Epic Levels (5e Expansion)

by Valeria

Search GM Binder Visit User Profile

Table of Contents

Content page #
Introduction 2-3
Classes 4-43
...Artificer 4-5
...Barbarian 6-8
...Bard 9-10
...Cleric 11-13
...Druid 14-16
...Fighter 17-20
...Monk 21-23
...Paladin 24-26
...Ranger 27-29
...Rogue 30-32
...Sorcerer 33-35
...Warlock 36-39
...Wizard 40-43
Spells 44-54
...Spell Lists 44-46
...6th level spells 47
...7th level spells 48
...8th level spells 49
...10th level spells 50-55
Equipment 56-57
Rewards 58-59
Monsters 60-121
...CR and Roles 60-61
...CR 31 62-67
...CR 32 68-73
...CR 33 74-79
...CR 34 80-85
...CR 35 86-91
...CR 36 92-97
...CR 37 98-103
...CR 38 104-109
...CR 39 110-115
...CR 40 116-121
FAQ 122
Credits 123

Introduction

Lorem ipsum book introduction.

Tier Descriptions

Cantrips get an increase at 21st and 26th level, provided they have had an increase at 5th, 11th, and 17th level.

Tier 5: Guardians of the Material Plane.

21st-25th level.

Notable starting features: Platinum Soul, 6th level spells for halfcasters, Master of All Trades, Epic Expertise, etc. Start being given epic boons every 2 or 3 levels.

Threats: Things that threaten the Material Plane itself before they become major threats. Perhaps even weakening threats so that other adventurers can take care of it. May not eliminate the army entirely, but could cripple it.

Tier 6: Ascending Deities

26th-30th level.

Notable starting features: 10th level spells, no more automatically missing attacks for fighters, additional attacks for monks, Exalted Smite, etc. Only reason 10th level spells are allowed to be cast is because the caster can handle the stress that would normally be put on the weave.

Threats: Other deities that seek to stop your rise, things that threaten the balance of the multiverse, etc.

Dragonborn Breath Weapon

If using the dragonborn, increase the damage of the breath weapon by 1d6 if using the Player's Handbook version or by 1d10 if using the Fizban's Treasury of Dragons version at 21st and 26th level.

New Conditions

Ablaze

A creature that has been set ablaze takes fire damage at the start of each of their turns. The amount is mentioned after the condition, such as ablaze (d4). A creature can use their action to put out the fire.

Dazed

A creature that is dazed cannot use reactions and must choose between the following: taking an action, taking a bonus action, or movement.

Frozen

A frozen creature is incapacitated, cannot move or speak, and attack rolls made against the creature have advantage. The frozen creature automatically fails Strength and Dexterity ability checks and saving throws. The next time a frozen creature is hit and takes damage other than fire or psychic, they take double the damage taken and are no longer frozen. Any form of restoring hit points removes the frozen condition.

Variant Rules Adjusted

Proficiency Die

You roll d4+d10 starting at 21st level, 2d8 starting at 25th level, and 3d6 starting at 29th level. If you double your proficency bonus, you double the dice rolled as normal. If you triple your proficiency bonus, you roll triple the dice. If you add half your proficiency bonus, you roll the dice and half the result, rounding up.

Spell Points

10th level spells cost 15 spell points, and can only be cast once, being able to do so again after finishing a long rest. Starting at 24th level, you can cast spells of 6th-9th level twice each, rather than once, before needing to finish a long rest. Starting at 27th level, you can cast spells of 6th-9th level three times each, rather than twice, before needing to finish a long rest.

Caster Level Spell Points Maximum Spell Level
21st 136 9th
22nd 147 9th
23rd 152 9th
24th 167 9th
25th 179 9th
26th 199 10th
27th 220 10th
28th 238 10th
29th 264 10th
30th 289 10th

Tasha's Optional Rules

Named Versatility

Also applies to Superior and Mythic Ability Score Improvement.

Multiclassing

Refer to the table below when multiclassing two spellcasting classes beyond 20th level for the total spell slots available.

Spellcasting Level

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
21st 4 4 3 3 3 2 2 1 1
22nd 4 4 3 3 3 2 2 2 1
23rd 4 4 4 3 3 2 2 2 1
24th 5 4 4 3 3 2 2 2 2
25th 5 5 4 3 3 3 2 2 2
26th 5 5 5 4 3 3 2 2 2 1
27th 5 5 5 4 4 3 3 2 2 1
28th 6 5 5 5 5 4 3 3 2 1
29th 6 6 5 5 5 4 4 3 3 1
30th 6 6 6 5 5 5 4 4 3 1

Artificer

Level Proficiency Bonus Features Infusions Known Infusions Prepared Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th
21st +7 12 6 4 4 3 3 3 2 1
22nd +7 Artificer Specialist Feature 14 7 4 4 3 3 3 2 1
23rd +7 Superior Ability Score Improvement 14 7 4 4 3 3 3 2 1
24th +7 True Tool Master 14 7 5 4 3 3 3 2 1
25th +8 Infusion Enhancements 14 7 5 4 3 3 3 2 1 1
26th +8 Magical Soul 16 8 5 4 3 3 3 2 1 1
27th +8 Artificer Specialist Feature 16 8 5 4 3 3 3 2 1 1
28th +8 Mythic Ability Score Improvement 16 8 5 4 3 3 3 2 1 1
29th +9 16 8 6 4 3 3 3 2 1 1 1
30th +9 Magical Infusions 18 9 6 4 3 3 3 2 1 1 1

Class Features

Superior Ability Score Improvement

When you reach 23rd level, you can increase one ability score of your choice by 4, or you can increase two ability scores of your choice by 2, or any other combination of spending the 4 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 2 feats.

True Tool Master

Starting at 24th level, your proficiency bonus is tripled for any ability check you make that uses your proficiency with a tool. You also add half your proficiency bonus to all ability checks made with tools that you lack proficiency in and you halve the crafting time needed for any item you craft with a tool you have proficiency with.

Infusion Enhancements

Starting at 25th level, your infusions have a bonus of +3, provided they had a bonus of +2 since 10th level. Furthermore, you increase the amount of charges your infused items have by your Intelligence modifier, provided they already had charges.

Magical Soul

Starting at 26th level, when you would be reduced to 0 hit points but not killed outright, you can instead use up charges from a magic item you are attuned to, dropping instead to an amount of hit points equal to five times the charges spent. If you are killed outright, you can spend a total of 10 charges to instead be knocked unconscious.

Mythic Ability Score Improvement

When you reach 28th level, you can increase one ability score of your choice by 6, or you can increase two ability scores of your choice by 3, or any other combination of spending the 6 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 3 feats.

Magical Infusions

At 30th level, you can infuse magical items with one infusion, and nonmagical items with up to 3 infusions.

Artificer Specialties

Alchemist
Potent Alchemy

Starting at 22nd level, whenever you cast a spell that deals acid, fire, or necrotic damage, you ignore resistance to those damage types. Furthermore, you can ignore immunity to those damage types a number of times equal to your Intelligence modifier, regaining all expended uses upon finishing a long rest.

Perfected Elixirs

Starting at 27th level, your elixirs now have the following effects as described in the table below:

die Effect
1 Healing The drinker regains a number of hit points equal to 4d6 + your Intelligence modifier.
2 Swiftness The drinker’s walking speed increases by 50 feet for 1 hour.
3 Resilience The drinker gains a +3 bonus to AC for 10 minutes.
4 Boldness The drinker can roll 2d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5 Flight The drinker gains a flying speed of 60 feet for 1 hour.
6 Transformation The drinker’s body is transformed as if by the alter self spell. The drinker can choose two of the effects, instead of one. Both effects last for 1 hour.
Armorer
Exalted Armor

Starting at 22nd level, your armor has the following features, depending on the type:

Guardian

  • Thunder Gauntlet: Upon making an attack roll with the thunder gauntlets, you can expend a spell slot to increase the damage by twice the level of the spell slot expended.

  • Defensive Field: Upon activating the defensive field, you can expend a spell slot to increase the temporary hit points by an amount equal to three times the spell slot's level.

Infiltrator

You can take the Hide action as a bonus action and you no longer suffer disadvantage on Stealth checks regardless of the armor worn. Furthermore, your walking speed increases by an additional 5 ft.

Gifted Armor

Starting at 27th level, you can enchant a second set of armor with the model you did not choose. You designate a creature that can wield and benefit from the armor you chose at the same time you enchant the second set of armor.

Artillerist
Mystical Cannon

Starting at 22nd level, your Eldritch Cannon has the following benefits:

Cannon Description
Flamethrower A creature that fails their saving throw is set ablaze (3d8) for 1 minute.
Force Ballista The cannon can target a number of creatures equal to the level of the spell slot used to create it. Each creature that gets hit must make a Constitution saving throw or be knocked prone and stunned until the start of your next turn.
Protector The range of the cannon increases by an amount equal to the level of the spell slot used to create it. Furthermore, each creature within range gains a bonus equal to half your Intelligence modifier and the temporary hit points granted are increased to twice the spell slot's level.

The first time it is created after each long rest, treat it as if you used half your highest level spell slot for any bonuses regarding spell slots.

Powerful Firearm

Starting at 27th level, you add 1d8 to each damage roll of a spell you cast using your arcane firearm.

Battle Smith
Intelligent Defender

Starting at 22nd level, you add your Intelligence modifier to the following for the Steel Defender:

  • Dexterity and Constitution saving throws.
  • Athletics and Perception ability checks.
  • The damage dealt with Force Powered Rend.
  • The hit points restored with Repair.
Powerful Jolt

Starting at 27th level, your Arcane Jolt's damage and healing both increase to 7d6. Furthermore, you can expend a spell slot to chain the jolt to a number of targets equal to the level of the spell slot. All targets must be within 30 ft of each other and either take damage or have their hit points restored.

Barbarian

Level Proficiency Bonus Features Rage Damage
21st +7 Brutal Critical (4 dice) +4
22nd +7 Path Feature +4
23rd +7 Superior Ability Score Improvement +5
24th +7 Empowered Rage +5
25th +8 Brutal Critical (5 dice) +5
26th +8 Strong Swings +5
27th +8 27th feature +5
28th +8 Mythic Ability Score Improvement +5
29th +9 Brutal Critical (6 dice) +5
30th +9 Path Feature +6

Class Features

Brutal Critical

Starting at 21st level, you can roll four additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

This increases to five additional dice at 25th level and six at 29th level.

Superior Ability Score Improvement

When you reach 23rd level, you can increase one ability score of your choice by 4, or you can increase two ability scores of your choice by 2, or any other combination of spending the 4 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 2 feats.

Empowered Rage

Starting at 24th level, as you enter your rage, you can choose to become immune to bludgeoning, piercing, or slashing damage. Once you use this feature, you must finish a short or long rest in order to do so again.

Brutal Critical

Starting at 25th level, you can roll five additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Strong Swings

Starting at 26th level, you double the amount of damage dice you roll whenever you make an attack roll using your Strength modifier.

Faster Movement

Starting at 27th level, your movement speed increases by an additional 10 ft.

Primal Awareness

Starting at 27th level, you cannot be surprised whatsoever.

Mythic Ability Score Improvement

When you reach 28th level, you can increase one ability score of your choice by 6, or you can increase two ability scores of your choice by 3, or any other combination of spending the 6 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 3 feats.

Brutal Critical

Starting at 29th level, you can roll six additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Primal Paths

Path of the Ancestral Guardian
Ancestral Challenge

Starting at 22nd level, upon hitting a creature, once per turn, you can force them to make a Wisdom saving throw or be forced to fight only you as per the compelled duel spell. Furthermore, your Spirit Shield increases to 5d6.

Powerful Spirits

At 30th level, your Spirit Shield's damage reduction equals 10d6.

Path of the Battlerager
Healthy Recklessness

Starting at 22nd level, whenever you use Reckless Attack while raging, you gain an amount of temporary hit points equal to your Constitution score.

Deadly Spikes

At 30th level, whenever you use your spikes to deal damage, you deal 5d4 + your Strength modifier piercing damage.

Path of the Beast
Primal Beast

Starting at 22nd level, you have the following benefits, depending on which aspect you unleash:

  • Bite: You deal 2d8 piercing damage and you regain a number of hit points equal to half the damage dealt, provided you have less than half your hit points remaining.
  • Claws: You deal 2d6 slashing damage and you can make two additional claw attacks, instead of one.
  • Tail: You deal 2d8 piercing damage and you can increase either your AC or the AC of a creature within reach by 2d8 as a reaction, instead of 1d8.
True Beast

At 30th level, you activate the bite, claws, and tail whenever you enter your rage.

Path of the Berserker
Furious Frenzy

Starting at 22nd level, when activating Frenzy, you gain a number of temporary hit points equal to your Strength + Constitution scores. These temporary hit points are lost upon exiting your rage. Furthermore, you can make 3 attacks when you take the Attack action, use your bonus action to attack, and/or use your Retaliation feature while in a Frenzy.

True Intimidator

At 30th level, when you use your Intimidating Presence while in a Frenzy Rage, each creature within 30 ft of your choice must make a Wisdom saving throw and has disadvantage on the saving throw. Creatures with immunity to the frightened condition make a Wisdom saving throw with advantage, instead of disadvantage. Furthermore, a creature must lose line of sight with you in order to attempt another Wisdom saving throw to end the frightened condition.

Path of the Storm Herald
Careful Storm

Starting at 22nd level, your Storm Aura increases to 15 ft radius, and you gain the following depending on the storm chosen:

  • Desert: Each creature takes the fire damage at the start of each of their turns, unless you designate them as safe, no action required.
  • Sea: You can choose a number of creatures no greater than your Constitution modifier to make the saving throw.
  • Tundra: Each creature gains advantage on their next Constitution saving throw.
True Storm Rage

At 30th level, your raging storm knows no bound and gains the following benefit, depending on the storm chosen:

  • Desert: You no longer need to use your reaction.
  • Sea: You no longer need to use your reaction.
  • Tundra: The effect lasts until you are knocked unconscious.
Path of the Totem Warrior
Full Spirit

At 22nd level, your choice from Totem Spirit gets a power up.

  • Bear: When you enter your rage, you gain immunity to three damage types other than bludgeoning, piercing, psychic, and slashing damage of your choice.
  • Eagle: While raging, you cannot be hit with opportunity attacks.
  • Elk: Your walking speed is doubled while raging and not wearing heavy armor.
  • Tiger: While raging, your jump distance is doubled.
  • Wolf: While raging, your friends add a +5 bonus to their attack rolls against hostile creatures within 5 ft of you.
Totemic Mix and Match

At 30th level, you gain the benefits of another totem from 3rd, 6th, and 14th level. The chosen 3rd level totem benefits from Full Spirit.

Path of the Zealot
Unbound Fury

Starting at 22nd level, you deal your extra damage from Divine Fury with every weapon attack you make while raging.

True Passion

At 30th level, you can use Fanatical Focus as long as you're raging, and you can use Zealous Presence again after finishing a short or long rest.

Path of Wild Magic
Total Chaos

At 22nd level, when you roll on the wild magic table for barbarian, you gain the following benefits instead:

d8 Improvement
1 The range is 45 ft, the damage dealt and temporary hit points gained is 2d12.
2 You can teleport up to 60 ft, instead of 30 ft.
3 The explosion is a 10 ft radius, and the damage is 3d6 force.
4 Double the normal and long ranges granted.
5 The damage increases to 3d6 force.
6 The range is 30 ft, rather than 10.
7 The range is 45 ft, instead of 15.
8 The damage is 3d6 radiant, and creatures can't benefit from advantage on the saving throw.
Magical Restoration

At 30th level, the die rolled is instead a d6, rather than a d3, whenever you use your Bolstering Magic feature.

Bard

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
21st +7 Master of All Trades 4 23 4 4 3 3 3 2 2 2 1
22nd +7 Bard College Feature 4 23 4 4 3 3 3 2 2 2 1
23rd +7 Superior Ability Score Improvement 5 24 4 4 4 3 3 2 2 2 1
24th +7 Wellspring of Inspiration 5 24 5 4 4 3 3 2 2 2 2
25th +8 Epic Expertise 5 25 5 5 4 3 3 3 2 2 2
26th +8 6 26 5 5 5 4 3 3 2 2 2 1
27th +8 Magical Secrets 6 28 5 5 5 4 4 3 3 2 2 1
28th +8 Mythic Ability Score Improvement 6 29 6 5 5 5 5 4 3 3 2 1
29th +9 Bard College Feature 6 30 6 6 5 5 5 4 4 3 3 1
30th +9 True Inspiration 6 32 6 6 6 5 5 5 4 4 3 1

Class Features

Master of All Trades

Starting at 21st level, you add your proficiency bonus to all ability checks.

Superior Ability Score Improvement

When you reach 23rd level, you can increase one ability score of your choice by 4, or you can increase two ability scores of your choice by 2, or any other combination of spending the 4 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 2 feats.

Wellspring of Inspiration

Starting at 24th level, as an action, you can regain 1d4 Bardic Inspiration dice. Once you do so, you must finish a short or long rest in order to do so again.

Epic Expertise

At 25th level, choose one of the skills you chose for your Expertise feature. You add triple your proficiency bonus to checks made with the chosen skill.

Magical Secrets

At 27th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. Furthermore, you can choose a single 10th level spell to know with this feature, while still knowing another 10th level spell from normally knowing spells.

Mythic Ability Score Improvement

When you reach 28th level, you can increase one ability score of your choice by 6, or you can increase two ability scores of your choice by 3, or any other combination of spending the 6 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 3 feats.

True Inspiration

At 30th level, whenever a creature uses a Bardic Inspiration die, the creature also adds their proficiency bonus to the roll, unless they already add their proficiency bonus.

Bardic Colleges

College of Creation
Mote of True Potential

Starting at 22nd level, your mote grants the following benefits:

  • Ability Check: The creature can add both Bardic Inspiration die rolls to the check.
  • Attack Roll: The thunder damage is equal to twice the number rolled.
  • Saving Throw: The temporary hit points gained are equal to twice the number rolled + your Charisma modifier.
Second Creative Crescendo

Starting at 29th level, all the items you create can be of any size.

College of Eloquence
Golden Tongue

Starting at 22nd level, whenever you roll a Charisma (Deception) or Charisma (Persuasion) check, you can treat a roll of 14 or lower as a 15.

Ego Shatter

Starting at 29th level, whenever you use your Unsettling Words feature, the creature subtracts the amount rolled from every saving throw it makes until the start of your next turn.

College of Glamour
Seductive Performance

Starting at 22nd level, whenever you use your Enthralling Performance feature, the creatures are instead under your total control and will do whatever you ask them to do for 1 hour, even if you or your allies harm them.

Inspiring Majesty

Starting at 29th level, when activating Mantle of Majesty, each creature within 30 ft of you of your choice gains a bardic inspiration die that they can use for all skill checks and saving throws they make for the next 10 minutes.

College of Lore
Truthseeker

Starting at 22nd level, you have advantage on ability checks made to uncover the truth, such as figuring out if someone is being honest or searching for clues or evidence.

Unerring Skill

Starting at 29th level, whenever you make an ability check, you can treat a d20 roll of 9 or lower as a 10. Furthermore, you can treat any d20 roll of 4 or lower for a saving throw as a 5.

College of Spirits
Focused Power

Starting at 22nd level, whenever you use a candle, crystal ball, skull, spirit board, or tarokka deck as your spellcasting focus, you can add a d6 to each roll of a spell that deals damage or restores hit points.

Storyteller

Starting at 29th level, whenever you roll on the Spirit Tales table, you can forgo the roll and choose one tale from the list. Once you do so, you must finish a short or long rest in order to do so again.

College of Swords
Elegant Swordplay

Starting at 22nd level, you are proficient with all weapons that have the finesse property. Furthermore, you double the number rolled on the die for all flourishes used.

Deific Flourish

Starting at 29th level, whenever you use a Blade Flourish option, you can roll a d10 and use it instead of expending a Bardic Inspiration die.

