Epic Levels - GM Binder
Epic Levels - GM Binder
Epic Levels - GM Binder
LEVELS
Adventuring options for levels 21-25,
For the world's grandest
tabletop RPG.
Alternatively, the following progression is designed to draw
Contents out each level to last around 2 adventuring days.
If you're using this doc, get in touch at This progression is designed to be used in conjunction
[email protected], or at luuma-makes- with Blessings, Marks of Prestige, and Epic Boons. You
games.tumblr.com - I'd love to hear from you! choose what sort of boon to offer when a boon is given. You
Paladin .................................11 can also choose not to give a boon.
Introduction
Epic Leveling ........................ 2 Ranger ................................. 12 Epic Character Advancement (Boons)
Epic Capabilities .................. 2 Rogue ................................... 13 Experience Points
2
Encounter and Milestone system Spell Creation. Certain epic spells may have to be
Alternately, you can forego bothering with experience and developed from scratch. The process of development can
use the following easy tables to determine character be a time-consuming and expensive process. Creating an
matchups based on CR. When using this system, you'll epic spell requires it to be on your spell list, and requires
grant them experience that will level the party up roughly two other creatures with a feature that grants them access
once every six encounters. You might choose to alternate to 8th level spells to work together with you for 1 week,
between boons and levels every six encounters. expending all of their spell slots each day. At the end of the
The Epic Solo Monster Challenge Rating gives the week, you must expend materials of the DM's choice worth
25,000 gp, and each creature must then make a successful
optimal challenge rating for an encounter with a single DC 15 (Arcana) check with their spellcasting modifier.
monster (roughly hard to deadly in difficulty), based on the Once you have developed the spell, you are free to learn
number of characters in the party. The party is assumed to or prepare it. The other creatures that helped you develop
share the same level. the spell don't gain access to it.
Each useful boon cumulatively increases the encounter Unknown Knowledge. The secrets to casting certain
CR. Increase the CR by half the average number of useful epic spells might be hidden or lost. They might be hidden
boons per character (rounded down). behind a long paper trail of convoluted and indecipherable
Epic Solo Monster Challenge Rating clues, maps and hidden charters, or sequestered in
Character Level 4 Characters 5 Characters 6 Characters
concealed castles guarded by planar beings, or guarded by
a booby-trapped temple from a long-forgotten civilization
20th 22 23 24 whose collapse was ensured by the spell's first casting.
21st 23 24 25
Finding a spell hidden in any one of these ways will require
around 25,000 XP worth of questing and adventuring.
22nd 23 24 25 Gifts from the Gods. The ability to cast certain epic
23rd 24 25 26
spells might be bestowed as blessings from beyond the
realms of mortals. A deity might offer such power as an
24th 24 25 26 offering of gratitude for service in protecting the
25th 25 26 27 multiverse, as a bribe, as a means to trick you into self-
sabotage, or as a final, desperate attempt to arm you
The Epic Horde Matchups table gives the optimal against a coming disaster.
challenge rating for an encounter with multiple monsters, Epic DCs
where a certain number of monsters (one, two, or four) are
assigned to each party member. Epic levels increase your proficiency bonus above +6, which
Such an encounter is roughly hard to deadly in difficulty. exacerbates some of the issues with saving throws in high
Each useful boon cumulatively increases the encounter level combat. Your DM may choose to use the following
CR. Increase the CR by half the average number of useful optional rule.
boons per character (rounded down). From 21st level onwards, all player character's saving
throw DCs cease to increase with proficiency bonus. All
Epic Horde Matchups saving throw DCs, such as Ki Save DCs and Spell Save
Character Level 1 monster 2 Monsters 4 Monsters DCs, are instead calculated as follows.
20th 10 6 4 Save DC = 14 + your corresponding modifier
21st 10 6 4
Other Expanded DMG Tables
22nd 10 6 4 Certain optional tables in the DMG only go up to 20th level.
23rd 11 7 4 Here are additional rows to append these tables, which
cover the epic levels.
24th 12 7 5 Starting At Higher Level (p38). As with 17th–20th
25th 13 8 5 level, but with 25,000 gp rather than 20,000 gp, and with
one additional uncommon item.
Damage Severity (p121 and p249). Setback: 14d10,
Epic Capabilities Dangerous: 22d10, Deadly: 28d10.
Several additional changes are listed below to help make Training to Gain Levels (p131). As with 17th–20th
this adventuring tier feel as special as it should. level.
Proficiency Die (p263). 21st-24th: 2d6, 25th: 1d8 + 1d6
Learning Epic Spells Spell Point Cost (p288). 10th-level spell point cost: 15.
Historically, all spells above 9th level have been Spell Points by Level (p289). 21st-22nd: 142, 23rd: 157
exceptionally difficult to obtain - they're almost impossible
to cast or research, as casting them is often the last time
the caster is ever seen. Your DM may choose to use a
combination of the following optional rules.
3
Epic Class Levels
Each class is given with a corresponding table, describing
Magic Item Reinventor Intelligence modifier (minimum of 1), and you can spend
Beginning at 22nd level, you gain the following benefits: these points on creating potions of your choice by paying
You can attune to up to seven magic items at once. each potion's point cost. The point cost of a particular
You can apply up to two infusions to the same item at potion corresponds to its rarity, according to the Potion
once, rather than only one. Any bonuses you apply to the Creation Cost table. Potions are listed starting on page 187
item are cumulative, but you can't apply multiple of the DMG.
instances of the same infusion to an item. Only one of When you use this feature, any previous potions you have
the two infusions you can apply to an item can require created with this feature vanish, and their durations end.
attunement. Potion Creation Cost
You gain access to the following replicable magic items Potion Rarity Point Cost
for your Replicate Magic Item infusion.
Common or Uncommon 1
Replicable Items (22nd Level Artificer)
Rare 2
Magic Item Page of DMG Attunement
Very Rare 3
Arrow-catching shield 152 Yes
Bag of Devouring 153 No Epic Artificer Spell List
Cloak of displacement 158 Yes 6th Level 7th Level
Arcane Gate (conjuration) Delayed Blast Fireball
Horseshoes of a zephyr 175 No
Battle Tank (New!) (evocation)
Iron bands of Bilarro 177 No (conjuration) Forcecage (evocation)
Mantle of spell resistance 180 Yes Blade Barrier (evocation) Mordenkainen's Magnificent
Chain Lightning (evocation) Mansion (conjuration)
Nolzur's marvelous pigments 183 No Contingency (abjuration) Mordenkainen's Sword
Tentacle rod 208 Yes Create Homunculus (evocation)
(transmutation) (XGtE) Prismatic Spray (evocation)
Disintegrate (transmutation) Regenerate (transmutation)
Potion Creation Guards and Wards (abjuration) Reverse Gravity
Beginning at 23rd level, whenever you finish a long rest, Otiluke's Freezing Sphere (transmutation)
you can craft up to six magical potion samples in suitable (evocation) Simulacrum (illusion)
empty containers you can see within 30 feet of you. You Scatter (conjuration) (XGtE) Teleport (conjuration)
have a number of Potion Creation points equal to 1 + your Sunbeam (evocation)
True Seeing (divination)
4
Creatures you are grappling have a penalty to attack
rolls and saving throws equal to your rage damage
The Epic Barbarian bonus.
As a bonus action on each of your turns while you're
Level
Proficiency Rage grappling a creature of any CR with an Intelligence
Bonus Features Rages Damage score of 4 or lower, you can attempt a DC 20 Strength
21st +7 Shatter The Weak Unlimited +4 (Animal Handling) check. If you succeed on three of
22nd +7 Titanic Grasp Unlimited +4
these checks against the same creature, the creature
becomes non-hostile towards you, and you can use it as
23rd +7 Counterswing Unlimited +5 a trained mount.
Ability Score
24th +7 Improvement, Unlimited +5 Counterswing
Finest Ales Beginning at 23rd level, you learn to convert the
momentum of your missed swings into devastating strikes.
25th +8 Legendary Might Unlimited +5 When you miss a creature with an attack, you can reroll the
attack, scoring a critical hit on a roll of 16 or higher. You
have three uses of this feature, and you regain any
expended uses when you finish a long rest.
Shatter The Weak
Beginning at 21st level, damage you take from creatures of Finest Ales
CR 5 or lower is reduced by 20, and whenever you damage Your fame with publicans transcends planar boundaries,
a creature of CR 5 or lower with an attack, you can choose and barkeeps across the planes are happy to sate your
to instead knock the target unconscious at 0 hit points. appetite freely, simply for the pleasure of your company.
Additionally, your weapon attacks deal double damage to Beginning at 24th level, you receive food, drink, and
objects and structures. lodging for free: the revenue generated by your mere
celebrated presence is more than payment enough.
Titanic Grasp
Beginning at 22nd level, you gain the following benefits. Legendary Might
You ignore all size restrictions on grappling and shoving At 25th level, you gain five additional hit dice, causing your
creatures. hit point maximum to increase by 35 + five times your
You ignore all penalties to movement resulting from Constitution modifier.
grappling a creature.
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
21st +7 –– 4 23 4 3 3 3 3 3 2 1 1 ––
22nd +7 Spell Kenning 4 23 4 3 3 3 3 3 2 1 1 ––
23rd +7 –– 4 24 4 3 3 3 3 3 2 1 1 1
24th +7 Ability Score Improvement 4 24 4 3 3 3 3 3 2 1 1 1
25th +8 Infinite Inspiration 4 25 4 3 3 3 3 3 2 1 1 1
5
6
The Epic Cleric
Proficiency
Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
21st +7 –– 5 4 3 3 3 3 3 2 1 1 ––
22nd +7 Followers 5 4 3 3 3 3 3 2 1 1 ––
23rd +7 –– 5 4 3 3 3 3 3 2 1 1 1
24th +7 Ability Score Improvement 5 4 3 3 3 3 3 2 1 1 1
25th +8 Divine Rank, Demigodhood 5 4 3 3 3 3 3 2 1 1 1
Demigodhood
Followers Beginning at 25th level, you finally become ready to take on
Once you reach 22nd level in this class, you begin to amass the responsibilities of divinity.
followers. Any creature who has named you during any sort If you allow it, friendly creatures can define you as their
of rite or ritual within the past week is considered your deity, or as their otherworldly patron, when they gain their
follower. first level in the cleric or warlock class. These creatures are
When you cast a Cleric spell, you can gain a bonus to one considered your followers, and you must intervene when
of the damage and healing rolls based on your number of their features call for your intervention.
followers. The bonus begins at +1 for 0 followers, and Additionally, as a bonus action, you can see through such
increases according to the following table. a follower's eyes and hear what the follower hears until the
Following Table end of your next turn, gaining the benefits of any special
senses the follower has. During this time, you and your
Number of Followers Bonus follower can hear each other, and you can expend a spell
0-9 +1 slot of 5th level or higher to teleport to a point you can see
10-49 +2
within 5 feet of them, regardless of thier current plane of
existence.
50-99 +3 You can also begin running some of your deity's
100-499 +4
workload in their place, if you and your deity so desire.
Taking over these tasks may require you to expend your
500 or more +5 power and spell slots in certain ways, or may require you to
be mantled with minor divine capabilities of some kind.
Divine Proxy These might include the ability to manipulate the emotions
Beginning at 25th level, your body undergoes a change as of creatures on a certain plane, the ability to keep plants
you are granted a sliver of divinity by your deity. At any one alive when they would otherwise die, or the ability to
time after you reach this level, you can spend 1 week of determine the approximate nature of the weather.
rest, relaxation, and divine prayer in the presence of your Epic Cleric Spell List
deity and choose a creature type from the following: fey,
fiend, or celestial. You become that type, replacing your 10th Level
other creature types. Contingent Resurrection (necromancy)
You can't choose a different creature type again. Your Deity Drain (enchantment)
body may also undergo permanent changes, perhaps Diluvial Torrent (evocation)
becoming flecked with scintillating colours or being Divine Health (transmutation)
permanently enrobed by an ethereal mist. Omniscience (divination)
Once you have undergone this change, you also gain the
following benefits. Your deity can choose
Divine Resistance. When you fail a saving throw against
a spell of 5th level or lower, you can choose to succeed
instead. Once you've used this feature, you must finish a
short or long rest before you use it again.
Endless Divinity. When you cast a spell from your Epic
Spell List that only targets yourself, its duration becomes 1
year. If the spell requires concentration, you must
concentrate.
