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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.

Changelog

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.

Click the image below for full resolution

Epic Monsters Playtest

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 (17)
Discussions (213)
Customer avatar
MR. S August 19, 2018 8:01 pm UTC
Hi Marc, quick question here.

Would you consider characters at these incredibly high levels to be essentially gods?
Customer avatar
Chris M August 12, 2018 10:04 am UTC
PURCHASER
Quick question, since I noticed an image for the shadowfell epic monsters book. Do you have an idea of when it might be released?
Customer avatar
Zack M August 09, 2018 10:56 pm UTC
PURCHASER
Minor error in v2.2: on the Ranger page under Extended Spell Capacity it says "... as shown in the Paladin Expanded Spell List ..."
Customer avatar
Gert-Jan G August 08, 2018 5:27 pm UTC
I really want this, but I'm more of a physical kinda guy! Is there a date or something you can give us on when these will be available?
Customer avatar
Marc A August 09, 2018 1:24 pm UTC
CREATOR
Hi Gert-Jan,

Epic Characters should be available in print soon.
Customer avatar
Chris M August 05, 2018 9:21 pm UTC
PURCHASER
Hey Marc,

Just wondering what the 2.2 update includes?
Customer avatar
Damian F August 06, 2018 3:02 pm UTC
PURCHASER
I don't know any of the finer details, but among the 2.2 changes was the inclusion of an XP threshold table so you can plan encounters for epic tier characters.
Customer avatar
Marc A August 09, 2018 1:24 pm UTC
CREATOR
Hi Chris,

I updated the product page to describe the changes.
Also, thanks for chiming in, Damian.
Customer avatar
Rebecca A August 03, 2018 1:32 pm UTC
PURCHASER
Fabulous book, really well done. My only real complaint/question would be is there any chance Unearthed Arcana classes (Mystic and Artificer,) would ever get the Epic treatment?
Customer avatar
Daniel R August 03, 2018 3:35 pm UTC
PURCHASER
He's mentioned this further down the page, but he's working on another thing (Ulraunt's guide to the planes) before making any additions to this one.
Customer avatar
Damian F August 03, 2018 4:10 pm UTC
PURCHASER
I personally doubt any UA will see support due to their nature as playtest materials (though I *really* wish it supported the Revised Ranger instead of the godawful normal one).

I'm more curious as to whether there shall be support for the Wayfinder's Guide to Eberron content later on (Epic racials for shifters/kalashtar/warforged, etc, and support for the final version of the Artificer)
Customer avatar
Daniel R August 04, 2018 4:35 pm UTC
PURCHASER
He has stated that he plans to do something with the artificer and the mystic, so yes, they should EVENTUALLY be in here.
Customer avatar
Marc A August 09, 2018 1:22 pm UTC
CREATOR
Hi,

Yes, I do plan to include some UA material. It isn't high up on the list of priorities, however.
When it gets added, it will likely be as an additional pdf that is separate from the main document.
Customer avatar
Aaron C August 03, 2018 6:29 am UTC
PURCHASER
I'm curious if I am just missing something or if this is intended to work the way it seems to be written. Warlocks have a list of mythic spells, but the only way I can tell that they can access mythic magics is to first reach level 30, then acquire 10 boons to access 3rd level boons, and then take the boon of deep mysticism to take the boon of high magic, thus allowing further boons to unlock the 11th and 12th level slots. Is this correct? Is the boon of high magic intended to be so....difficult.... for warlocks to achieve? Thanks! Really enjoying this material!
Customer avatar
Hayden Q August 03, 2018 1:37 pm UTC
PURCHASER
The 10th, 11th and 12th level spell slots are not to be used for Mythic spells. They are simply there so that you are able to use higher level spell slots with your Non-Mythic spells. You get an X Mythic level spell slot for every X level Mythic spell you learn. All of this is detailed at the start of page 58 on version 2.2.
Customer avatar
Aaron C August 03, 2018 8:12 pm UTC
PURCHASER
Thanks! That resolves a lot of confusion on my part. Appreciate the info!
Customer avatar
Marc A August 09, 2018 1:18 pm UTC
CREATOR
Hi Aaron,