College of Valor
Critical Inspiration

Starting at 22nd level, you or an ally can spend a Bardic Inspiration die to turn a hit into a critical hit . Alternatively, as a reaction to being hit with a critical hit, the creature can spend the Bardic Inspiration die to make the critical hit a regular hit.

Improved Battle Magic

Starting at 29th level, when you cast a spell with a casting time of one action, you can make one weapon attack as part of the same action. You can still make a weapon attack as a bonus action after casting the spell.

College of Whispers
Mind Bending Blades

Starting at 22nd level, you deal an additional 10d6 psychic damage whenever you use your Psychic Blades feature. Furthermore, you can also force the creature to make an Intelligence saving throw or be under the effects of enemies abound until the start of your next turn.

Mortifying Terror

Starting at 29th level, when you use your Words of Terror feature, the target is frightened for the full hour, regardless of what happens.

Cleric

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
21st +7 Destroy Undead (CR 5) 5 4 4 3 3 3 2 2 1 1
22nd +7 Divine Domain Feature 5 4 4 3 3 3 2 2 2 1
23rd +7 Superior Ability Score Improvement 5 4 4 4 3 3 2 2 2 1
24th +7 Destroy Undead (CR 6) 5 5 4 4 3 3 2 2 2 2
25th +8 Channel Divinity (4/rest) 5 5 5 4 3 3 3 2 2 2
26th +8 5 5 5 4 3 3 2 2 2 1
27th +8 Destroy Undead (CR 7) 5 5 5 5 4 4 3 3 2 2 1
28th +8 Mythic Ability Score Improvement 5 6 5 5 5 5 4 3 3 2 1
29th +9 Divine Domain Feature 6 6 6 5 5 5 4 4 3 3 1
30th +9 Divine Empowerment 6 6 6 6 5 5 5 4 4 3 1

Class Features

Superior Ability Score Improvement

When you reach 23rd level, you can increase one ability score of your choice by 4, or you can increase two ability scores of your choice by 2, or any other combination of spending the 4 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 2 feats.

Mythic Ability Score Improvement

When you reach 28th level, you can increase one ability score of your choice by 6, or you can increase two ability scores of your choice by 3, or any other combination of spending the 6 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 3 feats.

Divine Empowerment

At 30th level, as an action, you grant you and all friendly creatures that can see you a bonus to every ability check, attack roll, damage roll, and saving throw they make equal to your Wisdom modifier for 1 minute. Once you use this feature, you must finish 7 long rests in order to do so again.

Divine Domains

Arcana Domain
Arcane Banishment
Max CR Cleric Level
5 21st
6 24th
7 27th
Arcane Prowess

Starting at 22nd level, you add double your proficiency bonus to Arcana checks. Furthermore, you choose one wizard spell of 1st or 2nd level. That spell counts as a cleric spell for you and can be cast at will as the lowest level possible.

Arcane Exaltation

At 29th level, you choose one 10th level wizard spell. The spell counts as a cleric spell for you.

Death Domain
Unavoidable Rot

Starting at 22nd level, whenever you deal necrotic damage, you ignore resistance and immunity to necrotic damage.

True Reaper

Starting at 29th level, when you casts a necromancy spell that targets only one creature, you can target a second creature, so long as both are within the spell's range and you have the material components for both.

Forge Domain
Encompassing Forge Blessing

Starting at 22nd level, when you use your Blessing of the Forge feature, the bonus is a +2, rather than a +1, and can be applied to magical armor.

Forgemaster

Starting at 29th level, it takes you half the time needed to craft something with smith's tools.

Grave Domain
Undead Sense

Starting at 22nd level, your Eyes of the Grave feature has a range of 300 ft and undead don't benefit from cover or divination magic.

Not Your Time

Starting at 29th level, you can use an action to choose a creature that is at least bloodied (at or below half health). That creature has resistance to all damage, so long as you maintain concentration, as if you were concentrating on a spell.

Knowledge Domain
Know-it-all

At 22nd level, choose one of the skills you chose upon gaining this domain. You add triple your proficiency bonus to all checks made with that skill. Furthermore, you add your proficiency bonus to all Intelligence based ability checks and saving throws.

Channel Divinity: Seeker of Secrets

Starting at 29th level, you can use your Channel Divinity to learn about all sorts of secrets. For 1 hour, you learn about the locations of secret doors, passages, etc., along with all the information within books and papers that are within your line of sight.

Life Domain
True Healer

Starting at 22nd level, you can restore hit points to constructs and undead, even if the spell or feature says otherwise.

Exalted Healing

Starting at 29th level, whenever you restore hit points to a creature by using a spell or a magic item you are attuned to, the creature instead regains double the amount of hit points. If this puts them over their maximum hit points, the excess becomes temporary hit points. If you restore hit points to multiple creatures, choose one to gain the benefit.

Light Domain
Channel Divinity: Blinding Truth

Starting at 22nd level, as an action, you can use your Channel Divinity to force a creature to make a Charisma saving throw or only speak the truth for 1 hour, being unable to withhold information. A creature that succeeds take an amount of d6s of radiant damage equal to your Wisdom modifier and becomes blinded for the duration.

Blinding Light

Starting at 29th level, you can blind creatures, even if they are immune to being blinded. You cannot blind creatures that have blindsight.

Nature Domain
Channel Divinity: Negate Elements

Starting at 22nd level, as an action, you can use your Channel Divinity to have each creature within 30 ft of you that you choose take 0 damage of the following types for 1 minute: acid, cold, fire, lightning, and thunder.

Hierophant of Nature

Starting at 29th level, you add double your proficiency bonus to the following skills: Animal Handling, Nature, and Survival. Furthermore, you can select druid spells of up to 5th level when you prepare your spells.

Order Domain
Demanding Authority

Starting at 22nd level, whenever you use your Voice of Authority feature and cast a spell targeting multiple creatures, each creature can take the Attack action using their reaction.

Channel Divinity: Obey the Law

Starting at 29th level, as an action, you can force each creature within 120 ft of you to make a Wisdom saving throw or be under your total control for 1 minute. Creatures immune to being charmed are immune to this.

Peace Domain
Master of Peace

Starting at 22nd level, you add double your proficiency bonus to Insight, Performance, and Persuasion checks.

All Encompassing Bond

Starting at 29th level, the range of your Emboldening Bond is 300 ft, and a creature that uses the Protective Bond feature keeps their resistances until the end of their next turn.

Tempest Domain
Hurricane Wrath

Starting at 22nd level, whenever you use your Wrath of the Storm feature, you instead deal 6d8 lightning or thunder damage, instead of 2d8.

One with the Storm

Starting at 29th level, you have a flying speed and a swim speed equal to twice your walking speed.

Trickery Domain
Deceptive Blessing

Starting at 22nd level, whenever you use your Blessing of the Trickster, you also grant the creature advantage on Charisma (Deception) checks. This lasts as long as the aforementioned feature lasts.

Channel Divinity: Mass Cloak

Starting at 29th level, you can use your action to activate a Channel Divinity. Upon activation, you and a number of creatures you choose within sight become invisible for 1 minute.

Twilight Domain
Ever Vigilant Guardian

Starting at 22nd level, you always have advantage on initiative. Furthermore, you can grant this bonus to a number of creatures equal to your Wisdom modifier when you use Vigilant Blessing.

All Seeing

Starting at 29th level, you have truesight out to 60 ft. Furthermore, you can see through magical darkness as if it were bright light out to 300 ft.

War Domain
Furious War Priest

Starting at 22nd level, whenever you activate War Priest, you can instead make two attacks.

Evolution of War

Starting at 29th level, you have immunity to non magical bludgeoning, piercing, and slashing damage, along with resistance to magical bludgeoning, piercing, and slashing damage.

Druid

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
21st +7 Partial Transformation 5 4 4 3 3 3 2 2 1 1
22nd +7 Druid Circle Feature 5 4 4 3 3 3 2 2 2 1
23rd +7 Superior Ability Score Improvement 5 4 4 4 3 3 2 2 2 1
24th +7 Beastial Spirit 5 5 4 4 3 3 2 2 2 2
25th +8 Primal Transformation, Wild Shape Improvement 5 5 5 4 3 3 3 2 2 2
26th +8 5 5 5 5 4 3 3 2 2 2 1
27th +8 Druid Circle Feature 5 5 5 5 4 4 3 3 2 2 1
28th +8 Mythic Ability Score Improvement 6 6 5 5 5 5 4 3 3 2 1
29th +9 Primal Communication 6 6 6 5 5 5 4 4 3 3 1
30th +9 Great Druid 6 6 6 6 5 5 5 4 4 3 1

Class Features

Partial Transformation

Starting at 21st level, you can partially transform into a beast as a bonus action. Your ability scores and saving throws are replaced by the beast's, provided the chosen beast has the higher ability scores and saving throw bonuses.

Superior Ability Score Improvement

When you reach 23rd level, you can increase one ability score of your choice by 4, or you can increase two ability scores of your choice by 2, or any other combination of spending the 4 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 2 feats.

Beastial Spirit

Starting at 24th level, upon finishing a long rest, you can choose a feature from a beast you can wild shape into. The feature chosen must be a passive one, such as Keen Awareness, and cannot involve dealing damage. You keep this feature until you choose another upon finishing a long rest.

Primal Transformation

Starting at 25th level, when you use your Wild Shape feature, you can transform into an elemental or plant instead of a beast.

Wild Shape Improvement

Also starting at 25th level, the highest CR creature you can transform into increases to CR 3.

Mythic Ability Score Improvement

When you reach 28th level, you can increase one ability score of your choice by 6, or you can increase two ability scores of your choice by 3, or any other combination of spending the 6 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 3 feats.

Primal Communication

Starting at 29th level, you can cast both speak with animals and speak with plants at will as a bonus action each.

Great Druid

At 30th level, you can cast plane shift at will, requiring no material components, but only to the elemental planes and back to the material plane. You and all creatures you bring can survive on these planes, unless you choose for them not to be able to.

Druidic Circles

Circle of Dreams
Empowered Balm

Starting at 22nd level, you can use an amount of d6s equal to your druid level. Furthermore, you can regain an amount of d6s equal to your Wisdom modifier after finishing a short rest. Once you regain Balm dice this way, you must finish a long rest in order to do so again.

Elongated Paths

Starting at 27th level, when you use your Hidden Paths feature, you instead can teleport yourself or another creature 120 ft, rather than 60 or 30 ft.

Circle of Spores
Ring of Spores

Starting at 22nd level, your Halo of Spores has a range of 30 ft, deals 1d12 necrotic damage, half on a successful saving throw, and you can do so an amount of times equal to your Wisdom modifier, regaining all expended uses at the start of your next turn.

Full Fungal Raise

Starting at 27th level, when you use your Fungal Infestation feature, you can have the zombie raised be at their maximum hit points and last until killed, being under your control. Once you use this feature, you must finish a short or long rest, and can have no more zombies than your Wisdom modifier at a time.

Circle of Stars
Constellation Forms

At 22nd level, your starry forms get empowered, as described below:

  • Archer: The range increases to 120 ft. Furthermore, the damage increases to 3d8 + your Wisdom modifier.
  • Chalice: You can restore hit points to a number of creatures equal to half your Wisdom modifier. Furthermore, the hit points restored is increased to 3d8 + your Wisdom modifier.
  • Dragon: When you fail an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can instead choose to succeed. Also, your fly speed increases to 40 ft.
Cosmic Fate

Starting at 27th level, whenever you use your Cosmic Omen feature, you instead roll 2d6 for your reaction.

Circle of the Land
Harmonious Stride

Starting at 22nd level, you can go through plants without taking any damage, whether the plants are magical or not.

Nature Recovery Improvement

Starting at 27th level, you can recover spell slots up to 6th level.

Circle of the Moon
Wild Fusion

Starting at 22nd level, when you use your Wild Shape feature, you retain your ability scores and add your Wisdom modifier to your AC, attack rolls, and damage rolls while wild shaped. If the creature you are transforming into has higher ability scores than you, you use those instead.

Greater Elemental Wild Shape

Starting at 27th level, you can use your wild shape to transform into a dao, djinni, efreeti, or marid. When you are reduced to 0 hit points as any of those creatures, the elemental disintegration feature leaves behind your original body. You cannot transform into the variant forms.

Circle of the Shepherd
Powerful Totem

Starting at 22nd level, your Spirit Totem lasts for the full minute, and can grant the following, in addition to the normal effects:

  • Bear Spirit: Whenever a creature rolls a 9 or below on the d20 for a Strength based ability check or saving throw, they can instead treat the die as if it had landed on a 10.
  • Hawk Spirit: Each creature of your choice gains a +5 bonus to their attack rolls while they are in the spirit's range.
  • Unicorn Spirit: Each creature regains an amount of hit points equal to twice your druid level. If this causes a creature to be restored to maximum hit points, any leftover hit points become temporary hit points.
Primordial Summons

Starting at 27th level, whenever you summon a creature, they add your Wisdom modifier to their hit points, attack rolls, and damage rolls.

Circle of Wildfire
Area Flame

Starting at 22nd level, when you activate your Cauterizing Flame feature, you can instead target a creature within 10 ft of the space. Furthermore, you roll 3d10, instead of 2d10.

Pheonician Revival

Starting at 27th level, whenever you use your Blazing Revival feature, you instead regain all your hit points. Furthermore, you can use it as a reaction to seeing another creature within 60 ft of you get reduced to 0 hit points, with that creature regaining half their hit points.

Fighter

Level Proficiency Bonus Features
21st +7 Super Action Surge
22nd +7 Martial Archetype Feature
23rd +7 Superior Ability Score Improvement
24th +7 Improved Second Wind
25th +8 Extra Attack (4)
26th +8 Skilled Striker
27th +8 Martial Archetype Feature
28th +8 Mythic Ability Score Improvement
29th +9 Exalted Indomitability
30th +9 Perfected Fighting Style

Class Features

Super Action Surge

Starting at 21st level, you can grant yourself two additional actions. Once you use this feature, you must finish a short or long rest before being able to do so again. You cannot use this feature and Action Surge on the same turn.

Superior Ability Score Improvement

When you reach 23rd level, you can increase one ability score of your choice by 4, or you can increase two ability scores of your choice by 2, or any other combination of spending the 4 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 2 feats.

Improved Second Wind

Starting at 24th level, your Second Wind feature causes you to regain 2d10 + your fighter level + your Constitution modifier hit points each time you use it.

Extra Attack

Starting at 25th level, when you take the Attack action, you can make 5 attacks.

Skilled Striker

Starting at 26th level, rolling a natural 1 on an attack roll no longer counts as an automatic miss.

Mythic Ability Score Improvement

When you reach 28th level, you can increase one ability score of your choice by 6, or you can increase two ability scores of your choice by 3, or any other combination of spending the 6 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 3 feats.

Exalted Indomitability

Starting at 29th level, you can roll three dice upon using Indomitable, choosing the highest of the three. You can do so again after finishing a short or long rest. Furthermore, you regain all expended uses of Indomitable upon finishing a short or long rest.

Perfected Fighting Style

At 30th level, your fighting style gets a power up. Choose one fighting style you have. The chosen fighting style gets upgraded as shown below.

  • Archery: You now have a +5 bonus to attack rolls you make with ranged weapons. Furthermore, you ignore half and three-fourths cover.
  • Blind Fighting: You now have 60 ft of blindsight.
  • Defense: You gain a +5 bonus to AC while wearing armor.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +5 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, instead of rerolling, you can treat the die as if it landed on a 3.
  • Interception: When a creature you can see hits a target, other than you, within range of your melee weapon, you can use your reaction to reduce the damage the target takes by 3d10 + your proficiency bonus + your Strength or Dexterity modifier (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection: You can use your reaction to instead negate an attack made against a creature other than yourself.
  • Superior Technique: You gain 2 additional superiority dice and maneuvers.
  • Thrown Weapon Fighting: You double the range of all thrown weapons.
  • Two-Weapon Fighting: You can make three attacks, instead of one, with an offhand weapon as part of your bonus action when you engage in two-weapon fighting.
  • Unarmed Fighting: All your unarmed strikes deal 2d4 + your Strength modifier bludgeoning damage, or 2d6 + your Strength modifier if you have both hands open. Furthermore, the damage dealt to a grappled creature increases to 1d6.

Martial Archetypes

Arcane Archer

You gain an additional Arcane Shot at 22nd level, and again at 27th level. Furthermore, you also gain an additional use of your Arcane Shot at 22nd level, and again at 27th level.

Arcane Lore Master

Starting at 22nd level, you add double your proficiency bonus to the skill chosen with Arcane Lore. Furthermore, you learn two spells of first level, using Intelligence as your spellcasting modifier. You choose wizard spells if you chose prestidigitation, and druid spells if you chose druidcraft. You can cast each spell once, being able to do so again after finishing a short or long rest.

Arcane Shot Improvement

Starting at 27th level, all Arcane Shots deal 2d6 additional damage.

Battle Master
Total Combat Mastery

Starting at 22nd level, you have a total of 12 superiority dice. Furthermore, you learn 4 additional maneuvers.

No Mercy

Starting at 27th level, if you have no superiority dice remaining, you can use an action to regain all expended uses. You can use this feature again after finishing a long rest.

Cavalier
Enduring Mark

Starting at 22nd level, you can use your bonus action to attack any creature you have marked with no limit, provided they have attacked a creature other than you since the end of your last turn. You can only make one attack as part of the bonus action, not an unlimited number of attacks.

Unerring Vigilance

Starting at 27th level, you can make an opportunity attack against any creature that leaves your space, even if they take the Disengage action. There is no limit to how often you can use your reaction in this way.

Champion
True Athlete

Starting at 22nd level, you add your proficiency bonus to all Strength, Dexterity, and Constitution based ability checks. You also increase the amount of feet you can jump by 5 times your Strength modifier.

Powerful Critical

Starting at 27th level, whenever you score a critical hit, you deal an additional amount of dice as damage equal to half your Strength or Dexterity modifier.

Echo Knight
Total Incarnation

Starting at 22nd level, you can take the Attack action through your echo whenever you use Unleash Incarnation.

Echo Scout

Starting at 27th level, whenever you use Echo Avatar, the echo can be any distance away from you. Once the feature is over, you instead teleport to an unoccupied spot you saw as your Echo within 30 ft of it.

Eldritch Knight
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
21st 4 13 4 3 3 1
22nd 4 13 4 3 3 2
23rd 4 14 4 3 3 2
24th 4 15 4 3 3 2
25th 4 15 4 3 3 3 1
26th 4 15 4 3 3 3 1
27th 4 16 4 3 3 3 1
28th 4 16 4 3 3 3 2
29th 4 16 4 3 3 3 2
30th 4 17 4 3 3 3 2
Spells Known

At 26th level, you can learn another spell outside the abjuration and evocation schools of magic, so long as the spell is on the wizard spell list.

Super Arcane Surge

Starting at 22nd level, you can teleport up to 30 feet to an unoccupied space you can see when you use your Super Action Surge. You can teleport between each action.

Master War Mage

Starting at 27th level, whenever you cast a spell, you can make one weapon attack as part of the same action. You can still make a weapon attack as a bonus action after casting a spell.

Psi Warrior
Master of the Mind

Starting at 22nd level, you can use the following psionic powers:

  • Static Disturbance Immediately upon hitting a creature with a melee attack, you can expend a psionic energy die and force the creature to subtract an amount from their ability checks, attack rolls, and saving throws equal to a roll of your psionic energy die + your Intelligence modifier for 1 minute.

  • Dazing Strike Immediately upon hitting a creature, you can expend and roll a psionic energy die to force the target to take psychic damage equal to the number rolled + your Intelligence modifier and make an Intelligence saving throw. On a success, they simply take half damage. On a failure, they are dazed for 1 minute. A creature can end this effect by making an Intelligence saving throw at the end of their turn.

Refreshing Psion

Starting at 27th level, whenever you use your bonus action to regain psionic energy dice, you can instead regain an amount equal to your proficiency bonus. Once you do so, you must finish a long rest in order to do so again.

Purple Dragon Knight

(Also known as Banneret)

Mass Rally

Starting at 22nd level, you can target an amount of creatures equal to your Wisdom or Charisma modifier, whichever's higher, when you use your Rallying Cry feature. Furthermore, they regain the same amount of hit points as you.

