, and the undead must be corporeal. Your command of the undead is absolute and as a bonus action, you telepathically give instructions to them as a whole. You must be on the same plane of existence as the undead created to do this.

In the absence of instruction, the undead behave according to type but will not harm anyone you forbid them to. The undead remain until slain, you or they travel to a different plane of existence, or you die, at which point they turn to dust.

If you cast this spell again whilst any undead you created remain, those remaining turn to dust once you create one or more new undead from the new casting.

Freedom

12th level Enchantment

Casting Time: 1 day

Range: Unlimited

Components: V, S, M (a collection of gems worth at least 100,000 gp, the tear of a deity, the heart of a dragon, and the bile of a tarrasque)

Duration: Instantaneous

Classes: Wizard

This spell embodies the status of freedom, freeing a target of any conditions of the caster's choosing. These conditions may be mental, physical, emotional, or metaphysical bonds put on the target. For example, this spell could be used to free a long imprisoned god, dissolve any magical contract or bargain, free any person from their social or familial bonds, or free two gods from their hatred or friendship. The world shapes and morphs to fit the sundered bond, usually to the benefit of the caster. This spell does not actually change the past, but rather shapes the world into what would happen should the present be altered.

As an epic level spell, this spell cannot be counterspelled using a spell slot lower than the casting of this spell.

Greater Telepathy

9th level Evocation

Casting Time: 1 action

Range: Unlimited

Components: V, S

Duration: 24 hours

Classes: Warlock, Wizard

You create a telepathic link between yourself and a number of creatures equal to your Intelligence score that you are aware of. The creature does not need to be on the same plane of existence.

Until the spell ends, you and a target can instantaneously share words, images, sounds, and other sensory messages with one another through the link. This spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send it.

At Higher Levels. If this spell is upcast to 10th level, the effect is permanent until dispelled.

Hellball

11th level Evocation

Casting Time: 1 action

Range: 150 feet

Components: V, S

Duration: Instantaneous

Classes: Warlock, Wizard

You unleash a powerful blast of energy that detonates at a point you can see within range. Each creature within a 20’ radius of the blast point must succeed at a Dexterity save, or take 12d8 acid, 12d8 fire, 12d8 lightning and 12d8 thunder damage. On success, creatures take half damage. Hellball ignores evasion.

Khelben's Dweomerdoom

10th level Abjuration

Casting Time: 1 reaction, when you see a spell being cast

Range: Within sight

Components: V, S

Duration: Instantaneous

Classes: Wizard

You counterspell an opponent's spell or spell-like ability before it is even cast and without knowing what spell you are countering. If counterspelling a spell above 10th level, make a contested Intelligence check.

Mass Drown

10th level Transmutation

Casting Time: 1 action

Range: 20 feet

Components: V, S

Duration: Instantaneous

Classes: Druid

You create water in the lungs of any creatures of your choice that you can see within range, causing them to begin drowning. Each target must succeed with a Constitution saving throw or else drop to half of its maximum hit points. If the target is already below half, it drops to 0 hit points instead and begins dying.

Creatures that do not require the use of lungs, such as undead or constructs are not affected by this spell.

Mass Fowl

10th level Transmutation

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

Classes: Druid

You transform any creatures of your choice that you can see within range that are size Large or smaller, into chickens. Each creature you choose must succeed on a Wisdom saving throw or undergo the transformation. The transformation is permanent and all non-legendary items carried by affected targets are instantly destroyed upon transformation.

Creatures with the Unconquerable trait are unaffected by this spell but must still succeed on the save or be stunned until the start of your next turn.

Misras' Broken Chains

2nd level Transmutation

Casting Time: 1 action

Range: 60 feet

Components: S

Duration: Instantaneous

Classes: Wizard

You point at a creature you can see, breaking any nonmagical bonds that restrain it. If a creature is prone, they may use their reaction to stand up, and if a weapon is within their reach, they may make an attack roll against any hostile creature within range. A creature cannot benefit from this spell more than once every hour. You may repeat this action on a number of targets equal to your Intelligence modifier (minimum of 1).

