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Epic Characters

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This 71-page handbook contains progression from 20th to 30th level for all twelve core classes as well as all subclasses found in the Player's Handbook, Dungeon Master's Guide, Sword Coast Adventurer's Guide, and Xanathar's Guide to Everything.
It also includes epic racial bonuses for all races found in the Player's Handbook, Elemental Evil Player's Companion, and Volo's Guide to Monsters.

Epic progression for classes, subclasses, and races from our other titles, Heroes of the Orient and Monsters of the Orient, can also be found within.

Lastly, several of Matthew Mercer's character options, such as the Blood Hunter class, the College of the Maestro, the Gunslinger martial archetype, and the Totem of the Duck, have also received epic progression.

Please leave a review after purchase, so I know what you like and/or dislike. It'll help me with future iterations of Epic Characters, as well as with the other products I have in the works.


v1.1: Fixed minor errors and typos, removed D&D; logos

v1.2 (6th of July 2016): Wording and balance, navigation improvements, two new prestige classes, epic levels for Heroes of the Orient, epic levels for the villainous archetypes found in the DMG

v1.3 (28th of November 2016) - wording and balance, new eldritch invocations, added Unearthed Arcana support, and Volo's Guide to Monsters support.

v2.0 (1st of May 2018) - Complete rebalancing, new artwork, epic flavor, and the inclusion of Xanathar's Guide to Everything. Unearthed Arcana and Prestige Classes have been removed. Added mythic progression as a means to continue advancing after 30th level.

v2.1 (11th of June 2018) - Wording and balance, slight tweaking, including a few elements that had disappeared in the 2.0 release.

v2.2 (2nd of August 2018) - Wording and balance, added subsection with guidelines for creating epic combat encounters, added expanded spell list for paladin and ranger.


Titles in the Epic Campaigns Series

Epic Characters  Ulraunt's Guide to the Planes: The Shadowfell

Titles in the Oriental Adventures Series

Heroes of the Orient  Monsters of the Orient: Complete Bestiary  Heroes of the Orient: Unearthed Kensai

Available for Fantasy Grounds

Epic Characters  for Fantasy Grounds 
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Reviews (23)
Discussions (300)
Customer avatar
billy B March 22, 2020 10:59 pm UTC
Intensified Spell.
1. would and intensified disintegrate target 2 targets instead of one?
2. are metamagic options available to an intensified spell or does it count as a use of meta magic?
2a. if one could twin a 6th level intesified disintegrate, would it cost 6 SP or would it cost 18sp?
Customer avatar
billy B March 20, 2020 8:26 pm UTC
yo boss, this guide is incredible and im currently running a massive epic level westmarch campaign with it. So thank you. Now for my first note. Id highly recommend making an amendment to the "Challenge Rating Limitations." on page 5 to include "controlling" creatures. The Necromancers 14th level ability can quickly get out of hand with high CR undead.
Customer avatar
Callum R March 12, 2020 9:51 am UTC
Hiya, sorry but I'm a bit confused about the wording of the Archdruid Elder feature. It says that it remains active for as long as you are conscious, can end early by other means, and you can deactivate/reactivate it with a bonus action. Does this mean that someone can dispel it and then you can turn it back on with a bonus action? Or that you can spend a whole day scrying on people, deactivating it when you want to stop and reactivating it to watch another person? Or, for example, with Primordial Ward (which ends if you turn the resistance into immunity), can you reactivate that?
Customer avatar
Marc A March 15, 2020 7:14 pm UTC
Hi Callum,

You can't reactivate a spell if it ends by means other than you deactivating it.
So, for example, if it is dispelled, it ends.
If it ends because it meets a condition laid out in the spell's description, it also ends.

You could, however, scry all day if you wanted to, yes.
Or you could scry half a day, deactivate it, go for a leisurely stroll, then reactivate it and continue scrying.
Customer avatar
Daniel R March 06, 2020 11:09 pm UTC
Looking at the Druid, specifically the Moon Druid's first Subclass bonus, "Moon Ward"... it seems a bit odd to me.

It stops charm and fear effects from beasts and monstrosities, but as a Druid, wouldn't your Wisdom be pretty high, if not maxed out, by this point? Also, they have proficiency in that save, and 99% of the time, charm and fear are WIS saves, no? It seems to reinforce something that most Druids probably are already really good at, so not much benefit there. As for the other part, immunity to poison and disease is never a bad thing, but who uses poison at this level of play? and curing disease is not something difficult...

