A well-made character is an intricate system of interconnecting features, abilities, magic, and equipment that combine to create an impressive whole. Epic characters are more unique and diverse than their non-Epic characters by virtue of their Epic prestige class features. For those who can handle higher levels of complexity, there exist additional options to further develop and specialize Epic characters. The features presented in this chapter are Epic feats and Epic skills. These options are designed with balance and ease of use in mind, and can be integrated into an Epic character’s advancement path at your DM’s discretion. Be sure to familiarize yourself with your class’s features in chapter 2 before considering whether or not to add these features to its already formidable arsenal.
In 5th Edition, feats are a rules variant for characters that allows for a high degree of customization of various features and abilities. While a game of Epic Legacy can be played without feats, the system is balanced around their inclusion in your ruleset.
This type of customization continues into Epic levels in the form of Epic feats. At certain levels, your Epic prestige class gives you the Epic Feat feature, which allows you to select an Epic feat or improve your ability scores. If you choose to select an Epic feat, you choose a single Epic feat from the list provided.
Epic feats represent extraordinary levels of talent, skill, or raw power that a character acquires at Epic levels. Many of these feats have near-magical or supernatural features which represent the degree to which Epic characters have exceeded “normal” limitations in a fantasy setting. Epic feats have no prerequisite in order to select them, and you can take each Epic feat only once.
At certain levels, your Epic prestige class gives you the Ability Score Improvement feature. You can forgo two of the ability points gained through that feature to instead select a single non-Epic feat from a list of non-Epic feats approved by your DM.
ARCANE INSIGHT
You understand the nature of magic on nearly every level, which allows you to manipulate and study it with ease. You gain the following benefits.
You have Epic advantage on saving throws against nonEpic spells, Epic spells, non-Epic magical effects, and Epic magical effects.
When you use your reaction to successfully identify a spell, you regain the use of your reaction at the end of that turn.
When an Epic spell is cast within 1 mile of you or you are within 1 mile of an Epic magical effect, you immediately sense its casting, its presence, and the general direction from which the spell or effect originates. You do not know the nature, power, or the effects of the spell you sense, only that Epic magic is being used within your vicinity.
BLOODTHIRSTY
Your lust for combat is unrivaled as you revel in bloody battle. You gain the following benefits.
Once per round, when you slay an enemy creature with a challenge rating of 10 or higher, the next time you take an action before the end of your next turn, you may instead take two actions.
Creatures reduced to 0 hit points by your attacks are instantly slain.
You may consume a pint of blood to gain the effects of both eating one pound of food and drinking one gallon of water.
BOUNDLESS CREATIVITY
Your creative mind is unparalleled, allowing you to solve even the most complex problems with ease. You gain the following benefits.
You can take the Help, Read, Search, or Use an Object action on your turn as a bonus action.
You have Epic advantage on Intelligence, Wisdom, and Charisma ability checks.
You are proficient in all languages you have encountered. You may learn a new language by spending 8 hours speaking the language with native speakers or studying a work of literature written in the language.
CAVALRY MASTER
Your skill with mounts is legendary. While you are mounted and aren’t incapacitated, you gain the following benefits.
If your mount moves at least 60 feet in a straight line and you immediately use one of your actions to make a melee weapon attack at the end of that movement, you double the damage of the attack on a successful hit. You cannot benefit from this feature more than once per round.
Your mount has resistance to damage and you have Epic advantage on saving throws and ability checks against effects that would force you to dismount.
When you roll for initiative and your mount is intelligent enough to have its own turn, you may choose instead to have your mount act on the same turn as you.
DEATHBRINGER
You are an unrelenting force of destruction as you deal death with every blow. You gain the following benefits.
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 normally 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 to not slay it.
You always know exactly how many creatures you have killed.
DEVASTATING CHARGER
Your charges can lay waste to your enemies in battle, driving them back with the ferocity of your blows. You gain the following benefits.
On each of your turns, when you take the Dash action, you may also take an Attack action. When you take the Attack action granted by this feature, you cannot spend any movement for the remainder of that turn.
When you shove a creature, you may spend 5 or more feet of movement to increase the distance the creature is pushed away from you by 10 feet for every 5 feet of movement spent.
When you take the Dash action, every time you spend movement you can shake the ground within 15 feet of you with your footfalls.
DIVINE ASPECT
You harness the power of good and evil, which allows you to smite enemies with raw holy or unholy power. You gain the following benefits.