7
The Epic Druid
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
21st +7 –– 4 4 3 3 3 3 3 2 1 1 ––
22nd +7 Tender of the Grove 4 4 3 3 3 3 3 2 1 1 ––
23rd +7 –– 4 4 3 3 3 3 3 2 1 1 1
24th +7 Ability Score Improvement 4 4 3 3 3 3 3 2 1 1 1
25th +8 Guardian Spirit of the Lands 4 4 3 3 3 3 3 2 1 1 1
8
Dueling Flourish
The Epic Fighter As long as you are wielding a melee weapon in one hand
and no other weapons, you gain the following benefits.
Level
Proficiency
Bonus Features
Lunge The weapon gains the reach property if it doesn't
have it already.
21st +7
Ability Score Improvement, Counter-Riposte Once on each of your turns when you
Freehold miss with a weapon attack, you can make another weapon
22nd +7 Indefatigable attack as part of the same action.
23rd +7 Fighting Style Improvement Great Weapon Fighting Cleave
24th +7 Ability Score Improvement When you hit a target with a weapon you're holding in two
hands, you can use your bonus action to force all other
25th +8 Adrenaline Rush hostile creatures within 10 feet of the target to make a
Dexterity saving throw against a DC of 8 + your Proficiency
bonus + your Strength modifier. Each creature that failed
the save takes damage equal to the weapon's damage dice +
Freehold your Strength modifier.
Beginning at 21st level, if you are in possession of a castle, Protection Phalanx
stronghold, or large structure, as long as you have cleared While you're wielding a shield, all friendly creatures
the area in a 20 mile radius of threats, you can designate it wielding shields within 30 feet of you gain the benefits of
as a freehold and gain the following benefits: the Protection fighting style.
Trademaking. For each inhabited freehold that you own, You also gain one additional reaction. You can't use this
you don't have to pay maintenance costs, and you collect a reaction on the same turn as you use another reaction.
monthly revenue of 10 silver pieces for each inhabitant of
the freehold due to trade, tariffs, and taxes. Two-Weapon Fighting Evisceration
Warband. As long as you own one or more freeholds, you When you make an attack with your two-weapon fighting,
attract a body of six mercenaries (three CR 2 scouts and you can make up to two additional attacks with the weapon
three CR 2 thugs), led by an above-average fighter (a CR 5 as part of the same action.
gladiator). These people will serve as mercenaries for free,
so long as you maintain your freehold. If the mercenaries Adrenaline Rush
die, you can attract replacements over the course of one
week by investing 50 gp into expansions to the freehold for Beginning at 25th level, you can use your Second Wind
each replacement mercenary required. feature as a bonus action even if you are unconscious or
incapacitated.
Indefatigable
Beginning at 22nd level, when you use of your Indomitable
feature and reroll a saving throw, you gain a bonus to the
result equal to half your fighter level.
Fighting Style Improvement
At 23rd level, each fighting style you know gains a
corresponding improvement, as listed below. These options One-Third Casters
correspond to the fighting styles from the Player's One-third caster subclasses such as the Eldritch
Handbook. Knight and Arcane Trickster will use the
following epic spell progression.
Archery Multishot
When you hit a target with a ranged weapon attack, you Epic Tier 1/3 Caster Spell Slots
can use your bonus action to force up to two other Cantrips Spells
creatures of your choice within 20 feet of the target to Level Known Known 1st 2nd 3rd 4th 5th
make a Dexterity saving throw against a DC of 8 + your 3 (or 4, for
Proficiency bonus + your Dexterity modifier. Each creature 21st Arcane 13 4 3 3 1 ––
that failed the save takes damage equal to the weapon's Trickster)
damage dice + your Dexterity modifier.
22nd 4 (or 5) 14 4 3 3 2 ––
Defense Bastion 23rd 4 (or 5) 14 4 3 3 2 ––
While you are wearing armor, as long as you haven't moved
since your last turn, you can forego one of your attacks to 24th 4 (or 5) 14 4 3 3 2 ––
take the Dodge action. 25th 4 (or 5) 15 4 3 3 2 1
9
10
The Epic Monk
Level Proficiency Bonus Features Martial Arts Ki Points Unarmored Movement
21st +7 Abundant Step 1d10 21 +30ft
22nd +7 Soul-Sundering Strike 1d10 22 +35ft
23rd +7 One With Ki 1d12 23 +35ft
24th +7 Ability Score Improvement 1d12 24 +35ft
25th +8 Adamantine Soul 1d12 25 +35ft
11
The Epic Ranger
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 6th 7th
21st +7 –– 12 4 3 3 3 2 1 ––
22nd +7 Planeswalker 13 4 3 3 3 2 1 ––
23rd +7 Dominating Ambush 14 4 3 3 3 2 1 ––
24th +7 Ability Score Improvement 15 4 3 3 3 2 1 ––
25th +8 –– 16 4 3 3 3 2 1 1
12
The Epic Rogue
Proficiency Sneak
Level Bonus Features Attack
21st +7 Quick Learner 11d6
22nd +7 Blinding Speed 11d6
23rd +7 Lightning Reflexes 12d6
Ability Score
24th +7 12d6
Improvement
25th +10 Masterclass 13d6
Escapology
Beginning at 21st level, you can shrug off any form of effect
that would hold you in place, gaining an inexplicable ability
to escape any danger. At the end of each of your turns, as
long as you aren't stunned or unconscious, you can choose
a creature within 5 feet of you and end one or more of the
following conditions affecting the target: grappled,
paralyzed, petrified, prone, or restrained.
Blinding Speed
Beginning at 22nd level, you have a knack for bursts of
unbelievable swiftness. On each of your turns, you can take
one additional bonus action. You can't use this feature
more than once on the same turn.
You have a number of uses of this feature equal to your
Dexterity modifier, and you regain any expended uses when
you finish a short or long rest.
Lightning Reflexes
Beginning at 23rd level, you gain two additional reaction
options.
Roguish Retaliation. When a creature that you can see
hits you with an attack, you can use your reaction to make
an attack against the creature if it is within your reach or
within your weapon's normal range. If you add your Sneak
Attack to this attack, it only adds 6d6 damage.
Unbelievable Dodge. When a creature that you can see
hits you with an attack, you can use your reaction to cause
the attack to miss, and reduce its damage to 0.
Masterclass
Beginning at 25th level, you gain a +2 bonus to your
proficiency bonus.
13
The Epic Sorcerer
Proficiency
Sorcery
Cantrips
Level Bonus Features Points Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
21st +7 Power Overwhelming 21 6 16 4 3 3 3 3 3 2 1 1 ––
22nd +7 Metamage 22 6 16 4 3 3 3 3 3 2 1 1 ––
23rd +7 –– 23 6 17 4 3 3 3 3 3 2 1 1 1
24th +7 Ability Score Improvement 24 6 17 4 3 3 3 3 3 2 1 1 1
25th +8 Twin Spell 25 6 17 4 3 3 3 3 3 2 1 1 1
Power Overwhelming If you use the quickened spell metamagic on one of the
Beginning at 21st level, you can use the Ready action to spells, you cast both spells as part of the same bonus action
hold spells indefinitely, even while not in combat. instead.
Additionally, when you cast a readied spell that has a If both spells require concentration, you concentrate on
damage roll, you can gain a bonus to one of the damage both simultaneously, and you can end concentration on one
rolls. The bonus is +1 for each full round you spent of the spells while maintaining concentration on the other.
readying the spell, to a maximum bonus of +10. If your concentration is broken by any other means, you
cease concentrating on both the spells.
Metamage Epic Sorcerer Spell List
Beginning at 22nd level, all your features that cost sorcery
points cost 1 point fewer, to a minimum of 0. This includes 10th Level
the creation of spell slots. Déjà vu (divination)
Additionally, you learn two additional metamagics. Diluvial Torrent (evocation)
Grim Banishment (conjuration)
Twin Spell Living Hellballs (evocation)
Beginning at 25th level, you can use your action to expend Manifest Imagination (illusion)
a spell slot of 3rd level or higher and choose two different Omniscience (divination)
spells with a casting time of one action. The spells’ levels Reverspell (abjuration)
must be half the slot level expended (rounded down) or Soul Dominion (enchantment)
lower. You cast both the chosen spells at their lowest level
as part of the same action, in whichever order you prefer.
14
The Epic Warlock
Cantrips
Spells
Invocations
Level Proficiency Bonus Features Known Known Spell Slots Slot Level Known
21st +7 –– 4 16 5 5th 9
22nd +7 Blast Shaping 4 16 5 5th 9
23rd +7 Epic Arcanum 4 17 5 5th 9
24th +7 Ability Score Improvement 4 17 5 5th 10
25th +8 Vessel of the Patron 4 17 5 5th 10
your Spell Save DC or take 5d10 force damage. You can cast rary's telepathic bond and detect thoughts at
Eldritch Ray. As an action, you can project a beam of will without expending a spell slot.
your patron's power. Each creature within a 60 foot line, 5
feet wide originating from you, must succeed on a Dexterity Fiendish Resistance
saving throw or take 5d10 force damage. Prerequisites: 21st level
Whenever you finish a long rest, you can choose cold, fire,
Epic Arcanum or poison damage. You gain resistance to the chosen
At 23rd level, your patron bestows an impossibly powerful damage type until you use this feature again
magical secret, drawing on every fragment of strength they
have. Choose one 10th-level spell from the warlock spell Death March
list as this arcanum. You can cast this arcanum spell once Prerequisites: 21st level
without expending a spell slot, and you must finish a long You can cast create undead and animate dead once each
rest before you can do so again. without expending a spell slot. Once you cast a spell with
this feature, you must finish a long rest before you cast that
Vessel of the Patron same spell again.
Beginning at 25th level, you can use your bonus action to
permit your patron to act through you. Until the end of your Fractures In Reality
current turn, the following effects occur: Prerequisites: 21st level
casting time of one action. You don't need to expend a A new page appears in your Book of Shadows. You can use
spell slot to do so. you action to write a creature's true name on that page. If
You gain a flying speed of 50 feet, alongside any boons the named creature ends its turn with 25 or fewer current
and capabilities that your patron deems suitable. hit points, that creature must make a Constitution saving
throw against your Spell Save DC. On a failed save, it dies.
Once you use this feature, you must finish a long rest Once a creature is forced to make a saving throw in this
before you do so again. way, the page loses its magic until you next finish a long
Epic Warlock Spell List rest.
10th Level Untouchable Summons
Prerequisites: 21st level, Pact of the Chain
Adaptable Plague (necromancy) When your familiar takes damage, it can use its reaction to
Create Undead Thrall (necromancy) reduce that damage to 0 and disappear into a harmless
Deity Drain (enchantment) pocket dimension until the start of its next turn.
Dreamscape (illusion)
Soul Dominion (enchantment)
15
Demon Blade
Prerequisites: 21st level, Pact of the Blade
Lucubration
Beginning at 22nd level, when you finish a long rest, you
can spend 10 minutes studying to prepare all of the spells
in your spellbook.
Auspicious Prescience
At 25th level, whenever you expend a spell slot to cast a
spell of 1st or 2nd level, you gain the ability to cast that
same spell without expending a spell slot until you next
finish a short or long rest.
Epic Wizard Spell List
10th Level
Create Undead Thrall (necromancy)
Déjà vu (divination)
Deity Drain (enchantment)
Diluvial Torrent (evocation)
Grim Banishment (conjuration)
Living Hellballs (evocation)
Manifest Imagination (illusion)
Omniscience (divination)
Reverspell (abjuration)
Soul Dominion (enchantment)
Synthetic Lifeform (necromancy)
Terraform (transmutation)
Trust (illusion)
Wallmaze (evocation)
16
New Spells
These spells are intended to be totally exclusive to the
classes they are given to. Battle Tank
Unless your DM deems otherwise, none of these spells Huge construct, unaligned.
(nor the 10th-level spells) can be learned through features
that allow you to learn spells from any class, such as the Armor Class 21
Ritual Caster feat or the bard's Magical Secrets feature. Hit Points 200
Speed 50 ft., fly 10 ft.