Super Inspiring Surge

Starting at 27th level, whenever you use your Super Action Surge, you can choose another creature within 60 ft of you to take any action they want using their reaction, provided that they can see or hear you.

Rune Knight
Additional Runes

Starting at 22nd level, you can choose the following runes:

Rune Passive Effect Invocation Effect
Doomwake You have advantage on saving throws against spells. As an action, you can emanate a 10 ft radius aura for 1 minute. Each hostile creature that starts their turn within range must make a Constitution saving throw and take 4d6 necrotic damage, or half on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Hundred-Handed One You can never be surprised. As an action, you can allow yourself to take a reaction on every creature's turn until the start of your next turn. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
One of the Giants

Starting at 27th level, the extra damage you deal with the Giant's Might feature increases to 2d10, and your reach increases by 10 ft while Huge, instead of 5 ft.

Samurai
Improved Rapid Strikes

Starting at 22nd level, you can use your Rapid Strikes feature for every attack made as part of a single action. Once you do so, you must finish a short or long rest in order to do so again.

Boundless Spirit

Starting at 27th level, the amount of temporary hit points gained when using Fighting Spirit increases to 30, and you regain all expended uses upon finishing a short or long rest.

Monk

Level Proficiency Bonus Features Ki Points Movement Speed Martial Arts
21st +7 Platinum Soul 21 +30 1d12
22nd +7 Purity of Mind 22 +35 1d12
23rd +7 Superior Ability Score Improvement 23 +35 1d12
24th +7 Monastic Tradition Feature 24 +35 1d12
25th +8 Deflection Master 25 +35 1d12
26th +8 Martial Arts Improvement, Flurry of Blows Improvement 26 +40 2d8
27th +8 Refueling Self 27 +40 2d8
28th +8 Mythic Ability Score Improvement 28 +40 2d8
29th +9 Monastic Tradition Feature 29 +40 2d8
30th +9 Ki Master 30 +45 2d8

Class Features

Platinum Soul

Starting at 21st level, when you fail a saving throw, you can spend 3 ki points to add a +10 bonus to the roll.

Purity of Mind

Starting at 22nd level, you are immune to the charmed and frightened conditions. Furthermore, you have advantage on all Intelligence, Wisdom, and Charisma saving throws.

Superior Ability Score Improvement

When you reach 23rd level, you can increase one ability score of your choice by 4, or you can increase two ability scores of your choice by 2, or any other combination of spending the 4 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 2 feats.

Deflection Master

Starting at 25th level, you can reduce the damage of ranged attacks by 2d10 + your Dexterity modifier + your monk level. Furthermore, as a reaction, you can spend 1 ki point per spell level to reflect the spell magic missile back at the caster.

Martial Arts Improvement

Starting at 26th level, you can make two unarmed attacks as a bonus action, instead of one. Furthermore, whenever an ability, feature, etc. tells you to roll a martial arts die, you roll 2d8 for that feature.

Flurry of Blows Improvement

Also starting at 26th level, you can spend 1 ki point to make 3 unarmed attacks as a bonus action, instead of two.

Refueling Self

Starting at 27th level, if you start your turn with 0 ki points, you can use your action to regain an amount of ki points equal to your Wisdom modifier. You can do so again after finishing a short or long rest.

Mythic Ability Score Improvement

When you reach 28th level, you can increase one ability score of your choice by 6, or you can increase two ability scores of your choice by 3, or any other combination of spending the 6 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 3 feats.

Ki Master

At 30th level, you can spend 5 ki points to make three unarmed attacks and take the Dash, Disengage, and Dodge actions all as a bonus action on your turn. Furthermore, when you spend ki points for this, your jump distance is also doubled until the end of your turn.

Monastic Traditions

Way of Mercy
Hand of Total Harm

Starting at 24th level, whenever you hit with an unarmed strike against a creature, you can force the creature to make a Constitution saving throw or suffer 1d4 levels of exhaustion. Once you use this feature, you must finish a long rest in order to do so again.

Master of Mercy

Starting at 29th level, you add double your proficiency bonus to all Insight and Medicine checks, along with checks made with the herbalism kit. Furthermore, whenever you attempt to stabilize a creature, you can attempt a DC 40 Wisdom (Medicine) check. Upon success, the creature regains half of their maximum hit points.

Way of Shadow
Additional Shadow Arts

Starting at 24th level, you can spend 3 ki points to cast either blink or phantom steed, or 4 ki points to cast greater invisibility, or 5 ki points to cast either mislead or seeming.

Superior Cloak

Starting at 29th level, when you use your Cloak of Shadows feature, you only lose your invisibility upon entering an area of bright light.

Way of the Ascendant Dragon
Ascendant Gem Infusion

Starting at 24th level, you can choose the following damage types for your features: force, necrotic, psychic, radiant, thunder. Furthermore, when you use your Wings Unfurled feature, they last for 1 hour.

One of the Dragons

Starting at 29th level, you can shapeshift into any dragon for 1 hour besides Bahamut and Tiamat. Once you do so, you must finish a long rest in order to do so again.

Way of the Astral Self
Continuous Astral Self

Starting at 24th level, you always have the following benefits: Wisdom of the Spirit, Deflect Energy, and you can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.

One with the Astral Self

Starting at 29th level, when you use your Awakened Astral Self feature, it lasts for 1 hour and you can make four attacks, instead of three. You can end it early as a reaction to dropping to 0 hit points in order to regain half of your maximum hit points. Once you do so, you must finish a short or long rest in order to do so again, unless you spend 5 ki points to do so again.

Way of the Drunken Master
Superb Jester

Starting at 24th level, you add double your proficiency bonus to all Performance checks, along with checks made with brewer's supplies.

Master Drunk

Starting at 29th level, when you use your Flurry of Blows, you can make six attacks, each against a different creature, your movement speed increases by 30, and you can grant yourself advantage on each unarmed strike by spending 2 ki points for every unarmed strike you wish to have advantage on.

Way of the Four Elements

You gain 2 additional elemental disciplines at 24th level, and again at 29th level.

Monk Levels Maximum Ki Points for a Spell
21st-24th level 7
25th-28th level 8
29th-30th level 9
Elemental Discipline Effect Ki Cost Monk Level
Arctic Enclosure Wall of ice 7 24th
Burning Air incendiary cloud 9 29th
Delayed Phoenix Awakening delayed fireball 8 29th
Earthen Fusion flesh to stone 7 24th
Elemental Shield primordial ward 7 24th
Elemental Winds prismatic spray 8 29th
Furious Winds whirlwhind 8 29th
Fury of the Earth bones of the earth 7 24th
Heat Wave fire storm 8 29th
Ocean's Fury tsunami 9 29th
One with the Elements investiture of flame/ice/stone/wind; one per casting 7 24th
Roar of the Planet earthquake 9 29th
Tundra Explosion Otiluke's freezing sphere 7 24th
Wind Fusion wind walk 7 24th
Way of the Kensei

You gain an additional Kensei Weapon at 24th and 29th level.

One with the Brush

Starting at 24th level, you add double your proficiency bonus to all checks made with calligrapher’s supplies or painter’s supplies, depending on what you chose for Way of the Brush.

Sharp Strikes

Starting at 29th level, you can use your Deft Strike feature twice on each of your turns. Furthermore, whenever you use your Sharpen the Blade feature, you can spend up to 4 ki points on a weapon to augment it and you can use the feature on magical weapons that already have a bonus to attack and damage rolls, though you must spend 2 ki points for every +1 increase.

Way of the Long Death
Escape Death

Starting at 24th level, when you use your Mastery of Death feature, you can instead spend ki points to regain an amount of hit points equal to rolls of your Martial Arts die. 1 ki point per roll.

Reaper's Aura

Starting at 29th level, when you activate your Hour of Reaping feature, creatures you choose lose their immunity to being frightened and they are frightened for 1 minute on a failed save. Constructs and undead retain immunity.

Way of the Open Hand
Improved Techniques

Starting at 24th level, your techniques do the following:

  • Upon failing the Dexterity saving throw, the creature is also stunned until the start of your next turn.
  • You push the creature 45 ft away from you, instead of 15.
  • The creature becomes dazed until the end of your next turn.
Total Tranquility

Starting at 29th level, the sanctuary spell only ends if you attack a creature that did not hit you first.

Way of the Sun Soul

You cannot cast burning hands higher than 10th level using the spell's upcasting rules.

Soul Sear

Starting at 24th level, the damage of your burning hands is radiant damage. Furthermore, you can spend 1 ki point per unarmed strike to change the damage from bludgeoning to radiant.

Searing Shield

Starting at 29th level, whenever you use your reaction as per your Sun Shield feature, you can spend 2 ki points to increase the damage by your Martial Arts die.

Paladin

Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 6th 7th 8th
21st +7 4 3 3 3 2 1
22nd +7 Enhanced Healing Hands 4 3 3 3 2 1
23rd +7 Superior Ability Score Improvement 4 3 3 3 2 1
24th +7 Sacred Oath Feature 4 3 3 3 2 1
25th +8 4 3 3 3 2 1 1
26th +8 Exalted Smite 4 3 3 3 2 1 1
27th +8 Aura Improvements 4 3 3 3 2 1 1
28th +8 Mythic Ability Score Improvement 4 3 3 3 2 1 1
29th +9 4 3 3 3 2 1 1 1
30th +9 Sacred Oath Feature 4 3 3 3 2 1 1 1

Class Features

Enhanced Healing Hands

Starting at 22nd level, you can use 5 points of healing from your Lay on Hands pool to rid a creature of one of the following conditions: blinded, charmed, deafened, incapacitated, paralyzed, stunned, or a level of exhaustion.

Superior Ability Score Improvement

When you reach 23rd level, you can increase one ability score of your choice by 4, or you can increase two ability scores of your choice by 2, or any other combination of spending the 4 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 2 feats.

Exalted Smite

Starting at 26th level, your melee attacks deal 2d8 additional radiant damage, instead of 1d8. Furthermore, the maximum damage you can deal with your Divine Smite increases to 6d8, or 7d8 if against a fiend or undead.

Aura Improvements

At 27th level, the range of your auras increases by 15 ft.

Mythic Ability Score Improvement

When you reach 28th level, you can increase one ability score of your choice by 6, or you can increase two ability scores of your choice by 3, or any other combination of spending the 6 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 3 feats.

Sacred Oaths

Oath of Conquest
Dreaded Rebuke

Starting at 24th level, your Scornful Rebuke feature deals an amount of psychic damage equal to your paladin level + your Charisma modifier. Furthermore, the creature must make a Wisdom saving throw or become frightened. Creatures do not benefit from advantage for this save.

Deific Conquerer

At 30th level, when you activate your Invincible Conquerer feature, you reduce all damage by three-fourths, instead of gaining resistance, your attacks score a critical hit on an 18-20, and you can make four attacks when you take the Attack action, instead of three.

Oath of Devotion
Aura of Honesty

Starting at 24th level, each creature within 15 ft of you that you choose must speak the truth. They cannot choose to not answer, and the answer given must be as clear as they can give. This increases to 30 ft at 27th level.

Improved Holy Nimbus

At 30th level, when you activate Holy Nimbus, each creature of your choice within 45 ft of you takes half damage from fiends and undead.

Oath of Glory
Lasting Glory

Starting at 24th level, when you use your Glorious Defense feature, the AC boost lasts until the start of the creature's next turn.

True Legend

At 30th level, when you use your Living Legend feature, you gain the following benefits:

  • You can treat any Charisma check or saving throw you make that's a 9 or lower on the d20 as a 10.
  • You can choose to turn a hit into a critical hit once per turn.
  • If you fail a saving throw, you can choose to succeed once, being able to do so again at the start of your next turn.
Oath of Redemption
Guardian of the Innocent

Starting at 24th level, when you use your Aura of the Guardian feature, you can instead use your reaction to negate all the damage and effects accompanying the damage. You may do so a number of times equal to your Charisma modifier, regaining all expended uses upon finishing a long rest.

Change of Heart

At 30th level, you can force a creature to make a Charisma saving throw. On a failure, they are now of good alignment and seek to do as much good as possible. This includes making up for past misdeeds by means other than killing themselves. This lasts for an amount of days equal to your Charisma modifier. At the end, the creature can then choose to stay the same alignment or revert back. Once you do so, you must finish a long rest in order to do so again.

Oath of the Ancients
Immortal Sentinel

Starting at 24th level, you can use Undying Sentinel a number of times equal to your Constitution modifier. Furthermore, you stop aging.

Arcane Guardian

At 30th level, upon activating Elder Champion, you gain the following:

  • You regain 30 hit points at the start of each of your turns, instead of 10.
  • Enemy creatures within 45 ft have disadvantage on saving throws you cause them to make, instead of 10 ft, and suffer a penalty to their saving throw equal to your Charisma modifier.
Oath of the Crown
Unbound Spirit

Starting at 24th level, the range of your Divine Allegiance feature is 15 ft. Furthermore, as an action, you can grant yourself immunity to the incapacitated, paralyzed and stunned conditions for 1 minute. Once you do so, you must finish a short or long rest in order to do so again.

Prime Champion

At 30th level, you gain the following while your Exalted Champion feature is active:

  • You gain immunity to nonmagical bludgeoning, piercing, and slashing damage, and resistance to magical bludgeoning, piercing, and slashing damage.
  • The range of the feature increases from 30 ft to 60 ft.
Oath of the Watchers
Rebuke Success

Starting at 24th level, your Vigilant Rebuke feature has a range of 60 ft, instead of 30 ft. Furthermore, when you use the feature, you can instead force the creature to make a Charisma saving throw against your spell save DC. On a failure, they have disadvantage on all saving throws made until the end of your next turn. Once you use this part of the feature, you must finish a short or long rest in order to do so again.

Area Banishment

At 30th level, while Mortal Bulwark is active, you can use an action to force all aberrations, celestials, elementals, fey, and fiends within 30 ft of you to be sent back to their native realm. You can choose to exclude certain creatures within the area. Creatures banished in this way cannot return for an amount of years equal to your Charisma modifier. Once you do so, you must finish a long rest in order to do so again, unless you expend an 8th level spell slot to do so again.

Oath of Vengeance
Unimpeded Avenger

Starting at 24th level, when you hit a creature with an opportunity attack, you can move up to your speed immediately after the attack and as part of the same reaction. Furthermore, you ignore all forms of difficult terrain during this movement.

Champion of Vengeance

At 30th level, you can use your Avenging Angel feature again after finishing a short or long rest.

Oathbreaker
Masterful Resistance

Starting at 24th level, you have immunity to non magical bludgeoning, piercing, and slashing damage, along with resistance to magical bludgeoning, piercing, and slashing damage.

Despair

At 30th level, while your Dread Lord is active, you gain the following benefits:

  • Bright light within a 60 ft radius becomes dim light, instead of a 30 ft radius.
  • Once per turn, upon hitting a creature with an attack, the target must make a Wisdom saving throw or become frightened. A creature does not benefit from advantage on this saving throw or immunity to the frightened condition.

Ranger

Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th
21st +7 12 4 3 3 3 2 1
22nd +7 Ranger Archetype Feature 12 4 3 3 3 2 1
23rd +7 Superior Ability Score Improvement 13 4 3 3 3 2 1
24th +7 Skilled Stalker (Optional:Favored Foe Improvement) 13 4 3 3 3 2 1
25th +8 14 4 3 3 3 2 1 1
26th +8 Traveling Expert (Optional:Worldwide Explorer) 14 4 3 3 3 2 1 1
27th +8 Ranger Archetype Feature 15 4 3 3 3 2 1 1
28th +8 Mythic Ability Score Improvement 15 4 3 3 3 2 1 1
29th +9 16 4 3 3 3 2 1 1 1
30th +9 Spatial Awareness 16 4 3 3 3 2 1 1 1

Class Features

Superior Ability Score Improvement

When you reach 23rd level, you can increase one ability score of your choice by 4, or you can increase two ability scores of your choice by 2, or any other combination of spending the 4 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 2 feats.

Skilled Stalker

Starting at 24th level, you add triple your proficiency bonus to all checks made regarding your favored enemies. You also choose another favored enemy and an additional language.

Traveling Expert

Starting at 26th level, you add triple your proficiency bonus to all checks made regarding your favored terrains, along with every Wisdom based check made while inside your favored terrain. Furthermore, your group can no longer become lost while traveling through your favored terrain, even by magical means. You also choose another favored terrain.

Mythic Ability Score Improvement

When you reach 28th level, you can increase one ability score of your choice by 6, or you can increase two ability scores of your choice by 3, or any other combination of spending the 6 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 3 feats.

Spatial Awareness

At 30th level, you have blindsight out to 120 ft and know the location of any creature within that range, provided they are not hidden. Furthermore, a creature that is invisible does not count as invisible for you.

Favored Foe Improvement

Optional, only if Favored Foe was chosen, replaces Skilled Stalker

Starting at 24th level, you roll 2d8 for the bonus damage, instead of 1d8.

Worldwide Explorer

Optional, only if Deft Explorer was chosen, replaces Traveling Expert

At 26th level, you gain the following:

  • You add triple your proficiency bonus to your chosen skill, instead of double, and learn 3 additional languages.
  • Your walking speed increases by 10 additional feet.
  • As an action, you can regain a number of hit points equal to 2d8 + your Constitution modifier. You can do so a number of times equal to your Constitution modifier, regaining all expended uses upon finishing a long rest.

Ranger Archetypes

Beast Master
Beast and Rider

Starting at 22nd level, when you command the beast to attack, you can make two weapon attacks, instead of one.

Shared Hatred

At 27th level, your beast gains the following benefits:

  • Advantage on all attack rolls against your favored enemy.
  • Attacks made by your favored enemy against your beast are made with disadvantage.
  • When you roll a 1 on the damage die for your beast against your favored enemy, you treat the die as if it had landed on a 2 instead.
Drakewarden
Improved Drake's Breath

Starting at 22nd level, your breath attack has the following:

  • 60 ft cone reach.
  • 14d6 damage.
  • Creatures do not benefit from resistance against the breath damage.
Unbreakable Bond

Starting at 27th level, the following benefits apply:

  • Hatred Bite The drake's Bite attack deals an extra 2d6 damage against your favored enemy, for a total of 4d6 extra damage.

  • Damage Negation You and your drake, while within 30 ft of each other, have resistance against damage dealt by your favored enemy, and can use a reaction upon taking damage to become immune to one instance of damage. You can each use this reaction a number of times equal to your Wisdom modifier, regaining all expended uses upon finishing a long rest.

Fey Wanderer
Glamourous Strikes

Starting at 22nd level, you deal an extra 1d8 + your Charisma modifier psychic damage once per turn when you damage a creature.

Beguiling Attack

Starting at 27th level, you have immunity to the charmed and frightened conditions. Furthermore, immediately upon hitting a favored enemy, you can force it to become charmed or frightened of you.

  • Charmed: The creature takes no damage from the attack and instead seek to protect you to the best of their ability.

  • Frightened: The creature takes double damage from the attack and spends their turns doing their best to escape you. You can spend an action to deal 2d6 psychic damage to them.

Each effect lasts for 1 minute, and you can do so again after finishing a long rest.

Gloom Stalker
Sharpened Mind

Starting at 22nd level, you have advantage on Wisdom saving throws. Furthermore, if you fail a Wisdom saving throw, you can use your reaction to add a +5 bonus to the saving throw, potentially turning the failure into a success. You may do so an amount of times equal to your proficiency bonus, regaining all expended uses upon finishing a long rest.

Umbral Ambusher

Starting at 27th level, you are considered invisible to all your favored enemies that rely on darkvision while you are not in bright light. Furthermore, once per turn, upon hitting your favored enemy, you can turn the hit into a critical hit, provided the creature cannot see you.

Horizon Walker
Multiversal Infusion

Starting at 22nd level, as an action, you can change the damage of all your attacks for the next minute to force damage. Once you do so, you must finish a short or long rest in order to do so again.