When you deal radiant damage, you may instead do righteous damage, and when you deal necrotic damage you may instead do vile damage.
Your alignment cannot be changed unless you allow it, and you cannot be compelled by non-Deific sources to allow your alignment to be changed.
You are aware of the presence of any deity that occupies the same plane as you. You know the deities’ names, alignment, and divine rank.
ENERGY INFUSION
You develop a particular affinity for types of elemental energy which you can manipulate at will. When you select this feat, choose a damage type from the following: acid, cold, fire, lightning, or thunder. You gain the following benefits.
Once per turn, when you deal acid, cold, fire, lightning, or thunder damage you may change that damage’s type to the damage type you selected when you gained this Epic feat.
When you are subjected to damage of your chosen type from an enemy creature, you may use your reaction to instead take no damage and gain temporary hit points equal to the damage you would have been dealt.
Unless you are enemies, elementals you encounter are friendly toward you.
EXTRAORDINARY FOCUS
You can concentrate with precision and discipline even through the most trying of circumstances. You gain the following benefits.
When you take 50 or less damage while you are concentrating on a spell, magical effect, or other feature, you automatically succeed on your Constitution saving throw to maintain concentration.
Whenever you take damage while you are concentrating on a spell and you attempt a Constitution saving throw to maintain your concentration, the DC for that saving throw equals 25 percent of the damage you took (rounded down) or 10, whichever number is higher.
If you are able to be taught a skill, technique, or profession, you can fully learn that skill, technique, or profession in half the usual amount of time required.
FISTS OF FURY
Your unarmed strikes land with punishing force, allowing you to destroy both creatures and objects with only your fists. You gain the following benefits.
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 when you successfully score a critical hit with an unarmed strike, you may immediately take the Attack action. 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
Your senses are always acute and accurate, granting you the following benefits.
You have Epic advantage on saving throws against traps, and traps have Epic disadvantage on attack rolls against you.
You cannot be surprised and when initiative is rolled, you may immediately move up to your speed.
If a creature is hidden within 120 feet of you, you sense its presence, but not its exact location.
FORCE OF WILL
Your mind possesses remarkable clarity and strength which allows you to resist almost any attempt to manipulate you. You gain the following benefits.
If you are not unconscious, you are immune to psychic damage, any effect that would sense your emotion or read your thoughts, non-Epic 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
You are a master of healing energies, able to restore even the most wounded creature to full strength. You gain the following benefits.
When you cause a creature to regain hit points with a feature, healer’s kit, or spell, you double the amount of hit points regained after all dice (if any) are rolled and modifiers (if any) are applied.
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.
Unless you were enemies in life, creatures you restore to life are friendly toward you.
IMMORTALITY
You transcend the limitations of life itself, granting you the following benefits.
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 short or long rest.
You no longer suffer from the effects of aging and cannot be magically aged by non-Deific means.
Your soul cannot be destroyed by any means.
LEGENDARY SKILLS
You can master techniques and tools with Epic speed, granting you the following benefits.
You have 3 legend points. When you finish a long rest, you can spend those legend points to gain proficiency in a single skill or tool of your choice for each legend point spent. If you are already proficient in the skill you choose, you instead double your proficiency bonus for any ability check you attempt that uses the chosen skill. Proficiencies gained through legend points last until you finish a long rest and you regain spent legend points when you finish a long rest.
When you roll a 20 on an ability check in which you are proficient, you automatically succeed on that ability check. If you use any feature other than rolling the d20 to achieve the result, you do not automatically succeed on the ability check.
You know the DC of an ability check (if any) when you attempt it.
LIVING ARMOR
You are so comfortable in armor it is like a second skin, granting you the following benefits.
While you are wearing armor, you no longer have disadvantage on Dexterity (Stealth) ability checks and armor no longer imposes penalties to your speed.
While you are wearing armor, your Armor Class increases by 2 and you cannot be critically hit.
As an action, you can don or doff a set of armor.
LORD OF WAR
Your skill with weapons of war cannot be rivaled, allowing you to wield them with peerless ability. When you select this feat, choose three different weapon properties from the following table. You gain the corresponding benefits according to which weapon properties you select. In addition, you become proficient with any weapon you wield after 10 minutes of practice with that weapon and you cannot be disarmed by non-Epic means.
Weapon Property - Benefits
Finesse - While you wield a melee weapon, it has the Finesse property.
Heavy - When you score a critical hit on a weapon attack made with a heavy weapon, you can roll one additional weapon damage die when determining the extra damage for a critical hit.
