Epic Paths - Racial Levels
Race Subrace Level 25 Feature Source Aarakocra - Increased Wing Strength. You can wear medium armor while using your Flight feature. Additionally, you can strike with your wings as an action, which deal 1d10 bludgeoning damage and use Strength or Dexterity (your choice). You are proficient with your wing attack. EEPC Aasimar All Celestial Inheritance. You can use your Radiant Soul, Radiant Consumption, or Necrotic Shroud trait twice between rests. VGtM Dragonborn - Dragon’s Breath. Your Breath Weapon deals twice as much damage, and you can use it twice between rests. PHB Dwarf Gray Improved Duergar Resilience. You are immune to the charmed and paralyzed conditions. SCAG Dwarf Hill Improved Dwarven Toughness. Your hit point maximum increases by 25. PHB Dwarf Mountain Dwarven Armor Mastery. You gain proficiency with heavy armor and your AC increases by 1 while wearing armor. PHB Dwarf Korobokuru Pest Exterminator. You always have advantage on attack rolls against goblinoids and goblinoids have disadvantage on attack rolls against you. HotO Elf Dark Drow Hut. You can cast Leomund’s tiny hut at will. Once you use this feature, you must finish a short or long rest before you can use it again. PHB Elf High High Magic. You learn one 1st level spell of your choice from the Wizard spell list which you can cast at will. Intelligence is your spellcasting ability for this spell. PHB Elf Wood Elven Maneuverability. Your base speed increases by 10 feet. PHB Firbolg - Green Magic. You can cast grasping vine and greater invisibility (targeting only yourself) using this trait. Wisdom is your spellcasting ability for these spells. Once you use this feature to cast a spell, you can’t use it again until you finish a short or long rest. VGtM Genasi Air Elementary. You are resistant to lightning damage, and you can cast the levitate spell once with this trait, requiring no components. You regain the ability to cast it in this way when you finish a long rest. EEPC Genasi Earth Elementary. You are resistant to poison damage, and you can cast the pass without trace spell once with this trait, requiring no components. You regain the ability to cast it in this way when you finish a long rest. EEPC Genasi Fire Elementary. You can cast the fireball spell once as a 3rd level spell with this trait, requiring no components. You regain the ability to cast it in this way when you finish a short or long rest. EEPC Genasi Water Elementary. You can cast the ice storm spell once as a 7th level spell with this trait, requiring no components. You regain the ability to cast it in this way when you finish a long rest. EEPC Gnome Deep Deep Cunning. You don’t lose your advantage on Intelligence, Wisdom and Charisma saving throws when an effect imposes disadvantage on you. SCAG Gnome Forest Now You See Me. You can cast the invisibility spell at will. PHB Gnome Rock Mechanical Wonder. Spending an hour and 100 gp worth of materials, you can build a toy that can identify objects, and locates hidden doors and traps. The toy has three charges and expends a charge whenever it identifies an object or locates a hidden door or trap. You can spend an hour and 30 gp during a short or long rest to recharge the toy, giving it back all expended charges. PHB Goliath - Mountain Roots. Your Stone’s Endurance increases to 2d12 and you can use it twice between rests. EEPC and VGtM Half-Elf - Of Two Worlds. You can choose your racial from either the human or one of the elven subraces in this table. PHB Race Subrace Level 25 Feature Source Halfling Ghostwise Voice from Beyond. You can use your Silent Speech feature to talk to any number of creatures simultaneously. In addition, when you communicate telepathically with a creature, you make Charisma (Deception) checks against it with advantage. SCAG Halfling Lightfoot Hide in Plain Sight. You can attempt to hide even while enemies are observing you and a creature a creature has disadvantage on Wisdom (Perception) checks made to spot you or discern your location unless it knows you are a halfling.. PHB Halfling Stout Stout Toughness. You can’t be poisoned, you are immune against poison damage, and can’t be cursed. PHB Half-Orc - Brutal. You make Charisma (Intimidation) checks with advantage, and your Relentless Endurance feature regains its use after a completing a short or long rest. PHB Hakuma All Jigokuan Ancestry. Your Darkvision increases to 120 feet and magical darkness doesn’t impede your darkvision. In addition, you become immune to Taint effects. HotO Hengeyokai All Easy Shifting. You can shapechange into your animal form using a bonus action. HotO Human - Adaptability. You gain proficiency with two skills of your choice and learn two additional languages. PHB Kenku - Art of Deception. You have advantage on checks to determine if a document or an object is forged, and to see through a creature’s charade when they attempt to deceive you or lie to you. VGtM Lizardfolk - Munchies. You can use your Hungry Jaws trait once on each of your turns, rather than once every short or long rest. VGtM Nezumi Cotton Unbreakable Self Esteem. You can’t be charmed or frightened. HotO Nezumi Dusky Stealthy. You always have advantage on Dexterity (stealth) checks and can take the Hide action as a bonus action. HotO Nezumi Pale Tunneling Claws. Your burrow speed increases to 30 feet. HotO Serafu All Serafic Blessing. You can cast the mislead spell once with this trait. You regain the ability to do so when you finish a short or long rest. HotO Spirit Folk Bamboo Animal Friend. You are permanently affected by the speak with animals spell and you can reroll failed Wisdom checks. HotO Spirit Folk Mountain Peak Performance. Mountainous and rocky terrain doesn’t count as difficult terrain for you and you gain a climbing speed equal to your walking speed. HotO Spirit Folk River Champion Swimmer. Your swim speed increases to 60 feet and you gain resistance to acid damage. HotO Tabaxi - Digitigrade Legs. Your walking speed increases by 5 feet and you cannot have disadvantage on Dexterity saving throws. VGtM Triton - Control Air and Water Improvement. You can cast a spell from your Control Air and Water trait once per short rest, rather than once per long rest. In addition, you can cast control water and control wind with your Control Air and Water trait. VGtM Tiefling - Infernal Ancestry. Your Darkvision increases to 120 feet, and you make Charisma saving throws with advantage. PHB Tortle - Mobile Shell Defense. While you Shell Defense feature is active, your AC bonus increases to +6 and you can roll across the ground, giving you a walking speed of 30 feet that can’t increase. In addition, you only need to spend 5 feet of movement to stand up from prone. TTP Venara - Jungle Swiftness. Your walking and climbing speed increases by 15 feet. HotO Monstrous Races Monstrous Races Race Subrace Level 25 Feature Source Bugbear - Surprise Attack Improvement. The damage from your Surprise Attack trait deals 4d6 extra damage, rather than 2d6 extra damage. VGtM Goblin - Escapist. When you take the Disengage action as a bonus action on your turn, you can also take the Hide action as part of the same bonus action. VGtM Hobgoblin - Martial Advantage. Once per turn, you can deal an extra 1d6 damage to a creature you hit with a weapon attack if that creature is within 5 feet of one of your allies that isn’t incapacitated. VGtM Hsing-sing - Reckless. At the start of your turn, you can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against you have advantage until the start of your next turn. MotO Kappa - Circle Kick. You can perform a circle kick as an action. When you do, each creature within 5 feet of you must make a Dexterity saving throw (save DC = 8 + your Dexterity modifier + your proficiency bonus). On a failed save, a creature takes bludgeoning damage equal to 1d8 + your Dexterity modifier and lands prone. MotO Kobold - Urd Wings. You grow leathery wings, granting you a flying speed of 30 feet. VGtM Orc - Raging Aggression. Whenever you use your Aggressive trait, you gain advantage on your next attack during the same turn, and you land a critical hit on a roll of 19 or 20 with that attack. VGtM Taka-onna - Ballade of Jealousy. Using an action, you can force a creature within 30 feet of you to make an Intelligence saving throw (save DC = 8 + your Wisdom or Charisma modifier + your proficiency bonus). On a failed save, the target becomes cursed for 1 hour. While cursed, the target creature spends its turns unequipping as many objects as it can, starting with what it is holding, laying everything at its feet in an orderly fashion. It can’t move, talk, or do anything else while afflicted by this curse. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. The curse also ends if you or your allies attack the creature. Once you use this feature, you can’t use it again until you finish a short or long rest. MotO Tengu All Riposte. When a creature misses you with a melee attack while within 5 feet of you, you can use your reaction to make a melee weapon attack against the attacker. If your attack hits, you deal an additional 2d8 weapon damage. MotO Tsuno Aberrant - Rush. When you take the Dash action, you can gain twice as much movement. When you use this feature, you can’t use it again until you finish a short or long rest. MotO Twilight Naga Exile All Sense Magic. You sense magic within 120 feet of you. This trait works like the detect magic spell but isn’t itself magical. MotO Wang-liang - Regeneration. You regain 10 lost hit points at the start of each of your turns if you have at least 1 hit point. If you take acid or fire damage, this trait doesn’t function at the start of your next turn. MotO Yuan-ti - Shapechange. You can use your action to polymorph into a Large snake, or back into your true form. Your statistics are the same in each form. Any equipment your are wearing or carrying is transformed with you. You revert to your normal form if you die.
Epic Boons
Categories and Prerequisites. Boons are divided into three major categories: 1st-level, 2nd-level, and 3rd-level.