Glad this got resolved.
Thank you for chiming in, Hayden.
Customer avatar
Kevin F August 01, 2018 7:21 pm UTC
PURCHASER
Question , does this epic manual include epic magic ( lvl 10 and up ? )
Customer avatar
Marc A August 02, 2018 1:47 pm UTC
CREATOR
Hi Kevin,

For levels 20-30, full casters gain access to 10th, 11th, and 12th level spell slots. They're exclusively used to upcast spells of 9th level or lower, however.
Beyond 30th level, there's an additional progression system that includes mythic spells. This functions as a spell system that is separate from the regular system.
Customer avatar
Chas L August 14, 2018 1:41 am UTC
PURCHASER
Would you be able to input rules for upcasting 9th level spells?
Customer avatar
Chris M August 01, 2018 5:53 pm UTC
PURCHASER
Hey Marc,

Been a while since I posted anything. Just wanted to say that my friends and I have been enjoying the updates to epic characters. I have now opted to be in an epic monster playtest as I think this will give my players a bit more of a challenge rather than what I have been throwing at them! XD
Customer avatar
Marc A August 02, 2018 1:44 pm UTC
CREATOR
Hi Chris,

That's great to hear! I'm so happy that you're having fun - and that you want to step it up a notch with even fiercer foes.
Please be a little patient, however. I have a bunch of requests and creating playtest packets for all takes a little while.
Customer avatar
Callum R July 30, 2018 5:47 am UTC
I can’t view the sample on my phone or my computer, anyone else?
Customer avatar
Marc A August 02, 2018 1:42 pm UTC
CREATOR
Hi Callum,

It doesn't work for me either. It used to, however.
Thank you for pointing it out! I'll investigate.
Customer avatar
Damian F July 29, 2018 12:14 pm UTC
PURCHASER
If I may offer some form of criticism for this document, which I otherwise enjoy immensely - it doesn't include any guide on how to handle the combat XP thresholds for these new levels, and given that common tools such as Kobold Fight Club only go up to 20, I have no ground on judging encounter difficulty for anyone over lv20.
Customer avatar
Marc A August 02, 2018 1:41 pm UTC
CREATOR
Hi Damian,

Thank you for your kind words and criticism.
In v2.2 (available now), you'll find guidelines on how to do exactly what you're asking for.
Customer avatar
Damian F August 02, 2018 2:13 pm UTC
PURCHASER
Glad to hear it :)

EDIT: Um, I notice the thresholds stop at lv25 for some reason, for the adventuring XP anyway. is that an oversight? :P
Customer avatar
Marc A August 02, 2018 2:39 pm UTC
CREATOR
Hi again,

Look on the right side of that table :)
Customer avatar
Damian F August 02, 2018 4:57 pm UTC
PURCHASER
Ah, of course, how silly of me :P
Customer avatar
Robert T July 26, 2018 5:03 am UTC
PURCHASER
Howdy,
I was looking at the Flash Step and Swift Flash Step Mythic maneuvers and didn't notice a difference between the two. Is this intentional or an oversight?

Thanks in advance for your response, I'm loving the book. Keep up the good work
Customer avatar
Marc A August 02, 2018 1:38 pm UTC
CREATOR
Hi Robert,

Absolutely an oversight. Thank you for pointing it out.
It is fixed with v 2.2, available now.
Customer avatar
Alex M July 24, 2018 5:25 am UTC
So, my roommate owns your product and we were planning to use it for a high level campaign, but as I was reading through Barbarian I have one question that I think I know the answer to but that I could find an argument either way.
Does the Brutal Primal Instinct Stack on top of Brutal critical for 12 dice or just make it 7 dice?
Customer avatar
Marc A July 24, 2018 10:27 am UTC
CREATOR
Hi Alex,

I'm assuming you're asking about the "Brutal" option for Primal Instinct.
That is a total of 7 additional dice, yes. It adds another 2 dice to your brutal criticals.