Light - Once per turn, when you miss on a weapon attack made with a light weapon, you can instead hit and deal the minimum possible damage on that attack’s damage dice.
Reach - When you make a successful attack with a weapon with the Reach property, you may pull the target 5 feet closer to you or push it 5 feet away from you.
Thrown - When you make a weapon attack with a weapon with the Thrown property, if you are within 30 feet of your target you may choose to have that weapon return to your hand immediately after the attack.
Two-Handed - You ignore the two-handed requirement of weapons you wield.
MAGICAL SAVANT
You have mastered many of the subtleties of spellcasting, increasing the power of your magic considerably. You gain the following benefits.
The DC to resist your spells equals 10 + your spellcasting ability modifier + your proficiency bonus + any special modifiers. If you have multiple features that give you different ways to calculate your spell save DC, you choose which one to use.
When you cast a spell with a casting time of a bonus action, you may cast any number of additional spells that turn, as long as you have the required actions to do so.
Instead of a normal spellcasting focus, you can use a special spellcasting focus to cast your spells. The focus may be a tattoo, a wearable piece of equipment, or of a custom design according to your proclivities. You do not need to carry this focus in your hand to cast a spell, but it must be on your physical person in some manner.
MASTER OF CEREMONIES
You can cast in mere moments spells that take others hours to perform. You gain the following benefits.
When you cast a non-Epic spell that is not a ritual with a casting time greater than 1 action, you may instead cast that spell as an action. • The casting time for rituals you cast is halved.
If you spend 10 continuous minutes performing a funeral rite over a creature’s corpse, it cannot be returned to life by non-Epic means.
MASTER TACTICIAN
Your tactical genius allows you to make the most of every advantage, granting you the following benefits.
When you have advantage or Epic advantage on an attack roll, you roll three d20s instead of two. You use the highest of the three rolls to determine the result of the roll.
When you have both advantage and disadvantage on a single roll or both Epic advantage and Epic disadvantage on a single roll, you instead have advantage or Epic advantage on that roll.
You are proficient in all games of strategy (chess, go, etc.).
PARAGON
You are a perfect example of your species, and you gain the following benefits.
Your proficiency bonus is always increased by 1.
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.
Your children are born with the Paragon Epic feat.
PERFECT HEALTH
Your body is the pinnacle of physical health, granting you the following benefits.
Your hit point 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.
At the end of a long rest, you regain all of 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
Your speed is extraordinary, your endurance limitless. You gain the following benefits.
When you take the Dash action, you gain extra speed equal to twice your movement instead of your normal benefits.
You are immune to the exhausted condition.
When you jump, you can increase the maximum length or height of your jump by 20 feet.
RELENTLESS WARRIOR
Your attacks are as tenacious as they are deadly, allowing you to turn the fury of a failed attack into power for your subsequent blows. You gain the following benefits.
When you miss on a weapon attack on your turn, you gain a cumulative +5 bonus to all subsequent weapon attacks you make until the end of your turn.
The targets of your weapon attacks cannot take reactions in response to your weapon attacks.
Non-Epic allies who can see you will not surrender in battle unless you also surrender.
SIGHT BEYOND SIGHT
Your eyesight becomes peerless, granting you the following benefits.
As long as you have eyes, you are immune to the blinded condition and you have truesight. You can notice secret doors hidden by magic and can see into the ethereal plane, all out to range of 120 feet.
As long as you have line of sight, you can clearly perceive creatures, objects, and structures up to 10 miles away.
You have no need to blink your eyes.
SPELL LORD
Your magic is so powerful as to overwhelm lesser creatures and your spells strike with greater efficacy. You gain the following benefits.
Your spell attacks score a critical hit on a roll of 18–20.
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.
You learn the cantrip arcane mark.
Arcane Mark
Abjuration cantrip
Casting Time: 1 bonus action
Range: Touch or Special (see description)
Components: V, S
Duration: Permanent
You inscribe a magical signature on an object or structure within reach. The inscription can take the form of a single symbol, word, or other design as long as it can occupy up to a 6-inch square on the surface of the structure or object. The mark cannot be removed by nonmagical means and is unique to you. Attempts by creatures other than you to replicate the design of your inscription automatically fail. Once you have inscribed an object or structure with this spell, you cannot target it with this spell again for as long as it remains inscribed.