Permanent Banishment

Starting at 27th level, you can forcefully banish your favored enemy with a weapon attack, provided they are not native to the current plane you are on. On a hit, the creature is permanently banished to their native plane, with only a wish spell being able to undo it. You may do so once, being able to do so again upon finishing a long rest.

Hunter
Perfected Hunting Tactics

At 22nd level, choose one of the following options:

Dedicated Killer You deal an additional 2d8 weapon damage whenever you hit a creature.

Goliath Slayer When a creature that's larger than you and within range of your weapon hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Horde Slayer On each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within range of your weapon.

Apex Predator

At 27th level, choose one of the following:

Threatening Predator As an action, you can force every creature that is your favored enemy and can see you to make a Wisdom saving throw. On a fail, the creature is frightened for 1 minute. While frightened in this way, the creature is reduced to half speed and has disadvantage on all ability checks, attack rolls, and saving throws. Furthermore, other creatures have advantage on saving throws made due to the frightened creature. On a success, the creature is immune to this feature for 24 hours.

Knowledgeable Predator As an action, you can grant yourself and each allied creature that can both see and hear you advantage on all attack rolls made against your favored enemy, provided you can see the creature(s).

Accurate Predator You cannot suffer disadvantage on attack rolls against your favored enemy. Once per turn, you can choose to roll 3d20 for an attack roll, taking the highest of the three and adding modifiers as normal. You cannot benefit from advantage on this attack.

Monster Slayer
Legendary Defense

Starting at 22nd level, whenever the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to choose to succeed and take no damage or effects. Once you do so, you must finish a short or long rest in order to do so again.

Unstoppable Hunter's Sense

Starting at 27th level, your Hunter's Sense cannot fail against your favored enemies, even if they are protected from divination magic.

Swarmkeeper
Powerful Swarm

At 22nd level, your Gathered Swarm grows even more powerful in the following ways:

  • The damage of your swarm increases to 1d10.
  • The target of your swarm moves back 30 ft, instead of 15 ft, on a failed saving throw.
  • You are moved 10 ft by the swarm, and are granted three-quarters cover until the start of your next turn.
Spiteful Swarm

Starting at 27th level, upon hitting your favored enemy, the creature takes additional damage and is forcefully pushed away from you on a failed Strength saving throw, or half as far on a success. Deal with favored enemy

Rogue

Level Proficiency Bonus Features Sneak Attack
21st +7 Epic Expertise 11d6
22nd +7 Artful Dodge 11d6
23rd +7 Superior Ability Score Improvement 12d6
24th +7 Roguish Archetype Feature 12d6
25th +8 Shuffler 13d6
26th +8 Epic Expertise 13d6
27th +8 Roguish Archetype Features 14d6
28th +8 Mythic Ability Score Improvement 14d6
29th +9 Excellent Talent 15d6
30th +9 Quick Feet 15d6

Class Features

Epic Expertise

At 21st level, choose one of your choices made with the Expertise feature. You add triple your proficiency bonus, rather than double, to checks made with your choice.

Artful Dodge

Starting at 22nd level, as a reaction to taking damage, you can halve the damage taken, provided you are not blinded, deafened, and/or incapacitated.

Superior Ability Score Improvement

When you reach 23rd level, you can increase one ability score of your choice by 4, or you can increase two ability scores of your choice by 2, or any other combination of spending the 4 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 2 feats.

Shuffler

Starting at 25th level, you have advantage on all Dexterity saving throws.

Epic Expertise

At 26th level, choose one of your choices made with the Expertise feature. You add triple your proficiency bonus, rather than double, to checks made with your choice.

Mythic Ability Score Improvement

When you reach 28th level, you can increase one ability score of your choice by 6, or you can increase two ability scores of your choice by 3, or any other combination of spending the 6 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 3 feats.

Excellent Talent

Starting at 29th level, whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 14 or lower as a 15.

Quick Feet

At 30th level, you can take the Dash, Disengage, or Hide action as an object interaction, instead of a bonus action.

Roguish Archetypes

Arcane Trickster
Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
21st 4 13 4 3 3 1
22nd 4 13 4 3 3 2
23rd 4 14 4 3 3 2
24th 4 15 4 3 3 2
25th 4 15 4 3 3 3 1
26th 4 15 4 3 3 3 1
27th 4 16 4 3 3 3 1
28th 4 16 4 3 3 3 2
29th 4 16 4 3 3 3 2
30th 4 17 4 3 3 3 2
Spells Known

At 26th level, you can learn another spell outside the enchantment and illusion schools of magic, so long as the spell is on the wizard spell list.

Enhanced Magical Trickery

Starting at 24th level, when you cast mage hand, it can be up to 120 ft away from you. Furthermore, whenever you cast an enchantment or illusion spell of 3rd level or lower that targets one point or creature, you can instead have it target up to two creatures or points, so long as both targets are within the spell's range.

Master Spell Thief

Starting at 27th level, you can use your Spell Thief feature a number of times equal to your Intelligence modifier, regaining all expended uses upon finishing a long rest.

Assassin
Expert Infiltrator

Starting at 24th level, you add double your proficiency bonus to all checks made with the disguise kit and poisoner's kit. Furthermore, it takes you half as long to craft a disguise or poison.

True Killer

Starting at 27th level, whenever you attack a creature that is surprised, you can force them to roll a Constitution saving throw (DC is 8 + your Dexterity modifier + your proficiency bonus). On a failed save, the creature is killed, provided they have less than 150 hit points. On a success, or if the creature has more than 150 hit points, you deal double damage.

Inquisitive
Quick Eye

Starting at 24th level, you can use your object interaction to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Truly Steady Eye

Starting at 27th level, you always have advantage on Wisdom (Perception) and Intelligence (Investigation) checks.

Mastermind
Always Prepared

Starting at 24th level, you add double your proficiency bonus to checks made with the disguise kit, the forgery kit, and the gaming set chosen at 3rd level.

Tactical Genius

Starting at 27th level, you can use the Help action to aid an ally attacking a creature so long as the target can see or hear you.

Phantom
Doubled Whispers

Starting at 24th level, when you use your Whispers of the Grave feature, you instead add double your proficiency bonus to the chosen skill or tool.

Phantom Run

Starting at 27th level, when you activate Ghost Walk, creatures no longer count as difficult terrain and your fly speed is 60 ft, instead of 10 ft.

Scout
Lurker

Starting at 24th level, you can use your reaction to move your full speed without provoking opportunity attacks if a creature moves within 5 ft of you.

Explorer

At 27th level, you gain a climbing speed and a swim speed equal to your walking speed. Furthermore, your walking speed increases by 10 ft.

Soulknife
Mind Blades

Starting at 24th level, your psychic blades are mind blades. A mind blade deals 1d8 + modifier psychic damage on a hit, or 1d6 + modifier psychic damage if used as a bonus action. They also have a normal range of 90 ft and a long range of 180 ft.

Greater Veil

Starting at 27th level, when you use your Psychic Veil feature, you can choose to empower it. For the duration, you stay invisible, even if you attack a creature or force one to make a saving throw. Once you empower it, you must finish a short or long rest in order to do so again.

Swashbuckler
Privateer's Flamboyance

Starting at 24th level, when you use your Panache feature, it doesn't end if one of your companions attacks the target or affects it with a spell, and you two need only be within 120 ft of each other.

True Elegance

Starting at 27th level, you can use your bonus action to gain advantage on the next Strength or Dexterity based ability check you make.

Thief
Master Climber

Starting at 24th level, you have a climbing speed equal to double your walking speed, and you add a number of feet to your jumps equal to 5 times your Dexterity modifier.

Thief's Awareness

Starting at 27th level, you are no longer able to be surprised. Furthermore, you make all attacks with advantage during the first round of combat.

Sorcerer

Level Proficiency Bonus Features Sorcery Points Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
21st +7 Sorcerous Origin Feature 21 7 16 4 4 3 3 3 2 2 1 1
22nd +7 Metamagic Improvement 22 7 16 4 4 3 3 3 2 2 2 1
23rd +7 Superior Ability Score Improvement 23 7 16 4 4 4 3 3 2 2 2 1
24th +7 Wellspring of Magic 24 7 17 5 4 4 3 3 2 2 2 2
25th +8 Metamagic Improvement 25 7 17 5 5 4 3 3 3 2 2 2
26th +8 26 8 17 5 5 5 4 3 3 2 2 2 1
27th +8 Sorcerous Origin Feature 27 8 18 5 5 5 4 4 3 3 2 2 1
28th +8 Mythic Ability Score Improvement 28 8 18 6 5 5 5 5 4 3 3 2 1
29th +9 Metamagic Improvement, Wellspring of Magic Improvement 29 8 18 6 6 5 5 5 4 4 3 3 1
30th +9 Sorcerous Rejuvenation 30 8 18 6 6 6 5 5 5 4 4 3 1

Class Features

Metamagic Improvement

At 22nd level, choose one of your metamagic options. Your choice determines which of the following applies. If you replace the chosen metamagic with another, you must also replace your improvement with another. You choose another at 25th level and again at 29th level.

Careful Spell

You can spend an additional 2 sorcery points to have the creatures take no damage from the spell.

Distant Spell

You can spend an additional 2 sorcery points to instead triple the range of the spell, or have a spell with a range of touch have a range of 45 ft.

Empowered Spell

You can spend an additional sorcery point to add your Charisma modifier to the damage dealt.

Extended Spell

You can spend 2 additional sorcery points to double the duration of a spell, so long as the spell has a duration of 1 minute or more, up to 24 hours.

Heightened Spell

You can spend 1 additional sorcery point per creature affected by the spell to grant each creature disadvantage on the saving throw.

Quickened Spell

You can spend 3 additional sorcery points to reduce the casting time of a spell by 1 minute, minimum 1 action.

Seeking Spell

You can spend 3 additional sorcery points to roll with advantage.

Subtle Spell

You can spend 3 additional sorcery points to ignore material components that are not consumed and/or have a gold cost.

Transmuted Spell

The following damage types are applicable: bludgeoning, necrotic, piercing, psychic, slashing.

Twinned Spell

You can spend 1 additional sorcery point per spell level to use this metamagic on any spell with an area of effect, such as shatter or fireball, so long as the areas do not overlap.

Superior Ability Score Improvement

When you reach 23rd level, you can increase one ability score of your choice by 4, or you can increase two ability scores of your choice by 2, or any other combination of spending the 4 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 2 feats.

Wellspring of Magic

Starting at 24th level, you can make 6th level spell slots. These cost 9 sorcery points to create. Starting at 29th level, you can make 7th level spell slots. These cost 10 sorcery points to create.

Mythic Ability Score Improvement

When you reach 28th level, you can increase one ability score of your choice by 6, or you can increase two ability scores of your choice by 3, or any other combination of spending the 6 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 3 feats.

Sorcerous Rejuvenation

At 30th level, whenever you roll initiative and have less than 15 sorcery points available, you regain 3 sorcery points.

Sorcerous Origins

Aberrant Mind
Mass Telepathy

Starting at 21st level, when you use your Telepathic Speech feature, you can have a number of connections equal to your Charisma modifier at a time. Each creature in this connection can talk to each other with telepathy. Furthermore, the telepathy lasts for a number of hours equal to half your sorcerer level.

Aberrant Fusion

Starting at 27th level, as an action, you can gain the following for 1 hour:

  • All the features as stated in Revelation in Flesh
  • Whenever you are hit with psychic damage, you now regain an amount of hit points equal to half the psychic damage dealt.
  • You cannot be the target for any spell of the enchantment school of magic.
  • You cannot be inflicted with the charmed or frightened condition, and any features that would take control of your mind fail.

Once you use this feature, you must either finish a long rest or spend 10 sorcery points to use it again.

Clockwork Soul
Area of Order

Starting at 21st level, when you activate your Trance of Order feature, you can spend 3 sorcery points to have every creature of your choice within 30 ft of you also benefit from it.

Spectacle of Law

Starting at 27th level, when you you use your Clockwork Cavalcade feature, you spend sorcery points to gain additional benefits, as stated below:

  • Increase the number of hit points by 15 for every sorcery point spent.
  • Increase the size of the cube by 5 ft for every 5 sorcery points spent.
  • Increase the level of spells ended by one for every 10 sorcery points spent.
Divine Soul
Heavenly Healing

At 21st level, you gain the following benefits when you use your Empowered Healing feature:

  • The caster can be up to 30 ft away.
  • You can spend 1 sorcery point to add your Charisma modifier to the total.
  • You can spend sorcery points to add more dice to the roll. You can spend 1 sorcery point per die added, and no more than your Charisma modifier can be added at a time.
Sacred Recovery

Starting at 27th level, whenever you use your Unearthly Recovery feature, you instead regain all of your hit points and each creature within 30 ft of you that you choose regains half of their hit points.

Draconic Bloodline
Elemental Investiture

Starting at 21st level, when you use a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to all damage rolls of that spell. At the same time, you can spend 5 sorcery points to gain immunity to that damage type for 1 hour.

Presence of the Ancients

Starting at 27th level, when you use your Draconic Presence feature, creatures cannot benefit from advantage on the Wisdom saving throw.

Shadow Magic
Grave Sight

Starting at 21st level, you can see in magical darkness out to 120 ft, treating it as if it were bright light. Furthermore, you can succeed on the saving throw from your Strength of the Grave feature a number of times equal to your Charisma modifier.

Shadow Hound

Starting at 27th level, when you use your Hound of Ill Omen feature, you can spend an additional 4 sorcery points to instead summon a wolf that uses the guardian wolf statistics, with the same changes as before.

Storm Sorcery
Storm's Wrath

Starting at 21st level, when you use your Storm's Fury feature, the lightning damage dealt is equal to twice your sorcerer level + your Charisma modifier, and the target is blown 60 ft away, instead of 20 ft, upon failing the Strength saving throw.

One with the Storm

Starting at 27th level, whenever you take lightning or thunder damage, you can regain an amount of hit points equal to half the damage taken. You may do so a number of times equal to your Charisma modifier, regaining all expended uses upon finishing a long rest.

Wild Magic
(Un)Fortunate One

Starting at 21st level, when you use your Bend Luck feature, you instead roll 2d4 and apply it as a bonus or a penalty.

Total Chaos

Starting at 27th level, you can use your action to allow your wild magic to burst out. You roll 5 times on the Wild Magic Surge table, rerolling duplicate results. Each of those effects occur at the same time. Once you use this feature, you must finish a long rest in order to do so again.

Warlock

Level Proficiency Bonus Features Cantrips Known Spells Known Pact Slots Invocations Known
21st +7 Improved Pact Boons 5 16 5 9
22nd +7 Additional Mystic Arcana 5 18 5 9
23rd +7 Superior Ability Score Improvement 5 18 5 9
24th +7 Otherworldly Patron Feature 5 18 5 10
25th +8 Magical Regeneration 5 18 5 10
26th +8 10th level Mystic Arcanum 6 19 5 10
27th +8 Additional Mystic Arcana 6 21 6 11
28th +8 Mythic Ability Score Improvement 6 21 6 11
29th +9 Otherworldly Patron Feature 6 21 6 11
30th +9 Patron Transformation 6 21 7 12

Class Features

Improved Pact Boons

At 21st level, your Pact Boon becomes stronger.

Pact of the Blade

Your pact weapon can be any weapon, you can bond with a number of magic weapons no greater than your Charisma modifier, and you can summon your pact weapon as a bonus action, instead of an action.

Pact of the Chain

Your familiar adds your Charisma modifier to the following: ability checks, AC, attack rolls, and damage rolls.

Pact of the Talisman

The wearer can add a number of d4s equal to half your Charisma modifier, instead of a single d4.

Pact of the Tome

You choose an additional four cantrips from any spell list.

Additional Mystic Arcana

At 22nd level, you gain one additional use of your 6th and 7th level mystic arcana. Furthermore, you can choose a second 6th-level and a second 7th-level spell from the warlock spell list.

Superior Ability Score Improvement

When you reach 23rd level, you can increase one ability score of your choice by 4, or you can increase two ability scores of your choice by 2, or any other combination of spending the 4 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 2 feats.

Magical Regeneration

Starting at 25th level, as an action, you can regain one pact slot. You must finish a short or long rest before doing so again.

Additional Mystic Arcana

At 27th level, you gain one additional use of your 8th and 9th level mystic arcana. Furthermore, you can choose a second 8th-level and a second 9th-level spell from the warlock spell list.

Mythic Ability Score Improvement

When you reach 28th level, you can increase one ability score of your choice by 6, or you can increase two ability scores of your choice by 3, or any other combination of spending the 6 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 3 feats.

Patron Transformation

At 30th level, you are now the creature type of your Otherworldly Patron. Archfey makes you a fey, Celestial makes you a celestial, Fathomless and Great Old One make you an aberration, Fiend makes you a fiend, Genie makes you an elemental, and Undead and Undying make you undead. If your patron is Hexblade, choose one of the following: construct, fey, undead.

You also retain your original creature type. Anything that affects one of your creature types affects you. For example, the spell cure wounds would work on you if your patron gave you the undead creature type.

Upon finishing a short or long rest, you can choose to have your patron's typing take over, fully becoming that creature type. This lasts until you decide to become half and half again after finishing a short or long rest.

Eldritch Invocations

Some that require you to be a certain creature type.

Otherworldly Mind

Prerequisites: aberration creature type, 30th level

You reduce all psychic damage you take to 0. Furthermore, spells of the enchantment school cannot work against you unless you choose for them to work on you.

Celestial Assistance

Prerequisites: celestial creature type, 30th level

When you finish a long rest, you can choose one of the following spells to be the center of, no concentration required: aura of life, beacon of hope, or crusader's mantle. The chosen spell cannot be affected by dispel magic or similar effects. It can be suppressed in an antimagic field, but not removed.

Elemental Absorption

Prerequisites: elemental creature type, 30th level

Whenever a creature deals damage to you, you regain an amount of hit points equal to half the damage dealt. The damage type is shown in the table below.

Patron Damage Absorbed
Dao Bludgeoning
Djinni Thunder
Efreeti Fire
Marid Cold
Fey Trickster

Prerequisites: fey creature type, 30th level

You can cast mislead at will. Furthermore, creatures have disadvantage on ability checks and saving throws against enchantment and illusion spells you cast.

Fiendish Offensive

Prerequisites: fiend creature type, 30th level

You treat immunity to cold, fire, and poison damage as if it were resistance. Furthermore, you cannot be damaged by silvered weapons.

Stable Construction

Prerequisite: construct creature type, 30th level

Your form cannot be altered against your will. Furthermore, if you take damage you can use your reaction to reduce all damage you take to 0. You may do so a number of times equal to your Constitution modifier, regaining all expended uses upon finishing a long rest.

Undead Resilience

Prerequisites: undead creature type, 30th level

All necrotic damage you take is reduced to 0. Furthermore, you cannot gain any levels of exhaustion or become frightened.

Otherworldly Patrons

The Archfey
Misty Concealment

Starting at 24th level, you can use an action to become invisible for 1 minute. Once you do so, you must finish a short or long rest in order to do so again.

Perfected Beguilement

Starting at 29th level, whenever a creature attempts to charm you, you can use your reaction to reflect the effect back onto them. The reflected effect uses your spell save DC and you must concentrate on it, if it's a spell that requires concentration.

Furthermore, whenever you force a creature to make a saving throw against the charmed or frightened condition, the creature does not benefit from advantage on saving throws whenever you attempt to inflict the charmed or frightened condition.

The Celestial
True Radiance

Starting at 24th level, you have immunity to fire and radiant damage, and you can add your Charisma modifier to every damage roll of a spell that deals fire and/or radiant damage.

Exalted Healing

At 29th level, you gain the following benefits to your Healing Light:

  • You regain all expended Healing Light dice upon finishing a short or long rest.
  • You can remove the following conditions, one per die expended: blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious.
  • You can remove one level of exhaustion for every 5 healing light dice expended on a single target. The target regains an amount of hit points equal to half the amount rolled.
The Fathomless
Tentacle Strength

Starting at 24th level, whenever you use your Tentacle of the Deeps or Guardian Coil feature, the damage dealt/reduced is 3d8 + your Charisma modifier, the range is 30 ft, and the creature's speed is halved upon a hit.

