Master Epic Feats

ARCANE INSIGHT

Prerequisite: Artificer, Bard, Cleric, Druid, Ranger, Paladin, Sorcerer, Warlock, Wizard

  • You have an advantage on saving throws against spells and magical effects that target you.
  • As a reaction, you may make an arcane check against a spell being cast in front of you that you can see. On a successful check against the caster’s spell DC, you can learn what spell is being cast along with its school and other information about it.
  • When a spell of 5th level or lower is cast within 300 feet, you immediately sense its casting, its presence, and the general direction from which the spell or effect originates. However, you do not know the nature, power, or results of the spell you sense, only that magic is being used within your vicinity.

BLOODTHIRSTY

Prerequisite: Barbarian, Fighter, Monk, Paladin, Ranger

  • Once per round, after you have slayed an enemy creature with a challenge rating of ten or lower. You may make one additional attack on another enemy target within the range of your weapon.
  • Creatures reduced to 0 hit points by your attacks are instantly slain, and you gain ten temporary health points.

BOUNDLESS CREATIVITY

Prerequisite: Linguist and Skill Expert Feats

  • You can take the Help, Ready, Search, or Use an Object action on your turn as a bonus action.
  • You have an advantage on Intelligence, Wisdom, and Charisma ability checks.
  • You may learn two new languages by spending 8 hours speaking the language with native speakers or studying a work of literature written in the language.

CAVALRY MASTER

Prerequisite: Mounted Combatant Feat

  • Your mount has resistance to all damage, an advantage on saving throws, and ability checks against spells and magical effects that target the mount.
  • Whenever you take the attack action on your turn, your mount may attack alongside you if you so wish.
  • You have an advantage on initiative rolls while riding your mount in combat.

DEATHBRINGER

Prerequisite: Barbarian, Fighter, Monk, Paladin, Ranger

  • When you take the Attack action, you may make an additional weapon attack as a part of that action, in addition to any other attacks you would typically make.
  • When you hit a creature with a challenge rating of 5 or lower with a weapon attack, it is instantly slain unless you choose not to kill it.

DEVASTATING CHARGER

Prerequisite: Athlete Feat

  • Once on each of your turns, when you take the Dash action, you can move along vertical surfaces without falling during the Dash action.
  • Once on each of your turns, when you hit a creature with a weapon attack, you can push the creature 15 feet away from you in a straight line on the ground.
  • At the start of your Dash action, each creature in a five-foot radius must make a Dexterity saving throw. On a failed save, a creature is knocked prone.

DIVINE ASPECT

Prerequisite: Cleric, Paladin

  • Whenever you attack with radiant or necrotic damage, you ignore the creature’s resistance to those damage types.
  • You have an advantage on saving throws against being charmed if targeted by an aberration, celestial, elemental, fey, fiend, or undead.

ENERGY INFUSION

Prerequisite: Elemental Adapt Feat

  • Once per turn, when you deal damage, you may change that damage type to the one you selected when you gained this feat.
  • As a reaction, When you are subjected to elemental damage of your chosen type from an enemy creature. You can unleash a wave of energy within a five-foot radius, causing creatures to take elemental damage associated with the selected type when you take this feat equal to your proficiency bonus.

EXTRAORDINARY FOCUS

Prerequisite: Artificer, Bard, Cleric, Druid, Ranger, Paladin, Sorcerer, Warlock, Wizard

  • When you take damage while concentrating on a spell, magical effect, or other feature, you automatically succeed on your Constitution saving throw to maintain concentration. However, once you do so, you can’t use this feat again until you finish a long rest.

FISTS OF FURY

Prerequisite: Barbarian, Fighter, Monk

  • When you deal weapon damage with your unarmed strike, you can choose to deal force damage instead of the usual damage type.
  • Once per turn, you may immediately take the Attack action when you successfully score a critical hit with an unarmed strike. Attacks made with this action can only be made using your unarmed strike.
  • Your unarmed strikes deal double damage to objects and structures.

FLAWLESS INSTINCTS

Prerequisite: Alert and Observant Feats

  • You have an advantage on saving throws against traps, and traps have a disadvantage on attack rolls against you.
  • You can move up to half your walking speed when the initiative is rolled.
  • You have developed 15ft of blindsight.

FORCE OF WILL

Prerequisite: Resilient (Wisdom) Feat

  • If you are not unconscious, you are immune to psychic damage, any effect that would sense your emotion or read your thoughts, divination spells, and the charmed and frightened conditions.
  • When you attempt a Constitution saving throw, you may attempt a Wisdom saving throw instead (the DC remains the same).
  • If a creature uses telepathy to speak to you, you may deal 5 points of psychic damage to the creature for every continuous minute it remains in contact with you.

GIVER OF LIFE

Prerequisite: Artificer, Bard, Cleric, Druid, Ranger, Paladin, Sorcerer, Warlock, Wizard

  • When you cause a creature to regain hit points with a feature, healer’s kit, or spell, they recover the maximum number of health points possible from the administered healing source. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • When you cause a creature to regain hit points, if that creature has missing body parts (eyes, legs, arms, etc.), you can restore one missing body part for every 40 hit points regained.