You can choose to cast this spell immediately after you cast a spell as an action. If you do so, instead of inscribing a magical signature on an object or structure, you give that spell a personalized flair that identifies it as a spell cast by you. Creatures that observe the spell’s casting or effects and have knowledge of your existence instantly recognize the spell as one cast by you.
SPELL REFLECTION
You can counter others’ magic with ease, turning even the mightiest spells back upon their casters. You gain the following benefits.
When you cast a spell (such as counterspell or reverse magic) to successfully counter a spell, you may choose to immediately cast that spell using your spellcasting ability, spell save DC, and spell attack bonus without consuming any spell slots or resources normally required to cast that spell.
On each of your turns, you can choose to not take your action that turn. If you do so, you gain the use of an additional reaction until the start of your next turn. This reaction is special and can only be used to cast spells with a casting time of a reaction that would attempt to counter a spell (such as counterspell or reverse magic).
If you would roll a 9 or lower an ability check to counter or dispel a spell (such as one made when you cast counterspell or dispel magic), you instead roll a 10.
SPELLSLINGER
You can sling cantrips with exceptional speed, greatly decreasing their casting time. You gain the following benefits.
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.
You learn three cantrips of your choice from any class spell list, which are class spells for you. If your class does not have a spellcasting ability, you choose which ability (Intelligence, Wisdom, or Charisma) is your spellcasting ability.
SUPERIOR INITIATIVE
You are quick on the draw, able to act before most creatures can even blink. You gain the following benefits.
If you would attempt a saving throw at the end of each of your turns to end an effect, you may instead attempt that saving throw at the start of each of your turns.
When you roll initiative and at the beginning of each round of combat, you may choose when you act in the initiative order, regardless of your initiative.
When initiative is rolled, you can immediately ready an action (no action required).
VERSATILE MIND
You are able to focus on multiple tasks simultaneously, diverting your focus precisely and effectively. You gain the following benefits.
You can maintain concentration on two spells at once. You do not lose concentration on a spell if you cast a second spell that requires concentration, but you lose concentration on a single spell of your choice on which you are concentrating if you cast a third spell that requires concentration.
When an effect would force you to attempt two identical saving throws at the same time to maintain concentration on two spells on which you are concentrating, you may instead attempt one of those saving throws to maintain concentration on both of your spells.
You may perform 4 hours of light activity over the course of a long rest instead of 2.
There exist skills that require such a high base level of ability that non-Epic characters could never achieve proficiency in them. These Epic skills are legendarily powerful, practiced only by the mightiest of beings. Because of the significance of Epic skills in both power and story, they can only be made available to Epic characters by a DM. Through mystical tomes of knowledge, via hidden gurus who teach worthy students, or as a gift from the gods are all good ways to introduce these skills to Epic characters. Alternatively, in lieu of gaining an Epic feat, characters may instead choose to become proficient in an Epic skill if they have access to the appropriate training.
The buried and shattered crystals of Athas carry more than just power — they resonate with life, memory, and planar touch. With Crystal Sense, you can perceive these energies. When examining a gemstone, psychic crystal, or elemental shard, you may attempt a Wisdom (Crystal Sense) check. A DC 15 check might identify a crystal’s school of magic or psionic potential, while DC 25–30 might reveal stored memories, spiritual echoes, or keys to planar gates. This sense can also be used to detect nearby sources of crystal resonance, such as soul-bound relics or concealed arcane focuses. In areas rich with such energy, the skill may reveal hidden dangers or forgotten treasures.
Defiler’s Insight (Intelligence).
Elemental Communion (Charisma).
While elemental clerics pray for power, those skilled in Elemental Communion speak directly to the raw essence of the elements. With this skill, you can attempt to communicate with minor elemental spirits—found in flame, stone, dust devils, pools of water, or swirling air. When encountering a manifestation of an element, you may attempt a Charisma (Elemental Communion) check. On a success, you can understand and speak with the spirit within it, asking questions or requesting aid. The more powerful or alien the spirit, the higher the DC. These spirits may offer knowledge of nearby dangers, hidden resources, or even perform minor acts such as dousing a flame, opening a fissure, or shielding you from a sandstorm. On rare successes, you may even invoke their favor in rituals or gain guidance when lost.
Through lost rituals and forbidden blueprints, some epic minds learn the rare discipline of Golemancy — the creation, control, and understanding of artificial lifeforms animated by arcane, psionic, or elemental forces. When you attempt to craft, repair, or decipher the workings of a construct, you may attempt an Intelligence (Golemancy) check. The DC depends on the complexity or rarity of the construct. For example, identifying the purpose of a stone guardian might require a DC 15 check, while reprogramming a living obsidian golem may call for a DC 30 or higher. Some epic constructs may only respond to those proficient in this skill. Additionally, a successful check may allow you to temporarily suppress or command a non-hostile construct.