Aura of Triage
7th-level abjuration, Paladin
Casting Time: 1 action STR DEX CON INT WIS CHA
Range: Self 18 (+4) 18 (+4) 23 (+7) 0 0 0
Components: V
Duration: 10 minutes Saving Throws Dexterity +10, Constitution +12
When you cast this spell, you create a cubic demiplane, 30 Damage Resistances Bludgeoning, piercing, and
feet in each dimension, that is upholstered with slashing from nonmagical weapons.
paraphenalia representing your oath. Creatures within the Damage Immunities Fire, poison, psychic
demiplane automatically succeed on all saving throws. Condition Immunities Blinded, charmed, deafened,
exhausted, frightened, paralyzed, poisoned,
Abjuring energy radiates from you in an aura with a 30- stunned.
foot radius. Until the spell ends, the aura moves with you, Languages Understands commands given in any
centered on you. Whenever a nonhostile creature in the language.
aura (including you) falls unconscious, it is teleported into
an unoccupied space on the ground nearest the center of Vehicle Construction. The battle tank's movement is
your demiplane. You can also use a bonus action to teleport reduced to 0 when it falls prone, and righting it
a nonhostile creature you can see within the aura to your requires a creature to use its action to succeed on
demiplane. a DC 20 Strength check. Additionally, when the
Until the spell ends, any creature within the demiplane tank is reduced to 0 hit points, it is immediately
can use its bonus action to teleport back into the destroyed. Any creatures within the tank when it's
unoccupied space nearest to the point it left. Additionally, destroyed are ejected into a random unoccupied
when the spell ends, all creatures within the demiplane are space closest to it.
ejected into the unoccupied space nearest to the point they Internal Compartment. An internal compartment
left. within the tank can fit up to 8 Medium creatures
within it, and a shimmering magical field provides
Battle Tank creatures within with three-quarters cover from
6th-level conjuration, Artificer creatures outside the tank.
Tank Treads. The battle tank ignores difficult terrain.
Casting Time: 1 action
Range: 30 feet Actions (requires your bonus
Components: V action)
Duration: 8 hours Tank Shell. Ranged Weapon Attack: +11 to hit, range
You summon a battle tank in an unoccupied space within 120/360, one target. Hit: 2d10 piercing damage +
30 feet of you. Any creature with proficiency with a vehicle 2d10 lightning damage.
can drive the tank, and you are always able to drive the tank Run Down. The tank moves 30 feet in a direction of
even if you lack proficiency with vehicles. When the spell your choice. If it hits any creatures during this
ends, the battle tank vanishes. movement, it can drive through their spaces. Each
The battle tank is a construct that moves as you creature hit in this way must succeed on a DC 20
command it. On each of its turns, it can't take any action Dexterity saving throw or take 3d10 bludgeoning
unless you use your bonus action to remotely command it damage and fall prone.
to take the Dash or Dodge action, or one of the actions
presented in its stat block.
The structures are filled with fresh air that constantly
Disaster Defenses replenishes, and their interior is temperate and dry.
7th-level abjuration, Ranger Water, mud, ash, and other debris can't enter the
Casting Time: 1 minute building unless it is being worn or carried.
Range: 1 mile The structures are immune to acid, bludgeoning, and
Components: V, S, M (carved blackthorn worth 50gp) fire damage, and to all damage from spells.
Duration: 10 days Casting this spell in the same spot once every 10 days for
All structures within range become magically secured a year makes the effect permanent, with the material
against natural disasters, gaining the following benefits for components being consumed on the final casting.
the duration.
17
Meteoric Smite
6th-level evocation, Paladin
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute.
You strike your target with a rocketing blow that has the
force of a meteor, sending them flying.
The next time you hit a creature with a weapon attack
before this spell ends, the attack deals an extra 7d6 fire
damage to the creature, and you hurl the creature up to 30
feet towards a point within range. The creature is flung to
the unoccupied space nearest this point, and drops prone.
If the point is on a creature or object, you can make a
ranged spell attack against that target, using the creature
you struck as a projectile. Both the flung creature and the
target take 3d6 damage on a hit, or half as much on a miss.
Tanglebloom Arrows
6th-level conjuration, Ranger
Casting Time: 1 action
Range: Self
Components: V, S, M (an ivy root)
Duration: 8 hours
You enrobe yourself in conjuration magic allowing you to
grow floral ammunition that explodes to ensnare its
targets.
For the duration, you can use your action to conjure an
enchanted piece of entangling ammunition in your free
hand. You choose the type of ammunition that is conjured.
If you conjure a second piece of entangling ammunition,
the first piece immediately vanishes.
When this magical ammunition is used in a ranged
weapon attack, it deals an additional 4d6 damage on a hit.
Hit or miss, the ammunition then transforms into a
writhing mass of ensnaring vines. Creatures within 10 feet
of the attack's target must make a Dexterity saving throw,
taking 4d6 slashing damage on a failed save, or half as
much on a success. Each creature that fails the saving
throw also becomes restrained by the vines. A creature
restrained in this way can use its action to make a Strength
saving throw, freeing itself on a success. Each restrained
creature is also freed after 1 minute, or if the ammunition
vanishes.
18
10th-Level Spells
Adaptable Plague Contingent Resurrection
10th-level necromancy, Druid, Warlock 10th-level necromancy, Cleric
Casting Time: 1 action Casting Time: 8 hours
Range: 30 feet Range: Touch
Components: V, S Components: V, S, M (a sprinkle of holy water and
Duration: Until dispelled diamonds worth at least 25,000 gp, which the spell
You create a spreading and uncontrollable sickness. consumes)
Choose a creature within range. The target becomes Duration: Until dispelled
infected with a disease -your adaptible plague. You touch a creature, and it is marked with a permanent
While a creature affected by this plague remains alive, ward against death. If the creature dies while this mark
each other creature that spends 8 hours or more within 30 persists, all traces of its body vanishes instantly; after 1
feet of it must succeed on a DC 10 Constitution saving hour, if the target’s soul is free and willing, the creature is
throw or become affected by the adaptible plague. restored to life with all its hit points, and the spell ends.
You grant the adaptible plague up to three symptoms of The spell neutralises any poison, cures all diseases and
your choice. You can choose these symptoms from the curses, and reduces the target’s age by 10 years. The spell
eamples given below. At the DM’s option, you may also be provides a completely new body, which appears in an
able choose from alternative disease symptoms. The unoccupied space of the target’s choice within 1 mile of the
symptoms end if the disease is cured. point at which it died.
Choose one ability score. The target has disadvantage
on ability checks and saving throws made with that Create Undead Thrall
ability score. 10th-level conjuration, Warlock, Wizard
The target must make a Constitution saving throw at Casting Time: 1 hour
the start of each of its turns for the first minute of Range: Touch
infection. If it fails, it wastes its next action doing Components: V, S, M (black opal worth 1,500 gp, and a
nothing. special component that varies according to the spell
The target must make an Intelligence saving throw at version you chose, which is consumed by the spell)
the start of each of its turns for the first minute of Duration: Instantaneous
infection. If it fails, it takes 2d6 psychic damage. You touch the components and permanently raise them as
The target takes 1d4 poison damage each day at an undead servant, obeying your commands to the best of
midnight, and it can't restore hit points by any means. their ability. Additionally, if the undead you raise has a
The target’s movement is halved. spellcasting feature, it recovers its expended spell slots
The target has disadvantage on attack rolls. whenever it finishes a long rest. You can communicate
A target killed by the plague is raised as a zombie that telepathically with any creature you have raised with this
remains affected by the plague, and loses all personality, spell while they are on your current plane of existence. The
memories, and intellect. undead you raise act freely, unless you take control of them.
When you create this disease, you can also choose any Each casting creates a "group" of several undead. You
number of creatures within range. Those targets become can raise additional groups of undead with multiple
immune to the disease. castings of this spell. Only one group can be forced to obey
Casting this spell again makes any other adaptible your command at a time.
plagues you have created vanish, curing each of their Whenever you finish a short or long rest after casting this
targets. spell, you can choose to take control of one of your groups.
Each undead member of the group is forced to follow all of
Conjure Dragon or Giant your commands to the best of its ability. This effect lasts
10th-level conjuration, Druid until you take control of a different group.
Casting Time: 1 action You choose which group of creatures you raise from the
Range: 150 feet options below, and the group you choose determines the
Components: V, S number of creatures you can raise with a single casting of
Duration: Concentration, up to 10 minutes. this spell, as well as its special component.
You summon a fey spirit that takes the form of a dragon or Bone Naga. You can raise 2 bone nagas with a single
giant of your choice of challenge rating 10 or lower, such as casting. The material component for this spell is the
skeletal remains of a naga, one for each bone naga created.
a young red dragon, a young gold dragon, a cloud giant, Crawling Claw. You can raise up to 20 crawling claws
or a fire giant. It appears in an unoccupied space that you with a single casting. The material component for this spell
can see within range. The creature disappears when it is the disembodied hand of a murderer, one for each
drops to 0 hit points or when the spell ends. crawling claw created.
The creature is friendly to you and your companions for
the duration. Roll initiative for the creature, 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 creature, it defends itself from hostile
creatures but otherwise takes no actions.
The DM, reluctantly, has the creature's statistics.
19
Flameskull. You can raise 2 flameskulls with a single Every event that happened in the original timeline is likely
casting. The material component for this spell is the skull to happen again in the same way as it originally did, but
of a dead wizard, one for each flameskull created. random chance is reintroduced if a target’s actions affect
Ghast/Ghoul/Skeleton You can raise 8 ghasts, ghouls, the event. For example, all dice will be re-rolled for any
skeletons, minotaur skeletons, or warhorse skeletons with combat or game of chance that the players participate in.
a single casting, in any combination. The material The new timeline can thus quickly deviate from the original
component for this spell is a corpse of the same general timeline. The original timeline exists only in each target's
body shape as the creature you choose, one for each memory, and is otherwise erased from existence.
creature created.
Mummy You can raise 4 mummies with a single casting. Diluvial Torrent
The material component for this spell is a mummified 10th-level evocation, Cleric, Sorcerer, Wizard
humanoid corpse, one for each mummy created. Casting Time: 1 action
Range: Self
Deity Drain Components: V, S
10th-level enchantment, Cleric, Warlock, Wizard Duration: 1 minute
Casting Time: 72 hours The spell instantly creates a 20-foot radius, 100-foot tall
Range: Unlimited cylinder of enchanted water, located 200 feet directly above
Components: V, S, M (an ornate deed bearing the target’s you. The water falls to the ground as part of the casting of
true name, worth at least 25,000 gp) this spell.
Duration: Concentration, up to 1 minute Each creature situated within 100 feet of the cylinder
You speak a being’s name at the start of this spell’s casting. where it lands must make a Strength saving throw, taking
When the casting ends, you attempt to fracture the being’s 20d6 bludgeoning damage and 20d6 force damage on a
power to a point at which it can be slain. The target must failed save, or half as much on a success. Each creature
make a Charisma check against your Spell Save DC. On a damaged in this way falls prone. Objects and structures
failed check, all spells affecting the target end, it is within the area take the same damage.
teleported into an unoccupied space of your choice within The 62,800 cubic feet of water then continues to spread,
10 feet of you, and it becomes leashed by three shimmering creating a wave of water that fills a radius of up to 1000
chains which bind it in place for the duration. feet on the ground around the point where the water
The chains are magical constructions of force, and have landed. The water can't move uphill from the point at which
an AC of 20 and 100 hp. While they persist, the being can’t it landed, and fills in crevices with its volume. Each
teleport, use portals, or use planar travel. If the being dies creature this wave hits must succeed on a Strength saving
while chained in this way, it is permanently destroyed, with throw, taking 10d6 bludgeoning damage and 10d6 force
its essence being completely erased from the universe, and damage on a failed save, or half as much on a success.
no creature can revive it by any means for the next century. Each target that fails the save is also knocked prone by the
The DM determines the being’s statistics. A demigod force of the water. Objects and structures within the area
commonly has a CR of 26 or higher, and a god is very take the same damage.
unlikely to have a CR any lower than 30, nor an AC any The water maintains a depth of at least 10 feet over the
lower than 25. area it covers. A creature moving through the water must
This spell’s casting time will naturally require you to spend 4 feet of movement for every 1 foot it moves.
forego sleep for 3 days. Your DM may require you to suffer Creatures within the water immediately begin to suffocate,
levels of exhaustion to cast this spell. as the air is crushed out of their lungs.
When the spell ends, the water vanishes.
Déjà Vu
10th-level divination, Bard, Sorcerer, Wizard Divine Health
Casting Time: 1 action 10th-level transmutation, Cleric
Components: V, S, M (agate dust with a total value of at Casting Time: 1 action
least 5,000 gp, which the spell consumes.) Range: Touch
Range: 10 feet Components: V
Duration: Instantaneous Duration: 1 hour
This spell targets you and up to ten other willing creatures You touch a willing creature. For the duration, you grant it
within range. You transmit the souls those targets of back the divine protective capabilities of a celestial being.
through time to a point between 100 days and 100 years in The target gains the following benefits.
the past, arriving within their own bodies. Each target It is immune to necrotic, poison, and radiant damage,
arrives with a strong sense of déjà vu as they remember and to bludgeoning, slashing, and piercing damage from
important events that happened in what is now their future. nonmagical attacks.