Misras' Dancing Steel

7th level Evocation

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a small steel blade)

Duration: 1 hour

Classes: Wizard

You snap your fingers, choosing two willing creatures. Until the spell expires, you may choose to transfer points of Armor Class from one creature, to another, to a maximum of 30 AC. An effected target cannot benefit from the donating of multiple creatures.

Mystra's Overchannel

11th level Evocation

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Up to 1 minute

Classes: Sorcerer, Wizard

You call on the Weave to flood you with a portion of Mystra’s own power, infusing your damaging spells with unearthly potency. For the next minute, for each evocation spell of 1st to 8th level you cast at its default level that involves rolling damage dice, you roll double the usual number of damage dice, and each such spell attracts the epic level modifier to your spell save DC (i.e. +1).

Starting from the second time you choose to invoke this ability and each time thereafter, roll a d6. On a 1 or 2, either you again one level of exhaustion, or this spell ends early (your choice).

Premonition

10th level Divination

Casting Time: 1 minute

Range: Self

Components: V, S

Duration: 1 hour

Classes: Cleric, Druid, Wizard

This epic spell bestows a partial ability to see into the immediate future. For the duration, you can't

  • Be surprised
  • Roll less than 10 on attack rolls, ability checks, and saving throws.

This insight into the future also gives you Resistance (10) to all damage for the duration. Additionally, other creatures have disadvantage on attack rolls against you and cannot score a critical hit on you for the duration.

Retribution

11th level Abjuration

Casting Time: 1 reaction

Range: Self

Components: V or S

Duration: Instantaneous

Classes: Wizard

The caster may choose to absorb any number of effects or amount of damage for 1d4 rounds, granting a semblance of invulnerability, and reflecting them back at the targets responsible.

As an epic level spell, this spell cannot be counterspelled using a spell slot lower than the casting of this spell.

Rewind/Fast Foward

10th level Divination

Casting Time: 1 action

Range: Varies

Components: S

Duration: Instantaneous

Classes: Wizard

The caster may choose a target, whether it be a creature, object, or location and move it through time, up to 1 year, applying and removing conditions on the target as applicable. The caster may choose whether or not the target retains its memories after it has been rewound. This spell may be used to bring the dead back to life, regardless of whether or not the target is willing or if they died of old age. This spell may be used to bring back a creature who has been annihilated.

If this spell is cast at 11th level, the caster may target a plane of their choice. If this spell is cast at 12th level, the caster loses limitations on what they can target and how far through time they can move their target.

As an epic level spell, this spell cannot be counterspelled using a spell slot lower than the casting of this spell.

Shades of Terror

10th level Illusion

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Up to 1 minute

Classes: Sorcerer, Wizard

You draw on the deepest fears of a group of creatures, allowing you to create illusory creatures in their minds, visible only to them.

Each creature of your choice in a 30-foot-cube centred on a point you choose within range must make a Wisdom saving throw. On a failed save, a creature takes 10d10 psychic damage and becomes frightened for the duration. While frightened by this spell, the creature’s speed becomes 0 and it can't cast spells.

For each creature affected, the illusion manifests as its worst nightmare, posing as an implacable threat.

At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 5d10 psychic damage.

On a successful save, the spell ends for that creature. If something causes the frightened creature to move out of the spell’s range, the spell ends for the creature.

Slay Fiend

11th level Necromancy

Casting Time: 1 action

Range: Sight

Components: V, S

Duration: Instantaneous

Classes: Wizard

You choose a point within range. Any fiend without legendary actions within a 100 foot radius of the point you choose is instantly slain, as if they were killed within their home plane.

As an epic level spell, this spell cannot be counterspelled using a spell slot lower than the casting of this spell.

Spell Trap

10th level Abjuration

Casting Time: 1 action

Range: Self

Components: V

Duration: Up to 1 minute

Classes: Sorcerer, Wizard

You create a barrier of magical protection around yourself. Every spell directly cast at you is absorbed by spell trap – making you recall a previously cast spell of up to that level. The incoming spell has no other effect on you. Spell trap can absorb any spell up to 9th level.

Spell trap absorbs a total of 1 spell level per your caster level, before ending. The protection spell trap provides is absolute: having 1 level remaining of this protection means a 1st level or a 9th level spell is be absorbed, though the spell slot you regain matches only the spell levels remaining of spell trap.