In some planar cosmologies, the realm of dreams is a world of its own, visited each night by the ignorant minds of dreamers. Typically, acts committed on this plane have no real consequences for the dreaming. But to some of its most powerful denizens, the realm can be influenced through a skill known as Lucid Dreaming. Lucid Dreaming allows one’s acts committed in the realm of dreams to have very real consequences for those visiting its dreamscapes. When you affect a creature in the realm of dreams (such as with an attack or spell) or are affected by an outside force within the realm of dreams, you may take a reaction and attempt a Wisdom (Lucid Dreaming) check. The DC of this check is determined by the DM, but generally the more powerful the effect the higher the DC. On a success, you can make the effect “real,” causing an affected creature’s sleeping body to suffer or benefit from the effect. For example, gaining sustenance from a “dream orange” will have a fairly low DC, but receiving godlike power from a dream-forged deity will have a DC of ludicrous difficulty. Additionally, to influence the malleable landscape of the realm of your dreams or to influence the dreams of others, your DM may call for a Wisdom (Lucid Dreaming) check when you are not sure if you are experiencing a dream.
Memory Extraction (Wisdom).
Ancient beasts once ruled Athas, and their remnants still hold secrets of power. With Paleontology, you can analyze fossils, bones, or remains of extinct life for historical, magical, or alchemical knowledge. When studying such remains, you may make an Intelligence (Paleontology) check. A simple identification of a creature’s type may be DC 10, while uncovering the creature’s habits, origin, or psychic imprint might range from DC 20–30. Success may allow you to replicate long-lost poisons, reconstruct a creature’s shape for summoning, or recognize patterns in current mutated wildlife. With time and effort, fossilized remains might even become components in rare spellcraft or golemancy.
The mindscape of Athas is awash with invisible waves of thought, power, and memory. With Psionic Sensitivity, you gain the ability to detect and interpret these subtle echoes. When attempting to perceive psionic energy in a creature, object, or location, you may attempt a Wisdom (Psionic Sensitivity) check. The DC is based on the subtlety or power of the psionic presence. For example, sensing a hidden mindlink may require a DC 20, while detecting ancient psionic residue left by a forgotten sorcerer-king could require a DC 30 or higher. With higher success, you may also identify the discipline, strength, or even the emotion behind a psionic event.
Masters of this grim skill can read the truths hidden within blood — its flow, taste, and scent whisper secrets of health, emotion, and ancestry. When analyzing a fresh wound, breathing in the scent of spilled blood, or touching a bleeding creature, you may make a Wisdom (Sanguinary Sense) check. The DC is determined by how obscure the information is. Detecting fear in a bleeding enemy may require a DC 15, while learning a creature’s recent injuries, diseases, or bloodline could be DC 25 or higher. With success, you may also detect whether a creature is poisoned, undead, or defiled by unnatural magic. Some rare strains of blood may even contain psychic memories.
Soul Binding (Charisma).
The ancients believed oaths, names, and spirits were threads in a vast tapestry. With Soul Binding, you learn to perceive and manipulate these spiritual threads. When interacting with a creature under a magical or psionic compulsion—or bound to a place, object, or pact—you may attempt a Charisma (Soul Binding) check. The DC is based on the strength of the bond. On a success, you may weaken or suppress the bond temporarily, gain insight into its nature, or even sever it entirely if your check far exceeds the DC. This skill can also be used during powerful rituals to bind a willing soul into an object (such as a weapon or phylactery), anchor a ghost to a task, or draw out a spirit for conversation. Misuse of Soul Binding may attract the attention of restless dead, shadow entities, or the Gray itself.
On the dying world of Athas, even the air and sky can be bent to one’s will by those who study Weather Tuning — a discipline combining elemental lore, arcane ritual, and psionic nuance. When you attempt to influence local weather (such as redirecting a sandstorm, invoking a breeze, or calming lightning), you may attempt an Intelligence (Weather Tuning) check. The DC depends on the scale and extremity of the condition. Minor changes like clearing haze might require a DC 15, while breaking a multi-day dust storm or calling unnatural rain in the desert could require DCs of 30 or more. The effect lasts only briefly unless reinforced or ritualized. Failure may have unintended effects.