The spell’s components are fully consumed at the point in It is immune to the charmed and frightened conditions.
time when you arrive. When a creature within 30 feet of the target fails an
Each target arrives in the same position, level, and attack roll, ability check, or saving throw, it can use its
physical condition as they were at the point in time to reaction to grant a +5 bonus to the roll, potentially
which they are transported. The spell doesn’t transport a turning it into a success.
target back in time any further than the date of their 13th Whenever the target is hit by a critical hit, the attack roll
birthday. is instead treated as a normal hit.
20
21
Dreamscape Depending on the world where this effect is used,
10th-level illusion, Bard, Druid, Warlock conditions so far from its surface may be deadly.
Casting Time: 1 action Deleterious effects include scorching heat (or cold), and
Range: Self vacuum. A creature subject to these conditions takes 2d6
Components: V, S, M (a net hung with ornamental beads) points of fire (or cold) damage and 1d4 points of necrotic
Duration: 8 hours damage from the vacuum at the start of each of its turns.
The target immediately begins to suffocate.
The spell grants you the ability to walk through the Jettisoned to the Depths This effect drowns the target
slumbering consciousness of any creature that dreams, and at the lowest point in the ocean. A creature with a
to comprehend it. swimming speed can attempt to venture back, but the area
For the spell's duration, you can spend 1 minute of is difficult terrain, and is frequently barricaded by solid
preparation to enter into the dreamscape. Each creature stone.
you are touching is drawn into the regions of dreams, A creature subject to these conditions is squeezed and
bringing along everything they are wearing or carrying. blinded, and takes 6d6 points of bludgeoning damage from
The dreamscape is set out like a massive populated map the intense pressure at the start of each of its turns. The
to the contents of the planes, filled with a chaotic spectrum target immediately begins to suffocate, and may encounter
of dolls-house imitations of local masterpieces and with hostile creatures as it ventures to the surface. The
dreamers' ideas drawn from those locations. The area within 1 mile of the lowest depths is equally
dreamscape has a fourth dimension: every planck length inhospitable.
gap along this extra dimension corresponds to an entirely Hurled into the Core. This effect entombs the target in
different plane. It is incomprehensible to any creature not the molten core at the center of the world. The target is
affected by this spell. around 4000 miles from the surface of the earth. A
Within the dreamscape, all distance is condensed. You creature with a burrowing speed that can burrow through
can use the dreamscape to traverse any distance, and rock can attempt to venture back.
moving between any two points on any two planes takes no A creature subject to these conditions is squeezed, and
more than 1 minute while within the dreamscape. You takes 10d10 points of fire damage from the intense heat
reach the point in the dreamscape corresponding to your and pressure at the start of each of its turns. The target
intended destination automatically while affected by this immediately begins to suffocate. The area within 100 miles
spell. Others can follow you easily. of the core is equally inhospitable.
You can use your action to exit the dreamscape. Each
creature you are touching teleports into an unoccupied Living Hellballs
space at the corresponding location, bringing along 10th-level evocation, Sorcerer, Wizard
everything they are wearing or carrying. Casting Time: 1 action
Creatures can't exit the dreamscape ceremoniously Range: 150 feet
unless they are affected by this spell, but can use their Components: V, S, M (A tiny ball of bat guano and sulfur)
action to make a DC 15 Wisdom check, exiting at the point Duration: Instantaneous
at which they entered on a success. On a failed check, they
arrive in a random location within 1 mile of that point. You You surround yourself with a set of six encircling hellballs.
must also make this check if the spell ends while you're it The hellballs are fragments of magical energy: they don’t
the dreamscape. occupy their space and can’t be targeted, but they can each
While you're affected by the spell, you can also use your telepathically communicate their emotions with you. It is
bonus action to step through the dreamscape. You teleport infrequent that a hellball experiences an emotion beside
into an unoccupied space you can see within 500 feet of destructive glee. Each hellball lasts until it detonates, or
you. until the spell ends.
When you see a creature take an action, you can choose
Grim Banishment to roll a d8 (no action required). If you roll a number that is
10th-level conjuration, Sorcerer, Wizard greater than or equal to your current number of hellballs,
one of the hellballs launches directly towards the target
Casting Time: 1 action and detonates. Creatures within a 20-foot radius sphere
Range: 300 feet centered on the target must make a Dexterity saving throw,
Components: V, S, M (sulfur crystals and diamonds with a taking 10d6 damage on a failed save, or half as much on a
combined worth of 750 gp which the spell consumes) success.
Duration: Instantaneous You can choose the damage type of each hellball you
You teleport a creature within range into a state of create individually, from acid, cold, fire, force, lightning, or
devastating mortal peril. The target must succeed on a thunder. You choose which hellball launches when the
Wisdom saving throw or be affected by the spell. effect activates.
When you cast the spell, you choose one of the following
terrible fates. You can also design and create different
forms of terrible fate, at the DM's discretion.
Nailed to the Sky. This effect actually places the target
so far from the surface of the world and at such a speed
that it keeps missing the surface as it falls back, so it enters
an eternal orbit. The target is 15,000 feet from the surface
of the earth. A creature with a flying speed can attempt to
venture back.
22
23
Manifest Imagination Soul Dominion
10th-level illusion, Wizard 10th-level enchantment, Sorcerer, Warlock, Wizard
Casting Time: 1 action Casting Time: 10 minutes
Range: 10 feet Range: Unlimited
Components: V, S, M (A shard of pressurised matter of the Components: V, S
same type as the items you create, worth 1,000 gp) Duration: 10 minutes
Duration: Concentration, up to 1 hour You attempt to temporarily take control of another creature
You pull wisps of shadow material from the Shadowfell to with whom you are familiar (by observing or successfully
create any number of nonliving objects of vegetable matter, scrying the target) on any plane of existence. If the target is
stone, metal, or crystal. These objects must be created to fit undead or incorporeal, the spell fails. The target is aware of
within a 30-foot cube within range, and the objects must the attempted takeover as a strange, momentary tingling,
each be of a form and material that you have seen before. and makes a Wisdom saving throw, ending the spell on a
You can create objects composed of multiple materials, success. On a failed save, you are able to control the
such as a furnished house, a bridge, or a huge ring beset target’s body as if it were your own for the duration, taking
with a block of pure adamantine. actions, hearing, seeing, feeling, smelling, and tasting
While the spell persists, you can use your action dismiss everything the target senses. You can still move your own
all of the objects you have created with this spell. If you do body and take actions as you command the target
this, you can designate a new 30-foot cube within range Once the spell ends, the target resumes control of its
and conjure a new set of objects within as part of the same body, fully aware of all events that occurred, having been a
action. helpless witness trapped inside its own body. The target
Using any material created by this spell as another spell's can make an Intelligence (Investigation) check against your
material component causes that spell to fail. Objects you spell save DC, learning your name and general nature on a
create in this way are visibly magical, and shed a lustre of success.
dim light out to a radius of 5 feet.
If you maintain your concentration on this spell for its Synthetic Lifeform
whole duration, the set of objects you were concentrating 10th-level necromancy, Druid, Wizard
on when the spell ends become permanent, and last until Casting Time: 8 hours
dispelled. Otherwise, the creations disappear when the Range: Touch
spell ends. Components: V, S, M (Spittle, alcohol, soap, clean salt
water, and a stoppered diamond vial worth 15,000gp
Omniscience which the spell consumes)
10th-level divination, Cleric, Wizard Duration: Instantaneous
Casting Time: 1 minute You attempt to create an infant of a new life form, designing
Range: Self every aspect of it. You determine its appearance, creature
Components: V statistics, and entire biology: lifespan, age of maturity, its
Duration: Instantaneous requirements for sustaining itself, methods of reproducing,
When you cast this spell, you mentally ask any question and etc. You don't determine individual characteristics or
receive a truthful, exact, and comprehensive response. You personality - only the general disposition of the species.
learn the response in an instant, unless the response would Your DM assigns a suitable CR to the creature. They may
take more than 10 minutes for you to explain and wish to use the rules in chapter 9 of the Dungeon Master's
comprehend, in which case you learn nothing. The spell Guide, page 273, "Creating a Monster".
can’t determine a creature’s motives or past thoughts, but You then roll a d20 and add your spellcasting modifier: if
you can use it to attempt to determine their past actions. the result is greater than or equal to twice the creature's
You can also use this spell to determine the most likely CR, the creature crawls out of the diamond vial as a fully
path of fate for events happening up to 1 day in the future. formed infant of the species. Otherwise, the spell fails. You
None of these are ordained to come true, but they may need to produce multiple infants before the species
represent the best guess that one could make if one was can propagate without your intervention.
given a knowledge of everything in the universe. You can also design a race with complete racial features
using this spell. If you do, your DM assigns a CR of 5 or
Reverspell greater, as they see fit.
10th-level abjuration, Sorcerer, Wizard Finally, you can use this spell to create infants of any
Casting Time: 1 reaction, when you see a creature within species that already exists, determining success using the
range cast a spell. creature's usual CR. You treat any particular race or lineage
Range: 300 feet as a CR of 5.
Components: V
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting
a spell, perfectly subverting their attempt. If the creature is
casting a spell of 9th level or lower, the spell fails, and you
can immediately cast a copy of the spell as part of the same
reaction without requiring components, and without
requiring you to know how to cast the reversed spell. The
reversed spell is cast at 10th level.
24
Terraform Verdigris Wave
10th-level transmutation, Druid, Wizard 10th-level conjuration, Druid
Casting Time: 1 bonus action Casting Time: 1 action
Range: 1 mile Range: sight
Components: S Components: V, S, M (a bindweed root)
Duration: 10 minutes Duration: 1 minute
You enchant yoursef with the power to mold the ground to A gigantic writhing mass of greenery and verdant life
your whim. springs into existance at a point on the ground within
As an action on each of your turns for the duration, you range, and envelops the ground within a 500 foot radius to
can change the ley of the land. Choose an area of the a depth of three feet. Ground within the verdigris becomes
planet’s surface within range that you can see, up to 500 difficult terrain.
feet in diameter. You instantaneously mold that area, At the start of each of your turns after the verdigris
creating slopes and peaks to your taste, and raising or appears, its radius expands outwards along the ground by
lowering any parts of the terrain by up to 100 feet. an additional 500 feet. You can exclude one or more areas
Your terraforming must obey certin limits: any cliffs you of any size within the spell's range from being affected.
form must be no more than 100 feet tall and must plateau The verdigris writhes and lashes out towards creatures.
for twice as many feet as their height, and any other When the verdigris appears, and at the start of each of your
inclines you form must have an incline of less than 45 subsequent turns (after it has expanded), each hostile
degrees. You therefore can’t cause the ground to fold back creature within the verdigris’ area must make a Dexterity
on itself, or use this spell to excavante caverns. Additionally, saving throw, taking 5d10 bludgeoning damage on a failed
you can’t raise a mountain more than 3 miles above the save, or half as much damage on a success. Objects and
surface of the planet, nor can you excavate a trench more structures within the area take the same damage.
than 3 miles below. Each creature that fails the saving throw becomes
The changes are permanent, and occur harmlessly over restrained by the tangle of greenery. A restrained target can
the course of your turn. Creatures and objects within the use its action to repeat the saving throw, freing itself on a
area are raised or lowered harmlessly with the terrain, and success.
the terrain doesn’t buckle or shatter as a result of this The verdigris persists for 1 week after the spell ends,
movement unless you intend it to do so. Rearranging the after which it decays away into the earth with permanent
terrain might cause loose stone, water, or lava to descend effects. Crops planted within this new terrain become
in different directions over the course of the duration, enriched, and yield twice the normal amount of food when
however. harvested. When the verdigris decays, it permanently
Your DM determines the ecological impacts of your enriches the terrain to become a terrain type of your
terrain change. For example, you may remove a rain choice, from forest, grassland, or swamp.
shadow, converting an area of desert terrain into grassland
terrain over the course of the coming decades. Wallmaze
10th-level evocation, Wizard
Trust Casting Time: 1 action
10th-level illusion, Bard, Wizard Range: 300 feet
Casting Time: 1 action Components: V, S, M (A block of bismuth worth 100 gp)
Range: Self Duration: 1 hour
Components: None As part of the action used to cast this spell, you cast the
Duration: 1 hour spells wall of fire, wall of force, wall of ice, wall of stone,
Trust is an illusion - and with the inception of this spell, the wall of thorns, and wind wall. Each spell you cast in this
universe becomes a fundamentally uncertain place, where way has a duration of 1 hour, and doesn't require
nothing can ever be known for sure again. concentration (the wall of stone can't be made permanent).