So, for a critical hit, you roll your damage dice twice and then add the seven additional dice.
With a greataxe it would look like this: 1d12 (hit) + 1d12 (crit) + 7d12 (brutal critical) for a total of 9d12.

I hope you'll have lots of fun with your epic campaign!
Customer avatar
Jamie L July 23, 2018 12:15 pm UTC
PURCHASER
Hey Marc! Its been a while since I posted to one of your pages, but I've been looking through some of your stuff and wanna ask some questions.
First: Just a minor question. Why did you remove the prestige classes?
Second: I've been testing out the Harbinger, as PCs and NPCs, and I wanted to bring up three things. The first is the Cinder Preacher's averaging ability about averaging. I know it gives the subclass some unique flavour, but when rolling damage with an odd number of dice, it feels out of place in the system. Perhaps specifying you round up on your own abilities but down when altering enemies? Second point is that the Doomsayer's designated survivor seems easily exploitable (and has been by a player of mine that used it), but then a regenerating ability is powerful in of itself. The last point is about the ceremonies: I get that this class is very "divine warlock" in design, but I feel like there definite builds. I feel like their should be more non-subclass required ceremonies,...See more
Customer avatar
Marc A July 23, 2018 5:48 pm UTC
CREATOR
Hi Jamie,

Thank you for your feedback, questions, and kind words!

1. Prestige Classes:
They were never particularly popular (Wizards did a survey on this).
They should be achievable and fit into several classes but also have a distinct identity of their own. This is really hard to get right.
They are also absurdly hard to balance when factoring in that they can be taken by a multitude of classes.
All in all, I felt like they weren't good enough to warrant their existence.
It is my hope that Mythic Progression can offer an alternative to creating something unique and flavorful.

2. The Harbinger
Thank you so much for your feedback! If you can find the time, I supplied a link to a survey for the class within the document.
I know the survey is rather long, but you can skip any part you don't want to answer. Everything helps!

3. The Vindicator
Good eye! Yes, this is in preparation for a HotO update. No ETA on that...See more
Customer avatar
Garin J July 20, 2018 1:42 pm UTC
PURCHASER
Hi Marc,
We would like to discuss featuring your work on our podcast Dnd Character Lab. Please shoot us an email at dndcharacterlab@gmail.com if you're interested. Thanks!
Customer avatar
Daniel R July 18, 2018 8:35 pm UTC
PURCHASER
Hi Marc,

Don't know if this is an error or something, or just something that needs explaining to me.
For the Circle of the Moon Druids, your pdf says the monstrosity forms they take must be large. Did you mean, no bigger than large? Can't be huge or larger? It just seems a rather arbitrary limitation for no reason.
Customer avatar
Hayden Q July 18, 2018 8:54 pm UTC
PURCHASER
It is most likely a roleplaying reason for the limitation instead of an oversight. The way I see it is the large monstrosity is for when the druid is ready to fight and wants to be intimidating, and his other forms are for everything in between. Besides you don't get many "beast like" monstrosities when it is smaller than a large.
Customer avatar
Daniel R July 18, 2018 9:19 pm UTC
PURCHASER
Personally, I see it as another limiter on what the Druid can use indoors.
I've noticed a lot when playing that when we're in a narrow or restrictive environment (particularly indoors), there's simply not even room for a large or greater creature to fit without squeezing, and that has disadvantages of its own.
I don't know whether that's just because my DM has a love of labyrinthine mazes and tunnels, with generally low CR creatures using the terrain and environment to their advantage, but I don't see why a druid shouldn't make use of a creature that is suited to such an environment, yet also doesn't suffer from being a little on the weak side. Literally, the strongest medium sized beast is CR1, so allowing an epic druid to use something like the Cave Fisher, Basilisk, or the like doesn't seem like much of a power issue. As for 'beast-like' monstrosities, large monstrosities include things like centaurs and driders that may take offense to being called such.
Customer avatar
Marc A July 20, 2018 12:55 pm UTC
CREATOR
Hi Daniel,

It is intended as Large size only, yes. Not Medium and not Huge.
There are a few reasons for this.