One with the Ocean

Starting at 29th level, you have immunity to cold damage. Furthermore, all creatures can understand your speech while underwater and you can teleport to any body of water you have seen that is pond size or larger when you use your Fathomless Plunge feature.

The Fiend
Hellish Resilience

Starting at 24th level, when you use your Fiendish Resilience feature, you can either choose three damage types to become resistant to or one damage type to become immune to. Silvered and magical weapons still bypass the resistance and immunity.

Multihurl

Starting at 29th level, as an action, you can choose a point that you can see and force each creature within a 30 ft radius of your choice to go to hell. At the end of your next turn, the targets return and take 10d10 psychic damage if they were not a fiend. Once you use this feature, you can’t use it again until you finish a short or long rest. Furthermore, you can use Hurl Through Hell after finishing a short or long rest.

The Genie
Primordial Prowess

Starting at 24th level, you have immunity to the damage type gained with the Elemental Gift feature. Furthermore, the fly speed is 60 ft, instead of 30 ft.

Expanded Wish

Starting at 29th level, when you use your Limited Wish feature, you can request the effects of a spell up to 8th level, instead of 6th level.

The Great Old One
Permanent Ward

Starting at 24th level, as an action, you can have your Entropic Ward last for 1 minute. During this minute, all attacks made against you are made with disadvantage and if a creature misses, then you can use your reaction to attack them with a spell or weapon. Once you use this feature, you must finish a short or long rest in order to do so again.

Binding Thralls

Starting at 29th level, you can have a number of thralls as per your Create Thralls feature equal to your Charisma modifier. Furthermore, creatures do not benefit from advantage on saving throws or immunity against the charmed condition regarding Create Thrall, and a greater restoration or stronger spell must be cast in order to forcefully free the thrall. Alternatively, you can release a thrall, no action required.

The Hexblade
Critical Curse

Starting at 24th level, when you use your Hexblade's Curse feature, you score a critical hit on a roll of 18-20, rather than 19-20. Furthermore, when you score a critical hit against the target, you roll triple the damage dice, rather than double.

Total Curse

Starting at 29th level, when you use your Hexblade's Curse feature, the target has disadvantage on attack rolls and saving throws for the duration. This also applies if you transfer the curse from one creature to another.

The Undead
Necrotic Penetration

Starting at 24th level, when you deal necrotic damage to another creature, that creature does not benefit from resistance to necrotic damage. While in your Form of Dread, your necrotic damage cannot be reduced.

Total Dread

Starting at 29th level, when you activate your Form of Dread, you gain the following additional benefits:

  • When you attempt to frighten a creature, that creature does not benefit from advantage on saving throws.
  • You cannot be frightened.
  • Whenever a creature deals necrotic damage to you, you regain an amount of hit points equal to half the damage dealt.
The Undying
Total Defiance

Starting at 24th level, when you use your Defy Death feature, you can instead regain 2d8 + your Constitution modifier hit points. Furthermore, you can use it a number of times equal to your Charisma modifier, regaining all expended uses upon finishing a long rest.

Resilience

Starting at 29th level, you are resistant to all damage. As a reaction, you may reduce all damage you take to 0. Once you do so, you must finish a short or long rest in order to do so again.

Wizard

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
21st +7 Arcane Tradition Feature 6 4 4 3 3 3 2 2 1 1
22nd +7 Arcane Recovery Improvement 6 4 4 3 3 3 2 2 2 1
23rd +7 Superior Ability Score Improvement 6 4 4 4 3 3 2 2 2 1
24th +7 Mass Casting 6 5 4 4 3 3 2 2 2 2
25th +8 Enduring Magic 6 5 5 4 3 3 3 2 2 2
26th +8 7 5 5 5 4 3 3 2 2 2 1
27th +8 Arcane Recovery Improvement 7 5 5 5 4 4 3 3 2 2 1
28th +8 Mythic Ability Score Improvement 7 6 5 5 5 5 4 3 3 2 1
29th +9 Mass Casting Improvement 7 6 6 5 5 5 4 4 3 3 1
30th +9 Arcane Tradition Feature 7 6 6 6 5 5 5 4 4 3 1

Class Features

Arcane Recovery Improvement

Starting at 22nd level, you can recover spell slots up to 6th level.

Superior Ability Score Improvement

When you reach 23rd level, you can increase one ability score of your choice by 4, or you can increase two ability scores of your choice by 2, or any other combination of spending the 4 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 2 feats.

Mass Casting

Starting at 24th level, as an action, you can cast up to three levels worth of spells that each have a casting time of 1 action. Once you do so, you must finish a long rest in order to so again.

Enduring Magic

Starting at 25th level, upon casting a spell no higher than 5th level, you can choose to have the spell be immune to both counterspell and dispel magic and other similar effects. Once you do so, you must finish a short or long rest in order to do so again.

10th level spells

If you choose to add a 10th level spell into your spellbook, you can only add that spell for the level up.

Arcane Recovery Improvement

Starting at 27th level, you can recover spell slots up to 7th level.

Mythic Ability Score Improvement

When you reach 28th level, you can increase one ability score of your choice by 6, or you can increase two ability scores of your choice by 3, or any other combination of spending the 6 points. You can go above 20 but not 30 using this feature.

Using the optional feats rule, you can forgo 2 ability score improvement points for every feat you want to take, up to 3 feats.

Mass Casting Improvement

Starting at 29th level, you can cast up to six levels worth of spells, instead of three.

Arcane Traditions

Bladesinging
Enduring Song

You have learned how to endure some of the most harmful effects that could ruin your Bladesong. Starting at 21st level, you can add your Intelligence modifier to any ability check or saving throw that would grant one of the following conditions: incapacitated, paralyzed, petrified, stunned, or unconscious.

Blade and Magic

At 30th level, whenever you take the Attack action, you can replace one of the attacks with a spell that has a casting time of 1 action.

Chronurgy Magic
Area Stasis

Starting at 21st level, when you activate Momentary Stasis, you can expend a spell slot to increase the size of the cube by 5 ft per level of the spell slot expended. Furthermore, you can also have it last for 1 minute with concentration, as if you were concentrating on a spell.

Adaptable Timeline

At 30th level, when you use your Convergent Future feature, you can use it an amount of times equal to half your Constitution modifier without gaining a level of exhaustion. You regain all expended uses upon finishing a long rest.

Graviturgy Magic
Gravitational Movement

Starting at 21st level, whenever you use your Gravity Well feature, the creature is instead moved a number of feet equal to 5 times the level of the spell, minimum 5 ft.

G-Forces

At 30th level, whenever a creature is forced to move in a certain direction without taking the Dash action, you can use your reaction. The creature takes 1d10 additional force damage for every 5 ft it was forced to move. You may do so an amount of times equal to your Intelligence modifier, regaining all expended uses upon finishing a long rest.

Order of Scribes
Epic Scrivener

Starting at 21st level, when you use your Master Scrivener feature, you can create a magic scroll of a spell from 1st to 5th level, rather than 1st or 2nd level.

Arcane Spellbook

At 30th level, you gain the following benefits:

  • When you cast a spell of 1st level or higher, you can change the damage type of the spell, even if you don't have a spell at that level that deals that damage type, so long as you expend another spell slot of a level for which you do have a spell that deals the damage type you want to change the current spell into.
  • You can ritual cast any spell you have in the spellbook.
  • When you use this spellbook as a spellcasting focus, you gain a +1 bonus to your spell attack rolls and spell save DC.
School of Abjuration
Spellfocused Ward

Starting at 21st level, whenever you create your Arcane Ward, it gains an amount of additional hit points equal to twice the level of the spell slot you used.

Group Cover

At 30th level, you can use your Arcane Ward feature to cover a number of creatures less than or equal to your Intelligence modifier.

School of Conjuration
Constant Transposition

Starting at 21st level, you can use your Benign Transposition feature a number of times equal to your Intelligence modifier, regaining all expended uses upon finishing a long rest. Furthermore, you can switch places with any creature, regardless of size and willingness. An unwilling creature must make a Constitution saving throw against your spell save DC, preventing the teleportation upon a success.

Total Endurance

At 30th level, when you cast a conjuration spell that requires concentration, your concentration cannot be broken unless you cast another spell that requires concentration. Furthermore, all creatures you summon have an amount of additional hit points equal to 5 times your Intelligence modifier.

School of Divination
Major Sight

Starting at 21st level, whenever you use your The Third Eye feature, you gain the following benefits instead:

  • Darkvision: You can see through darkness, magical or not, as if it were bright light out to 60 ft.
  • Ethereal Sight: You can see into the Ethereal Plane within 120 feet of you.
  • Greater Comprehension: You can understand everything written, and have advantage on ability checks made to decipher secret messages.
  • See Invisibility: Creatures do not benefit from the Invisibility condition against you.
Forced Fate

At 30th level, when a creature you can see makes an ability check, attack roll, or saving throw, you can roll a d20 and force the creature to use your roll if you so choose.

School of Enchantment
Enduring Hypnosis

Starting at 21st level, when you charm a creature, the creature must make a Wisdom saving throw against your spell save DC upon taking damage, freeing itself upon a success, instead of immediately being freed.

Penetrating Hypnosis

At 30th level, when you cast an enchantment spell or use your Hypnotic Gaze feature, creatures that normally have advantage on saving throws against the charmed condition do not benefit from advantage on saving throws against the charmed condition, and creatures with immunity to the charmed condition instead make the saving throw with advantage.

School of Evocation
Powerful Evocation

Starting at 21st level, whenever you cast an evocation spell, you add your Intelligence modifier to each damage roll of the spell.

Enhanced Overchannel

At 30th level, you can overchannel spells up to 9th level and can do so a number of times equal to your Constitution modifier before needing to finish a long rest without suffering any adverse effects.

School of Illusion
Illusory Escape

Starting at 21st level, you can use your action to create a multitude of clones in your place while becoming invisible. You create one clone for every unocuppied 5 ft space within 10 ft of you and can move through them without breaking the illusion. The clones last for 1 minute and you can control how they each act as an action. Each clone has your AC and half your hit points, dissipating into mist upon being killed.

Your invisibility lasts for 10 minutes or until you take the Attack action or cast a spell. While you are invisible in this way, you have advantage on Dexterity (Stealth) checks made to hide. Once you use this feature, you must finish a short or long rest in order to do so again.

Lasting Illusions

At 30th level, when you cast an illusion spell, you can choose for the spell to last up to 24 hours without concentration. Once you do so, you must finish a short or long rest in order to do so again. Furthermore, when you use Illusory Reality, the item lasts as long as the spell lasts, and you can choose whether the item is an illusion or reality for each creature.

School of Necromancy
Immune to Undeath

Starting at 21st level, you have immunity to necrotic damage. Furthermore, when you are reduced to 0 hit points, you can use your reaction and expend a spell slot to drain the life force of a creature within 30 ft of you. The target must make a Constitution saving throw or take xd6 necrotic damage, with x being equal to the level of the spell slot expended. You then regain an amount of hit points equal to twice the damage dealt.

Master of Undeath

At 30th level, you gain the following benefits:

  • Undead you create or control gain a bonus to their ability checks, AC, attack rolls, damage rolls, and saving throws equal to your Intelligence modifier.
  • Undead you create gain a bonus to their hit points equal to your Intelligence modifier times the level of the spell slot used to create them.
  • You can permanently control a number of undead with your Command Undead feature equal to your Intelligence modifier.
School of Transmutation
Magical Transference

Starting at 21st level, you can impose the properties of a magic item that set an ability score to the creature it is attuned with, but the item becomes mundane.

Master Stonework

At 30th level, whoever holds your transmuter's stone gains all of the benefits of the stone, instead of just one. This includes all the listed damage types.

War Magic
Group Deflection

Starting at 21st level, you can use your Arcane Deflection feature on any creature within 30 ft of you.

Full Surge

At 30th level, you can use your Power Surge feature every single time you deal damage to a creature, choosing which creatures take the extra damage.

Spells

Expanded Spell List

Artificer Spell List

6th level

Spell Name Casting Time Duration Concentration
Contingency 10 minute 10 days No
Create Homunculus 1 hour Instanteous No
Fizban's Platinum Shield Bonus Action 1 minute Yes
Globe of Invulnerability Action 1 minute Yes
Guards and Wards 10 minutes 24 hours No
Mental Prison Action 1 minute Yes
Primordial Ward Action 1 minute Yes
Soul Cage Reaction 8 hours No
True Seeing Action 1 hour No

7th level

Spell Name Casting Time Duration Concentration
Create Magen 1 hour Instanteous No
Magificent Mansion 1 minute 24 hours No
Regeneration 1 minute 1 hour No
Simulacrum 12 hours Until Dispelled No

8th level

Spell Name Casting Time Duration Concentration
Antimagic Field Action 1 hour Yes
Clone 1 hour Instantaneous No
Demiplane Action 1 hour No
Maze Action 10 minutes Yes
Mighty Fortress 1 minute Instantaneous No
Mind Blank Action 24 hours No

Bard Spell List

Spell Name Casting Time Duration Concentration
Equinox's Concert 1 minute Instantaneous No
Mass Domination 10 minutes 1 year No
Mass Hysteria 10 minutes Instantaneous No
Master Jack 10 minutes 10 days No
Otto's Mass Dance Craze 1 minute 8 hours Yes

Cleric Spell List

Spell Name Casting Time Duration Concentration
Animus Blast 1 minute Instantaneous No
Investiture of the Celestial Bonus action 1 minute Yes
Judgement 10 minutes Instantaneous No
Mass Shield 10 minutes 8 hours Yes
Mass Revival 4 hours Instantaneous No
Total Heal 1 minute Instantaneous No

Druid Spell List

Spell Name Casting Time Duration Concentration
Absolute Zero 10 minutes 8 hours Yes
Avatar of Nature Bonus action 1 minute Yes
Blooming Field 1 minute 1 hour Yes
Dire Storm 10 minutes 10 days No
Primordial Absorption 1 minute 8 hours Yes
Swarm of Vermin 1 minute 1 minute Yes

Paladin Spell List

6th level

Spell Name Casting Time Duration Concentration
Dominating Smite Bonus action 1 minute Yes
Fizban's Platinum Shield Bonus action 1 minute Yes
Forbiddance 10 minutes 1 day No
Harm Action Instaneous No
Heal Action Instantaneous No
Heroes' Feast 10 minutes Instantaneous No
Planar Ally 10 minutes Instantaneous No
Tasha's Otherworldly Guise Bonus action 1 minute Yes
True Seeing Action 1 hour No

7th level

Spell Name Casting Time Duration Concentration
Conjure Celestial 1 minute 1 hour Yes
Divine Word Bonus action Instantaneous No
Prismatic Smite Bonus action 1 minute Yes
Resurrection 1 hour Instantaneous No

8th level

Spell Name Casting Time Duration Concentration
Antimagic Field Action 1 hour Yes
Holy Aura Action 1 minute Yes
Investiture of the Celestial Bonus action 1 minute Yes

Ranger Spell List

6th level

Spell Name Casting Time Duration Concentration
Bones of the Earth Action Instantaneous No
Druid Grove Action 24 hours No
Find the Path 1 minute 1 day Yes
Investiture of Flame Action 10 minutes Yes
Investiture of Ice Action 10 minutes Yes
Investiture of Stone Action 10 minutes Yes
Investiture of Wind Action 10 minutes Yes
Primordial Ward Action 1 minute Yes
Spiked Arrow Bonus action 1 minute Yes
Transport via Plants Action 1 round No
Wall of Thorns Action 10 minutes Yes

7th level

Spell Name Casting Time Duration Concentration
Draconic Transformation Bonus action 1 minute Yes
Etherealness Action 8 hours No
Regenerate Action 1 hour No
Terrain Master 1 minute 24 hours No

8th level

Spell Name Casting Time Duration Concentration
Animal Shapes Action 24 hours Yes
Antipathy/Sympathy 1 hour 10 days No
Avatar of Nature Action 1 minute Yes

Sorcerer Spell List

Spell Name Casting Time Duration Concentration
Absolute Zero 10 minutes 8 hours Yes
Arcane Drain 10 minutes Instantaneous No
Cataract of Fire 10 minutes Instantaneous No
Mass Hysteria 10 minutes Instantaneous No
Tolodine's Killing Winds 1 minute 8 Hours Yes

Warlock Spell List

Spell Name Casting Time Duration Concentration
Mass Domination 10 minutes 1 year No
Mass Hysteria 10 minutes Instantaneous No
Paralyzing Fear 1 minute 10 days No
Permanent Dream 10 minute Instantaneous No
Total Cloak 10 minutes 8 hours Yes

Wizard Spell List

Spell Name Casting Time Duration Concentration
Animus Blast 1 minute Instantaneous No
Cataract of Fire 10 minutes Instantaneous No
Mass Domination 10 minutes 1 year No
Mass Hysteria 10 minutes Instantaneous No
Soulshatter 1 minute Instantaneous No
Tolodine's Killing Winds 1 minute 8 Hours Yes
Name 1 minute Duration Yes/No

6th level

Dominating Smite


  • School: Enchantment
  • Level: 6th
  • Casting Time: 1 Bonus Action
  • Target: Self
  • Range: Self
  • Area of Effect: None
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Class(es): Paladin

The next time you hit with a melee weapon attack during this spell’s duration, the target takes 6d8 psychic damage and must make a Wisdom saving throw. On a success, the target only takes half damage. On a fail, the creature is under your control for the duration. You can give them simple commands such as to attack a creature or hand over their items. The target can make a Wisdom saving throw at the end of each of their turns and whenever they take damage, ending the spell on a success.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, increase the damage by 1d8 for every spell level above 6th.

Spell Name


  • School:
  • Level:
  • Casting Time: Casting Time + 10 minutes (Ritual)
  • Target: Self/A (creature/point) that you can see
  • Range: Range
  • Area of Effect: N/Area
  • Components: V, S
  • Duration: Duration
  • Class(es): Paladin

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

At Higher Levels: When you cast this spell using a spell slot of xth level or higher, increase for every spell level above xth.

Spiked Arrow


  • School: Conjuration
  • Level: 6th
  • Casting Time: 1 bonus action
  • Target: Self
  • Range: Self
  • Area of Effect: 60 ft radius circle
  • Components: V, S
  • Duration: Concentration, up 1 minute
  • Class(es): Ranger

The next time you hit a creature with a ranged weapon attack, each creature within the area of effect must make a Strength saving throw or become restrained by vines. While restrained in this way, each creature takes 5d6 piercing damage at the start of each of their turns as thorns dig into their skin. Each creature that moves through the area must also make a Strength saving throw for every 5 ft they move through the area. A creature that succeeds on the saving throw takes only 1d6 piercing damage.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, increase the damage by 1d6 for every spell level above 6th.

Primal Speed


  • School: Transmutation
  • Level: 6th
  • Casting Time: 1 bonus action
  • Target: Self
  • Range: Self
  • Area of Effect: N/A
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Class(es): Druid, Ranger

You infuse yourself with the speed of beasts, granting you the following benefits:

  • You gain an additional action.
  • Your movement speed increases by 20 ft.
  • Until the spell ends, your movement doesn’t provoke opportunity attacks.
  • You have advantage on Dexterity saving throws.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, increase the movement speed bonus by 10 ft for every spell level above 6th.

7th level

Prismatic Smite


  • School: Evocation
  • Level: 7th
  • Casting Time: 1 bonus action
  • Target: Self
  • Range: Self
  • Area of Effect: None
  • Components: V
  • Duration: Concentration, up to 1 minute.
  • Class(es): Paladin

The next time you hit a creature with a melee weapon attack during this spell’s duration, roll a d8 to determine which of the following effects happen:

d8, Color Effects
1, Red The target takes 4d8 fire damage. Furthermore, at the start of their turns, they must make a Constitution saving throw, taking an additional 2d8 fire damage on a fail and ending the effect on a success.
2, Orange The target takes 3d8 acid damage and suffers a 1d4+1 penalty to their AC until the end of your next turn.
3, Yellow The target takes 4d8 lightning damage and becomes paralyzed. The target can make a Constitution saving throw at the end of their turns to end the effect.
4, Green The target takes 5d8 poison damage and becomes poisoned for the duration. The target can make a Constitution saving throw at the end of their turns to end the effect.
5, Blue The target takes 4d8 cold damage and becomes frozen for the duration. At the end of each of their turns, the creature can make a Constitution saving throw to end the effect.
6, Indigo The target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
7, Violet On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8, Special The target is struck by two colors. Roll twice more, rerolling any 8.