For the spell's duration, whenever you fail an Each wall must be composed of ten 10-foot-by-20-foot
Intelligence, Wisdom, or Charisma saving throw, you can panels, with the same thickness as is specified in their
choose to succeed instead. respective descriptions. Each panel must be connected to
Additionally, divination magic, magic that would another panel from this spell, and can appear in any
determine your alignment, and magic that would determine orientation you choose, as a horizontal or vertical barrier or
whether you are lying all return readings of your choice. at any angle.
As part of the casting of this spell, you can provide a false
explanation of your behavior over the next hour. When
divination magic is used to determine your behavior, it Credits
instead returns readings based on the false explanation. Huge thanks to Wardka, Izzy, Duncan, Eiti3, and
For example, if a creature uses legend lore to summarise 3A for a little discussion about capstones in the
lore about you, the spell might supplement its summary Discord of Many Things that got my mind
with your false explanation. buzzing. Especially Duncan who I believe came
up with the idea for Lucubration.
25
EPIC LEVELS
Adventuring options for levels 21-25,
created for the world's greatest tabletop RPG.
Written by u/Henry_smithy. Find me on Twitter!
Updated 18 Jan 2020 (Balance, XP, Dueling)
26
Epic Leveling
Rising the ranks from 21st level onwards Alternatively, the following progression is designed to draw
This document contains rules for raising your party from out each level to last approximately two adventuring days.
20th to 25th level. I've assumed that homebrew subclasses This progression is designed to be used in conjunction
and spells will have ticked off every possible idea already, with Blessings, Marks of Prestige, and Epic Boons. You
and I've built the benefits around that assumption as much choose what sort of boon to offer when a boon is given. You
as I can. The level benefits are designed to have very little can also choose not to give a boon.
overlap with past, present, and future content. This means
they usually provide cumulative bonuses, rather than Epic Character Advancement (Boons)
alternative options. Experience Points
Over this first two-page spread, you'll find all the rules (Slow Progression) Level Reached
you need to balance encounters and level your party up in 355,000 20th
these epic levels, followed by rules for learning epic spells,
and then level progressions for every 5th edition class 400,000 (Boon)
(including artificer) from page 5 to 16. Pages 17 to 18 450,000 21st
include exclusive new spells for artificer, paladin, and 510,000 (Boon)
ranger, and pages 19 to 24 include all the new 10th level
spells, designed to create high-stakes stories and dominate 570,000 22nd
your foes. 615,000 (Boon)
Past 23rd level, you'll enter an entirely new tier of power.
At epic levels, trust is an illusion, and the gods are prey. 700,000 23rd
765,000 (Boon)
Epic Experience
Creatures advance to these epic levels levels after meeting 830,000 24th
the following experience thresholds. You can choose to use 915,000 (Boon)
slow or fast advancement.
The normal progression will level the party up about 1,000,000 25th
once every four encounters.
Encounter XP Thresholds
Epic Character Advancement When balancing encounters, you can determine the
Experience Points Level Reached maximum XP thresholds for each character in the XP
355,000 20th Thresholds by Epic Level table. There is one XP threshold
for each encounter difficulty.
410,000 21st The final column gives thresholds for the adventuring
480,000 22nd day Assuming typical adventuring conditions and average
luck, most parties can manage the following total XP
560,000 23rd thresholds for a full adventuring day. This is equivalent to
650,000 24th about four to six medium or hard encounters (two between
each period of rest), or two deadly encounters (one between
750,000 25th each period of rest)
Each useful boon cumulatively increases the XP
threshold of encounters by between 1000 (for easy or
medium) and 2000 (for hard or deadly)
XP Thresholds by Epic Level
Adjusted XP
Character per Day per
Level Easy Medium Hard Deadly Character
20th 2,800 5,700 8,500 12,700 40,000
21st 6,000 12,000 18,000 24,000 48,000
22nd 6,400 12,800 19,200 25,600 50,000
23rd 7,500 15,000 22,500 30,000 60,000
24th 8,000 16,000 24,000 32,000 64,000
25th 9,000 18,000 27,000 36,000 70,000
27
Encounter and Milestone system Learning Epic Spells
Alternately, you can forego bothering with experience and Historically, all spells above 9th level have been
use the following easy tables to determine character exceptionally difficult to obtain - they're almost impossible
matchups based on CR. When using this system, you'll to cast or research, as casting them is often the last time
grant them experience that will level the party up roughly the caster is ever seen. Your DM may choose to use a
once every six encounters. You might choose to alternate combination of the following optional rules.
between boons and levels every six encounters. Spell Creation. Certain epic spells may have to be
The Epic Monster Challenge Rating tables give the developed from scratch. The process of development can
optimal challenge rating for an encounter with a single be a time-consuming and expensive process. Creating an
monster (roughly hard to deadly in difficulty), based on the epic spell requires it to be on your spell list, and requires
number of characters in the party. The party is assumed to two other creatures with a feature that grants them access
share the same level. to 8th level spells to work together with you for 1 week,
Each useful boon cumulatively increases the required expending all of their spell slots each day. At the end of the
encounter CR. Increase the CR by half the average number week, you must expend materials of the DM's choice worth
of useful boons per character (rounded down). 25,000 gp, and each creature must then make a successful
DC 15 (Arcana) check with their spellcasting modifier.
Epic Solo Monster Challenge Rating Once you have developed the spell, you are free to learn
Character Level 4 Characters 5 Characters 6 Characters or prepare it. The other creatures that helped you develop
20th 22 23 24
the spell don't gain access to it.
Unknown Knowledge. The secrets to casting certain
21st 25 26 27 epic spells might be hidden or lost. They might be hidden
22nd 25 26 27 behind a long paper trail of convoluted and indecipherable
clues, maps and hidden charters, or sequestered in
23rd 26 27 28 concealed castles guarded by planar beings, or guarded by
24th 27 28 29 a booby-trapped temple from a long-forgotten civilization
whose collapse was ensured by the spell's first casting.
25th 28 29 30 Finding a spell hidden in any one of these ways will require
around 25,000 XP worth of questing and adventuring.
Epic Duo Monster Challenge Rating Gifts from the Gods. The ability to cast certain epic
Character Level 4 Characters 5 Characters 6 Characters spells might be bestowed as blessings from beyond the
realms of mortals. A deity might offer such power as an
20th 13 14 15 offering of gratitude for service in protecting the
21st 16 17 18 multiverse, as a bribe, as a means to trick you into self-
sabotage, or as a final, desperate attempt to arm you
22nd 17 18 19 against a coming disaster.
23rd 19 20 21
24th 20 21 22
Epic DCs
Epic levels increase your proficiency bonus above +6, which
25th 21 22 23 exacerbates some of the issues with saving throws in high
level combat. Your DM may choose to use the following
The Epic Horde Matchups table gives the optimal optional rule.
challenge rating for an encounter with multiple monsters, From 21st level onwards, all player characters' saving
where a certain number of monsters (one, two, or four) are throw DCs don't increase with proficiency bonus. All saving
assigned to each party member. throw DCs, such as Ki Save DCs and Spell Save DCs, are
Such an encounter is roughly medium to hard in instead calculated as follows.
"difficulty".
Each useful boon cumulatively increases the encounter Save DC = 14 + your corresponding modifier
CR. Increase the CR by half the average number of useful
boons per character (rounded down). Other Expanded DMG Tables
Certain optional tables in the DMG only go up to 20th level.
Epic Horde Matchups Here are additional rows to append these tables, which
Character Level 1 monster 2 Monsters 4 Monsters cover the epic levels.
20th 10 6 4
Starting At Higher Level (p38). As with 17th–20th
level, but with 25,000 gp rather than 20,000 gp, and with
21st 11 7 5 one additional uncommon item.
22nd 11 7 5 Damage Severity (p121 and p249). Setback: 14d10,
Dangerous: 22d10, Deadly: 28d10.
23rd 12 7 5 Training to Gain Levels (p131). As with 17th–20th
24th 13 8 5 level.
Proficiency Die (p263). 21st-24th: 2d6, 25th: 1d8 + 1d6
25th 14 8 5 Spell Point Cost (p288). 10th-level spell point cost: 15.
Spell Points by Level (p289). 21st-22nd: 142, 23rd: 157
28
Epic Class Levels
Each class is given with a corresponding table, describing
Magic Item Reinventor Intelligence modifier, and you can spend these points on
Beginning at 22nd level, you gain the following benefits: creating potions of your choice by paying each potion's
You can attune to up to seven magic items at once. point cost. The point cost of a particular potion
You can apply up to two infusions to the same item at corresponds to its rarity, according to the Potion Creation
once, rather than only one. Any bonuses you apply to the Cost table. Potions are listed starting on page 187 of the
item are cumulative, but you can't apply multiple DMG.
instances of the same infusion to an item. Only one of When you use this feature, any previous potions you have
the two infusions you can apply to an item can require created with this feature vanish, and their durations end.
attunement. Potion Creation Cost
You gain access to the following replicable magic items Potion Rarity Point Cost
for your Replicate Magic Item infusion.
Common or Uncommon 1
Replicable Items (22nd Level Artificer)
Rare 2
Magic Item Page of DMG Attunement
Very Rare 3
Arrow-catching shield 152 Yes
Bag of Devouring 153 No Epic Artificer Spell List
Cloak of displacement 158 Yes 6th Level 7th Level
Arcane Gate (conjuration) Delayed Blast Fireball
Horseshoes of a zephyr 175 No
Battle Tank (New!) (evocation)
Iron bands of Bilarro 177 No (conjuration) Forcecage (evocation)
Mantle of spell resistance 180 Yes Blade Barrier (evocation) Mo's Magnificent Mansion
Chain Lightning (evocation) (conjuration)
Nolzur's marvelous pigments 183 No Contingency (abjuration) Mo's Sword (evocation)
Tentacle rod 208 Yes Create Homunculus Prismatic Spray (evocation)
(transmutation) (XGtE) Regenerate (transmutation)
Disintegrate (transmutation) Reverse Gravity
Potion Creation Guards and Wards (abjuration) (transmutation)
Beginning at 23rd level, whenever you finish a long rest, Oti's Freezing Sphere Simulacrum (illusion)
you can craft up to six magical potion samples in suitable (evocation) Teleport (conjuration)
empty containers you can see within 30 feet of you. You Scatter (conjuration) (XGtE)
have a number of Potion Creation points equal to 1 + your Sunbeam (evocation)
True Seeing (divination)
29
Creatures you are grappling have a penalty to attack
rolls and saving throws equal to your rage damage
The Epic Barbarian bonus.
As a bonus action on each of your turns while you're
Level
Proficiency Rage grappling a creature with an intelligence score of 8 or
Bonus Features Rages Damage lower, you can attempt a DC 15 Animal Handling check.
21st +7 Shatter The Weak Unlimited +4 If you succeed on three of these checks against the
22nd +7 Titanic Grasp Unlimited +4
same creature, the creature becomes non-hostile
towards you, allowing you to befriend it.
23rd +7 Counterswing Unlimited +5
Ability Score
Counterswing
24th +7 Improvement, Unlimited +5 Beginning at 23rd level, you learn to convert the
Finest Ales momentum of your missed swings into devastating strikes.
When you miss a creature with an attack, you can reroll the
25th +8 Legendary Might Unlimited +5 attack, scoring a critical hit on a roll of 16 or higher. You
have three uses of this feature, and you regain any
expended uses when you finish a long rest.
Shatter The Weak Finest Ales
Beginning at 21st level, damage you take from creatures of Your fame with publicans transcends planar boundaries,
CR 5 or lower is reduced by 20, and whenever you damage and barkeeps across the planes are happy to sate your
a creature of CR 5 or lower with an attack, you can choose appetite freely, simply for the pleasure of your company.
to knock the target unconscious at 0 hit points. Beginning at 24th level, you receive food, drink, and
Additionally, your weapon attacks deal double damage to lodging for free: the revenue generated by your mere
objects and structures. celebrated presence is more than payment enough.
Titanic Grasp Legendary Might
Beginning at 22nd level, you gain the following benefits. At 25th level, you gain five additional hit dice, causing your
You ignore all size restrictions on grappling and shoving hit point maximum to increase by 35 + five times your
creatures. Constitution modifier.
You ignore all penalties to movement resulting from
grappling a creature.