1st-level boons are generally best described as superpowers. 2nd-level boons rival the power of demigods. 3rd-level boons are truly godlike. Some boons also come with one or more prerequisites. These prerequisites help to ensure progression, class identity, and some semblance of balance. Some boons have a prerequisite of 20th level in a certain class. This doesn’t mean the boon is available at 20th level, but rather that at least 20 of your 30 levels must be in the specified class.
Epic Boons as Epic Progression. Epic boons can also be used as a form of advancement, a way to provide greater power to characters who have no more levels to gain. With this approach, consider awarding one epic boon to each character for every 300,000 XP he or she has reached 30th level.
When using this approach, a character needs to select three 1st-level boons before any 2nd-level boons can be selected.
In a similar fashion, a character needs to select four 2nd-level boons before any 3rd-level boons can be selected. Once a level of boons has been unlocked, a character can gain any future boons from the unlocked level.
1st-Level Epic Boons
Boon of Damage Resistance
You gain resistance to one type of damage, choosing between cold, fire, lightning, poison, and thunder.
Boon of Darkvision
You gain darkvision out to a range of 120 feet.
Boon of Eldritch Insight
Prerequisites: 20th level warlock
The number of eldritch invocations you can choose increases by 1. You can select this boon multiple times.
Boon of Enhanced Divine Magic
Prerequisites: 20th level paladin
You gain a 6th level spell slot and can choose two spells of the same level from the cleric spell list. You learn the chosen spells and they count as paladin spells for you. You can select this boon up to 4 times. Each time you do so, you gain a spell slot of one level higher than the last time and can choose two new cleric spells of the same level.
Boon of Enhanced Nature Magic
Prerequisites: 20th level ranger
You gain a 6th level spell slot and can choose two spells of the same level from the druid spell list. You learn the chosen spells and they count as ranger spells for you. You can select this boon up to 4 times. Each time you do so, you gain a spell slot of one level higher than the last time and can choose two new druid spells of the same level.
Boon of Epic Fortitude
Your hit point maximum increases by 40.
Boon of Epic Resilience
Prerequisites: A Constitution score of 24 or higher.
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Boon of Epic Spell Mastery
Prerequisites: 20th level paladin
Choose one 1st-level sorcerer, warlock, or wizard spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot or expending material components.
Boon of Eschewed Materials
Prerequisites: The ability to cast spells of 5th level or higher
When providing material components for a spell, you can ignore 2,000 gp worth of materials. You can select this boon multiple times.
Boon of Extended Blindsight
Prerequisites: Blindsight out to a range of at least 5 feet
The range of your blindsight increases by 30 feet.
Boon of Fate
As a reaction, when another creature that you can see within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can roll a d10 and apply the result as a bonus or penalty to the roll. Once you use this boon, you can’t use it again until you finish a short or long rest.
Boon of Extended Blindsight
Prerequisites: Blindsight out to a range of at least 5 feet
The range of your blindsight increases by 30 feet.
Boon of High Magic
Prerequisites: 17th level bard, cleric, druid, sorcerer, or wizard
You gain one 10th-level spell slot. You can select this boon multiple times.
Boon of Linguistics
You can speak, read, and write all standard languages.
Boon of Immortality
You stop aging. You are immune to any effect that would age you, and you can’t die from old age.
Boon of Magic Detection
You are permanently affected by the detect magic spell without having to concentrate on it. By using a bonus action on your turn, you can cause a brilliant aurora of swirling energy to surround one creature or object you detect in this manner, making it visible to all until the end of your next turn.
Boon of Magical Secrets
Prerequisites: 17th level bard
Choose two spells from any class. You learn the chosen spells and they count as bard spells for you. You can select this boon multiple times.
Boon of Otherworldly Reaction
Prerequisites: 17th level warlock
When you roll initiative, you gain a special turn that takes places before other creatures can act. On this turn, you can use your action to take either the Attack action or to cast a cantrip.
If more than one creature in an encounter has this feature, they all act in order of initiative, then the regular initiative begins. If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.
Boon of Perfect Health
You are immune to all diseases and poisons, and you have advantage on Constitution saving throws.
Boon of Quick Casting
Prerequisites: At least one 5th level spell slot
Choose one of your spells of 1st through 3rd level that has a casting time of 1 action. That spell’s casting time is now 1 bonus action for you. You can select this boon multiple times.
Boon of Savage Attacks
Prerequisites: Extra Attack
When you score a critical hit with a melee weapon attack, you may reroll any of the dice you wish once, taking the new result and discarding the other. Once you do so, you can’t do so again until you finish a short or long rest.
Boon of Supreme Sorcery
Prerequisites: 17th level sorcerer
You learn two spells of your choice from the sorcerer spell list and your sorcery point maximum increases by 2. You can select this boon multiple times.
Boon of Speed
Prerequisites: Death Save Advantage
Your walking speed increases by 30 feet. In addition, you can use a bonus action to take the Dash or Disengage action. Once you do so, you can’t do so again until you finish a short rest.
Boon of Undetectability
Prerequisites: Proficiency with Dexterity (Stealth) checks
You gain a +5 bonus to Dexterity (Stealth) checks, and you can’t be detected or targeted by divination magic, including scrying sensors.
Boon of Unerring Skill
Prerequisites: 17th level bard, rogue, or ranger
When you make a skill check, you can replace the number you roll with a 20. You can do so a number of times equal to your epic class level (bard, rogue, or ranger). You regain all expended charges when you finish a short or long rest.
Epic Ability Score Increase
One of your ability scores increases by 2 or two of your ability scores increase by one, up to a maximum of 26.
Magic Item Savant
When you use a magic item to create an effect that expends more than one charge from the item, you expend one charge less than you would normally do.
2nd-Level Epic Boons
Boon of Awareness You can’t be surprised and unseen attackers don’t attack you with advantage. Boon of Devil’s Sight Prerequisites: Darkvision Magical darkness doesn’t impede your darkvision. Boon of Divine Aspiration When you use a feature that you can normally only use once between short rests, you can choose regain your use of that feature. Once you use this feature, you can’t use it again un- til you finish a long rest. Boon of Eschewed Epic Materials Prerequisites: The ability to cast a Epic spell of 1st level or higher When providing material components for a Epic spell, you can ignore 5,000 gp worth of materials. You can select this boon multiple times. Boon of Higher Magic Prerequisites: Boon of High Magic You gain one 11th-level spell slot. You can select this boon multiple times. Boon of Improved Extra Attack Prerequisites: 20th level barbarian, fighter, kensai, pala- din, ranger, or shogun You make one additional attack when you take the attack action. Boon of Improved Two-Weapon Fighting Prerequisites: 10th level fighter, kensai, or ranger When you use a bonus action to attack with a weapon while wielding two weapons, you can make one additional attack with that weapon. Boon of Irresistible Charm Your spells and effects that would normally leave a creature unaffected if it is immune to the charmed condition work normally on such creatures - with the exception of deities. Boon of Irresistible Offense Your weapon attacks bypass damage resistances. Boon of Legendary Fortitude Prerequisites: Boon of Epic Fortitude Your hit point maximum increases by 40. Boon of Legendary Spell Mastery Choose one 2nd-level sorcerer, warlock, or wizard spell that you can cast. You can now cast that spell at will at its lowest level without expending a spell slot. Boon of Legendary Resilience Prerequisites: Boon of Epic Resilience You have resistance to bludgeoning, piercing, and slashing damage. Boon of Epical Secrets Prerequisites: 20th level bard Choose one 1st-level Epic spell from any class. You learn the chosen spell and it counts as a bard spell for you. You can select this boon multiple times. Boon of Otherworldly Awareness Prerequisites: Boon of Otherworldly Reaction When you gain a special turn from your Boon of Otherworldly Reaction, you are no longer restricted in what you can do on that turn. In addition, you can no longer be surprised. Boon of Pacts Prerequisites: 20th level warlock Your otherworldly patron bestows yet another gift upon you. You can select an additional Pact Boon. Boon of Swift Casting Prerequisites: At least one 5th level spell slot Choose one of your spells of 4th through 5th level that has a casting time of 1 action. That spell’s casting time is now 1 bonus action for you. You can select this boon multiple times. Legendary Ability Score Increase Prerequisites: One or more ability scores of 26 One of your ability scores increases by 2 or two of your ability scores increase by one, up to a maximum of 30. You can select this boon multiple times. This boon counts as a 1st level boon for barbarians. Legendary Linguist You can speak, read, and write all exotic languages that you are physically capable of speaking.