IMMORTALITY

Prerequisite: Resilient (Any) Feat

  • If you are reduced to 0 hit points, you may use your reaction to spend one or more of your Hit Dice to recover hit points as though you had instantly finished a short rest. Once you have used this feature, you cannot use it again until you finish a long rest.
  • You no longer suffer from the effects of aging and cannot be magically aged by any means.
  • Your soul cannot be destroyed by any means.

LEGENDARY POWER

Prerequisite: Character Level 20

  • You have been granted 3 Legendary Points that can be used on a failed saving throw, and you can choose to succeed instead. However, once you have used all 3 points, you can’t use this Epic trait again until you finish a long rest.

LIVING ARMOR

Prerequisite: Proficiency in Medium or Heavy Armor

  • While wearing armor, you no longer have a disadvantage on Dexterity (Stealth) ability checks, and armor no longer imposes penalties on your speed.
  • While wearing armor, your Armor Class increases by 5, and you cannot be critically hit.
  • As an action, you can don or doff a set of armor.

MAGICAL SAVANT

Prerequisite: Artificer, Bard, Cleric, Druid, Ranger, Paladin, Sorcerer, Warlock, Wizard

  • When you cast a spell with a casting time of bonus action, you may cast any additional spells that turn, as long as you have the required actions to do so. Once you do so, you can’t use this Epic trait again until you finish a long rest.

MASTER OF CEREMONIES

Prerequisite: Artificer, Bard, Cleric, Druid, Ranger, Paladin, Sorcerer, Warlock, Wizard

  • When casting a ritual spell with a casting time greater than one action, you may instead cast that spell as an action. Once you do so, you can’t use this Epic trait again until you finish a long rest.

MASTER TACTICIAN

Prerequisite: Mobile Feat

  • During combat, any movement you make does not provoke any attack of opportunities.
  • When you have both advantages and disadvantages on a single roll, you instead have an advantage. Once you have used this feature, you cannot use it again until you finish a long rest.
  • After the initiative has been rolled for the current battle, you may give up your initiative and swap it with one enemy target for the current battle.

PARAGON

Prerequisite: Character Level 20

  • Your proficiency bonus is increased by 2.
  • Choose a saving throw. You gain proficiency in that saving throw. If you are already proficient in the saving throw you choose, whenever you attempt that saving throw, you can treat a D20 roll of 9 or lower as a 10. Once you have used this feature, you cannot use it again until you finish a long rest.

PERFECT HEALTH

Prerequisite: Tough Feat

  • Your hit points maximum increases as though you had rolled the highest possible roll on each of your Hit Dice each time you gained a level, instead of what you had rolled before you selected this feat.
  • After a long rest, you regain all your spent Hit Dice instead of half your total Hit Dice.
  • You automatically succeed on Constitution ability checks to consume food or drink.

PERPETUAL ATHLETE

Prerequisite: Athlete Feat

  • When you take the Dash action, you gain extra speed equal to twice your movement instead of your regular benefits. However, once you do so, you can’t use this Epic trait again until you finish a long rest.
  • You can increase your maximum length or height by 20 feet when you jump.

RELENTLESS WARRIOR

Prerequisite: Barbarian, Fighter, Monk, Paladin, Ranger

  • When you have an advantage on an attack roll and miss your attack, you may reroll the D20 but must use the new result roll. Once you do so, you can’t use this Epic trait again until you finish a long rest.
  • The targets of your weapon attacks cannot take reactions in response to your weapon attacks.
  • You may stow and draw a weapon as part of your attack action.

SIGHT BEYOND SIGHT

Prerequisite: Observant Feat

  • As long as you have eyes, you are immune to the blinded condition, and you have truesight to a range of 60 feet.
  • You do not need to blink your eyes.

SPELL LORD

Prerequisite: Artificer, Bard, Cleric, Druid, Ranger, Paladin, Sorcerer, Warlock, Wizard

  • Your spell attacks score a critical hit on a roll of 19–20.
  • When a creature with a challenge rating of 5 or lower succeeds on a saving throw against a spell cast by you, it instead fails.

SPELL REFLECTION

Prerequisite: Sorcerer, Warlock, Wizard

  • When you cast counterspell successfully, you may immediately cast that spell using your spellcasting ability, spell save DC, and spell attack bonus. However, it would be best to spend the spell slots matching the spell you successfully countered or the resources usually required to cast that spell.

SPELLSLINGER

Prerequisite: Artificer, Bard, Cleric, Druid, Ranger, Paladin, Sorcerer, Warlock, Wizard

  • Cantrips, you know, with a casting time of 1 action, may be cast as a bonus action instead.
  • If you cast two cantrips on the same turn that target only the same creature, you may use your reaction to cast a cantrip with a casting time of 1 action or bonus action that must target only that creature.

SUPERIOR INITIATIVE

Prerequisite: Alert Feat

  • If you would attempt a saving throw at the end of each turn to end an effect, you may instead attempt that saving throw at the start of each turn.
  • When you roll initiative, and at the end of each round of combat, you may choose when you act in the following initiative order, regardless of your initiative.

VERSATILE MIND

Prerequisite: War Caster Feat

  • You can maintain concentration on two spells at once, but in each round thereafter, you must make two Constitution saving throws to maintain both spells. Each round, the DC is increased as the stakes get higher.
    • Round 1: DC 15
    • Round 2: DC 20
    • Round 3: DC 25
    • Round 4: DC 30
    • Round 5: DC 35