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
21st +7 –– 4 23 4 3 3 3 3 3 2 1 1 ––
22nd +7 Spell Kenning 4 23 4 3 3 3 3 3 2 1 1 ––
23rd +7 –– 4 24 4 3 3 3 3 3 2 1 1 1
24th +7 Ability Score Improvement 4 24 4 3 3 3 3 3 2 1 1 1
25th +8 Infinite Inspiration 4 25 4 3 3 3 3 3 2 1 1 1
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
21st +7 –– 5 4 3 3 3 3 3 2 1 1 ––
22nd +7 Followers 5 4 3 3 3 3 3 2 1 1 ––
23rd +7 –– 5 4 3 3 3 3 3 2 1 1 1
24th +7 Ability Score Improvement 5 4 3 3 3 3 3 2 1 1 1
25th +8 Divine Proxy, Demigodhood 5 4 3 3 3 3 3 2 1 1 1
Followers Demigodhood
Once you reach 22nd level in this class, you begin to amass Beginning at 25th level, you finally become ready to take on
followers. Any creature who has named you during any sort the responsibilities of divinity.
of rite or ritual within the past week is considered your If you allow it, friendly creatures can define you as their
follower. deity, or as their otherworldly patron, when they gain their
When you cast a Cleric spell, you can gain a bonus to one first level in the cleric or warlock class. These creatures are
of the damage and healing rolls based on your number of considered your followers You must intervene when a
followers. The bonus begins at +1 for 0 followers, and feature calls upon you to to intervene.
increases according to the following table. Additionally, as a bonus action, you can see through such
a follower's eyes and hear what the follower hears until the
Following Table end of your next turn, gaining the benefits of any special
Number of Followers Bonus senses the follower has. During this time, you and your
0-9 +1
follower can hear each other, and you can expend a spell
slot of 5th level or higher to teleport to a point you can see
10-49 +2 within 5 feet of them, regardless of thier current plane of
50-99 +3 existence.
You can also begin running some of your deity's
100-499 +4 workload in their place, if you and your deity so desire.
500 or more +5 Taking over these tasks may require you to expend your
power and spell slots in certain ways, or may require you to
be mantled with minor divine capabilities of some kind.
Divine Proxy These might include the ability to manipulate the emotions
Beginning at 25th level, your body undergoes a change as of creatures on a certain plane, the ability to keep plants
you are granted a sliver of divinity by your deity. At any one alive when they otherwise would not, or the ability to
time after you reach this level, you can spend 1 week of determine the approximate nature of the weather.
rest, relaxation, and divine prayer in the presence of your
deity and choose a creature type from the following: fey, Epic Cleric Spell List
fiend, or celestial. You become that type, replacing your
other creature types. You can't choose a different creature 10th Level
type again. Your body may also undergo permanent Contingent Resurrection (necromancy)
changes, perhaps becoming flecked with scintillating Deity Drain (enchantment)
colours or being permanently enrobed by an ethereal mist. Diluvial Torrent (evocation)
Once you have undergone this change, you also gain the Divine Health (transmutation)
following benefits. Your deity can choose Omniscience (divination)
Divine Resistance. When you fail a saving throw against
a spell of 5th level or lower, you can choose to succeed
instead. Once you've used this feature, you must finish a
short or long rest before you use it again.
Endless Divinity. When you cast a spell from your Epic
Spell List that only targets yourself, its duration becomes 1
year. If the spell requires concentration, you must
concentrate.
31
The Epic Druid
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
21st +7 –– 4 4 3 3 3 3 3 2 1 1 ––
22nd +7 Tender of the Grove 4 4 3 3 3 3 3 2 1 1 ––
23rd +7 –– 4 4 3 3 3 3 3 2 1 1 1
24th +7 Ability Score Improvement 4 4 3 3 3 3 3 2 1 1 1
25th +8 Guardian Spirit of the Lands 4 4 3 3 3 3 3 2 1 1 1
32
Dueling Flourish
The Epic Fighter As long as you are wielding a melee weapon in one hand
and no other weapons, you gain the following benefits.
Level
Proficiency
Bonus Features
Armor Pierce Whenever you have advantage on an
attack roll with the weapon, you can reroll one of the dice
21st +7
Ability Score Improvement, one additional time.
Freehold Counter-Riposte Once on each of your turns when you
22nd +7 Indefatigable miss with a weapon attack, you can make another weapon
attack as part of the same action.
23rd +7 Fighting Style Improvement
24th +7 Ability Score Improvement
Great Weapon Fighting Cleave
When you hit a target with a weapon you're holding in two
25th +8 Adrenaline Rush hands, you can use your bonus action to force all other
hostile creatures within 10 feet of the target to make a
Dexterity saving throw against a DC of 8 + your Proficiency
bonus + your Strength modifier. Each creature that failed
Freehold the save takes damage equal to the weapon's damage dice +
Beginning at 21st level, if you are in possession of a castle, your Strength modifier.
stronghold, or large structure, as long as you have cleared Protection Phalanx
the area in a 20 mile radius of threats, you can designate it While you're wielding a shield, all friendly creatures
as a freehold and gain the following benefits: wielding shields within 30 feet of you gain the benefits of
Trademaking. For each inhabited freehold that you own, the Protection fighting style.
you don't have to pay maintenance costs, and you collect a You also gain one additional reaction. You can't use this
monthly revenue of 10 silver pieces for each inhabitant of reaction on the same turn as you use another reaction.
the freehold due to trade, tariffs, and taxes.
Warband. As long as you own one or more freeholds, you Two-Weapon Fighting Evisceration
attract a body of six mercenaries (three CR 2 scouts and When you use your two-weapon fighting, you can make up
three CR 2 thugs), led by an above-average fighter (a CR 5 to two additional attacks with the weapon as part of the
gladiator). These people will serve as mercenaries for free, same bonus action.
so long as you maintain your freehold. If the mercenaries
die, you can attract replacements over the course of one Adrenaline Rush
week by investing 50 gp into expansions to the freehold for
each replacement mercenary required. Beginning at 25th level, you gain one additional use of your
action surge. Additionally, whenever you roll initiative, you
Indefatigable regain one expended use of your action surge.
Beginning at 22nd level, when you use of your Indomitable
feature and reroll a saving throw, you gain a bonus to the
result equal to half your fighter level.
Fighting Style Improvement
At 23rd level, each fighting style you know gains a
corresponding improvement, as listed below. These options
correspond to the fighting styles from the Player's One-Third Casters
Handbook. One-third caster subclasses such as the Eldritch
Knight and Arcane Trickster will use the
Archery Multishot following epic spell progression.
When you hit a target with a ranged weapon attack, you Epic Tier 1/3 Caster Spell Slots
can use your bonus action to force up to two other Cantrips Spells
creatures of your choice within 20 feet of the target to Level Known Known 1st 2nd 3rd 4th 5th
make a Dexterity saving throw against a DC of 8 + your 3 (or 4, for
Proficiency bonus + your Dexterity modifier. Each creature 21st Arcane 13 4 3 3 1 ––
that failed the save takes damage equal to the weapon's Trickster)
damage dice + your Dexterity modifier.
22nd 4 (or 5) 14 4 3 3 2 ––
Defense Bastion
23rd 4 (or 5) 14 4 3 3 2 ––
While you are wearing armor, as long as you haven't moved
since your last turn, you have resistance to bludgeoning, 24th 4 (or 5) 14 4 3 3 2 ––
slashing, and piercing damage. 25th 4 (or 5) 15 4 3 3 2 1
33
34
The Epic Monk
Level Proficiency Bonus Features Martial Arts Ki Points Unarmored Movement
21st +7 Abundant Step 1d10 21 +30ft
22nd +7 Soul-Sundering Strike 1d10 22 +35ft
23rd +7 One With Ki 1d12 23 +35ft
24th +7 Ability Score Improvement 1d12 24 +35ft
25th +8 Adamantine Soul 1d12 25 +35ft
35
36
The Epic Ranger
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 6th 7th
21st +7 –– 12 4 3 3 3 2 1 ––
22nd +7 Planeswalker 13 4 3 3 3 2 1 ––
23rd +7 Dominating Ambush 14 4 3 3 3 2 1 ––
24th +7 Ability Score Improvement 15 4 3 3 3 2 1 ––
25th +8 –– 16 4 3 3 3 2 1 1
37
The Epic Rogue
Proficiency Sneak
Level Bonus Features Attack
21st +7 Quick Learner 11d6
22nd +7 Blinding Speed 11d6
23rd +7 Lightning Reflexes 12d6
Ability Score
24th +7 12d6
Improvement
25th +10 Masterclass 13d6
Escapology
Beginning at 21st level, you can shrug off any form of effect
that would hold you in place, gaining an inexplicable ability
to escape any danger. At the end of each of your turns, as
long as you aren't stunned or unconscious, you can choose
a creature within 5 feet of you and end one or more of the
following conditions affecting the target: grappled,
paralyzed, petrified, prone, or restrained.
Blinding Speed
Beginning at 22nd level, you have a knack for occasional
moments of unbelievable swiftness. On each of your turns,
you can take one additional bonus action. You can't use this
feature more than once on the same turn.
You have a number of uses of this feature equal to your
Dexterity modifier, and you regain any expended uses when
you finish a long rest.
Lightning Reflexes
Beginning at 23rd level, you gain two additional reaction
options.
Roguish Retaliation. When a creature that you can see
hits you with an attack, you can use your reaction to make
an attack against the creature. If you use your Sneak Attack
on this attack, it only adds 6d6 damage.
Unbelievable Dodge. When a creature that you can see
hits you with an attack, you can use your reaction to cause
the attack to miss, and reduce its damage to 0.
Masterclass
Beginning at 25th level, you gain a +2 bonus to your
proficiency bonus.
38
The Epic Sorcerer
Proficiency
Sorcery
Cantrips
Level Bonus Features Points Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
21st +7 Power Overwhelming 21 6 16 4 3 3 3 3 3 2 1 1 ––
22nd +7 Metamage 22 6 16 4 3 3 3 3 3 2 1 1 ––
23rd +7 –– 23 6 17 4 3 3 3 3 3 2 1 1 1
24th +7 Ability Score Improvement 24 6 17 4 3 3 3 3 3 2 1 1 1
25th +8 Twin Spell 25 6 17 4 3 3 3 3 3 2 1 1 1
Power Overwhelming
Beginning at 21st level, you can use the Ready action to
hold spells indefinitely, even while not in combat.
Additionally, when you cast a readied spell that has a
damage roll, you can gain a bonus to one of the damage
rolls. The bonus is +1 for each full round you spent
readying the spell, to a maximum bonus of +10.
Metamage
Beginning at 22nd level, all your features that cost sorcery
points cost 1 point fewer, to a minimum of 0. This includes
the creation of spell slots.
Additionally, you learn all metamagics listed in your
Metamagic class feature.
Twin Spell
Beginning at 25th level, you can use your action to expend
a spell slot of 3rd level or higher and choose two spells with
a casting time of one action that are of a level equal to or
lower than half the slot level expended (rounded down). You
cast both the chosen spells (at their lowest level) as part of
the same action.
If both spells require concentration, you concentrate on
both simultaneously, and you can end concentration on
either of the spells individually (no action required). If your
concentration is broken by any other means, you cease
concentrating on both the spells.
Epic Sorcerer Spell List
10th Level
Déjà vu (divination)
Diluvial Torrent (evocation)
Grim Banishment (conjuration)
Living Hellballs (evocation)
Manifest Imagination (illusion)
Omniscience (divination)
Reverspell (abjuration)
Soul Dominion (enchantment)
39
The Epic Warlock
Cantrips
Spells
Invocations
Level Proficiency Bonus Features Known Known Spell Slots Slot Level Known
21st +7 –– 4 16 5 5th 9
22nd +7 Blast Shaping 4 16 5 5th 9
23rd +7 Epic Arcanum 4 17 5 5th 9
24th +7 Ability Score Improvement 4 17 5 5th 10
25th +8 Vessel of the Patron 4 17 5 5th 10
Eldritch Ray. As an action, you can project a beam of You can cast rary's telepathic bond and detect thoughts at
your patron's power. Each creature within a 30 foot line, 5 will without expending a spell slot.
feet wide originating from you, must succeed on a Dexterity
saving throw or take 4d10 force damage. Fiendish Resistance
Prerequisites: 21st level
Epic Arcanum Whenever you finish a long rest, you can choose cold, fire,
At 23rd level, your patron bestows an impossibly powerful or poison damage. You gain resistance to the chosen
magical secret, drawing on every fragment of strength they damage type until you use this feature again
have. Choose one 10th-level spell from the warlock spell
list as this arcanum. You can cast this arcanum spell once Death March
without expending a spell slot, and you must finish a long Prerequisites: 21st level
rest before you can do so again. You can cast create undead and animate dead once each
without expending a spell slot. Once you cast a spell with
Vessel of the Patron this feature, you must finish a long rest before you cast that
Beginning at 25th level, you can touch a creature and same spell again.
expend one of your pact magic slots to have the target Fractures In Reality
regain an expended spell slot of the same level or lower (if Prerequisites: 21st level
it has one). You can cast fabricate at will, without expending a spell
Once you use this feature, you must finish a short or long slot.
rest before you use it again.