Mordenkainen’s disjunction may end this spell, if you are within that spell’s area and its caster succeeds on a DC 21 spell check (10 + spell level +1 epic modifier). Each turn you are within the area of effect of Mordenkainen’s disjunction, its caster can attempt the spell check on its turn.

You can dismiss spell trap as a bonus action.

Stew's Dimensional Tether

3rd level Enchantment

Casting Time: 1 action

Range: 100 feet + 10 feet per caster level

Components: V, S, M (a small metal anchor)

Duration: 1 round per caster level

Classes: Wizard

Make a ranged touch attack. On a hit, this spell spacially binds the target, preventing any form of extradimensional travel, including Planeshift, Misty Step, Teleport, Gate, Etherealness, Astral Projection or any other form of magical transportation. The target is not physically bound, and this effect is dismissed inside an Antimagic Field. The target may dispel this effect using Dispel Magic, but the magic of the spell only disappates at the start of the target's next turn.

Sunder the Weave

11th level Evocation

Casting Time: 1 minute

Range: Sight

Components: V, S

Duration: Instantaneous

Classes: Wizard

The caster rips and tears at the weave, sundering space and time itself. The caster may choose one or more of the following effects to occur:

Split Space. The caster tears a hole in space, creating a Ravenous Void cast at 10th level of monsterous proportions. The size of the void is up to the DM, but is generally considered to be much larger than the size of a normal Ravenous Void. The caster has control over this effect and can grow or shrink the spell to their liking.

Tear Time. The caster rips a hole in time, opening a portal to some time period of the DM's choosing. The caster may select the location that this portal leads to, and may attempt to influence the time period the portal connects to as well.

Sunder Magic. The caster sunders the weave in a selected area, creating a dead magic zone. All forms of spells, spell-like abilities, and supernatural abilities cease to function inside this dead magic zone, regardless of whether or not they make use of the weave.

Escape. The caster may choose to form a portal to escape from a place they are normally unable to, such as the Domains of Dread. The caster may choose to dismiss the portal as a bonus action. This effect of the spell cannot be counterspelled or dispelled.

Create Plane. If upcast to 12th level, this spell may be used to create a plane of existence, outside the normal cosmology. This plane has its own laws of physics and magic, granting the caster control over the plane similar to a god's divine domain. To use this effect of the spell, a ritual must be cast which takes an entire year to complete. This effect cannot be counterspelled or dispelled by any means.

As an epic level spell, this spell cannot be counterspelled using a spell slot lower than the casting of this spell.

Vampiric Feast

11th level Necromancy

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

Classes: Druid, Sorcerer, Warlock, Wizard

You forcibly extract life force from up to 3 creatures within range, which you then consume. Each creature of your choice must succeed at two Constitution saving throws or lose all remaining hit points and begin dying.

A creature that succeeds on only one save loses half of its current hit points. A creature that succeeds on both saving throws loses 0 hit points. The total amount of necrotic damage inflicted by this spell is then added to your current total.

You are only able to absorb enough hit points to restore you to full health; remaining points dissipate into the fabric of the Weave.

Creatures with the Unconquerable trait can only fail one of the two saves. Constructs are unaffected.

Vorpal Strike

11th level Necromancy

Casting Time: 1 action

Range: Self

Components: V, S, M (a weapon you are holding)

Duration: Up to 1 minute

Classes: Sorcerer, Wizard

You imbue your weapon with the power of death. For the duration, when you deal damage to a creature with a weapon attack using this weapon, you may chose to force that creature to succeed on a Constitution saving throw, or die. The spell ends early if a creature fails this save, or you use this effect three times.

Artifacts

Arcanus Fundare (Foundations of Magic)

  • General Buff: Grants 'Improved Spell Mastery' feature and increases a caster's spell save DC by 5.
  • General Buff: Grants expertise in Arcana checks. If a creature already has expertise, it may add its proficiency modifier three times instead of twice.
  • General Buff: Grants the boons of Magic Resistance, Arcane Savant, as well as two epic feats, or two boons, or one boon and feat. of choice.
  • General Buff: Grants 'Pierce Magical Immunities'
  • General Buff: Grants Limited Magic Immunity for spells of 4th level or lower
  • General Buff: An attuned creature is granted the Rule Breaker feat.
  • Cleric Buff: By mastering divine magics, an attuned creature no longer requires a deity in order to summon their powers, with the exception of Divine Intervention. Healing spells are always considered to be rolled at their maximum.
  • Bard and Cleric Buff: An attuned creature is granted an additional ninth level spell slot provided they only have one or less.
  • Bard Buff: Grants the ability for an attuned creature to use their bardic inspiration as an action, bonus action, or reaction