Terrain Master


  • School: Transmutation
  • Level: 7th
  • Casting Time: 1 minute
  • Target: Up to 8 creatures you can see
  • Range: 30 ft
  • Area of Effect: None
  • Components: V, S, M (a piece of the terrain you wish to master, which is consumed)
  • Duration: 24 hours
  • Class(es): Ranger

You and your targets within range now become masters of the terrain you chose. Whenever a creature rolls an Intelligence or Wisdom based check related to the chosen terrain, they add double their proficiency bonus to the check.

Spell Name


  • School:
  • Level:
  • Casting Time: Casting Time + 10 minutes (Ritual)
  • Target: Self/A (creature/point) that you can see
  • Range: Range
  • Area of Effect: N/Area
  • Components: V, S
  • Duration: Duration
  • Class(es): Ranger

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

At Higher Levels: When you cast this spell using a spell slot of xth level or higher, increase for every spell level above xth.

Spell Name


  • School:
  • Level:
  • Casting Time: Casting Time + 10 minutes (Ritual)
  • Target: Self/A (creature/point) that you can see
  • Range: Range
  • Area of Effect: N/Area
  • Components: V, S
  • Duration: Duration
  • Class(es): Paladin

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

At Higher Levels: When you cast this spell using a spell slot of xth level or higher, increase for every spell level above xth.

8th level

Avatar of Nature


  • School: Transmutation
  • Level: 8th
  • Casting Time: 1 bonus action
  • Target: Self
  • Range: Self
  • Area of Effect: None
  • Components: V, S, M (a statue of a beast and a statue of a plant, each worth at least 400 gp)
  • Duration: Concentration, up to 1 minute
  • Class(es): Druid, Ranger

You transform into a spectral fusion between beast and plant. You gain the following benefits:

  • You can make an additional attack when you take the Attack action.
  • Your attacks deal an additional 3d8 acid, piercing, or poison damage (your choice upon casting.)
  • Your melee attacks have a reach of 15 ft.
  • You become immune to acid, piercing, and poison damage, along with the poisoned condition.
  • Your movement speed cannot be reduced to 0. Any attempts to do so fail.
  • All weapon attacks are magical, and you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • You have advantage on Strength, Dexterity, and Wisdom saving throws.
  • You have blindsight with a range of 60 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.
  • As an action, you can release spores to pacify each creature within 60 ft of you. Each creature within 60 ft of you must make a Constitution saving throw against your spell save DC or become stunned for 1 minute.

Investiture of the Celestial


  • School: Transmutation
  • Level: 8th
  • Casting Time: 1 bonus action
  • Target: Self
  • Range: Self
  • Area of Effect: 30 ft radius (see description)
  • Components: V, S, M (a symbol of the celestials in general and one of your deity, each worth at least 400 gp)
  • Duration: Concentration, up to 1 minute
  • Class(es): Cleric, Paladin

You imbue yourself with the power of celestials. While the spell is active, you gain the following benefits:

  • You can make an additional attack whenever you take the Attack action, which all count as magical.
  • You can use your spellcasting modifier instead of Strength or Dexterity, for the attack and damage rolls.
  • You deal an additional 3d8 radiant damage whenever you hit a creature with any spell or with a weapon attack.
  • As a bonus action, you can grant one creature that can hear you advantage on their next attack roll or saving throw.
  • Each creature within 30 ft of you can't be affected by spells of 2nd level or lower, unless they want to be.
  • As an action, you can touch a creature, which regains 5d8 + your spellcasting modifier hit points.
  • You are immune to radiant and necrotic damage, along with the charmed and frightened conditions.
  • You gain a flying speed of 60 ft, which cannot be reduced until the spell ends.

Spell Name


  • School:
  • Level:
  • Casting Time: Casting Time + 10 minutes (Ritual)
  • Target: Self/A (creature/point) that you can see
  • Range: Range
  • Area of Effect: N/Area
  • Components: V, S
  • Duration: Duration
  • Class(es): Paladin

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

At Higher Levels: When you cast this spell using a spell slot of xth level or higher, increase for every spell level above xth.

Spell Name


  • School:
  • Level:
  • Casting Time: Casting Time + 10 minutes (Ritual)
  • Target: Self/A (creature/point) that you can see
  • Range: Range
  • Area of Effect: N/Area
  • Components: V, S
  • Duration: Duration
  • Class(es): Ranger

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

At Higher Levels: When you cast this spell using a spell slot of xth level or higher, increase for every spell level above xth.

10th level

A caster can only have one 10th level spell known or prepared at a time, though a wizard can have all of them in their spellbook.

10th level spells have a minimum casting time of 1 minute and a material component that has a gold cost and is consumed upon casting the spell, as to prevent spamming. No 10th level spell should just do damage, but rather have an additional effect to go along with it. Damage is nice, but not the worst one could do compared to other creative things. Cataract of fire destroys magical objects that aren't artifacts, for example.

Casting wish at 10th level allows you to cast any spell up to 9th level without any adverse effects.

Epic Upcasting

Optional Rule

When upcasting a spell to 10th level, obey the following for quick reference: Add half of whatever happens when the spell gets upcasted to the total, instead of the normal upcasting rules. Remember to round down.

A few examples: magic missile gains darts when upcast and has 11 darts at 9th level, so upcasting it to 10th level grants it 11 divided by 2 plus 11 darts, or 16 darts; hold person targets more humanoids when upcast and targets 8 humanoids at 9th level, so upcasting it to 10th level means you target 8 divided by 2 plus 8 humanoids, or 12 humanoids; absorb elements deals more damage when upcast, at 9th level, you would deal 9d6 damage, so upcasting it to 10th level means you would deal 9 divided by 2 plus 9 d6s of damage, or 13d6 damage.

Absolute Zero


  • School: Evocation
  • Level: 10th
  • Casting Time: 10 minutes
  • Target: Self
  • Range: Self
  • Area of Effect: 300 ft radius
  • Components: V, S, M(A small handheld clock; a small crystal or glass sphere, a piece of ice, and a vial of meltwater, all of which the spell consumes)
  • Duration: Concentration, up to 8 hours
  • Class(es): Druid, Sorcerer

You forcibly freeze everything within the area of effect around you. You can designate certain creatures safe from being frozen but not from the cold damage. Each creature within the area of effect must make a Constitution saving throw and takes 20d12 cold damage. On a failed save, a creature is frozen.

While the spell is active, creatures that start their turn within the area of effect or move within the area must make a Constitution saving throw and take 10d12 cold damage. On a failure, the creature's speed is reduced to 0. The creatures you designate as safe are immune to this effect. You can continue to designate creatures as safe, no action required. You also automatically know the location of creatures that fail their saving throw.

Animus Blast


  • School: Necromancy
  • Level: 10th
  • Casting Time: 1 minute
  • Target: A point that you can see
  • Range: Sight
  • Area of Effect: 300 ft radius sphere
  • Components: V, S, M (a black onyx worth 500,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Class(es): Cleric, Wizard

You create an explosion of necrotic energy, which engulfs each creature within the area of effect. Each creature must make a Constitution saving throw and take 20d10 necrotic damage, or half on a success. Each humanoid that is killed as a result of this spell becomes either a skeleton or a zombie (your choice per creature) that is under your control indefinitely.

Arcane Drain


  • School: Evocation
  • Level: 10th
  • Casting Time: 10 minutes
  • Target: A point you can see.
  • Range: 1 mile
  • Area of Effect: 500 ft radius
  • Components: V, S, M(an iron bucket worth at least 10,000 gp full of sponges, which the spell consumes)
  • Duration: Instantaneous
  • Class(es): Sorcerer

Due to your innate connection to the arcane, you can forcefully take it from others. Each caster within the area of effect must make a Constitution saving throw or lose 2d4 levels worth of spell slots. For every level of spell slot lost in this way, you gain an additional temporary spell slot of equal level. This spell slot is lost after you cast a spell with it or after 2d4 + your spellcasting ability long rests.

If you are using spell points, then the amount of spell points others lose and you gain is 2d6 + your spellcasting ability modifier.

Blooming Field


  • School: Evocation
  • Level: 10th
  • Casting Time: 1 minute
  • Target: Self
  • Range: Self
  • Area of Effect: 500 ft radius
  • Components: V, S, M(A wood woven basket full of healing herbs picked under the moonlight, which the spell consumes)
  • Duration: Concentration, up to 1 hour
  • Class(es): Druid

You cause all plants within the area of effect to become overgrown, creating difficult terrain for creatures other than you and those you designate as safe. Upon casting, each non safe creature must make a Strength saving throw or become restrained and incapacitated. A creature must make the saving throw so long as they are within the area of effect at the start of each of their turns, provided they have not yet failed. While the creature is restrained in this way, at the start of their turns, they take 10d6 piercing and 10d6 slashing damage as the plants use their thorns to cut and stab at the creature. Furthermore, each creature you designate as safe plus yourself regain 10d6 + your spellcasting ability score hit points at the start of your turns. The spell stays centered on you. If you move, so too do the effects. If a creature was restrained due to this spell but you moved so that they are out of range, the thorns leave the creature after a minute, during which the damage decreases to 5d6 each.

Cataract of Fire


  • School: Evocation
  • Level: 10th
  • Casting Time: 10 minutes
  • Target: Self
  • Range: Self
  • Area of Effect: 1,000 ft radius, 2,000 ft high cylinder
  • Components: V, S, M (a bronze gong worth at least 10,000 gp, which the spell melts consumes)
  • Duration: Instantaneous
  • Class(es): Sorcerer, Wizard

A large plume of arcane fire shoots up 2,000 ft into the sky. Each creature within the area of effect must make a Constitution saving throw and take 50d12 fire damage and 50d12 force damage if within 300 ft, or half on a success. The caster is immune to the force damage from the spell, but not the fire damage.

The fire damage decreases by 5d12 for every 100 ft beyond 300 ft, becoming 45d12 between 300 and 400 ft, 40d12 between 400 and 500 ft, 35d12 between 500 and 600 ft, 30d12 between 600 and 700 ft, 25d12 between 700 and 800 ft, 20d12 between 800 and 900 ft, and 15d12 between 900 and 1,000 ft.

Every creature that dies due to the damage, along with all objects not being worn or carried by a living creature, magical or not, are destroyed if within 300 ft of the caster. This also applies to all magical effects and spells normally only destroyed by the disintegrate spell. Only artifacts are not destroyed.

Dire Storm


  • School: Evocation
  • Level: 10th
  • Casting Time: 10 minutes
  • Target: A point that you can see
  • Range: Sight
  • Area of Effect: 500 ft radius circle
  • Components: V, S, M (A 10 gallon bucket made out of wood full of snow, water, or sand, depending on the weather you want to inflict, which the spell consumes)
  • Duration: 10 days
  • Class(es): Druid

You cause a devastating storm to wreak havoc over an area. Choose a 500 ft radius area target within range and one of the following weather conditions, which lasts for the duration:

Weather Effect
Blizzard (snow) A blizzard occurs. This causes creatures within the area that are not properly protected to take 2d6 cold damage at the start of each of their turns and be effected by extreme cold and heavy precipitation. Water in the area starts freezing at a rate of 10 gallons per minute.
Heat Wave (sand) A heat wave strikes the area. Each creature within the area that is not properly protected takes 3d6 fire damage at the start of each of their turns and suffer from extreme heat. Water in the area starts quickly evaporating at a rate of 10 gallons per minute.
Hurricane (water) A hurricane stirs up trouble. Each creature within range takes 2d8 bludgeoning damage at the start of each of their turns, provided they are not in a solid structure or cave. The area also suffers from strong winds and heavy precipitation. Furthermore, every minute, each creature has a 1 in 100 chance of being struck by lightning, provided they are out in the open. A creature that's the target of a lightning strike must make a Dexterity saving throw or take 5 (1d10) lightning damage.

Weather conditions, such as extreme cold and heavy precipitation, are described on page 110 of the Dungeon Master's Guide.

Equinox's Concert


  • School: Evocation
  • Level: 10th
  • Casting Time: 1 minute
  • Target: Self
  • Range: Self
  • Area of Effect: 120 ft radius sphere
  • Components: V, S, M (a silver musical instrument worth at least 10,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Class(es): Bard

A SPELL MADE BY EQUINOX, THEY FIGURED OUT HOW TO PERMANENTLY STUN THEIR FOES AND HELP THEIR ALLIES IN AN INCREDIBLY LOUD WAY.

Each hostile creature within the area of effect takes 12d12 thunder damage and must make a Constitution saving throw or become stunned for 3 hours.

Each friendly creature regains an amount of hit points equal to half their hit point maximum, and has morale. A creature with morale cannot be killed or drop to 0 hit points in one turn so long as they start the turn with at least half of their maximum hit points. This effect ends after 8 hours.

Judgement


  • School: Evocation
  • Level: 10th
  • Casting Time: 10 minutes
  • Target: A point that you can see within range
  • Range: 1 mile
  • Area of Effect: 250 ft radius, infinitely high cylinder.
  • Components: V, S, M (a symbol of your deity coated in diamonds worth at least 250,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Class(es): Cleric

You send out a pillar of holy or unholy energy at the target. Each creature in that area of an alignment of your choice takes 20d10 necrotic or radiant damage (your choice) and must make a Constitution saving throw, becoming paralyzed upon failure. Furthermore, choose another alignment. Each creature of the second alignment immediately comes back to life upon being reduced to 0 hit points once within the next year.

Mass Domination


  • School: Enchantment
  • Level: 10th
  • Casting Time: 10 minutes
  • Target: Creatures that you can see
  • Range: Sight
  • Area of Effect: N/A
  • Components: V, S, M (a silver jar worth 10,000 gp full of honey mixed with sweet oil, all of which the spell consumes)
  • Duration: 1 year
  • Class(es): Bard, Warlock, Wizard

Each target must make a Charisma saving throw or fall under your total control, doing whatever you tell them to do. They still take actions to keep themselves alive, such as eating and sleeping. You cannot tell a creature to harm themselves, but you can tell them to fight another creature. When the spell ends, each creature must make an Intelligence check against your spell save DC. On a success, they know you charmed them. A creature immune to being charmed automatically passes and knows you tried to charm them.

Mass Hysteria


  • School: Enchantment
  • Level: 10th
  • Casting Time: 10 minutes
  • Target: A point that you can see
  • Range: Sight
  • Area of Effect: 200 ft radius sphere
  • Components: V, S, M (3 bags, one full of clay spheres, one full of crystal spheres, and one full of mineral spheres, worth a total of 250,000 gp, all of which the spell consumes)
  • Duration: Instantaneous
  • Class(es): Bard, Sorcerer, Warlock, Wizard

You force each creature within the area of effect to make an Intelligence saving throw. On a failure, they are inflicted with indefinite madness. On a success, they take 20d8 psychic damage. A creature who is killed by this has their head explode.

Mass Revival


  • School: Necromancy
  • Level: 10th
  • Casting Time: 4 hours
  • Target: A point that you can see
  • Range: 100 ft
  • Area of Effect: 200 ft radius circle
  • Components: V, S, M (diamonds worth a total of 100,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Class(es): Cleric

Each creature that has been dead no longer than 10 days comes back to life with the following, so long as the creature did not die of old age:

  • Maximum hit points
  • No conditions (other than prone)
  • No curses, diseases, or poisons, provided the curse can be ended via the remove curse spell.

Mass Shield


  • School: Abjuration
  • Level: 10th
  • Casting Time: 10 minutes
  • Target: Creatures that you can see within range
  • Range: 100 ft radius
  • Area of Effect: N/A
  • Components: V, S, M (A platinum mirror worth at least 100,000 gp, which the spell consumes)
  • Duration: Concentration, up to 8 hours
  • Class(es): Cleric

You grant each target within range a bonus to their AC equal to half your spellcasting ability modifier for the duration. Furthermore, each creature has immunity to all conditions aside from invisible, prone, and unconscious and takes half damage from all sources.

Master Jack


  • School: Transmutation
  • Level: 10th
  • Casting Time: 10 minutes
  • Target: Creatures within range that you can see
  • Range: Sight
  • Area of Effect: N/A
  • Components: V, S, M (a collection of books worth at least 10,000 gp, which the spell consumes)
  • Duration: 10 days
  • Class(es): Bard

Each creature you chose gains proficiency in all armor, shields, and weapons. Furthermore, they add their proficiency bonus to all ability checks and saving throws for the duration.

Otto's Mass Dance Craze


  • School: Enchantment
  • Level: 10th
  • Casting Time: 1 minute
  • Target: A point that you can see
  • Range: 200 ft
  • Area of Effect: 60 ft radius
  • Components: V, S, M (A bucket of alcoholic beverages worth at least 1,000 gp, which the spell consumes)
  • Duration: Concentration, up to 8 hours
  • Class(es): Bard

Each creature within the area of effect other than the ones you choose are forced to dance. During their turn, the creature uses all their movement to dance, attack rolls are made with advantage against them, while the creature's attack rolls are made with disadvantage. A creature can use their action to make a Wisdom saving throw to end the effect on themselves.

Paralyzing Fear


  • School: Enchantment
  • Level: 10th
  • Casting Time: 1 minute
  • Target: A point that you can see
  • Range: 1,000 ft
  • Area of Effect: 300 ft radius
  • Components: V, S, M(A collection of straight, yellow gems worth at least 10,000 gp, which the spell consumes)
  • Duration: 10 days
  • Class(es): Warlock

You draw upon fears so surreal and deep that no creature dare even try and bring them up. Each creature within the area of effect must make a Wisdom saving throw. On a failure, the creature is both paralyzed and frightened. On a success, the creature takes 10d10 psychic damage. A creature can attempt another Wisdom saving throw every hour to free themselves of the conditions. Creatures do not benefit from advantage on saving throws against or immunity to the paralyzed condition for this spell. A creature that normally benefits from advantage on saving throws against the frightened condition does not benefit from advantage against this spell. Creatures that are immune to being frightened instead have advantage.

Permanent Dream


  • School: Enchantment
  • Level: 10th
  • Casting Time: 10 minutes
  • Target: A creature that you can see
  • Range: Sight
  • Area of Effect: Target
  • Components: V, S, M(a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird, all mixed inside a pink container with purple amethyst gemstones, all of which is worth at least 25,000 gp, all of which the spell consumes)
  • Duration: Instantaneous
  • Class(es): Warlock

This spell does not work on creatures that cannot be forced to and/or do not sleep, such as elves and warforged. You force the target to make a Wisdom saving throw. Upon a failure, the creature is forced into a deep sleep as they go unconscious, which only a wish spell can wake them from the outside. The dream for the target is made however you desire it to be. A creature can make an Intelligence check against your spell save DC once a day. Upon a success, they realize they are inside a dream and can force themselves awake by focusing for 1 hour. After the hour, they are free from the dream and know someone afflicted them with magic.

Primordial Blessing


  • School: Abjuration
  • Level: 10th
  • Casting Time: 10 minutes
  • Target: Self
  • Range: Self
  • Area of Effect: 120 ft sphere
  • Components: V, S, M(a 4-leaf clover and a piece of rotting flesh stirred inside a wooden bowl, which the spell consumes)
  • Duration: 24 hours
  • Class(es): Druid

The effects granted depend on whether the creature is hostile or friendly to you.

  • Hostile: The creature takes 20d12 poison damage and must make a Constitution saving throw or become poisoned.

  • Friendly: The creature is immune to disease and all conditions aside from invisible. A creature can still be knocked unconscious if they drop to 0 hit points. Furthermore, the creature cannot be affected by spells that grant negative effects, such as bane, bestow curse, compelled duel, faerie fie, feeblemind, frostbite, etc. A creature under this protection still takes damage from such spells, but no other effects occur.