Mortal Notation
Epic Warlock Spell List Prerequisites: 21st level, Pact of the Tome
10th Level
A new page appears in your Book of Shadows. You can use
you action to write a creature's true name on that page. If
Adaptable Plague (necromancy) the named creature ends its turn with 25 or fewer current
Create Undead Thrall (necromancy) hit points, that creature must make a Constitution saving
Deity Drain (enchantment) throw against your Spell Save DC. On a failed save, it dies.
Dreamscape (illusion) Once a creature is forced to make a saving throw in this
Soul Dominion (enchantment) way, the page loses its magic until you next finish a long
rest.
40
Perfected Summons Vampiric Eldritch Smite
Prerequisites: 21st level, Pact of the Chain
You gain the following benefits Once per turn when you hit a creature with your pact
weapon, you can expend a warlock spell slot to deal an
Whenever you gain temporary hit points, your familiar extra 1d6 force damage to the target, plus another 1d6 per
gains an equal number of temporary hit points. level of the spell slot, and you restore health equal to half
Your familiar can use its action to become invisible for 1 the total damage dealt by the attack. You can't use this
hour or until it uses another action to dismiss the effect. feature on a turn when you use another Eldritch Smite.
While the familiar is invisible in this way, you are still
able to see it.
41
New Spells
These spells are intended to be totally exclusive to the
classes they're given to. Unless your DM deems otherwise,
none of these spells (nor the 10th-level spells) can be
Battle Tank
Huge construct, unaligned.
learned through features that allow you to learn spells from
a class of your choice, such as the Ritual Caster feat or the Armor Class 21
bard's Magical Secrets feature. Hit Points 200
Speed 50 ft., fly 10 ft.
Aura of Triage
7th-level abjuration, Paladin
Casting Time: 1 action STR DEX CON INT WIS CHA
Range: Self 18 (+4) 18 (+4) 23 (+7) 0 0 0
Components: V
Duration: 10 minutes Saving Throws Dexterity +10, Constitution +12
When you cast this spell, you create a cubic demiplane, 30 Damage Resistances Bludgeoning, piercing, and
feet in each dimension, that is upholstered with slashing from nonmagical weapons.
paraphenalia representing your oath. Creatures within the Damage Immunities Fire, poison, psychic
demiplane automatically succeed on all saving throws. Condition Immunities Blinded, charmed, deafened,
Abjuring energy radiates from you in an aura with a 30- exhausted, frightened, paralyzed, poisoned,
stunned.
foot radius. Until the spell ends, the aura moves with you, Languages Understands commands given in any
centered on you. Whenever a friendly creature in the aura language.
(including you) falls unconscious, it is instantly teleported
into an unoccupied space on the ground nearest the center Vehicular Construction. The battle tank's movement is
of your demiplane. You can also use a bonus action to reduced to 0 when it falls prone, and righting it
teleport a willing creature you can see within the aura to requires a creature to use its action to succeed on
your demiplane. a DC 20 Strength check. Additionally, when the
Until the spell ends, any creature within the demiplane tank is reduced to 0 hit points, it is immediately
can use its bonus action to teleport back into the destroyed. Any creatures within the tank when it's
unoccupied space nearest to the point it left. Additionally, destroyed are ejected into a random unoccupied
when the spell ends, all creatures within the demiplane are space closest to it.
ejected into the unoccupied space nearest to the point they Internal Compartment. An internal compartment
left. within the tank can fit up to 8 Medium creatures
inside it, and a shimmering magical field provides
Battle Tank the creatures inside with three-quarters cover from
6th-level conjuration, Artificer creatures outside the tank.
Tank Treads. The battle tank ignores difficult terrain.
Casting Time: 1 action
Range: 30 feet Actions (requires your bonus
Components: V action)
Duration: 8 hours Tank Shell. Ranged Weapon Attack: +11 to hit, range
You create a battle tank in an unoccupied space within 30 120/360, one target. Hit: 2d10 piercing damage +
feet of you. Any creature with proficiency with a vehicle can 2d10 lightning damage.
drive the tank, and you are always able to drive the tank Run Down. The tank moves 30 feet along the ground
even if you lack proficiency with vehicles. When the spell in a direction of your choice. If it hits any creatures
ends, the battle tank vanishes. Your DM might allow you to during this movement, it can travel through their
summon different battle tanks of your choice with this spaces. Each creature hit in this way must succeed
spell. on a DC 20 Dexterity saving throw or take 3d10
The battle tank is a construct. On each of its turns, it bludgeoning damage and fall prone.
can't take any action unless you use your bonus action to
remotely command it to take the Dash or Dodge action, or
one of the actions presented in its stat block.
Disaster Defenses
7th-level abjuration, Ranger
Casting Time: 1 minute
Range: 1 mile
Components: V, S, M (an ivy root worth 500gp)
Duration: 10 days
All structures within range become magically secured
against natural disaster, gaining the following benefits for
the duration.
42
The structures are filled with fresh air that constantly
replenishes, and their interior is temperate and dry.
Water, mud, ash, and other debris can't enter the
building unless it is being worn or carried.
The structures are immune to acid, bludgeoning, and
fire damage, and to all damage from spells.
Casting this spell in the same spot once every 10 days for
a year makes the effect permanent, with the material
components being consumed on the final casting.
Entangling Ammunition
6th-level conjuration, Ranger
Casting Time: 1 action
Range: Self
Components: V, S, M (an ivy root)
Duration: 8 hours
You enrobe yourself in conjuration magic, allowing you to
generate ammunition.
For the duration, you can use your action to conjure an
enchanted piece of entangling ammunition in your free
hand. You choose the type of ammunition that is conjured.
If you conjure a second piece of entangling ammunition,
the first piece immediately vanishes.
When this magical ammunition is used in a ranged
weapon attack, it deals an additional 4d6 damage on a hit.
Hit or miss, the ammunition transforms into a writhing
mass of ensnaring vines. Creatures within 10 feet of the
attack's target must make a Dexterity saving throw, taking
4d6 slashing damage on a failed save, or half as much on a
success. Each creature that fails the saving throw also
becomes restrained by the vines. A creature restrained in
this way can use its action to make a Strength saving
throw, freeing itself on a success. Each restrained creature
is also freed after 1 minute, or if the ammunition vanishes.
Meteoric Smite
6th-level evocation, Paladin
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute.
You strike your target with a rocketing blow that has the
force of a meteor, sending them flying.
The next time you hit a creature with a weapon attack
before this spell ends, the attack deals an extra 7d6 fire
damage to the creature, and you hurl the target up to 30
feet in a straight line in any direction.
If the target collides with a creature or object during this
movement, its travel ends in a meteoric impact, and each
creature within 10 feet of the target must succeed on a
Dexterity saving throw or take 3d6 thunder damage and
fall prone. Each object within the radius takes also takes
this damage.
43
10th-Level Spells
Adaptable Plague Casting Time: 8 hours
10th-level necromancy, Druid, Warlock Range: Touch
Casting Time: 1 action Components: V, S, M (a sprinkle of holy water and
Range: 10 feet diamonds worth at least 25,000 gp, which the spell
Components: V, S consumes)
Duration: Until dispelled Duration: Until dispelled
You touch a creature, and it is marked with a permanent
You create a spreading and uncontrollable sickness. ward against death. If the creature dies while this mark
Choose a creature within range. The target becomes persists, all traces of its body vanishes instantly; after 1
infected with a adaptable plague: a disease of your own hour, if the target’s soul is free and willing, the creature is
design. restored to life with all its hit points, and the spell ends.
While a creature affected by this plague remains alive, The spell neutralises any poison, cures all diseases and
each other creature that spends 8 hours or more within 30 curses, and reduces the target’s age by 10 years. The spell
feet of it must succeed on a DC 10 Constitution saving provides a completely new body, which appears in an
throw or become affected by the adaptable plague too. unoccupied space of the target’s choice within 1 mile of the
You grant the adaptable plague up to three symptoms of point at which it died.
your choice. You can choose these symptoms from the
eamples given below. At the DM’s option, you may also be Create Undead Thrall
able choose from alternative disease symptoms. The 10th-level conjuration, Warlock, Wizard
symptoms end if the disease is cured. Casting Time: 1 hour
Choose one ability score. The target has disadvantage Range: Touch
on ability checks and saving throws made with that Components: V, S, M (black opal worth 1,500 gp, and a
ability score. special component that varies according to the spell
The target must make a Constitution saving throw at version you chose, which the spell consumes)
the start of each of its turns. If it fails, it wastes its next Duration: Instantaneous
action doing nothing.
The target takes 1 poison damage each day at midnight, You touch the components and permanently raise them as
and it can't restore hit points by any means. an undead servant, obeying your commands to the best of
The target’s movement is halved. their ability. Additionally, if the undead you raise has a
The target has disadvantage on attack rolls. spellcasting feature, it recovers its expended spell slots
Curing the disease takes no less than 1 day. whenever it finishes a long rest. You can communicate
A target killed by the plague is raised as a zombie that telepathically with any creature you have raised with this
remains affected by the plague, and loses all personality, spell while they are on your current plane of existence. The
memories, and intellect. undead you raise act freely, unless you take control of them.
When you create this disease, you can also choose any Each casting creates a "group" of several undead. You
number of creature types to be immune to the disease can raise additional groups of undead with multiple
(such as celestials or humanoids). castings of this spell. Only one group can be forced to obey
your command at a time.
Casting this spell again makes any other adaptable Whenever you finish a short or long rest after casting this
plagues you have created vanish, curing each of their spell, you can choose to take control of one of your groups.
targets. Each undead member of the group is forced to follow all of
Conjure Dragon or Giant your commands to the best of its ability. This effect lasts
10th-level conjuration, Druid until you take control of a different group.
You choose which group of creatures you raise from the
Casting Time: 1 action options below, and the group you choose determines the
Range: 150 feet number of creatures you can raise with a single casting of
Components: V, S this spell, as well as its special component.
Duration: Concentration, up to 10 minutes. Bone Naga. You can raise 2 bone nagas with a single
You summon a fey spirit that takes the form of a dragon or casting. The material component for this spell is the
giant of your choice of challenge rating 10 or lower, such as skeletal remains of a naga, one for each bone naga created.
a young red dragon, a young gold dragon, a cloud giant, Crawling Claw. You can raise up to 20 crawling claws
or a fire giant. It appears in an unoccupied space that you with a single casting. The material component for this spell
can see within range. The creature disappears when it is the disembodied hand of a murderer, one for each
drops to 0 hit points or when the spell ends. crawling claw created.
The creature is friendly to you and your companions for
the duration. Roll initiative for the creature, 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 creature, it defends itself from hostile
creatures but otherwise takes no actions.
The DM has the creature's statistics.
Contingent Resurrection
44 10th-level necromancy, Cleric
Flameskull. You can raise 2 flameskulls with a single Every event that happened in the original timeline is
casting. The material component for this spell is the skull likely to happen again in the same way as it originally did,
of a dead wizard, one for each flameskull created. but random chance is reintroduced if a target’s actions
Ghast/Ghoul/Skeleton You can raise 8 ghasts, ghouls, affect the event. For example, all dice will be re-rolled for
skeletons, minotaur skeletons, or warhorse skeletons with any combat or game of chance that the players participate
a single casting, in any combination. The material in. The new timeline can thus quickly deviate from the
component for this spell is a corpse of the same general original timeline. The original timeline exists only in each
body shape as the creature you choose, one for each target's memory, and is otherwise erased from existence.
creature created.
Mummy You can raise 4 mummies with a single casting. Diluvial Torrent
The material component for this spell is a mummified 10th-level evocation, Cleric, Sorcerer, Wizard
humanoid corpse, one for each mummy created. Casting Time: 1 action
Range: Self
Deity Drain Components: V, S
10th-level enchantment, Cleric, Warlock, Wizard Duration: 1 minute
Casting Time: 72 hours The spell instantly creates a 20-foot radius, 100-foot tall
Range: Unlimited cylinder of enchanted water, located 200 feet directly above
Components: V, S, M (an ornate deed bearing the target’s you. The water falls to the ground as part of the casting of
true name, worth at least 25,000 gp) this spell.