Magicus Creare (Spells of Creation)

  • General Buff: Grants the ability to create magical items without expending points of Constitution
  • General Buff: An attuned creature always knows if a magical item is cursed before they attempt to attune to it
  • General Buff: Grants one attunement slot
  • Monk Buff: Grants a third extra attack
  • Rogue Buff: If disadvantage is imposed on an attuned creature, that creature may still benefit from sneak attacks if they have adavantage on their attack and may sneak attack twice per a round instead of once.
  • Rogue Buff: Once per a long rest, an attuned creature may consider all of its sneak attack dice to be at their maximum for an entire round.
  • Bard Buff: Any weapon attack by an attuned creature is considered magical. Additionally once per a short rest, an attuned creature may exchange one learned spell for an unlearned one, as long as they have a spell slot of an appropriate level.

Maior Creare (Major Creation)

  • General Buff: Grants the knowledge and ability to make perfect constructs (maximum hit points)
  • General Buff: Magical constructs of the user's creation are absolutely loyal to its maker
  • General Buff: An attuned creature is essentially granted the same tinkering capabilities of a master artificer, as well as gaining proficiency tinkers' tools.
  • General Buff: An attuned creature can issue an order to magical constructs which must succeed on a DC 25 Charisma saving throw. If the construct fails, it must carry out the command to the best of its abilities. This use may only be used once every minute.
  • Barbarian Buff: By applying the same principles as a construct, an attuned creature is able to raise their Constitution score up to 30, maximize their maximum hit points, and assume the maximum possible score on rolled hit dice. Additionally, they may replace any Constitution check or saving throw with their Constitution score.
  • Barbarian Buff: Grants resistance to all damage.

Planus Mechanus (Studies of the Planes)

  • General Buff: Grants the the ability to planeswalk as an action, without the need for spell componenets
  • General Buff: Attuned creatures cannot suffer the negative effects of planes, nor can they be trapped on a plane
  • General Buff: Attuned creatures are immune to the effects of a plane should they die there
  • Wizard Buff: By storing the powers of the planes across your travels, you are able to call upon that latent energy to restore your spell slots. An attuned creature is granted 'Spell Slot Regeneration'.

Ars Factum (Of the Creation of Artifacts)

  • General Buff: Grants the ability to construct artifacts, wild magic areas, anti-magic fields, and dead magic zones.
  • General Buff: Grants the ability to magically scry on and locate any artifact even if the artifact is otherwise immune to divination
  • General Buff: An attuned creature is immune to the effects of the revoking of magic, although they are unaware of this fact. \page
  • Monk Buff: By turning their fists into a psuedo-artifact, when an attuned creature attacks, they are able to roll for damage twice, picking the higher roll. Additionally, any critical strike is assumed to maximize its damage roll, provided it is an unarmed strike. Furthermore, all rolled 1's for damage dice are considered 2's.
  • Monk Buff: Grants a minimum AC of 25 and an aditional 5 ki points.

Nether Scroll Mastery

  • General Buff: If an attuned creature's attack modifier is less than its level, it may decide to attack as if its attack modifier is equal to its level. This effect does not stack with other bonuses or abilities.
  • General Buff: If an attuned creature does not already have a 30 or higher in one of its statistics, it may raise its highest stat to 30.
  • General Buff: The effective caster level and CR of an attuned creature is increased by five, unless it already has a similar effect. An attuned creature may choose the higher of the CR buffs.
  • General Buff: An attuned creature may only suffer a total of 150 points of damage from a single target per a round
  • Deity Buff: An attuned creature whose divine rank is between 0 and 4 may increase its divine rank by 1. An affected detiy can no longer have their divine rank decrease below 1 due to lack of worship.
  • Mortal Buff: An attuned creature may select one divine feat for which it has the prerequisites for (including divine rank). The creature is assumed to have no godly actions, and for the purposes of its ability, is assumed to have a divine rank of 0.