Primordial Absorption


  • School: Abjuration
  • Level: 10th
  • Casting Time: 1 minute
  • Target: A creature that you can see
  • Range: 120 ft
  • Area of Effect: Target
  • Components: V, S, M(a drop of giant slug bile; a piece of ice; a pinch of sulfur; a rod of amber; a living flea; and a chip of mica, all stirred inside a bowl made out of wood, worth at least 25,000 gp, which the spell consumes)
  • Duration: Concentration, up to 8 hours
  • Class(es): Druid

If the target would take acid, cold, fire, lightning, poison, and/or thunder damage, they instead regain an amount of hit points equal to the damage dealt.

Soulshatter


  • School: Necromancy
  • Level: 10th
  • Casting Time: 1 minute
  • Target: A creature that you can see
  • Range: 300 ft
  • Area of Effect: Target
  • Components: V, S, M (a black gemstone worth at least 250,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Class(es): Wizard

You point at a target within range and force it to make a Constitution saving throw. Upon a success, the creature takes 15d12 necrotic damage. Upon a failure, the creature has their soul go to the afterlife, unless the soul becomes trapped via soul cage or something similar. The creature remains physically alive but automatically fails all Wisdom and Charisma saving throws until they are either dominated or possessed. If a creature casts a dominate spell on it or possesses it, then the caster of the dominate spell or the possessor has their Intelligence, Wisdom, and Charisma ability scores transposed onto the creature for the duration of the domination or possession.

Swarm of Vermin


  • School: Conjuration
  • Level: 10th
  • Casting Time: 1 minute
  • Target: Self
  • Range: Self
  • Area of Effect: 30 ft radius
  • Components: V, S, M (a golden crown with imagery of vermin and insects worth at least 100,000 gp, which the spell consumes)
  • Duration: Concentration, up to 1 hour
  • Class(es): Druid

Thousands of vermin and insects envelopes you, creating a heavily obscured area. Each creature other than you and creatures you declare safe take 10d10 piercing damage, 10d10 poison damage, and 10d10 acid damage at the start of each of their turns and whenever they first enter the range without you declaring them safe. You can declare any number of creatures safe, no action required. You and each creature you designated as safe benefits from three quarters cover and can see through the swarm normally.

Tolodine's Killing Winds


  • School: Evocation
  • Level: 10th
  • Casting Time: 1 minute
  • Target: Self
  • Range: Self
  • Area of Effect: 100 cubes, each 10 ft long.
  • Components: V, S, M(a rusted copper container worth at least 15,000 gp filled with rotten food, which the spell consumes)
  • Duration: Concentration, up to 1 hour
  • Class(es): Sorcerer, Wizard

You create cubes of acidic clouds that tear through the area in front of you. Each creature that starts their turn in the clouds or enters through them takes 10d10 acid damage and must make a Constitution saving throw or become stunned as the acid is burning them up. A creature that either doesn't need to breathe or is immune to acid damage automatically succeeds. As an action, you can reshape the cubes in any way you like. Each cube must have at least one face touching another cube, and one of the cubes must have a face touching you. You are immune to the effects of this spell.

Total Cloak


  • School: Illusion
  • Level: 10th
  • Casting Time: 10 minutes
  • Target: Self + creatures that you can see
  • Range: Self
  • Area of Effect: 120 ft radius sphere
  • Components: V, S, M(A golden fleece worth at least 10,000 gp, which the spell consumes)
  • Duration: Concentration, up to 8 hours
  • Class(es): Warlock

You cause each creature within the area of effect to gain the following benefits for the duration:

  • Immunity to divination magic.
  • Cannot be tracked by nonmagical means.
  • Is invisible.
  • Advantage on Stealth checks, along with a +15 bonus.

Total Heal


  • School: Evocation
  • Level: 10th
  • Casting Time: 1 minute
  • Target: Creatures that you can see + Self
  • Range: 300 ft
  • Area of Effect: Range
  • Components: V, S, M (a golden symbol of your deity worth 1,000,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Class(es): Cleric

Every target has all spells with harmful effects removed, such as bane, all their hit points restored, can come back from death if the soul is free and willing, and all conditions removed, except for grappled, invisible, prone, and restrained. A creature can use their reaction to escape from being grappled, prone, and/or restrained.

Spell Name


  • School:
  • Level: 10th
  • Casting Time: 10 minutes
  • Target: Self/A (creature/point) that you can see
  • Range: Range
  • Area of Effect: Area
  • Components: V, S, M()
  • Duration: Duration
  • Class(es):

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

Equipment

Epic Rarity

Any item with a +3 very rare version can easily be homebrewed to have a +4 legendary version or a +5 epic version. Armor can have a +4 epic version. The price for buying an epic magic item is 4d6 x 50,000 gp. The crafting time is 75 workweeks and costs 400,000 gp. Selling an epic item has a base price of 800,000 gp. In order to attune to an item of epic rarity, the creature must either be 21st level or higher or have an epic boon. General DC is 20-21 for epic items, if they have a DC. The general spell attack bonus is +12 to +13.

Armor/Potion/Ring of Immunity

They function as the resistance version, but grant immunity instead.

Cloak of Superior Protection

  • Wondrous Item
  • Requires attunement
  • Epic (major)
  • A cloak that shimmers and shines with abjuraton magic.
  • While attuned, the creature adds a +3 bonus to their AC and saving throws.

Headband of Beyond Peak Performance

  • Wondrous Item
  • Requires attunement
  • Epic (major)
  • Description
  • While attuned to and wearing this headband, your ability scores are each set to 23. This does not apply to ability scores that are at or above 23 already.

Potion of Ultimate Healing

  • Potion
  • Epic (minor)
  • Description
  • Upon drinking this potion, you regain 20d4+40 hit points.

Repelling Weapon

  • Weapon (Any ranged weapon)
  • Requires attunement
  • Epic (major)
  • Description
  • You have a +4 bonus to attack and damage rolls made with this weapon.
  • This weapon has 6 charges and regains 1d6 charges at dawn.
  • Whenever you hit a creature with this weapon, you can expend a charge and forcibly move the creature 30 ft away from you and stun them until the start of your next turn, even if they are immune to the stunned condition. If they are immune to being incapacitated, they do not become incapacitated.

Ring of Wishing

  • Wondrous Item
  • Requires attunement
  • Epic (major)
  • A mixed alloy ring just brimming with magic.
  • As an action, the attuned creature can cast the wish spell. Casting a spell in this way has a save DC of 21 and a spell attack bonus of +13 Once they do so, they must wait 1d4+1 weeks before being able to cast it again. If they lose the ability to cast wish, the ring automatically unattunes to them, and they can never attune to it again.

Spell Scroll (10th level)

  • Wondrous item
  • Epic (minor)
  • Description
  • Same as spell scrolls, but for 10th level spells. DC is 21 if the spell requires a saving throw, and you have a +13 bonus to spell attack rolls. To craft a 10th level spell scroll, it takes 100 workweeks and costs 500,000 gp.
  • When casting a 10th level spell here without 10th level spell slots or the 10th level Mystic Arcanum, you have disadvantage on the Intelligence (Arcana) check. Upon a success, you also take an amount of d10s of damage. You take necrotic damage equal to (26 minus your caster+warlock level) and you take force damage equal to (10 minus your highest level spell slot) at the end of the spell's casting time. On a failure, you take max damage right away. Either way, the spell scroll is used up after you take the damage. This damage cannot be reduced in any way.
  • For example, if you are a 13th level caster with 7th level spell slots, you would take 13d10 necrotic damage and 3d10 force damage on a failure, or 130 necrotic damage and 30 force damage on a failure.

Sword of Judgement

  • Weapon (any sword)
  • Requires attunement
  • Epic (major)
  • A sword adorned in a variety of blues forming an elegant design on the blade.
  • You have a +4 bonus to attack and damage rolls made with this weapon.
  • This weapon has 4 charges and regains 1d4 charges at dawn.
  • Whenever you hit a creature with this weapon, you can expend a charge and force the creature to make a DC 19 Constitution saving throw or have their resistances and immunities be ignored until the start of your next turn.

Quileth's Quiver

  • Wondrous Item
  • Requires attunement
  • Epic (minor)
  • Description
  • While attuned to this quiver, every non magical javelin, arrow, bolt, etc. that you put in gains a +2 bonus to attack and damage rolls. Anyone can benefit from the magical bonus applied to weapons in this way. Furthermore, you can hold an infinite amount of arrows, bolts, bows, javelins, spears, quarterstaffs, and other similar objects in the respective compartment.

Ring of Self Revival

  • Ring
  • Requires attunement
  • Epic (minor)
  • A platinum ring adorned with diamonds.
  • When you would be killed, the ring automatically casts revivify, targeting the attuned wearer. This cannot be done again until the next dawn.

Name

  • Item type
  • Requires attunement
  • Epic (minor or major)
  • Description
  • Property info

Rewards

Additional Epic Boons

Boon of Deep Concentration

You gain a +5 bonus to all Constitution saving throws made to keep concentration.

Boon of Effortless Focus

Whenever you cast a spell no greater than 1st-level that requires concentration, you can choose to not concentrate on it. Doing so has the spell last the whole duration. Once you use this boon, you must finish a long rest before being able to do so again.

Boon of Elemental Resilience

You gain resistance to acid, cold, fire, lightning, poison, and thunder damage.

Boon of the Linguist

You can read, speak, write, and understand all languages.

Boon of Mental Fortitude

You gain proficiency in Intelligence, Wisdom, and Charisma saving throws.

Boon of Physical Fortitude

You gain proficiency in Strength, Dexterity, and Constitution saving throws.

Boon of Reflection

As a reaction to taking damage, you can reflect all the damage of the attack back at the one who made the spell or weapon attack. Once you do so, you must finish a short or long rest in order to do so again.

Boon of Supernatural Resistance

You gain resistance to force, necrotic, psychic, and radiant damage.

Boon of Surging Energy

On your turn, you can grant yourself an additional action, bonus action, and reaction, losing the additional reaction at the start of your next turn. You cannot use this boon and Action Surge or Super Action Surge on the same turn. Once you use this boon, you must finish a long rest before being able to do so again.

Boon of the Healer

Whenever you restore hit points to a creature, the creature regains double the amount of hit points instead.

Mythic Ascensions

Award every 90,000 experience points once a character has reached 30th level. Each character can have only one copy of each mythic ascension. Should require something doable via an epic boon and be a reasonable power up to said epic boon.

Ascension of Adaptabiliy

Prereqisite: Boon of Invincibility

Upon taking damage from any source, you can use your reaction to grant yourself immunity to all damage taken from that source. You retain immunity to the damage types until you either use this reaction again or finish a long rest.

Ascension of Combat Perfection

Prerequisite: Boon of Combat Prowess

Whenever you miss with an attack, you can choose to turn it into a critical hit. Once you do so, you must finish a long rest before being able to do so again.

Ascension of Destiny

Prereqisite: Boon of Fate and Boon of Luck

When you or another creature that you can see makes an ability check, an attack roll, or a saving throw, you can choose for the roll to be an automatic failure or success. Once you use this ascension, you can’t use it again until you finish a short or long rest.

Ascension of Dual Concentration

Prereqisites: Boon of Deep Concentration, Boon of Effortless Focus

Whenever you cast a spell that requires concentration, you can concentrate on another spell no higher than half the first concentration spell's level. For example, if you cast animal shapes, which is 8th level, you can cast and concentrate on a spell no higher than 4th level, such as arcane eye. All class features that require concentration count as 1st level spells for the purposes of this feature. You make one concentration saving throw per spell concentrated on this way.

Ascension of Enhanced Resilience

Prereqisite: permanent resistance to all damage types

You lose all resistances gained through the prerequisite. You reduce all damage taken by three-fourths.

Ascension of Expertise

Prereqisite: Proficiency in all skills

You add double your proficiency bonus to all skill checks.

Ascension of Fast Travel

Prereqisite: Boon of Dimensional Travel

You can cast teleport without fail to a location of your choice without any components or spell slots, provided you have been to the location beforehand. Once you do so, you must finish a short or long rest in order to do so again.

Ascension of Limited Magic Immunity

Prereqisite: Boon of Magic Resistance, or having obtained Magic Resistance some other way

Spells of 3rd level or lower have no effect on you, unless you deem otherwise.

Ascension of Penetrating Offense

Prereqisite: Boon of Irresistible Offense

You can bypass the damage immunities of any creature.

Ascension of Quickness

Prereqisite: Boon of Speed

Your movement speed is doubled. In addition, you use a bonus action to take the Dash or Disengage action an unlimited number of times.

Ascension of Translation

Prerequisite: Boon of the Linguist

Each creature within 60 ft of you can understand each other, regardless of the language spoken.

Ascension of True Healing

Prereqisite: Boon of Healing

Whenever you restore hit points to a creature, that creature also has the following conditions removed: blinded, deafened, incapacitated, paralyzed, petrified, poisoned, stunned, and unconscious. You also remove one level of exhaustion.

Monsters

Encounter Information

CR 31-40 Tables

Defensive CR

CR Proficiency Bonus Armor Class Hit Points
31 +9 23 851-900
32 +9 24 901-1,000
33 +10 25 1,001-1,100
34 +10 26 1,101-1,200
35 +10 27 1,201-1,300
36 +10 29 1,301-1,400
37 +11 30 1,401-1,500
38 +11 32 1,501-1,600
39 +11 33 1,601-1,700
40 +11 35 1,701-2,000

Offensive CR

CR Proficiency Bonus Attack Bonus Damage per round Save DC
31 +9 +15 321-340 23
32 +9 +15 341-360 23
33 +10 +16 361-380 24
34 +10 +16 381-400 24
35 +10 +17 401-420 24
36 +10 +17 421-440 24
37 +11 +18 441-460 25
38 +11 +18 461-480 25
39 +11 +19 481-500 25
40 +11 +19 500-550 25

CR Experience

CR Proficiency Bonus Experience
31 +9 175,000
32 +9 195,000
33 +10 215,000
34 +10 235,000
35 +10 255,000
36 +10 280,000
37 +11 305,000
38 +11 330,000
39 +11 355,000
40 +11 400,000

Experience

Encounter Difficulty

Level Easy Medium Hard Deadly
21st 4,125 8,250 12,375 16,500
22nd 5,125 10,250 15,375 20,500
23rd 6,250 12,500 18,750 25,000
24th 7,750 15,500 23,250 31,000
25th 9,375 18,750 28,125 37,500
26th 11,250 22,500 33,750 45,000
27th 13,125 26,250 39,375 52,500
28th 15,000 30,000 45,000 60,000
29th 16,875 33,750 50,625 67,500
30th 19,375 38,750 58,125 77,500

Adventuring Day XP

Level Adjusted XP per Day per Character
21st 50,000
22nd 55,000
23rd 60,000
24th 65,000
25th 70,000
26th 90,000
27th 95,000
28th 100,000
29th 105,000
30th 120,000

Character Advancement

Level XP
21st 415,000
22nd 485,000
23rd 565,000
24th 655,000
25th 755,000
26th 875,000
27th 985,000
28th 1,125,000
29th 1,285,000
30th 1,465,000

Roles

Each creature has a role assigned to them. This is meant to help DMs run the monsters. The roles are defined below, along with what how you can use them in an encounter.

Artillery

These creatures excel at ranged combat. They have a variety of protection from ranged attacks but not against melee attacks. They can even have damage be spread out over an area. They tend to stay behind brutes and soldiers in combat, or partner up with skirmishers so that the attention is not focused on them.

Brute

These creatures may be easy to hit, but they pack one heavy punch and can take a load of hits themselves. They only strike up close and personal and tend to be in groups of brutes, and oftentimes are shielding other monsters.

Controller

They manipulate both the battlefield and their enemies to their advantage. They might force an enemy to be their friend, restrict movement, or inflict a number of conditions. Most of the time, they are partnered with other close range monsters near the front of the battle, holding their own in melee. They can be complex, so do limit how many you use per encounter.

Leader

They are not just a leader. They are also another role, and are so good at it that they can provide boosts to their fellow monsters. Examples of these boosts include bonus to attack rolls and saving throws, granting resistances or even immunities, healing, etc.

Lurker

They attack from the shadows, force an attack to miss, turn invisible, and strike hard once before retreating to the shadows between rounds, keeping up their defenses. They can be a neat surprise to encounters if done well, perhaps being assassins that target the members of the party that are closer to death. They do have intelligence and strike where it's most critical.

Skirmisher

They attack and move far away from their target so swiftly that it's hard to even hit them. Their speed is what makes them deadly. They can easily get to the party members that feel safe being far away from the fight. They fight alongside brutes and soldiers to ensure that it's easy for them to get in and out.

Soldier

They draw the attention of the party, hindering their movement and are hard to hit. They aren't as hardy or strong as brutes, but can still be devastating to fight.

Notes

CR 31-35 creatures assume the player characters have a few epic boons with them, whereas CR 36-40 creatures assume they have at least one mythic ascension. Leaders:

CR Role
CR 31 Soldier
CR 32 Brute
CR 33 Skirmisher
CR 34 Lurker
CR 35 Artillery
CR 36 Controller
CR 37 Controller
CR 38 Artillery
CR 39 Brute
CR 40 All

CR Increase Abilities

Ability Description CR Effect
Disadvantage on attacks Increase effective AC by 3 if only melee or ranged, or by 5 if both.
Damage negation Multiply effective hit points by 1.5x.
Resistance negation Multiply the average damage by 1.25. If immunity is negated, multiply the average damage by 1.5 instead.

CR 31 Monsters



Celestial Archer

Large celestial, Typically lawful good

  • Artillery

  • Armor Class 20 AC (Natural)
  • Hit Points 701 (61d10+366)
  • Speed 30 ft, fly 120 ft

STR DEX CON INT WIS CHA
10 (+0) 27 (+8) 22 (+6) 20 (+5) 18 (+4) 12 (+1)

  • Saving Throws Dex +17, Con +15, Int +14, Cha +10
  • Skills Perception +22
  • Damage Resistances bludgeoning, cold, fire, lightning, piercing, poison, psychic, slashing, thunder
  • Damage Immunities necrotic, radiant; bludgeoning, piercing, slashing damage from nonmagical attacks.
  • Condition Immunities blinded, charmed, exhaustion, frightened, incapacitated, stunned, paralyzed, petrified
  • Senses truesight 60 ft, passive Perception 32
  • Languages Celestial, Common
  • Challenge 31 (175,000 xp)

Divine Judgement The celestial archer deals an additional 40 (9d8) radiant damage with each attack (already included in the attack).

Magic Weapons. The celestial archer’s weapon attacks are magical.

Guarding Light The celestial archer has a constant wall of light surrounding it. It can make attacks through it with no penalty. All ranged attacks are made with disadvantage against the celestial archer as the wall fluctuates to keep projectiles out.

Radiant Break. The celestial archer ignores resistance to radiant damage.

Actions

Multiattack. The celestial archer makes 4 attacks with its longbow, and then uses it's multi-volley.

Longbow. Ranged: +15 to hit, 150/600 ft, one target. Hit 21 (3d8+8) piercing + 40 (9d8) radiant damage.

Multi-Volley. The celestial archer can choose a point within 600 ft and use its longbow to make 2 attacks against each creature within 10 ft of the point.

Personality

Celestial archers tend to not seek out battle, but will not disobey the deity that sent them to dispose of mortals who pose an actual threat to their safety.

Description

A celestial archer appears as a creature with many eyes, arms, and wings.



Aberrant Knight

Medium aberration, Typically Lawful

  • Brute

  • Armor Class 20
  • Hit Points 750 (93d8+372)
  • Speed 30 ft

STR DEX CON INT WIS CHA
23 (+6) 13 (+1) 18 (+4) 23 (+6) 11 (+0) 7 (-2)

  • Saving Throws Str +19, Con +23, Int +24
  • Damage Resistances cold, necrotic
  • Damage Immunities poison, psychic; bludgeoning, piercing, slashing damage from nonmagical attacks.
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, stunned, paralyzed
  • Senses blindsight 300 ft (blind beyond this radius)
  • Languages Deep Speech, telepathy 200 ft.
  • Challenge 31 (175,000 xp)

Unnerving Aura: Each creature that isn't an aberration that starts their turn within 10 ft of the aberrant knight takes 11 (2d10) psychic damage at the start of each of their turns.