3rd-Level Epic Boons
Boon of Damage Immunity You gain immunity to one type of damage that you are resistant to, choosing between cold, fire, lightning, poison, and thunder. Boon of Deep Epical Secrets Prerequisites: 20th level bard Choose one 2nd-level Epic spell from any class. You learn the chosen spell and it counts as a bard spell for you. You can select this boon multiple times. Boon of Deep Mysticism Prerequisites: 20th level bard or warlock You can select any one boon without fulfilling the prerequi- sites. If you are a warlock and you choose a boon that grants you a spell slot, such as the Boon of High Magic, the spell slot instead counts as a mystic arcanum that allows you to cast any spell you know from your pact magic feature at the level of the spell slot granted. Boon of Divine Ascension When you use a feature that you can normally only use once between long rests, you can choose regain your use of that feature. Once you use this feature, you can’t use it again until you finish a long rest. Boon of Eldritch Might Prerequisites: 20th level warlock You gain one additional spell slot from your Pact Magic feature. Boon of Highest Magic Prerequisites: Boon of Higher Magic You gain one 12th-level spell slot. You can select this boon multiple times. Boon of Irresistible Onslaught Prerequisites: Extra Attack You treat the damage immunities of any creature as dam- age resistances. These resistances can’t be bypassed by any means. Boon of Killing Blows Prerequisites: Extra Attack, a Strength score of 24 When you land a critical hit with a melee weapon attack, the target must succeed a Constitution saving throw (save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or be reduced to 0 hit points. This effect is magical. Boon of Magic Resistance You have advantage on saving throws against spells and oth- er magical effects. Boon of Epic Fortitude Prerequisites: Boon of Legendary Fortitude Your hit point maximum increases by 40. Boon of Epic Maneuvering Prerequisites: One or more Epic maneuvers When you expend one or more Epic Dice to perform a Epic maneuver, you can set all expended Epic Dice to their maximum value. Once you use this boon, you can’t use it again until you finish a long rest. Boon of Epic Spell Mastery Choose one 3rd-level sorcerer, warlock, or wizard spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot. Boon of Rapid Casting Prerequisites: At least one 7th level spell slot Choose one of your spells of 6th through 7th level that has a casting time of 1 action. That spell’s casting time is now 1 bonus action for you. You can select this boon multiple times. Boon of Reactive Strikes Prerequisites: Extra Attack When you use your reaction to make an opportunity attack, roll a d20. On a roll of 10 or higher, you regain your reaction. Boon of Skill Proficiency You gain proficiency in all skills. This boon counts as a 1st level boon for bards and as a 2nd level boon for rogues. Boon of Spell Deconstruction Prerequisites: 30th level sorcerer When you are targeted by a spell of 9th level or lower, you can use your reaction to expend a number of sorcery points equal to the spell’s level (0 sorcery points for cantrips). In- stead of being affected by the spell, you gain temporary hit points equal to 5 x the spell’s level, and you gain regain ex- pended spell slots with a total level equal to the spell’s level. Once you use this feature, you can’t use it again until you finish a short or long rest. Boon of Spell Reflection Prerequisites: A Charisma score of 28 or higher When you are targeted by a spell of 9th level or lower, you can use your reaction to attempt to force the spell back unto its caster through sheer force of will. Using your reaction when targeted by a spell but before you know if it hits or before making a saving throw, you make a Charisma check (DC = 15 + the spell’s level). On a successful check, the cast- er becomes the new target of the spell. On a failed check, you are affected by the spell regardless of your AC and with- out making a saving throw. Boon of Truesight Prerequisites: The ability to see in magical darkness You have truesight out to a range of 60 feet. Divine Ability Score Increase Prerequisites: One or more ability scores of 30 One of your ability scores increases by 2 or two of your ability scores increase by one, up to a maximum of 40. You can select this boon multiple times. This boon counts as a 2nd level boon for barbarians of 20th level or higher.
Epic Maneuvers
Epic maneuvers work much like Epic boons and are awarded in the same manner. However, where boons tend to be passive in nature, maneuvers are more active and their use comes with a cost. Maneuver Levels. When you select a maneuver, you gain a number of Epic Dice equal to twice the maneuver’s level. For example, if you were to select a 2nd-level maneuver, you would also gain 4 Epic Dice. Epic dice are d20s.
A Epic Die is expended when you use it. Each maneuver describes how many Epic Dice it costs to perform that maneuver, if any. You regain all of your expended Epic Dice when you finish a short or long rest.Maneuver Save DC. Some maneuvers require one or more creatures to make a saving throw. Each such maneuver explains how the save DC is calculated.
1st-Level Epic Maneuvers
Arcing Strike
Prerequisites: Melee Attack Ability score of 22 or higher
Saving Throw DC: 8 + your melee attack modifier
Cost: 1 Epic Die
As an action, you swing your weapon in a wide arc around yourself. Each creature within your reach must make a Dexterity saving throw. On a failed save, a target takes weapon damage equal to your Strength modifier plus the expended Epic Die, and if the target is Large or smaller, it is also pushed 5 feet backwards in a straight line from you.
Deep Pockets Prerequisites: 20th level rogue As an action, you can open a 2-foot cubed extra dimensional space and place an object inside. The gateway to this space then closes as soon as you remove your hand. The space exists for up to 1 hour, after which time the stored object appears at your feet directly in front of you. At any point before the time is up, you can choose to summon the object into your empty hand. You can choose to expend a Epic Die when using this maneuver. If you do, you add the expended Epic Die to the number of hours the space exists. Once you use this feature, you must finish a short or long rest before you can use it again. Epic Attack Prerequisites: Extra Attack or 9th level spell slot. Cost: 1 Epic Die Before you roll to resolve any attack roll you may add the Epic Die result to your attack roll. You will only fumble if you roll a natural 1 on the attack die and on all the Epic Dice used. Additionally you will critical if you roll a natural 20 on the attack result or with any of the Epic Dice used. Epic Critical Prerequisites: Extra Attack or 9th level spell slot. Cost: 1 Epic Die After you roll an attack, you can expand your critical threat range for an attack to a natural 19 or 20. You additionally add twice the Epic die result to the total damage. If you rolled a natural 20 triple all the dice (instead of the normal doubling). Epic Recovery Prerequisites: Extra Attack Cost: 1 Epic Die You can use a bonus action to regain a number of hit points equal to half your hit point maximum. In addition, you gain a number of temporary hit points equal to the Epic Die or dice expended. Once you use this boon, you can’t use it again until you finish a short or long rest. Flash Step Prerequisites: A Dexterity score of 24 or higher Cost: 1 Epic Die As a reaction when an enemy makes a melee attack against you, but before you know if the attack hits you or not, you can teleport a number of feet equal to half your walking speed to an unoccupied space that you can see. When you teleport away in this manner, the triggering attack misses you automatically and is wasted. Ground Slam Prerequisites: A Strength score of 24 or higher Saving Throw DC: 8 + your proficiency bonus + your Strength modifier Cost: 1 Epic Die As an action, you smash your weapon into the ground. Each creature within 30 feet of you that can hear must make a Constitution saving throw, taking thunder damage equal twice your Strength score on a failed save, or half as much on a successful one. Large and smaller creatures that fail the saving throw are also knocked prone. You add your expended Epic Dice to the radius and the damage done. Hammerfist Prerequisites: 17th level kensai or monk Cost: 1 Epic Die As a bonus you may expend 5 ki points to make a Hammerfist attack. Make a standard unarmed attack roll. On a successful strike the target takes an amount of damage equivalent to the Epic Die result x your unarmed attack die result (before any modifiers are added.) On a critical success this damage is tripled. You may only use this feature once per long or short rest. Heroic Leap Prerequisites: Proficiency with the Athletics skill, a Strength score of 22 or higher Cost: 1 Epic Die Using a bonus action, you leap a number of feet up to your Strength score plus the expended Epic Die in any direction. You don’t need a running start. Legendary Saving Throw Cost: 1 Epic Die Using a reaction you can expend 1 Epic Die to succeed in a saving throw result that you are proficient in that you would otherwise fail. If you spend 2 Epic Dice you can succeed in a saving throw you are not proficient with. One Shot, Two Kills Prerequisites: A Dexterity score of 24 or higher Cost: 1 Epic Die Using a bonus action, you cause your ranged weapon attacks to pierce through your target until the end of your turn. For the duration, when you hit a target with a ranged weapon attack and there is another target within range of your attack and directly behind the target, you can make an additional attack against that target. Your primary target takes damage as normal, and the secondary target takes damage equal to the expended Epic Die with each hit. Blades of Fury Prerequisites: Dexterity score of 20 or higher Cost: 1 Epic Die Using an action, you make a melee weapon attack against each target within range. You add the expended Epic Die to the damage done. Well of Eternal Spring Prerequisites: 17th level kensai or monk Cost: 1 Epic Die Using an action, you regain all expended ki. Once you use this maneuver, you can’t use it again until you finish a long rest.