Buff Explanations

Improved Spell Mastery:

A creature selects a 1st, 2nd, and 3rd level spell it is able to cast. That creature may cast those spells without expending a spell slot or requring spell componenets. On a short or long rest, the creature may exchange the spell for another spell they know of equal level.

Pierce Magical Immunities:

If a creature uses a spell that another creature is immune to due to the 'Limited Magic Immunity' feature, those two creatures must make competing Charisma checks. If the attacking creature succeeds, the spell affects the targeted creature.

Spell Slot Regeneration (Recharge 5-6):

As a free action at the beginning of the creature's turn, before they cast any spells or spell-like abilities, a creature is able to regain one spell slot of their choice. Until the start of their next turn, that creature is unable to cast or command any spell of equal level or lower. A 12th level slot may not be regained this way, an 11th level slot may only be regained once per along rest, and a 10th level slot may only be regained twice per a long rest. Alternatively, the creature may select a willing target within five feet. That target decides what level spell slot to recover, however the slot cannot be 9th level or higher, and the target is unable to cast or command spells of the regained slot's level or lower until the end of its next turn.

Tear of Selune

Divine Artifact (requires attunement)

  • Once per a long rest, an attuned creature may scry on a location as if they used the Scrying spell. A creature who is targetted by this effect does not get a save, and the divination can only be prevented with similar divine protections. An attuned creature may decide to cast a spell as if they were in the scryed upon location.
  • An attuned creature is immune to divination magics and can cast the Srying spell at will.
  • An attuned creature is always assumed to succeed on Dexterity saving throws regarding the Meteor Swarm spell.
  • Once per a long rest, an attuned creature may attempt to directly commune with Selune.
  • An attunement to this artifact can only expire if a creature willingly unattunes, or by the divine command of Selune.
  • An evil creature who attempts to attune to this artifact must make a DC 25 Charisma saving throw, taking 20d10 radiant damage or half on a successful saving throw. This damage cannot be reduced by any means. A creature who is killed by this effect is instantly disintegrated.
  • An attuned creature may instantly summon this artifact to their hands, regardless of interplanar distance.
  • Once per a long rest, an attuned creature may innately cast the Gate spell. The target of this spell is always Selune's divine domain.
  • An attuned creature cannot be Charmed.
  • Once per a long rest as an action, an attuned creature may heighten all magic within 120 feet until the start of the attuned creature's next turn. All creatures who cast spells may roll damage for their spells twice, choosing the higher roll. All creatures within the area gain advantage against saves versus spells and other magical effects.
  • An attuned creature gains advantage on attack rolls against undead creatures of CR 21 or less.
  • An attuned creature gains resistance against radiant damage.

Blood of the Morninglord

Divine Artifact (requires attunement)

  • Once per a long rest, if a creature within sight is knocked unconcious, an attuned creature may use their reaction to instantly grant the target five times their Constitution modifer's worth of hit points.
  • An attuned creature is granted a regeneration of 1 hit point per a round.
  • An attuned creature may select one spell of 7th level or lower from the cleric spell list. Once per a long rest, the attuned creature is able to cast this spell without expending a spell slot or material componenets.
  • Once per a long rest, an attuned creature may innately cast the Gate spell. The target of this spell is always the Morninglord's divine domain.
  • An attunement to this artifact can only expire if a creature willingly unattunes.
  • An attuned creature gains resistance against radiant and necrotic damage.
  • An attuned creature is granted an immunity to one condition of their choice.
  • An attuned creature can read, speak, and write Celestial if they couldn't already.
  • An attuned creature is always aware whether or not another creature is faithful to another god, as well as whether or not they are claimed by a deity.
  • An attuned creature is permanently put under the effects of Protection from Evil and Good, and gains advantage on attack rolls against undead.
  • An attuned creature is immune to divination magics, and cannot be scryed upon, have their thoughts or truthfullness descerned, or be compelled to share their true name (if they have one).
  • Once per a long rest, an attuned creature may regain up to half their uses of their Channel Divinity, if applicable.
  • An attuned creature's AC cannot be lower than 25.
  • An attuned creature is granted an extra attack, as part of its action, if it does not have one already.