When compared to Circle of Chaos regaining all expended spell slots instead of half, and Circle of Land allowing Natural Recovery to affect ANY level of spell slot... it seems a bit of a let down.
Customer avatar
Marc A March 15, 2020 7:29 pm UTC
Hi Daniel,

Thank you for taking an interest in our work and for providing your feedback.
I'll try to go over our thought process.

First, it's important that you don't compare single features across subclasses in a vacuum.
The Circle of the Moon is particularly powerful at epic levels because you can use your Wild Shape any number of times.
Of course, all druids can do that, but the moon druid does it quite a bit better.
But it's important that everything is thematic and ties together.
The moon druid gets quite a few things there, where none of them are particularly stellar on their own.
But when added to gether, it starts to add up.

Now, all that aside, what you do compare it to isn't actually as powerful as it sounds.
The Circle of Chaos regaining all expended spell slots might seem strong, but it won't come up often, as it's basically a 2% chance (roll of 99 or 100) whenever the druid surges.
As for Circle of the Land regaining...See more
Customer avatar
Daniel R March 20, 2020 8:29 pm UTC
I suppose I was looking at in regards to how frequently it would be useful.
Recovering Spell Slots is always useful, and most of the others improve a particular characteristic of the subclass.
Charm and Fright, however, are almost always based on a Wisdom Saving throw, and with that being a Druids Spellcasting Ability and something they have proficiency in, I doubt there's an Epic Druid without a +11 going in, and that's not including any further points they've put into it, or feats/magical items that may further enhance it. Even discounting all of that, I can't recall any beasts off the top of my head that even use charm/fright abilities. That leaves monstrosities, and while that is a broad classification of creatures, I've always associated charm with fey and fright with dragons (albeit that latter one is a weaker connection, primarily there due to "Frightful Presence).

I acknowledge that this isn't the be all and end all of all creatures everywhere, but it just seems odd to me...See more
Customer avatar
Cameron G March 06, 2020 1:13 am UTC
Notably, the Wizard Villainous Archetype: Maho from Heroes of the Orient doesn’t appear to have an Epic Level Section in this.
Customer avatar
Marc A March 15, 2020 7:31 pm UTC
Hi Cameron,

That is indeed true. Thank your for mentioning it.
It's on our to-do.
Customer avatar
Elias M March 04, 2020 9:34 pm UTC
I was looking at the Oathbreaker Epic levels, and I noticed that at 29th level they get resistance to nonmagical weapons, but they already get that at level 15? Is this a typo?
Customer avatar
Marc A March 15, 2020 7:33 pm UTC
Hi Elias,

It is, yes.
It's supposed to be magical damage, continuing the theme of Supernatural Resistance.
Customer avatar
Simeon N March 02, 2020 12:11 am UTC
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Eric M February 25, 2020 7:25 am UTC
Any chance with the new book to come out, Explorer's Guide to Wildemount, that the new subclasses to be added, as well as the races from Guide to Ravnica?
Customer avatar
Marc A March 15, 2020 7:34 pm UTC
Hi Eric,

Yes, absolutely.
We do have plans for all of those things.
Customer avatar
Dungeon M February 16, 2020 12:49 am UTC
For the Mythic maneuvers you mention they are awarded in the same manner as Mythic Boons, which I presumed to mean you must have 6 first level maneuvers before you can get any second level maneuvers, and 4 second level maneuvers before any third level ones. But, there aren't enough maneuvers for that to be the case without requiring that a character max nearly all of strength and dexterity for the prerequisites. Is this how it was intended to be? It feels very much like the maneuvers are locked behind what could be useless stats for those characters just because there aren't enough of them.
Customer avatar
Marc A March 15, 2020 7:40 pm UTC

You are correct in all of your assumptions.
It really comes down to balancing a reasonably meaningful progression with having enough ideas that can be translated into workable features.
Our plan to solve this is to keep adding more mythic options with the Ulraunt's Guide to the Planes series, tying new options to the theme of each individual plane.
Ulraunt's Guide to the Planes: The Shadowfell, for example, has two new mythic boons, five new mythic maneuvers, and ten new mythic spells.
Customer avatar
Todd W January 31, 2020 3:26 am UTC
YOU probably answered this some place, in this thread! Any thoughts on Print on Demand? Thanks!
Customer avatar
Marc A March 15, 2020 7:40 pm UTC
Hi Todd,