2nd-Level Epic Maneuvers
Distant Shot Prerequisites: A Dexterity score of 24 or higher Cost: 2 Epic Dice Using a bonus action, the next ranged weapon attack you make during your turn, can be fired at any target you can see, regardless of its range, and you don’t suffer disadvantage on the shot. You add the expended Epic Dice to the damage you deal. Dreadnought Prerequisites: A Strength score of 26 or higher Cost: 2 Epic Dice Using an action, your movement can’t be stopped by normal means until the end of your turn. You can move through the space of other creatures and through structures that aren’t made from an indestructible material. If you move through the space of a creature, the creature must make a Strength saving throw. On a failed save, the creature takes bludgeoning damage equal to your Strength score plus the expended Epic Dice and lands prone. On a successful save, the creature takes half the damage and is pushed to an unoccupied space adjacent to its current space. A creature can only take this damage once on a turn. If you move through a structure, you deal 50 bludgeoning damage to it, break through it, and leave behind a hole in the structure equal to your size. Far Dismissal Prerequisites: A Strength score of 24 or higher Saving Throw DC: 8 + your proficiency bonus + your Strength modifier Cost: 2 Epic Dice When you hit a creature with a melee attack, you can use your reaction to attempt to grapple the creature before hurling it away. First, make a Strength (Athletics) check opposed by the creature’s Strength (Athletics) or Dexterity (Acrobatics) check. If you successfully grapple the target, it must make a Strength saving throw. On a failed save, your hurl the creature in a direction of your choosing. The dis- tance the creature is hurled equals 5 x the expended Epic Dice. The target takes fall damage for the distance thrown. Flash Strike Prerequisites: A Dexterity score of 26 or higher Cost: 2 Epic Dice When a hostile creature ends its turn within a number of feet of you equal to your walking speed, you can use your re- action to teleport a number of feet up to your walking speed to an unoccupied space adjacent to the creature. When tele- porting in this manner, as part of the same reaction, you can choose to make a melee attack against the triggering creature after teleporting. Invincibility Cost: 1 Epic Die When you take damage from any source, you can reduce that damage to 0. Once you use this maneuver, you can’t use it again until you finish a short rest. Legendary Recovery Prerequisites: Epic Recovery Cost: 2 Epic Dice When you use your Epic Recovery, you can expend a total of two Epic Dice to instead regain a number of hit points equal to your hit point maximum. Mighty Rage Prerequisites: 20th level barbarian Cost: 2 Epic Dice Using a bonus action while you rage, you gain a +5 bonus to your Strength score (up to a maximum of 34) until the end of your turn. In addition, the first melee weapon attack you make that uses Strength and hits a target on this turn, deals extra weapon damage equal to the expended Epic Dice. Spontaneous Regeneration Prerequisites: A Constitution score of 24 or higher Cost: 2 Epic Dice Using a bonus action, your wounds begin to heal before your eyes. For 1 minute, you regain a number of hit points equal to the expended Epic Dice at the start of each of your turns. If you take fire or radiant damage, your regeneration doesn’t function until the end of your next turn. If you take no fire or radiant damage while regenerating, any limbs you might have lost grow back after 1 minute.
3rd-Level Epic Maneuvers
Change Shape Cost: 3 Epic Dice You magically polymorph into a humanoid that has a chal- lenge rating equal to or less than your own, or back into your true form. Any equipment you are wearing or carrying is absorbed or borne by the new form (your choice). In a new form, you retain all of your statistics and gain the features of the new form that you don’t have already (except class features, legendary actions, and lair actions). Change Size Cost: 3 Epic Dice You magically change your size, choosing between Tiny, Small, Medium, Large, Huge, and Gargantuan (up to 40 ft. tall). Your statistics remain the same. Any equipment you are wearing or carrying transforms with you. While Tiny, your reach decreases by 5 feet. While Small, Medium, or Large your reach is as normal. While Huge, your reach increases by 5 feet, and while Gargantuan, your reach increases by 10 feet. Deadly Wounds Prerequisites: 20th level rogue, a Dexterity score of 28 or higher Skill Check DC: 8 + your proficiency bonus + your Dexter- ity modifier Cost: 3 Epic Dice Using a bonus action when you deal sneak attack damage with a melee weapon attack, you twist the blade to inflict a lingering wound upon your target. At the start of each of the target’s turns, it takes weapon damage equal to the expend- ed Epic Dice, until a creature uses an action to staunch the wound with a successful Wisdom (Medicine) check or until the target receives magical healing. Fate Weaving Prerequisites: 20th level bard or shogun, a Charisma score of 26 or higher Cost: 3 Epic Dice When you or a creature within 60 feet of you is forced to make a saving throw, you can add one or more of the ex- pended Epic Dice to the roll. If the roll is successful, the creature that forced the saving throw takes psychic dam- age equal to your Charisma score plus the Epic Dice that weren’t added to the saving throw. Gleam of Breaking Prerequisites: 20th level cleric, a Wisdom score of 26 or higher Cost: 3 Epic Dice Using an action, you target a creature that you can see within 60 feet. The target must make a Constitution saving throw. The save DC equals the total of the expended Epic Dice. On a failed save, the target loses concentration and can’t concentrate on spells or other effects until the end of its next turn. If the target succeeds on its saving throw, it los- es one charge of its Legendary Resistance trait if it possess- es that trait, or takes radiant damage equal to the expended Epic Dice if it doesn’t. Legendary Smite Prerequisites: 20th level paladin, a Strength or Charisma score of 26 or higher Cost: 3 Epic Dice Using a bonus action, your weapon begins to gleam with divine energy. The next time you hit a creature with a melee weapon attack during this turn, the target takes additional radiant damage equal to the expended Epic Dice, and the target must make a Charisma saving throw. On a failed save, the target loses one charge of its Legendary Resistance if it possesses that trait. If it doesn’t have the trait, or has no charges remaining, it takes twice the radiant damage.
Mighty Leap
Prerequisites: 20th level barbarian, a Strength score of 30 Saving Throw DC: 8 + your proficiency bonus + your Strength modifier
Cost: 3 Epic Dice
You learn to lift of the ground in an awesome display of power. Using an action, you leap a number of miles up to half the Epic Dice expended. Describe your leap by stating distance and direction, such as “11 miles to the north” or “5 miles straight up”.
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring up to two creature of your size or smaller who is carrying gear up to its carrying capacity, or one creature up to one size larger than you. Any creatures you bring with you, must be grappled by you when you make the leap.
While leaping, you travel at a speed of 1,000 feet each round (or 1 mile every 5 rounds). You can’t change trajectory after taking off but you can drop objects and creatures you are holding. If you drop a creature, it can attempt to hang on to you by succeeding a Strength (Athletics) check against your opposed Strength (Athletics) or Dexterity (Acrobatics) check.
If you hit a structure while leaping, you burst through it and deal 50 bludgeoning damage to the structure for each wall you pass through. If you hit a structure of an indestructible material, your leap is halted and you (and any creatures you might be carrying) take fall damage for the distance traveled.
If you land in water, a 300-foot high and 50-foot thick circular wave extends from the point of impact and travels outwards in all directions. At the start of each of your turns after the wave appears, the wave, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wave or whose space the wave enters when it moves must succeed on a Strength saving throw or take 6d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wave’s height is reduced by 50 feet, and the damage creatures take from the wave on subsequent rounds is reduced by 1d10. When the wave reaches 0 feet in height, the wave disperses. If you land on the ground, an intense tremor rips through the ground in a 100-foot-radius circle centered on you and shakes structures and creatures other than you and any creatures you carry in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.
Each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
This maneuver can have additional effects depending on the terrain in the area, as determined by the DM. Fissures open throughout the affected area at the start of your next turn after you perform the maneuver. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the affected area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successful- ly saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse.
The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the affected area and at the start of each of your turns until effect ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the na- ture of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become bur- ied. The fissures and surrounding difficult terrain last for 1d4 rounds.
You and any creatures you might be carrying take no dam- age from falling when landing on the ground or in a body of water after you leap in this manner.
Epic Recovery Prerequisites: Legendary Recovery When you use your Epic Recovery, you can expend a total of three Epic Dice to instead have your hit point maximum return to normal if it has been reduced regardless of how it was reduced. You then regain a number of hit points equal to your hit point maximum. Epic Wild Shape Prerequisites: 20th level druid, a Wisdom score of 26 or higher Cost: 3 Epic Dice Using an action, you transform into a type of creature that your Wild Shape allows. The maximum CR equals half the Epic Dice expended. In addition, the creature you transform into can be of any size. All other rules of your Wild Shape feature apply. Mystic Assault Prerequisites: 20th level kensai or monk, a Dexterity score of 26 or higher Cost: 3 Epic Dice Using a bonus action, your movement speed increases by a number of feet equal to the Epic Dice expended. Until the end of your turn, you don’t provoke opportunity attacks and you can move through the spaces of other creatures, but you can’t end your turn in an occupied space. In addition, if you take the Attack action on this turn, you can make a melee attack against each creature you come within range of during this turn. Oath of Slaying Prerequisites: 20th level ranger or rogue, a Strength or Dexterity score of 26 or higher Cost: 3 Epic Dice Using a bonus action, you swear to slay a creature that you can see. The oath lasts until the target dies or until seven days later. You can only have one such oath in place at a time. Roll the three Epic Dice individually. The roll of the first Epic Die grants you a bonus to all attack rolls against the target creature. The second Epic Die grants you a bonus to your weapon damage against the target creature. The third Epic Die grants you a bonus to your AC against attacks from the target creature. Your target also gains no benefit from cover against your attacks except from full cover and you can’t suffer disadvantage with your attacks against the target. Projected Strike Prerequisites: 20th level fighter, kensai, or ranger Cost: 3 Epic Dice Using your action, you swiftly swing a melee weapon in a wide arc and a projected strike erupts from your weapon. Each creature in a 60-foot cone must make a Dexterity saving throw. A creature takes force damage equal to your weapon damage plus the expended Epic Dice on a failed save or half as much on a successful one. Sunder Armor Prerequisites: 20th level fighter, a Strength score of 28 or higher Cost: 3 Epic Dice Using an action, you make a single weapon attack against a creature within range. If you hit the target, it takes addi- tional weapon damage equal to the expended Epic Dice, and has its AC reduced by an amount equal to the expended Epic Dice divided by 3. The AC reduction lasts until the start of your next turn. Swift Flash Step Prerequisites: A Dexterity score of 24 or higher Cost: 3 Epic Dice As a reaction when an enemy makes an attack against you, whether you are hit or not, you can teleport a number of feet equal to twice your walking speed to an unoccupied space that you can see. When you teleport away in this manner, the triggering attack misses you automatically and is wast- ed. Whirling Devastation Prerequisites: A Strength score of 26 or higher Saving Throw DC: 8 + your proficiency bonus + your Strength modifier Cost: 3 Epic Dice As an action, you begin to rotate swiftly, continuously swinging your weapon in a wide arc around yourself. While whirling around in this manner, you are incapacitated, your movement speed is halved, ranged weapon attacks are made against you with disadvantage, and the first time on a turn you move within reach of a creature or when a creature ends its turn within your reach, the creature must make a Dexterity saving throw. On a failed save, a target takes weapon damage equal to your Strength score plus the expended Epic Dice. On a successful save, a target takes half the damage. You continue to whirl around for 3 rounds, until you end the effect (no action required), or until you drop unconscious.