Wizard Shit

23rd Level

  • Gain a 10th level slot
  • Maintain Study Focus ability

24th Level

  • Starting at 24th level, your illusion spells that would fail physical inspection, can now pass as real. For example, if you change the appearance of one of your allies, by making him shorter, as with the Seeming spell, and a guard were to inspect his height, the guard would perceive it as being so, even though your ally is physically taller.

25th Level

  • Gain an 11th level slot

27th Level

  • Gain another 10th level slot
  • Maintain Prismatic Juggle

29th Level

  • Gain a 12th level spell slot
  • Maintain Ability Score Improvement

Cleric Shit

Epic Spell Capacity

  • At 25th level, you gain a 10th level spell slot.
  • At 29th level, you gain an 11th level spell slot.

Epic Level Astral Cleric

Divine Domain

21st Level

  • At 21st level, you may choose one of the following features:
    • Star Flare. Your connection to the cosmos allows you to conjure brilliant starlight. As an action, you conjure a burst of light in a 60-foot-radius sphere centered on a point you can see within 120 feet of you. You can immediately teleport each willing creature in the sphere to an unoccupied space within 30 feet of it. Each creature remaining in the sphere must succeed on a Constitution saving throw against your spell save DC or take 10d10 radiant damage and be blinded until the end of your next turn. If they succeed, they take half damage and are not blinded. Once you have used this action, you can’t use it again until you finish a long rest or until you expend a spell slot of 5th level or higher to use it again.

    • Precognitive Vision. You can call up visions of the past and future that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can't use it again until you finish a short or long rest.

    • Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past or future (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

    • Area Reading. As you meditate, you see visions of temporal events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back or going forward a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

25th Level

  • Attempting to make a wish involves a 10-minute ceremonial prayer with access to the night sky. This prayer is treated as though it were a Concentration spell - if you fail a Concentration saving throw while reciting the prayer, you must start over. You can attempt this process as many times as you like, but it will always fail if you've successfully made a wish in the last month. The contents of the wish must be confirmed before you roll the d20, including the exact wording offered in the prayer; no take-backs. Roll a d20. On an 18 or above, your wish is granted. This roll cannot benefit from bonuses such as guidance, be re-rolled through any ability, or given advantage except through Inspiration, if your game is using it or a similar rule.
  • Your wish ability can be used once per long rest.

28th Level

  • Starting level 28, you open a rift to allow an Astral being to unleash its power, As an action you once you open a rift, 30ft radius centred on you, you can choose one of the following:
    • All spells cast in the sphere the caster must roll for Wild Magic.
    • All creatures with the sphere must make a Wisdom saving throw or gain one indefinite madness point.
    • Gain the ability to cast “Arms of Hadar” with the 30ft radius without a spell slot.

Epic Level Grave Cleric

Divine Domain

21st Level

  • Whenever you make a death saving throw, you add your Wisdom modifier.
  • As a reaction, whenever you or an ally would fall below 0 hit points, you may cast Death Ward on them without expending a spell slot. You can do this reaction up to your Wisdom modifier (minimum of 1 time) per day.

25th Level

  • As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. Whenever you or an ally attacks, the creature has vulnerability to all of that attack's damage, and then the curse ends at the top of your next turn. If the creature is resistant to that damage, or takes it as is, then the creature is vulnerable. If the creature is immune to that damage, then they take the damage as is.

28th Level

  • As a reaction, when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. You can do this an equivalent of your Wisdom modifier times two, and they regain on a short rest.

Epic Level Fighter

Gunslinger

  • Archery Multishot. When you hit a target with a ranged weapon attack, you can use your bonus action to force up to two other creatures of your choice within 20 feet of the target to make a Dexterity saving throw against a DC of 8 + your Proficiency bonus + your Dexterity modifier. Each creature that failed the save takes damage equal to the weapon's damage dice + your Dexterity modifier.

Epic Level Racial Traits

Aasimar

  • Your Darkvision increases to 120 feet, and you have advantage on saving throws against effects that would frighten you.

Variant Human

  • You gain proficiency with a skill of your choice, or choose another feat, and learn one additional language.

Firbolg

  • You can cast Disguise Self at will.
  • You gain Darkvision up to 120 feet.
 

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