If ever get the opportunity to do so, we'll jump on it in a heartbeat.
Thank you for showing your support!
Customer avatar
Alex M January 18, 2020 7:15 pm UTC
Hey Marc and Team!
I know you are working very hard on the Archeron book at the moment, but as I have an Eberron:RftLW Artificer about to hit 20 and then proceed into Epic levels, I was hoping you could give me an estimated time frame on when we will see it updated. If the material is still being playtested, our DM is willing to work with that material and we could provide feedback as we advance through the levels, but since there were some significant changes from the UA version that you last released the Epic material for, we were trying to avoid having to use that material unless necessary.
Customer avatar
Marc A March 15, 2020 7:43 pm UTC
Hi Alex,

Sorry for the late reply. I have been much too busy with finishing Acheron, planning out the pipeline, playtesting, etc.
We are, however, indeed playtesting an updated version of the epic artificer.
If you're still interested in assisting, please send an email to mmp.playtests AT gmail DOT com
We'd love to hear your thoughts on it!
Customer avatar
Vince Y December 25, 2019 11:05 pm UTC
I see mention of level 10, 11, and 12 spells... where are these spells?
Customer avatar
Adam L December 30, 2019 3:24 pm UTC
Ask Karsus.
Customer avatar
Liz M January 06, 2020 5:31 pm UTC
**Look at my comment from earlier**
Customer avatar
Marc A January 06, 2020 8:01 pm UTC
Thanks again, Liz!

For easy reference, here's what Liz wrote earlier:
"It mentions in the PDF that spell slots of 10th 11th and 12th level are meant to add extra potency to 9th level or lower spells. For example, if you cast fireball, you can use a 3rd level spell slot and it would deal 8d6 fire damage, but if you cast it as 11th level, it would deal 16d6 fire damage."
Customer avatar
Connor G December 22, 2019 9:15 pm UTC
will you be updating epic artificer now that the official artificer has dropped?
Customer avatar
Kale M December 25, 2019 4:12 pm UTC
It's been added as an extra document "(819008-5e_Epic_Characters_Extended.pdf)" which should appear when you're logged in and viewing this page.
Customer avatar
Marc A January 06, 2020 7:59 pm UTC
Thank you for chiming in, Kyle!
Customer avatar
Heitor P January 07, 2020 9:13 pm UTC
I can't find that PDF, where It exactly is?
Customer avatar
Connor G January 16, 2020 12:26 am UTC
the 819008 document is for the last version of the UA artificer, the official version saw extensive reworks, such as multi attack being regulated to battlesmiths only and new features like flash of genius. The new 20 capstone is the defibrillator ability with more charges. The number of base game infusions, both known and usable, was increased so that it actually exceeds the epic variant. Will a new version be released that is compatible with these new changes in the official version.
Customer avatar
Jason C December 21, 2019 6:29 pm UTC
Does this cover the PaleMaster or DeathSeer classes?
Customer avatar
Marc A January 06, 2020 7:58 pm UTC
Hi Jason,

I'm sorry to say that it doesn't.
Including every subclass option released by a third party is an insurmountable task.

Having said that, I'd be happy to include some select subclasses if there was demand for it and the original author gave me their blessing.
Customer avatar
Jacob W December 13, 2019 9:11 pm UTC
Excellent to see an epic Artificer! I love this stuff!
Customer avatar
Marc A January 06, 2020 7:56 pm UTC
Hi Jacob,

I'm glad you like it!
I had a lot of fun working on it.
Soon comes the task of reworking it to fit the official Eberron artificer.
Customer avatar
Ryan P December 04, 2019 6:35 pm UTC
Hey guys,

For the blood hunter, would anyone say the Stat increases the order of the mutant can get should bump over 30 or should 30 still be the hard cap? I have a player asking and I can't find a good reason to say it's not just another epic buff.
Customer avatar
Marc A January 06, 2020 7:54 pm UTC
Hi Ryan,

It is very much intended that, even with mythic boons, level 30 remains the hard cap.
However, at your table, it's your game, not ours.
You can always try removing the cap and see how it turns out. Or make the removal of the cap an epic quest reward.
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