Titanic Slam
Prerequisites: 20th level barbarian or monk
Saving Throw DC: 8 + your proficiency bonus + your
Strength or Dexterity modifier
Cost: 3 Epic Dice
Using your action you make a single powerful melee weapon attack or unarmed attack with advantage. On a hit, you deal additional damage with the attack equal to the expended Epic Dice, and the target is hurled into the at air at an angle between 0 and 45 degrees. The target is moved backwards a number of feet depending on its size, as shown in the table below:
Size Distance
Tiny 1,000 feet
Small 500 feet
Medium 500 feet
Large 200 feet
Huge 100 feet
Gargantuan 50 feet
The target takes falling damage for the distance it was hurled and must succeed a Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Epic Spells
Epic spells work much like Epic boons and are awarded in the same manner.
Spell Levels. Every Epic spell has a level from 1 to 3. A spell’s level is a general indicator of how powerful it is. For purposes of effects that are calculated based on spell levels (such as the counterspell spell), a 1st level Epic spell is equivalent of a 15th level spell, a 2nd level Epic spell is equivalent of a 17th level spell, and a 3rd level Epic spell is equivalent of a 19th level spell.
Spells Known. When you’re eligible to learn a Epic spell, you can select it from your class’s Epic Spell list. You must be at least 17th level in a class to select spells from its Epic Spell list (and 30th character level). Once you have learned a spell, you know the spell and always have it fixed in your mind.
You must learn four 1st level Epic spells before you can learn 2nd level Epic spells. In a similar fashion, you must learn at least four 2nd level Epic spells, before you can learn a 3rd level Epic spell.
Spell Slots. When you learn a Epic spell you also gain a spell slot equal to the spells level. For example, if you learn the 2nd level Epic spell antimagic cage, you would also gain a 2nd level Epic spell slot.
When you cast a Epic spell, you expend a Epic slot of that spell’s level or higher, effectively “filling” a slot with the spell. Just as with regular spells, you can always cast a lower level Epic spell using a higher level Epic spell slot. You can’t, however, cast regular spells using your epic spell slots; they can only be used to cast Epic spells.
Finishing a long rest restores any expended Epic spellslots.
Bard Epic Spells 1st Level Chill of the Tomb (necromancy) Peripety (abjuration) Purge Magic (abjuration) Seyser’s Greatest Trick (enchantment) Soul Scry (divination) Spell Worm (enchantment) 2nd Level All-See (divination) Eidolon (enchantment) Enslave (enchantment) Eternal Freedom (abjuration) 3rd Level Genesis (transmutation) Soul Dominion (enchantment) Cleric Epic Spells 1st Level Chill of the Tomb (necromancy) Delayed Healing Surge (evocation) Divine Prayer (abjuration) Peripety (abjuration) Soul Scry (divination) Vengeful Gaze (transmutation) 2nd Level All-See (divination) Eternal Freedom (abjuration) Repulsion (abjuration) Surge of Soothing (evocation) 3rd Level Boundless Radiance (evocation) Contingent Resurrection (necromancy) Genesis (transmutation) Surge of Rejuvenation (evocation) Druid Epic Spells 1st Level Delayed Healing Surge (evocation) Living Lightning (evocation) Soul Scry (divination) Verdigris Tsunami (conjuration) 2nd Level All-See (divination) Awaken Woods (transmutation) Eternal Freedom (abjuration) Raise Island (transmutation) Repulsion (abjuration) Surge of Soothing (evocation) 3rd Level Crown of Vermin (conjuration) Genesis (transmutation) Greater Reverse Gravity (transmutation) Pestilence (necromancy) Nova of Soothing (evocation) Surge of Rejuvenation (evocation) Sorcerer Epic Spells 1st Level Aegis (abjuration) Chill of the Tomb (necromancy) Conjure Dragon (conjuration) Destroy Magic Kinetic Control (abjuration) Purge Magic (abjuration) Spell Spark (abjuration) Spell Worm (enchantment) 2nd Level Conjure Dragonflight (conjuration) Eidolon (enchantment) Eternal Freedom (abjuration) Nova of Force (evocation) 3rd Level Genesis (transmutation) Greater Reverse Gravity (transmutation) Ruin (evocation) Ultimate Wish (conjuration) Warlock Epic Spells 1st Level Circle of Incursion (conjuration) Odeon’s Quintessential Armor (abjuration) Purge Magic (abjuration) Spell Worm (enchantment) 2nd Level All-See (divination) Antimagic Cage (abjuration) Enslave (enchantment) Nightmare Lord (transmutation) 3rd Level Genesis (transmutation) Rift (evocation) Ruin (evocation) Soul Dominion (enchantment) Wizard Epic Spells 1st Level Aegis (abjuration) Chill of the Tomb (necromancy) Circle of Incursion (conjuration) Destroy Magic (abjuration) Conjure Dragon (conjuration) Kinetic Control (abjuration) Nail to the Sky (transmutation) Spell Spark (abjuration) Tenser’s Floating Prison (abjuration) Transport Area (conjuration) 2nd Level All-See (divination) Antimagic Cage (abjuration) Conjure Dragonflight (conjuration) Eidolon (enchantment) Raise Island (transmutation) Nova of Force (evocation) 3rd Level Genesis (transmutation) Greater Reverse Gravity (transmutation) Ruin (evocation) Ultimate Wish (conjuration) Wingrave’s Vindictive Vortex (evoca- tion)
Epic Spell Descriptions
Aegis 1st-level Epic abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by a spell that deals force damage Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +10 bonus to AC, including against the triggering attack, and you are immune to force damage. All-See 2nd-level Epic divination Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 48 hours Describe or name a creature, object, or location as your target. You attempt to find your target, magically scanning through hundreds or even thousands of mental images. The time it takes you to locate your target depends on your familiarity with the target and the distance to it, as shown in the table below. Familiarity 1 mile 10 miles 100 miles 1000 miles > 1000 miles Very familiar Instantly 1 minute 10 minutes 1 hour 4 hours Familiar 1 minute 10 minutes 1 hour 4 hours 8 hours Seen casually 10 minutes 1 hour 4 hours 8 hours 12 hours Seen once 1 hour 4 hours 8 hours 12 hours 24 hours Description 4 hours 8 hours 12 hours 24 hours 48 hours Once you have located your target, you sense the distance and most direct route to it. If the target is moving, you know the direction of its movement. If the target is on a different plane of existence than you, you spend the entire duration searching for the target but don’t learn anything in the end. When the spell ends, you stop perceiving in this manner. Familiarity. “Very familiar” is a creature or object you have had daily contact with for a long time, such as a sibling or your favorite weapon, or a location you have frequented daily such as an old home or a school you attended. “Familiar” is a creature or object you know very well, such as an uncle or a parent’s favorite hat, or a location you have frequented regularly, such as a lake near your childhood home. “Seen casually” is a creature, object, or location you have seen more than once. “Seen once” is a creature, object, or location you have seen once, possibly by using magic. “Description” is a creature, object, or location you know through someone else’s description, perhaps from a draw- ing, a text, or a map. If such a target is more than 1,000 miles away from you, you sense the distance and most di- rect route for but a second before the spell ends. Antimagic Cage 2nd-level Epic abjuration Casting Time: 1 action Range: 100 feet Components: V, S, M (a pinch of powdered iron and ruby dust worth 10,000 gp which the spell consumes) Duration: 1 hour An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison is a solid box. The prison can be up to 10 feet on a side, creating a sol- id barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area. When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are com- pletely outside the area. The inside of the prison is divorced from the magical en- ergy that suffuses the multiverse. Within the prison, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the prison and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t func- tion, but the time it spends suppressed counts against its duration. Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the prison have no effect on that target. Areas of Magic. The area of another spell or magical ef- fect, such as fireball, can’t extend into the prison. If the pris- on overlaps an area of magic, the part of the area that is cov- ered by the prison is suppressed. For example, the flames created by a wall of fire are suppressed within the prison, creating a gap in the wall if the overlap is large enough. Spells. Any active spell or other magical effect on a crea- ture or an object in the prison is suppressed while the crea- ture or object is in it. Magic Items. The properties and powers of magic items are suppressed in the prison. For example, a +1 long sword in the prison functions as a nonmagical long sword. Magical Travel. Teleportation and planar travel fail to work in the prison, whether the prison is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick, temporarily closes while in the prison. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the prison. Such a creature instantly reappears once the space the creature occupied is no longer within the prison. If a captured creature tries to leave the cage by using teleportation or interplanar travel from an effect that isn’t a spell, it must first make a Charisma saving throw. On a success, the creature can use that effect to exit the cage. On a failure, the creature can’t exit the cage and remains imprisoned. The cage also extends into the Ethereal Plane, blocking ethereal travel. Spell and magical effects such as dispel magic and purge magic have no effect on the prison, and an antimagic field doesn’t suppress it. Awaken Woods 2nd-level Epic transmutation Casting Time: 8 hours Range: Touch Components: V, S, M (an agate worth at least 20,000 gp, which the spell consumes) Duration: Instantaneous After spending the casting time tracing magical pathways within a precious gem stone, you plant it into the ground. Plants in a 100-foot radius centered on you with no Intel- ligence score or an Intelligence of 3 or less, gain an Intelli- gence of 10. All plants awakened in this manner also gain the ability to speak one language you know and gain the ability to move their limbs, roots, vines, creepers, and so forth. Lastly, awakened plants gain senses similar to a hu- man’s. Plants that have been awakened in this manner can’t trav- el further than 1 mile from the space in which it was awak- ened. If it does, it immediately returns to the state it was in before it was awakened. Your DM chooses statistics appropriate for all awakened plants, such as the statistics for awakened shrubs or awak- ened trees. An awakened plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened plant chooses whether to remain friendly to you, based on how you treated it while it was charmed. At Higher Levels. When you cast this spell using a Epic spell slot of 3rd level, the spell affects plants within 1 mile. Boundless Radiance 3rd-level Epic evocation Casting Time: 1 action Range: Self Components: V, S, M (A reliquary worth at least 50,000 gp containing a sacred relic of legend) Duration: Concentration, up to 1 minute Divine radiance surrounds you, creating bright light in a 30- foot radius around you and dim light for an additional 30 feet. This light is sunlight. A fiend or undead that starts its turn in this light must succeed a Constitution saving throw or take 100 radiant damage and become blinded until the start of its next turn. In addition, you can’t be reduced below 1 hit point for the duration. When the spell ends, the light washes outwards from you, illuminating a 1-mile radius area for a split second. A fiend or undead in the illuminated area must make the saving throw. Circle of Incursion 1st-level Epic conjuration Casting Time: 24 hours Range: 60 feet Components: V, S, M (rare chalks and inks infused with precious gems worth 5,000 gp, which the spell consumes) Duration: 7 days As you cast the spell, you draw a 60-foot-diameter circle on the ground inscribed with sigils that link your location to a location you know on any plane of existence. A shimmering portal opens within the circle you drew and remains open for 7 days. For the duration, an identical circle appears at your chosen destination. Any creature that enters either cir- cle instantly appears within 5 feet of the other circle or in the nearest unoccupied space if that space is occupied. While they exist, both circles count as permanent telepor- tation circles, and allow incoming teleportation if a caster knows their sigil sequences.
Chill of the Tomb
1st-level Epic Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (handful of dust from a greater undead worth at least 1000 gp which the spell consumes)
Duration: Instantaneous
Target: 1 creature
You infect a single target with a powerful force of negative energy made from the cries of the enraged dead. Make a spell attack against a target creature. On a successful hit, the target takes 10d6 points of necrotic damage and becomes infused with negative energy for 1 minute. The target is unable to regain hit points or benefit from any healing or cure spell. Once the spell prevents a target from regaining 100 hit points in this manner, the effect ends.
At Higher Levels. For each spell level higher, the damage of the spell attack increases by 10d6, and the amount of hit points of healing the spell prevents increases by 100.
Conjure Dragon 1st-level Epic conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (dragon scales worth at least 5,000 gp which the spell consumes) Duration: Concentration, up to 1 minute You summon an adult chromatic or metallic dragon, which appears in an unoccupied space that you can see within range. The dragon disappears when it drops to 0 hit points or when the spell ends. The dragon is friendly to you and your companions for the duration. Roll initiative for the dragon, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the dragon, it defends itself from hostile creatures but otherwise takes no actions. The dragon’s color is identical to the scales you provided as a material component for this spell. Conjure Dragonflight 2nd-level Epic conjuration Casting Time: 1 minute Range: 300 feet Components: V, S, M (dragon scales worth at least 50,000 gp which the spell consumes and a brazier or container filled with a material dependent on the color of the dragon scales) Duration: Concentration, up to 1 minute You summon ten adult chromatic or metallic dragons, which appear in unoccupied spaces that you can see within range. The dragons disappear when they drops to 0 hit points or when the spell ends. The dragons are friendly to you and your companions for the duration. Roll initiative for the dragons, which have their own turns. They obey any verbal commands that you issue to them (no action required by you), but they can’t be given individual commands. If you don’t issue any commands to the dragons, they defend themselves and each other from hostile creatures but otherwise take no actions. The additional materials needed are as follows: Scale Color Additional Material Black 1 gallon of acid Blue 10 metal rods Brass 5 lbs. of coal and a fire Bronze 10 metal rods Copper 1 gallon of acid Gold 5 lbs. of coal and a fire Green 1 gallon of poison harvested from plants Red 5 lbs. of coal and a fire Silver 5 lbs. of snow or ice White 5 lbs. of snow or ice The color of the dragons is identical to the scales you pro- vided as a material component for this spell. The DM has the statistics for the dragons. Contingent Resurrection 3rd-level Epic necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (diamonds worth at least 20,000 gp, which the spell consumes) Duration: 24 hours You touch a willing creature for the duration of the casting. For the duration of the spell, if the creature dies, it returns to life at the start of its next turn with all its hit points. If the soul isn’t free or willing, it is forcefully freed from whatever magic or prison is holding it back. This spell neutralizes any poisons and cures curses and diseases afflicting the creature when it died. This spell also closes all mortal wounds and restores any missing body parts when it restored a creature to life. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penal- ty is reduced by 1 until it disappears. Crown of Vermin 3rd-level Epic conjuration Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute Ten thousand insects appear from thin air and cover you as a second layer of skin, granting you 100 temporary hit points. Whenever you lose 1 temporary hit point, 100 of these insects die and disappear with a faint popping noise. While you have more than 50 temporary hit points remain- ing, you have total cover against attacks and effects. If a creature hits you with a melee attack while you have temporary hit points remaining, the insects bite the attacker before dying, causing the attacker to take magical piercing damage equal to the number of temporary hit points you lost from the attack. Delayed Healing Surge 1st-level Epic evocation Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour You touch a willing creature, sending a surge of magical healing through its body that lies dormant. The healing surge is a pool of 100 hit points. For the duration, when the target takes damage it instantly regains a number of hit points equal to the damage taken but to a maximum of the remaining pool. When there are no more hit points in the pool, the spell ends. Each time the target is healed by the pool, the spell also ends blindness, deafness, and any diseases affecting the tar- get. This spell has no effect on constructs or Undead. At Higher Levels. When you cast this spell using a Epic spell slot of 2nd level or higher, the pool of stored healing increases by 50 for each Epic spell slot above 1st. Divine Prayer 1st-level Epic Abjuration Casting Time: 1 Bonus Action Range: 300 feet Components: A strand of hair or personal item of the target creature. Target: Creature Duration: 1 round You shield the target in a nimbus of silver light that protects them from harm. The creature is immune to damage until the start of its next turn.Destroy Magic
1st-level Epic abjuration
Casting Time: 1 action
Range: 300 feet
Components: V, S
Duration: Instantaneous
Choose one creature, object, or magical effect within range. Any spell of 9th level or lower or Epic Spell of 1st level on the target ends. For each Epic Spell of 1st level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a Epic spell slot of 2nd level, it also ends Epic spells of 2nd level or lower, and when you cast this spell using an Epic spell slot of 3rd level, it also ends Epic spells of 3rd level or lower.