Magic Weapons. The aberrant knight’s weapon attacks are magical.

Psychic Break. The aberrant knight ignores resistance to psychic damage.

Actions

Multiattack. The aberrant knight makes 2 aberrant claw strike attacks.

Aberrant Claw Strike. Melee: +15 to hit, 5 ft reach, one target. Hit 28 (4d10+6) slashing damage + 99 (18d10) psychic damage, and the target must make a DC 23 Intelligence saving throw or be forced to use their reaction to attack a random creature other than the aberrant knight, provided they have not yet used it. If no other creatures are within range, then the creature damages themselves.

General Ability Description. General Attack Description

Personality

aberrant knights tend to be overtly enthusiastic about getting another one for the hive, and act in ways that unnerve others. Sometimes they will jump from one topic to another mid sentence, or they will suddenly become very passionate about a certain creature they can sense.

Description

aberrant knights appear as a multiheaded creature with eyes where one would expect fingernails for a human.



Vine Sweeper

Gargantuan plant, Typically unaligned

  • Controller

  • Armor Class 22
  • Hit Points 471 (23d20+230)
  • Speed 30 ft

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 30 (+10) 5 (-3) 27 (+8) 3 (-4)

  • Saving Throws Str +17, Con +19, Wis +17
  • Skills Perception +26,
  • Damage Vulnerabilities fire
  • Damage Resistances acid, cold
  • Damage Immunities piercing; =bludgeoning, and slashing damage from nonmagical attacks
  • Condition Immunities deafened,
  • Senses blindsight 120 ft (blind beyond this radius), passive Perception 36
  • Languages -
  • Challenge 31 (175,000 xp)

Poison Absorption. Whenever the vine sweeper takes poison damage, it regains an amount of hit points equal to the damage dealt.

Blindness Negation. The vine sweeper cannot become blinded.

Innate Spellcasting. The vine sweeper can cast the following spells in place of the ensnares at will, no materials required, using Wisdom as its spellcasting ability (DC 26, +18 to hit): entangle, grasping vine, plant growth, spike growth, and thorn whip. It casts thorn whip as if it were an 11th level caster.

Necrotic Negation. The vine sweeper reduces all necrotic damage it takes to 0.

Magic Weapons. The vine sweeper’s weapon attacks are magical.

Actions

Multiattack. The vine sweeper makes 2 Vine Whip attacks, an Ensnare, and casts one spell in any order.

Vine Whip. Melee: +18 to hit, 15 ft reach, one target. Hit 65 (9d12+7) bludgeoning damage

Ensnare. Melee: +18 to hit, 30 ft reach, one target. Hit 33 (4d12+7) bludgeoning damage and the creature must make a contested grapple check, DC 26. While grappled by this effect, the creature takes 13 (3d8) necrotic damage at the start of their turns as the vine sweeper heals itself, regaining an amount of hit points equal to the damage dealt.

Entangling Vines. The vine sweeper forces each creature of its choice within 10 ft of it to make a DC 26 Strength saving throw. On a failure, the creature is restrained. Any creature can attempt a DC 26 Strength (Athletics) check to break free as an action. While a target is restrained in this way, they take 1d10 necrotic damage at the start of their turns, and the vine sweeper regains an amount of hit points equal to half the damage dealt.

Personality

The vine sweeper will do what they can to protect the biome they call home, whether it be the forest, grassland, or swamp. They prefer restraining creatures before attacking them.

Description

A collection of vines forming a weird, semi-sentient plant creature. A creature with a collection of vines forming some feet along with a connection to arms and a head with a mouth but no eyes.



Shadow Fey

Small Fey, Typically chaotic

  • Lurker

  • Armor Class 19
  • Hit Points 687 (125d6+250)
  • Speed 60 ft, 120 ft fly

STR DEX CON INT WIS CHA
12 (+1) 28 (+9) 14 (+2) 25 (+7) 17 (+3) 21 (+5)

  • Saving Throws Dex +16, Con +9, Int +14
  • Skills Insight + 17, Perception +10, Stealth +23,
  • Damage Resistances psychic
  • Damage Immunities necrotic; bludgeoning, piercing, slashing damage from nonmagical attacks.
  • Condition Immunities blinded, deafened, incapacitated, paralyzed, petrified, stunned.
  • Senses passive Perception 20
  • Languages Languages
  • Challenge 31 (175,000 xp)

Innate Spellcasting. The shadow fey can cast the following spells at will, using Intelligence as its spellcasting ability, no material components needed (DC 22, +14 to hit): absorb elements, blur, counterspell, greater invisibility, mirror image, and mislead.

Stable Mind. The shadow fey cannot become charmed or frightened, and can treat a roll of 9 or lower on the d20 for Intelligence, Wisdom, and Charisma saving throws as a 10.

Escape the Horde. Opportunity attacks made against the shadow fey are made with disadvantage.

Nimble. The shadow fey can use a bonus action to take the Disengage, Dodge, or Hide action.

True Critical. The shadow fey scores a critical hit upon rolling an 18-20 on the d20, and adds an additional damage die on a critical hit.

Magic Weapons. The shadow fey's weapon attacks are magical.

Actions

Multiattack. The shadow fey makes 4 rapier attacks, followed by casting a spell. Alternatively, it can use Shadow Enhancement in place of casting a spell.

Ability Description. Melee: +16 to hit, 5 ft reach, one target. Hit 18 (2d8+9) piercing damage.

Shadow Enhancement. The shadow fey empowers their rapier with dark energies. For the next minute, the shadow fey adds 34 (5d10+7) necrotic damage to their rapier.

Personality

The shadow fey enjoys tormenting its victims, darting in and out, tricking them, and eventually killing them as they sadistically laugh at the pain they are causing.

Description

How they look physically



Speed Demon

Medium Fiend (demon), Typically chaotic evil

  • Skirmisher

  • Armor Class 17
  • Hit Points 665 (70d8+350)
  • Speed 120 ft, 120 ft fly

STR DEX CON INT WIS CHA
11 (+0) 30 (+10) 21 (+5) 25 (+7) 22 (+6) 27 (+8)

  • Saving Throws Dex +17, Wis +13, Cha +15
  • Skills Acrobatics +17
  • Damage Resistances lightning
  • Damage Immunities cold, fire, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • Condition Immunities -
  • Senses truesight 60 ft, passive Perception 15
  • Languages Abyssal
  • Challenge 31 (175,000 xp)

Unimpeded. The speed demon cannot have it's walking speed reduced by more than half.

Quick Escapee. Opportunity attacks against the speed demon are made with disadvantage.

Innate Spellcasting. The speed demon can cast the following spells at will, using Charisma as its spellcasting ability (DC 23, +15 to hit), no material components needed: Ashardalon's stride, freedom of movement, jump, kinetic jaunt, longstrider, steel wind strike, zephyr strike.

Scorching Flames. The speed demon ignores resistance and immunity to fire damage.

Death. Upon the death of the speed demon, the fiendish shortsword loses it's bonus fire damage.

Actions

Multiattack. The speed demon makes 5 fiendish shortsword attacks

Fiendish Shortsword. Melee: +17 to hit, 5 ft reach, one target. Hit 20 (3d6+10) piercing damage + 18 (4d8) fire damage.

Personality

The speed demon enjoys going fast and striking quickly before leaving the fray.

Description

They have powerful legs and wings meant for quickly moving through the fray. They appear to have a menacing grin as they speed right through other creatures.



Necromancer Knight

Large undead, typically lawful

  • Soldier (Leader)

  • Armor Class 24
  • Hit Points 875 (70d10+490)
  • Speed 30 ft

STR DEX CON INT WIS CHA
28 (+9) 13 (+1) 25 (+7) 29 (+9) 15 (+2) 19 (+4)

  • Saving Throws Str +16, Con +14, Int +16, Cha +11
  • Skills Arcana +23, Athletics +15, Intimidation +11
  • Damage Resistances cold, force, piercing
  • Damage Immunities poison; bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • Condition Immunities charmed, frightened, incapacitated, paralyzed, petrified, poisoned, stunned
  • Senses truesight 90 ft, passive Perception 12
  • Languages Common, Undercommon, and one more of your choice.
  • Challenge 31 (175,000 xp)

Necrotic Absorption. Whenever the necromancer knight takes necrotic damage, it regains an amount of hit points equal to the necrotic damage dealt.

Spellcasting. The necromancer knight is a 25th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). The necromancer knight has the following 38 spells prepared:

Cantrips: booming blade, lightning lure, mind sliver, toll the dead

1st level (5 slots): bless, cause fear, color spray, earth tremor, heroism, ray of sickness, shield of faith

2nd level (5 slots): aid, earthbind, gust of wind, Maximilian's earthen grasp, Rime's binding ice, Tasha's mind whip, warding wind, wither and bloom

3rd level (4 slots): animate dead, aura of vitality, crusader's mantle, erupting earth, hunger of Hadar, spirit guardians

4th level (3 slots): arcane eye, Evard's black tentacles, staggering smite

5th level (3 slots): danse macabre, enervation, hold monster, wall of force

6th level (3 slots): create undead, eyebite, Fizban's platinum shield, Tenser's transformation

7th level (2 slots): tether essence

8th level (2 slots): clone, power word stun, reality break

9th level (2 slots): blade of disaster, psychic scream

Master Caster. If the necromancer knight casts a spell as a bonus action, it can still cast a leveled spell up to half the bonus action's spell level, rounded down.

Necrotic Absorption. Whenever the necromancer knight takes necrotic damage, it regains an amount of hit points equal to the damage dealt.

Actions

Multiattack. The necromancer knight makes 5 Necro-Glaive attacks. The necromancer knight can replace one attack with a spell that has a casting time of 1 action.

Necro-Glaive. Melee: +16 to hit, 10 ft reach, one target. Hit 14 (1d10+9) slashing damage + 32 (5d12) necrotic damage. The Necro-Glaive can be used as a spellcasting focus. The necromancer knight can use their reaction to attack a creature that enters its reach.

Taunt. The necromancer knight chooses one creature that can see it within 30 ft of it. The creature must make a DC 24 Wisdom saving throw. On a fail, the creature must spend the next minute focusing solely on attacking the necromancer knight, being unable to move unless it is to better strike the necromancer knight.

Bonus Actions

Energy Transfer. The necromancer knight can target one creature, who must make a DC 24 Constitution saving throw and takes 39 (6d12) necrotic damage, or half on a success. The necromancer then chooses another target, who regains an amount of hit points equal to half the damage dealt.

Personality

The necromancer knight seeks to protect its allies and ensure that it directs attention to it, and will heal those within its reach.

Description

A skeleton look-alike clad in magical armor wielding a glaive brimming with necrotic energy. It stands above the fray of most challengers.

CR 32 Monsters



Monster Name

Size creature, Typically neutral

  • Artillery

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 32 (195,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Elemental Union

Gargantuan, unaligned

  • Brute (Leader)

  • Armor Class 21
  • Hit Points 780 (40d20+360)
  • Speed 60 ft

STR DEX CON INT WIS CHA
30 (+10) 15 (+2) 29 (+9) 13 (+1) 22 (+6) 11 (+0)

  • Saving Throws Str +17, Dex +9, Con +16, Wis +13
  • Skills Athletics +17
  • Damage Resistances acid, cold, piercing, slashing
  • Damage Immunities bludgeoning, fire, lightning, poison, thunder; piercing and slashing damage from nonmagical attacks
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, stunned, unconscious
  • Senses tremorsense 120 ft, passive Perception 16
  • Languages Primordial
  • Challenge 32 (195,000 xp)

Elemental Form. The elemental union can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing if fire could pass through that space.

Elemental Aura. The elemental union rolls a d4 and deals one of the following, depending on the roll, at the start of its turns:

1 (air): Each creature within 15 ft of the elemental union has disadvantage on all ability checks, attack rolls and saving throws until the start of the elemental union's next turn.

2 (earth): The elemental union takes half damage from all sources until the start of its next turn.

3 (fire): Each creature within 15 ft of the elemental union must make a DC 25 Dexterity saving throw or be set ablaze (5d8). Furthermore, the creature must also spend its turn panicking as the flames engulf it.

4 (water): Each creature within 15 ft of the elemental union must make a DC 25 Strength saving throw or get swept up in a rush of water centered on the elemental union. A creature that is swept up is incapacitated and can't move until the start of the elemental union's next turn.

Magic Weapons. The elemental union’s weapon attacks are magical.

Actions

Multiattack. The elemental union makes six melee attacks and two fiery spit attacks: three with its earthen claw, and three with its water claw. It can replace two water claws with a water heal.

Earthen Claw. Melee: +17 to hit, 15 ft reach, one target. Hit 32 (4d10+10) slashing damage.

Water Claw. Melee: +17 to hit, 15 ft reach, one target. Hit 21 (2d10+10) slashing damage + 11 (2d10) cold damage.

Fiery Spit. Ranged: +17 to hit, 30/120 ft range, one target. Hit 36 (4d12+10) fire damage.

Water Heal. The elemental union chooses one creature within 10 ft of it. The chosen creature regains 12d10 + 6 hit points, and regains an additional 3d10+3 hit points at the start of each of it's turns for 1 minute.

Elemental Rage (recharge 5 or 6). The elemental union blasts all of its elemental energy outward. Each creature within 30 ft of the elemental union takes 12d10 bludgeoning damage and 4d10 fire damage and must make a Dexterity saving throw, taking half damage on a success. Once this has been used, the elemental union cannot use its Elemental Aura feature on its next turn.

Personality

As wild as the elements themselves, this creature acts rashly towards others who act in an aggressive manner towards it.

Description

A fusion of the four primal elements. There is a fusion core of pure energy at its center. The head is made of fire and magma, the right arm is made of dirt, stone, and vines, the left arm is composed entirely of a light blue hard ice, and where legs would be is instead a constant tornado, which allows the creature to move.



Monster Name

Size creature, Alignment

  • Controller

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 32 (195,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Lurker

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 32 (195,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Skirmisher

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 32 (195,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Soldier

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 32 (195,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically

CR 33 Monsters



Monster Name

Size creature, Alignment

  • Artillery

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 33 (215,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Brute

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 33 (215,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Controller

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 33 (215,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Lurker

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 33 (215,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Lirvanxigloas

Medium aberration, Typically neutral

  • Skirmisher (Leader)

  • Armor Class 21
  • Hit Points y (xd8+3x)
  • Speed 60 ft

STR DEX CON INT WIS CHA
12 (+1) 27 (+8) 17 (+3) 30 (+10) 25 (+7) 12 (+1)

  • Saving Throws Str +8, Dex +15, Int +17
  • Skills Medicine +21
  • Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 33 (215,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

The lirvanxigloas will seek to attach itself to other creatures and transform them into other copies of itself. The creature does also posses the capabilities to heal others, though it will only do so if there's a bigger threat to it.

Description

Lirvanxigloas has a mostly bluish purple core with varying white stripes, which change in size and shape from creature to creature. This creature has 5 legs protruding downward from the central core, where 5 arms also protrude, but both upward and to the sides. The creature has eyes around its knees and elbows, along with a light blue feather-like structure protruding out from the core, lower arms, and upper legs. One of the arms is a set of pincers, which has some muscle fibers coming out from just right before the actual pincers themselves. The creature's mouth is a hole on the core that opens and closes as it desires, with soft looking razor sharp teeth on the inside.



Monster Name

Size creature, Alignment

  • Soldier

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 33 (215,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically

CR 34 Monsters



Monster Name

Size creature, Alignment

  • Artillery

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 34 (235,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Brute

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 34 (235,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Controller

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 34 (235,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Lurker (Leader)

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 34 (235,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Skirmisher

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 34 (235,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Soldier

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 34 (235,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically

CR 35 Monsters



Monster Name

Size creature, Alignment

  • Artillery (Leader)

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 35 (255,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Brute

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 35 (255,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Controller

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 35 (255,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Lurker

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 35 (255,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Skirmisher

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 35 (255,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Soldier

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 35 (255,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically

CR 36 Monsters



Monster Name

Size creature, Alignment

  • Artillery

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 36 (280,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Brute

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 36 (280,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Controller (Leader)

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 36 (280,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Lurker

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 36 (280,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Skirmisher

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 36 (280,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Soldier

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 36 (280,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically

CR 37 Monsters



Monster Name

Size creature, Alignment

  • Artillery

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 37 (305,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Brute

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 37 (305,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically \pagebreakNum

\pagebreakNum

Monster Name

Size creature, Alignment

  • Controller

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 37 (305,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Lurker

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 37 (305,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Skirmisher

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 37 (305,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Soldier

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 37 (305,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically

CR 38 Monsters



Monster Name

Size creature, Alignment

  • Artillery (Leader)

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 38 (330,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Brute

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 38 (330,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Controller

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 38 (330,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Lurker

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 38 (330,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Skirmisher

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 38 (330,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Soldier

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 38 (330,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically

CR 39 Monsters



Monster Name

Size creature, Alignment

  • Artillery

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 39 (355,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Brute (Leader)

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 39 (355,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Controller

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 39 (355,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Lurker

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 39 (355,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Skirmisher

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 39 (355,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Soldier

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 39 (355,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically

CR 40 Monsters



Monster Name

Size creature, Alignment

  • Artillery (Leader)

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 40 (400,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Brute (Leader)

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 40 (400,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Controller (Leader)

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 40 (400,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Lurker (Leader)

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 40 (400,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Skirmisher (Leader)

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 40 (400,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically



Monster Name

Size creature, Alignment

  • Soldier (Leader)

  • Armor Class AC
  • Hit Points y (xd8+conx)
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge 40 (400,000 xp)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Personality

What the creature acts like.

Description

How they look physically

FAQ

If advantage is bypassed, does that also mean Magic Resistance?

Yes, any and all forms of advantage are bypassed if the feature states the creature does not benefit from advantage on saving throws against the feature, spell, etc.

I'm a warlock, do I use my warlock levels as my caster level?

Yes, you add your warlock levels to your caster level. No, you do not regain hit points as a result of going over 26 levels when casting a 10th level spell with a spell scroll.

Does avatar of nature make spells like hold person automatically fail against you?

Yes. This is due to the fact that avatar of nature states that "Your movement speed cannot be reduced to 0. Any attempts to do so fail." Your movement speed can be reduced, just not to 0. Difficult terrain still affects you normally.

Does Strong Swings mean I roll 10 or 12 additional damage dice with Brutal Critical?

No, you add the amount of damage dice Brutal Critical states when you score a critical hit. For example, using a greataxe means you deal 2d12 + your Strength modifier damage, instead of 1d12. On a critical hit, you roll 9d12, or 10d12 if you're 29th level, instead of 2d12.

Question

Answer

Question

Answer

Credits

Thing Source Copy, Inspiration or Translation
Skilled Striker Combat Power, made by IntellectMaster Partial Copy
Improved Metamagic NovaDominus Inspiration; Partial Copy
Spatial Awareness Demon Slayer, made by Koyoharu Gotouge Name Copy
Epic Equipment and Mythic Ascenscions Mythic Sourcebook, made by Marasmusine Inspiration (Ascensions and Equipment power level), Full Copy (Immunity), Partial Copy
Absolute Zero; Equinox's Concert; Judgement; Primordial Blessing + Frozen Condition Matt Roszak aka kupo707 Inspiration and Copy

The following includes things from past editions of Dungeons and Dragons

Thing Edition Copy, Inspiration, or Translation
Base 5th Inspiration, Building Blocks
Wild Shape into Elementals and Plants 3.5e Partial Copy
Great Druid 1e (or maybe 2e?) Copy + Add on
Dazing Strike 3.5e/4e Effect copy
Combat Roles for monsters 4e Copy
Animus Blast; Cataract of Fire; Soulshatter; Swarm of Vermin; Tolodine's Killing Winds 1e-3.5e Translation
Dire Storm 3.5e Inspiration/Translation
Image Source
Cover ArtofShalom
Necromancer Knight Hyun Lee
Elemental Union austenmengler
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.