Duration: Concentration, up to 1 minute Each creature situated within 100 feet of the cylinder
You speak a being’s name at the start of this spell’s casting. where it lands must make a Strength saving throw, taking
When the casting ends, you attempt to fracture the being’s 20d6 bludgeoning damage and 20d6 force damage on a
power to a point at which it can be slain. The target must failed save, or half as much on a success. Each creature
make a Charisma check against your Spell Save DC. On a damaged in this way falls prone. Objects and structures
failed check, all spells affecting the target end, it is within the area take the same damage.
teleported into an unoccupied space of your choice within The 62,800 cubic feet of water then continues to spread,
10 feet of you, and it becomes leashed by three shimmering creating a wave of water that fills a radius of up to 1000
chains which bind it in place for the duration. feet on the ground around the point where the water
The chains are magical constructions of force, and have landed. The water can't move uphill from the point at which
an AC of 20 and 100 hp. While they persist, the being can’t it landed, and fills in crevices. Each creature this wave hits
teleport, use portals, or use planar travel, and if it dies, it is must succeed on a Strength saving throw, taking 10d6
permanently destroyed, with its essence being completely bludgeoning damage and 10d6 force damage on a failed
erased from the universe, and no creature can revive it by save, or half as much on a success. Each target that fails
any means for the next century. The DM determines the the save is also knocked prone by the force of the water.
being’s statistics. A demigod often has a CR of 26 or higher, Objects and structures within the area take the same
and a god is unlikely to have a CR any lower than 30, nor an damage.
AC any lower than 25. The water maintains a depth of at least 10 feet over the
This spell’s casting time will naturally require you to area it covers. A creature moving through the water must
forego sleep for 3 days. Your DM may require you to suffer spend 4 feet of movement for every 1 foot it moves.
levels of exhaustion to cast this spell. Creatures within the water immediately begin to suffocate.
When the spell ends, the water vanishes.
Déjà Vu
10th-level divination, Bard, Sorcerer, Wizard Divine Health
Casting Time: 1 action 10th-level transmutation, Cleric
Components: V, S, M (agate dust with a total value of at Casting Time: 1 action
least 5,000 gp, which the spell consumes.) Range: Touch
Range: 10 feet Components: V
Duration: Instantaneous Duration: 1 hour
This spell targets you and up to ten other willing creatures You touch a willing creature. For the duration, you grant it
within range. You transmit the souls those targets of back the divine protective capabilities of a celestial being.
through time to a point between 100 days and 100 years in The target gains the following benefits.
the past, arriving within their own bodies. Each target It is immune to necrotic, poison, and radiant damage,
arrives with a strong sense of déjà vu as they remember and to bludgeoning, slashing, and piercing damage from
important events that happened in what is now their future. nonmagical attacks.
The spell’s components are fully consumed at the point in It is immune to the charmed and frightened conditions.
time when you arrive. When a creature within 30 feet of the target fails an
Each target arrives in the same position, level, and attack roll, ability check, or saving throw, it can use its
physical condition as they were at the point in time to reaction to convert the failure into a success.
which they are transported. The spell doesn’t transport a Whenever the target is hit by a critical hit, the attack roll
target back in time any further than the date of their 13th is instead treated as a normal hit.
birthday.
45
46
Dreamscape
10th-level illusion, Bard, Druid, Warlock eternal orbit. The target is 15,000 feet from the surface of
Casting Time: 1 action the earth. A creature with a flying speed can attempt to
Range: Self venture back.
Components: V, S, M (a net hung with ornamental beads) Depending on the world where this effect is used,
Duration: 8 hours conditions so far from its surface may be deadly.
Deleterious effects include scorching heat (or cold), and
The spell grants you the ability to walk through the vacuum. A creature subject to these conditions takes 3d6
slumbering consciousness of any creature that dreams, and points of fire (or cold) damage and 3d6 points of necrotic
to comprehend it. damage from the vacuum at the start of each of its turns.
For the spell's duration, you can spend 1 minute of The target immediately begins to suffocate.
preparation to enter into the dreamscape. Each creature Jettisoned to the Depths This effect drowns the target
you are touching is drawn into the regions of dreams, at the lowest point in the ocean. A creature with a
bringing along everything they are wearing or carrying. swimming speed can attempt to venture back, but the area
The dreamscape is set out like a massive populated map is difficult terrain, and is frequently barricaded by solid
to the contents of the planes, filled with a chaotic spectrum stone.
of dolls-house imitations of local masterpieces and A creature subject to these conditions is squeezed and
dreamers' ideas drawn from those locations. The blinded, and takes 6d6 points of bludgeoning damage from
dreamscape has a fourth dimension: every planck length the intense pressure at the start of each of its turns. The
gap along this extra dimension corresponds to an entirely target immediately begins drowning, and may encounter
different plane. It is incomprehensible to any creature not hostile creatures as it ventures to the surface. The area
affected by this spell. within 1 mile of the lowest depths is equally inhospitable.
Within the dreamscape, all distance is condensed. You Hurled into the Core. This effect entombs the target in
can use the dreamscape to traverse any distance, and the molten core at the center of the world. The target is
moving between any two points on any two planes takes no around 4000 miles from the surface of the earth. A
more than 1 minute while within the dreamscape. You creature with a burrowing speed that can burrow through
reach the point in the dreamscape corresponding to your rock can attempt to venture back.
intended destination automatically while affected by this A creature subject to these conditions is squeezed, and
spell. Others can follow you easily. takes 10d10 points of fire damage from the intense heat
You can use your action to exit the dreamscape. Each and pressure at the start of each of its turns. The target
creature you are touching teleports into an unoccupied can't breathe. The area within 100 miles of the core is
space at the corresponding location, bringing along equally inhospitable.
everything they are wearing or carrying.
Creatures can't exit the dreamscape ceremoniously Living Hellballs
unless they are affected by this spell, but can use their 10th-level evocation, Sorcerer, Wizard
action to make a DC 15 Wisdom saving throw, exiting at Casting Time: 1 action
the point at which they entered on a success. On a failed Range: 150 feet
save, they arrive in a random location within 1 mile of that Components: V, S, M (A tiny ball of bat guano and sulfur)
point. You also make this saving throw if the spell ends Duration: Instantaneous
while you're it the dreamscape.
You surround yourself with a set of six encircling hellballs.
While you're affected by the spell, you can also use your The hellballs are fragments of magical energy, so they don’t
bonus action to step through the dreamscape. You teleport occupy their space and can’t be targeted, but they can each
into an unoccupied space you can see within 500 feet of telepathically communicate their emotions with you. It is
you. infrequent that a hellball experiences an emotion beside
destructive glee. Each hellball lasts until it detonates, or
Grim Banishment until the spell ends.
10th-level conjuration, Sorcerer, Wizard When you see a creature within range take an action, you
Casting Time: 1 action can choose to roll a d8 (no action required). If you roll a
Range: Touch number that is greater than or equal to your current
Components: V, S number of hellballs, one of the hellballs launches directly
Duration: Concentration, up to 1 minute towards the target and detonates. Creatures within a 20-
foot radius sphere centered on the target must make a
You teleport a creature within range into a state of Dexterity saving throw, taking 10d6 damage on a failed
devastating mortal peril. The target must succeed on a save, or half as much on a success.
Charisma saving throw or be banished to a terrible fate. If You can choose the damage type of each hellball you
the spell ends before 1 minute has passed, the target create individually, from acid, cold, fire, force, lightning, or
returns to the space it left or in the nearest unoccupied thunder. You choose which hellball launches when the
space if that space is occupied. Otherwise, the target effect activates.
doesn't return.
When you cast the spell, you choose one of the following Manifest Imagination
terrible fates. You can also design and create additional 10th-level illusion, Wizard
forms of terrible fate, at the DM's discretion. Casting Time: 1 action
Nailed to the Sky. This effect actually places the target Range: 10 feet
so far from the surface of the world and at such a speed
that it keeps missing the surface as it falls back, so it enters
an
47
48
Components: V, S, M (shards of pressurised matter of the Soul Dominion
same type as the items you create, worth 1,000 gp) 10th-level enchantment, Sorcerer, Warlock, Wizard
Duration: Concentration, up to 8 hours Casting Time: 10 minutes
You pull wisps of shadow material from the Shadowfell to Range: Unlimited
create any number of nonliving objects of vegetable matter, Components: V, S
stone, metal, or crystal. These objects must be created to fit Duration: 10 minutes
within a 30-foot cube within range, and the objects must You attempt to temporarily take control of another creature
each be of a form and material that you have seen before. with whom you are familiar (by observing or successfully
You can create objects composed of multiple materials, scrying the target) on any plane of existence. If the target is
such as a furnished house, a bridge, or a huge ring beset undead or incorporeal, the spell fails. The target is aware of
with a block of pure adamantine. the attempted takeover as a strange, momentary tingling,
While the spell persists, you can use your action dismiss and makes a Wisdom saving throw, ending the spell on a
all of the objects you have created with this spell. If you do success. On a failed save, you are able to control the
this, you can designate a new 30-foot cube within range target’s body as if it were your own for the duration, taking
and conjure a new set of objects within as part of the same actions, hearing, seeing, feeling, smelling, and tasting
action. everything the target senses. You can still move your own
Using any material created by this spell as another spell's body and take actions as you command the target.
material component causes that spell to fail. Objects you Once the spell ends, the target resumes control of its
create in this way are visibly magical, and shed a lustre of body, fully aware of all events that occurred, having been a
dim light out to a radius of 5 feet. helpless witness trapped inside its own body. The target
If you maintain your concentration on this spell for its can make an Intelligence (Investigation) check against your
whole duration, the set of objects you were concentrating spell save DC, learning your name and general nature on a
on when the spell ends become permanent, and last until success.
dispelled. Otherwise, the creations disappear when the
spell ends. Terraform
10th-level transmutation, Druid, Wizard
Omniscience
10th-level divination, Cleric, Wizard Casting Time: 1 bonus action
Casting Time: 1 action Range: 1 mile
Components: S
Range: Self Duration: 10 minutes
Components: V
Duration: Instantaneous You enchant yoursef with the power to mold the ground to
When you cast this spell, you mentally ask any question and your whim.
receive a truthful, exact, and comprehensive response. You As an action on each of your turns for the duration, you
learn the response in an instant, unless the response would can change the ley of the land. Choose an area of the
take more than 1 minute for you to explain and planet’s surface within range that you can see, up to 500
comprehend, in which case you learn nothing. The spell feet in diameter. You instantaneously mold that area,
can’t determine a creature’s motives or past thoughts, but creating slopes and peaks to your taste, and raising or
you can use it to attempt to determine their past actions. lowering any parts of the terrain by up to 100 feet.
You can also use this spell to determine the most likely Your terraforming must obey certin limits: any cliffs you
path of fate for events happening up to 1 day in the future. form must be no more than 100 feet tall and must plateau
None of these are ordained to come true, but they for twice as many feet as their height, and any other
represent the best guess that one could make if one was inclines you form must have an incline of less than 45
given a knowledge of everything in the universe. degrees. You therefore can’t cause the ground to fold back
on itself, or use this spell to excavante caverns. Additionally,
Reverspell you can’t raise a mountain more than 3 miles above the
10th-level abjuration, Sorcerer, Wizard surface of the planet, nor can you excavate a trench more
than 3 miles below.
Casting Time: 1 reaction, when you see a creature within The changes are permanent, and occur harmlessly over
range cast a spell. the course of your turn. Creatures and objects within the
Range: 300 feet area are raised or lowered harmlessly with the terrain, and
Components: S, M (polished calcite worth 100gp, which the terrain doesn’t buckle or shatter as a result of this
the spell consumes) movement unless you intend it to do so. Rearranging the
Duration: Instantaneous terrain might cause loose stone, water, or lava to descend
You attempt to interrupt a creature in the process of casting in new directions over the course of the duration, however.
a spell, perfectly subverting their attempt. If the creature is Your DM determines the ecological impacts of your
casting a spell of 10th level or lower, the spell fails, and you terrain change. For example, you may remove a rain
can immediately cast a copy of the spell as part of the same shadow, converting an area of desert terrain into grassland
reaction without requiring components, and without terrain over the course of the coming decades.
requiring you to know how to cast the reversed spell. The
reversed spell is cast at its lowest level.
49
Trust Each wall must be composed of ten 10-foot-by-20-foot
10th-level illusion, Bard, Wizard panels, with the same thickness as is specified in their
Casting Time: 1 minute respective descriptions. Each panel must be connected to
Range: Self another panel from this spell, and can appear in any
Components: None orientation you choose, as a horizontal or vertical barrier or
Duration: 1 hour at any angle.
For the duration of this spell, whenever you fail an