Eidolon 2nd-level Epic enchantment Casting Time: 1 hour Range: Touch Components: V, S, M (a strand of hair, a nail, or some other physical token from your body) Duration: 8 hours You create an exact duplicate of yourself. For the duration, you and your duplicate can communicate telepathically with each other, and the duplicate obeys your telepathic com- mands. The duplicate has all of the same abilities, spells, and class features as you do. For the duration of the spell, both you and the duplicate have disadvantage on ability checks, attack rolls, and saving throws, and the spell save DC for both of you is reduced by 5. The duplicate disappears when it drops to 0 hit points or when the spell ends. If you die while your duplicate yet lives, your consciousness is magically transferred to the du- plicate, making its body your new body, after which the spell ends. Enslave 2nd-level Epic enchantment Casting Time: 1 action Range: Touch Components: V, S, M (an object the target remembers fondly from its childhood) Duration: Instantaneous You touch a creature that you can see. The target must suc- ceed on a Wisdom saving throw or be magically charmed by you until you die or until you are on a different plane of existence from the target. The charmed target is under your control and can’t take reactions, and the you and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also re- peat the saving throw when it is at least 1 mile away from you. Eternal Freedom 2nd-level Epic abjuration Casting Time: 1 action Range: Self Components: V, S, M (a broken chain link made of adaman- tine and a bird feather) Duration: Up to 24 hours For the duration, your movement is unaffected by difficult terrain, and spells and other magical effects can neither re- duce your speed nor cause you to be paralyzed or restrained. You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. Finally, being underwater imposes no penalties on your movement or attacks and you gain a flying speed equal to your walking speed The spell ends when you finish a long rest. Genesis 3rd-level Epic transmutation Casting Time: Special Range: Special Components: V, S Duration: Special You attempt to create your own plane within the Astral Plane. In order to create your plane, you must cast this spell each day for a year. If you miss a single day, you must start over. When you are finished, your plane is created. Your plane is of a size as you define, from a 1-mile radius area to an infinite space. You can name it however you like and can shape it in any way you want, though it must befit your alignment to which the plane becomes bound. Once per day, while on your plane, you can cast this spell to try and shape an additional layer on your plane. In order to do so, you must cast this spell each day for 6 months. The second layer can be different from the first, and you decide how transportation is possible from one layer to another. Once your plane is willed into existence, you can always teleport to it using an action, or teleport back to the location you left, also by using an action. If you die, unless your body was destroyed, you reform within your plane 1 year after your death. Your plane might eventually attract other inhabitants such as celestials, fiends, or even more exotic creatures, at your DM’s discretion. Greater Reverse Gravity 3rd-level Epic transmutation Casting Time: 1 action Range: Special Components: V, S Duration: 1 hour This spell reverses gravity in a 1-mile-radius, 1-mile high cylinder centered on you. All creatures and objects that ar- en’t somehow anchored to the ground in the area fall up- ward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or crea- ture reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down. Kinetic Control 1st-level Epic abjuration Casting Time: 1 action Range: Self Components: V, S, M (a dry sponge) Duration: Concentration, up to 1 minute You create a magical barrier around yourself that absorbs kinetic energy. The barrier can absorb up to 100 points of damage, storing it within you for later use. The damage it absorbs can only be bludgeoning, force, piercing, or slash- ing damage. The spell ends early if it absorbs the maximum amount of damage it can. Benign Discharge. For the duration of the spell, you can use an action to discharge the kinetic energy you have stored within you, targeting a creature or object within 5 feet of you. The target takes force damage equal to the damage your kinetic barrier has absorbed. The spell then ends. Malign Discharge. If the spell ends before you discharge the stored kinetic energy, you take force damage equal to the damage your kinetic barrier has absorbed and become stunned until the end of your next turn. At Higher Levels. When you cast this spell using a Epic spell slot of 2nd level or higher, the spell can absorb an additional 50 points of damage for each Epic spell slot above 1st. Living Lightning 1st-level Epic evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a small silver rod) Duration: Concentration, up to 1 minute You create a bolt of lightning that arcs toward a target of your choice that you can see within range. The target must make a Dexterity saving throw. The target takes 10d8 light- ning damage on a failed save, or half as much damage on a successful one. As the lightning crackles around the target, the lightning forms into a living entity; a reflection of your will in the form of pure electrical energy. Statistics. The living lightning has the statistics of an air elemental but none of its actions. It also can’t move. The liv- ing lightning is friendly to you and your companions for the duration. Roll initiative for the living lightning, which has its own turns. It doesn’t obey your commands but is anchored to your emotions. A creature that starts its turn in the living lightning’s space takes 10d8 lightning damage. A creature that hits the living lightning with a melee weapon attack while within 5 feet of it, takes 5d8 lightning damage. Lightning Spawn. The living lightning can use its action only to cast the living lightning Epic spell, potentially cre- ating more of its kind. The save DC of this casting of living lightning is the same as if you would cast it yourself. At Higher Levels. When you cast this spell using a myth- ic spell slot of 2nd level, all lightning damage increases to d10s, and when you cast this spell using a Epic spell slot of 3rd level, all lightning damage increases to d12s. --- Dream Larva Large aberration (abomination), unaligned Armor Class 23 (natural armor) Hit Points 435 (30d10 + 270) Speed 60 ft., fly 120 ft. (hover) STR DEX CON INT WIS CHA 25 (+7) 14 (+2) 28 (+9) 13 (+1) 21 (+5) 25 (+7) Saving Throws Int +9, Wis +13, Cha +15 Skills Athletics +15, Perception +13, Stealth +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, fire, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses truesight 120 ft., passive Perception 23 Languages telepathy 120 feet Challenge 26 (90,000 XP) Immutable Form. The larva is immune to any spell or effect that would alter its form. Innate Spellcasting. The larva’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: haste, prismatic spray, weird Magic Weapons. The larva’s weapon attacks are magical. Magic Resistance. The larva has advantage on saving throws against spells and other magical effects. Nightmare Form. The larva’s true form is an intangible mass of worms and nightmare, but the larva is perceived in the form of whatever a creature finds most fearsome or horrible in the world. A creature that starts its turn within 30 feet of the larva and can see the larva must make a DC 23 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the creature is no longer frightened and is immune to the larva’s Nightmare Form for the next 24 hours. Tongue of Darkness. The larva can’t speak, but any creature that can understand a language can understand the larva’s telepathy. In addition, the larva understands all spoken languages. Actions Multiattack. The larva makes one bite attack and four claw attacks. Alternatively, it makes two attacks with its Nightmare Blast. Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one creature. Hit: 29 (4d10 + 7) piercing damage. If the target is a creature, it must make a DC 23 Wisdom saving throw, or fall into a catatonic state for 1 minute where it is assaulted by mind-wrecking nightmares. While in this catatonic state, a creature is unconscious and takes 18 (4d8) psychic damage at the start of each of its turns. The creature wakes up only if another creature takes an action to shake it awake. Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) piercing damage plus 18 (4d8) psychic damage. Nightmare Blast. Ranged Spell Attack: +15 to hit, range 120 ft., one creature. Hit: 33 (4d12 + 7) psychic damage and the target must make a DC 23 Wisdom saving throw, or fall into a catatonic state for 1 minute where it is assaulted by mind-wrecking nightmares. While in this catatonic state, a creature is unconscious and takes 18 (4d8) psychic damage at the start of each of its turns. The creature wakes up only if another creature takes an action to shake it awake. --- Nightmare Lord 2nd-level Epic conjuration Casting Time: 1 action Range: Self Components: V, S Duration: Up to 1 minute You contact a creature of pure nightmare, allowing it to use you as a means to enter the world. You disappear and a dream larva appears in your space. Roll initiative for the dream larva, which has its own turns. The dream larva is not friendly to your allies and acts in accordance with its own will. More often than not, dream larvae simply seek to spread as much malice as they can. For the duration of the spell, you are incapacitated and at the start of each of your turns, you take 4d8 psychic damage as you float aimlessly in the dream larva’s aberrant home world, witnessing cruel nightmares not meant for mortal eyes. If the dream larva is reduced to 0 hit points, it disappears back to whence it came and you reappear prone in its space. The spell then ends. Odeon's Quintessential Armor 1st-level Epic abjuration Casting Time: 1 action Range: Self Components: S, M (a fresh piece of brain from an intellect devourer which the spell consumes) Duration: 1 minute You squint your eyes as psychic energies envelop you. You gain 50 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature must make a Wisdom saving throw. On a failed save, the attacker takes 50 psychic damage and becomes unable to breathe until it receives magical healing. On a suc- cessful save, the attacker takes half the damage and doesn’t become unable to breathe. At Higher Levels. When you cast this spell using a myth- ic spell slot of 2nd level or higher, both the temporary hit points and the psychic damage increase by 50 for each Epic spell slot above 1st. Nova of Force 2nd-level Epic evocation Casting Time: 1 action Range: Special Components: V, S Duration: Instantaneous A massive nova of force bursts outwards from you and through all creatures, objects, structures within 1 mile. The nova can move around a creation of magical force, such as the wall created by the wall of force spell, but it can’t move through it. A creature within range takes 1d10 force damage. If a creature is Large or smaller, it is also knocked prone. Nova of Soothing 3rd-level Epic evocation Casting Time: 1 action Range: Special Components: V, S Duration: Instantaneous A massive nova of positive energy washes outwards from you and through all creatures within 1 mile. An affected creature regains hit points equal to half its hit point maxi- mum. The spell also ends blindness, deafness, one level of exhaustion, and any diseases affecting the target. This spell has no effect on constructs or undead. Peripety 1st-level Epic abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: 1 minute You create a field of abjuration magic around the target. For the duration, when the target is hit by a ranged attack, the attack instead misses the target and is instead reflected back at the attacker unless the attacker is a deity. Once three attacks have been forced to miss in this man- ner, the spell ends. At Higher Levels. When you cast this spell using a Epic spell slot of 2nd level or higher, the spell can force two addi- tional attacks to miss for each Epic spell slot above 1st. Pestilence 3rd-level Epic necromancy Casting Time: 1 minute Range: 1 mile Components: V, S Duration: Instantaneous A wave of illness washes through the air inside a 1,000-foot cube within range. Each creature within the area must make a Constitution saving throw against disease or be infected with slimy doom for 30 days. The disease is not contagious. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. A creature infected with slimy doom begins to bleed un- controllably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, when- ever the creature takes damage, it is stunned until the end of its next turn. The area in which the disease was released begins to reek of rot and decay, and nonmagical plants in the area wither and die over the next 24 hours. Raise Island 2nd-level Epic transmutation Casting Time: 1 hour Range: Touch Components: V, S Duration: Instantaneous While touching a body of water, you cause an island raise out of the water beneath your hand. The island can be san- dy or rocky, as determined by the DM, but it is a barren pro- trusion that is stable and remains in place permanently. The island’s size is 10 x 1d20 feet north to south and 10 x 1d20 east to west. This spell can form an isthmus between two landmasses by continually raising new islands in connection with each other, in which case they will form to connect naturally. An island created in this manner can sink back into the sea if targeted by an earthquake spell or similar effect, at the DM’s discretion. Repulsion 2nd-level Epic abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 hour Choose a type of creature when you cast this spell other than your own type. For example, you could choose fey, gi- ants, or undead. A shimmering barrier extends out from you in a 10- foot radius and moves with you, remaining centered on you and hedging out creatures of the type you chose. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature also can’t cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Deities are unaffected by the spell. Rift 3rd-level Epic evocation Casting Time: 1 hour Range: Sight Components: V, S, M (a hoard of black gemstones worth at least 50,000 gp which the spell consumes) Duration: 1 minute You magically force open a rift in reality, creating a gateway from the Far Realm. The rift is a 100-foot radius sphere of magical darkness. From the rift appear multiple, massive tentacles. Anything in the sphere’s space is pulled into the Far Realm. Each creature within 1 mile of the rift that isn’t in total cover must succeed a Strength saving throw or be magical- ly moved 50 feet closer to it. Creatures within 100 feet of the rift have disadvantage on the saving throw. All objects within 1 mile of the rift that aren’t being worn or carried, regardless of their size, are sucked into the Far Realm. A creature or object that is pulled into the Far Realm can only be brought back with a wish spell. The casting of the spell is visible as far as 5 miles away. Ruin 3rd-level Epic evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (an amethyst, a diamond, an emerald, a ruby, a sapphire, and a topaz, each worth at least 1,500 gp which the spell consumes) Duration: Instantaneous You target a creature within range, causing it’s body to tear itself apart at a molecular level. The target must make a Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma saving throw. For each failed save, the target takes 20d10 force damage. If this damage reduces a crea- ture to below 100 hit points, it is annihilated and can only be resurrected with a true resurrection or wish spell. Constructs and oozes have disadvantage on all saving throws. Seyser's Greatest Trick 1st-level Epic enchantment Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 hour Each creature within 120 feet of you that can see you must make a Wisdom saving throw. On a failed save, for the du- ration of the spell a creature forgets that you exist and you become invisible to it. The effect ends for a creature, if you target it with an attack or a spell, or if you deal damage to it. At Higher Levels. When you cast this spell using a Epic spell slot of 2nd level, the duration increases to Concentra- tion, up to 8 hours. When you cast this spell using a Epic spell slot of 3rd level, the duration increases to Concentra- tion, up to 24 hours. Soul Dominion 3rd-level Epic enchantment Casting Time: 1 action Range: Special Components: V, S Duration: Concentration, up to 1 hour Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you and it can’t have a CR or level higher than yours. You at- tempt to magically beguile the creature. It must succeed on a Wisdom saving throw or be charmed by you for the duration. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue com- mands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further di- rection from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it can make a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. Soul Scry 1st-level Epic divination Casting Time: 1 action Range: Special Components: V, S, M (A focus worth at least 10,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water) Duration: Concentration, up to 1 hour Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you and it can’t have a CR or level higher than yours. The tar- get must make a Wisdom saving throw. On a failed save, you can use your action to see through the target’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the target’s senses, you gain the benefits of any special senses possessed by the target, though you are blinded and deafened to your own surround- ings. Spell Spark 1st-level Epic abjuration Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour You create an invisible spark that takes hold within you. For the duration, the next time you become the target of a 9th level spell or lower, the spell has no effect on you as it is ab- sorbed by the spark within you. This spell then ends. At Higher Levels. When you cast this spell using a Epic spell slot of 2nd level, it also absorbs the effects of Epic spells of 1st level, and when you cast this spell using a Epic spell slot of 3rd level, it also absorbs Epic spells of 2nd level or lower. Spell Worm 1st-level Epic enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You target a creature within range. The target must succeed at a Wisdom saving throw. On a failed save, the target is infected by a spell worm; an intangible, mental construct within its mind. While affected, the target loses its highest level spell slot at the start of each of its turns, unless it spends its action mentally combating the worm and thus ending the spell. Surge of Rejuvenation 3rd-level Epic evocation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous Choose a creature that you can see within range. A mas- sive surge of positive energy washes through the creature, causing it to return to its hit point maximum. The spell also ends blindness, deafness, all exhaustion, and any diseases or poisons affecting the target. This spell has no effect on constructs or undead. Surge of Soothing 2nd-level Epic evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Choose a creature that you can see within range. A mas- sive surge of positive energy washes through the creature, causing it to regain hit points equal to half its hit point max- imum. The spell also ends blindness, deafness, one level of exhaustion, and any diseases affecting the target. This spell has no effect on constructs or undead. Tenser's Floating Prison 1st-level Epic abjuration Casting Time: 1 action Range: 20 feet Components: V, S, M (a drop of mercury and ruby dust worth 5,000 gp which the spell consumes) Duration: 1 hour An invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be up to 10 feet on a side, creating a sol- id barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area. When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are com- pletely outside the area. A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interpla- nar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also ex- tends into the Ethereal Plane, blocking ethereal travel. After creation, the prison begins to hover 3 feet above the ground. It is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the prison follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot- deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the prison (typically because it can’t move around an obstacle to follow you), the spell ends. This spell can’t be dispelled by Dispel Magic or Purge Magic. Transport Area 1st-level Epic conjuration Casting Time: 8 hours Range: Sight Components: V, S Duration: Instantaneous You target an area that you can see, attempting to transport it to another area within the same plane of existence. The targeted area is a 30-foot tall, 30-foot radius cylinder. For each additional hour your spend on casting the spell beyond 8 hours, you can increase the radius or the height of the cylinder by 30 feet. When you complete the spell, the area is transported to a location that you know within the same plane of existence. Creatures, objects, and structures in the area are transported with it. When the landmass appears at its destination, any crea- ture that occupies a space in the area is ejected to the near- est unoccupied space. Ultimate Wish 3rd-level Epic conjuration Casting Time: 1 action Range: Sight Components: V, S Duration: Instantaneous Ultimate wish is the mightiest spell a creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. The basic use of this spell is to duplicate any other spell of 1st or 2nd Epic lev- el, or a 9th level spell or lower as if cast with a 12th level spell slot. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice: • You create one object of up to 100,000 gp in value that isn’t a magic item. The object can be no more than 1,000 feet in any dimension, and it appears in an unoccupied space you can see on the ground. • You allow any number of creatures that you can see to regain all hit points, and you end all effects on them de- scribed in the greater restoration spell. • You grant up to ten creatures the benefits of a long rest. • You grant up to ten creatures you can see immunity to one spell school for 8 hours. For instance, you could make yourself and all your companions immune to evocation magic. • You can turn back time by 1 minute. You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as pre- cisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong, just as with a 9th level wish spell. However, if you are not satisfied with the outcome of your wish, you can decide to unmake the effect but must do so immediately. If you cast this spell to produce any effect other than dupli- cating another spell, you can’t cast ultimate wish again for 30 days. In addition, there is a 33 percent chance that you permanently lose one 3rd-level Epic spell slot. Verdigris Tsunami 1st-level Epic conjuration Casting Time: 1 minute Range: Sight Components: V, S Duration: Concentration, up to 1 minute A wall of leaves, roots, and vines springs into existence at a point you choose within range. You can make the wall up to 500 feet long, 500 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 10d10 bludgeoning damage, or half as much damage on a successful save. If the creature is Huge or smaller, it is trapped inside the wall. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 9d10 bludgeoning dam- age. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on sub- sequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall is grappled by it, but can move 5 feet within the wall with a successful Strength (Ath- letics) or Dexterity (Acrobatics) check against your spell save DC. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground. Vengeful Gaze 1st-level Epic transmutation Casting Time: 1 action Range: Sight Components: V, S Duration: Instantaneous You target a creature that you can see, attempting to smite it with divine retribution. The target must make a Wisdom saving throw. On a failed save, the target takes 10d10 + 100 radiant damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. Deities automatically succeed on the saving throw. At Higher Levels. When you cast this spell using a Epic spell slot of 2nd level or higher, the spell’s damage increases by 5d10 + 50 for each Epic spell slot above 1st. Wingrave's Vindictive Vortex 3rd-level Epic evocation Casting Time: 1 action Range: Self Components: V, S, M (a piece of straw and a toothpick) Duration: Concentration, up to 1 minute A massive whirlwind, filled with thousands of tiny blades of magical force, begins to howl all around you. The whirlwind is a 20-foot-radius, 60-foot-high cylinder with a 10-foot radi- us hollow center centered on you. Until the spell ends, the whirlwind moves with you, centered on you. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirl- wind enters its space, including when the whirlwind first appears. A creature takes 10d10 bludgeoning damage and 10d10 force damage on a failed save, or half as much dam- age on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength sav- ing throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 10 feet higher inside it, un- less the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 6d6 × 10 feet away from it in a random direction. The whirlwind imposes disadvantage on ranged weapon attack rolls out of or into the it. The whirlwind also extin- guishes open flames, and disperses fog A creature that can fly by magical means that is caught in the whirlwind automatically succeeds its Strength or Dexterity check to escape the whirlwind, but is then hurled away as any other creature.