Hayden is right in that flavor has something to do with it.
I wanted to avoid a druid changing into semi-humanoid creatures as well as certain monstrosities.
Changing into a doppelganger or a mimic, which are both Medium, would certainly allow for all sorts of shenanigans that aren't really intended.
Allowing Huge monstrosities would be a tad problematic in that a PC could take up a lot of space, grapple Gargantuan creatures, etc.
Not to mention that a Huge character could be targeted with the Enlarge/Reduce spell to become Gargantuan.

Now, I know there are centaurs and driders in the Large monstrosity category. Those are exactly the type of monstrosity I wanted to avoid.
However, I didn't want to overly complicate it by saying those aren't allowed. It also doesn't take into account any Large monstrosities that might be added in...See more
Customer avatar
Daniel R July 20, 2018 2:13 pm UTC
PURCHASER
Cheers, a friend of mine brought this pdf to a session as we have a tendency to do long campaigns that are epic in length, and druids have always have been a favourite of mine.
That ruling does make sense, and having a look at some of the medium monstrosities (Things like sorrowsworn, yuan-ti, and the mentioned doppelgangers), but does leave out a few poor creatures like basilisks, death dogs, shadow mastiffs, etcetera.

A suggested alternative would be that a druid can't take the form of bipeds? That would eliminate all the human-like creatures that would/could prove to be non-flavourful.

Also, any idea when the next revision will be ready? Gotta say, I've played a little of both Mystic and Artificer and am curious what you would do for them in the epic levels.
Customer avatar
Marc A July 23, 2018 6:14 pm UTC
CREATOR
Hi again,

Going with bipedal Medium and Large monstrosities might be a good solution. Great idea! I'll look into it.
No ETA on when the Mystic and the Artificer will be included. It'll be after I finish the first Ulraunt's Guide though.
Customer avatar
Daniel R July 24, 2018 10:35 am UTC
PURCHASER
That's good to hear :)
Don't know what Ulraunt's Guide will be, but I look forward to it regardless.
One last question (sorry for bugging you), but on things like the monk damage dice progression, it goes from 1d12 to 2d6 which surprises me. I understand that 2d6 gives more reliable average damage (7) compared to 1d12, but it also has a lesser chance of the extremes (1 is impossible on 2d6, but 12 is a 1 in 36 chance rather than 1 in 12), so I was curious whether this was intentional, or whether the upgrade from 1d12 shouldn't have been 2d8 or something, raising the average from 6.5 (7) to 9.
Customer avatar
Marc A July 24, 2018 12:05 pm UTC
CREATOR
Ulraunt's Guide to the Planes will be a series of books.
Each one will explore a particular Plane and will have deities, archetypes, spells, monsters, etc. that fit thematically with that Plane.
There will also be epic monsters that go way beyond CR 30.
The first one will be Ulraunt's Guide to the Planes: The Shadowfell.

And by all means, ask any questions you might have. That's what this page is for!

Making it 2d6 is intentional, yes. While the extremes matter, over the course of a campaign the averages naturally matter a lot more.
The quick version is this: With 1d12 the monk's average DPR is 39 when using Flurry of Blows (excluding Dex mods).
With 2d6 it is 42. Just a little higher.
With 2d8 it would be 54 - that would be a 40% increase which is way too much.
1d20 would be MUCH too swingy and would average at 63. A 61% increase over 1d12.

What just occurred to me that the monk could choose between 1d12 and 2d6 for each attack....See more
Customer avatar
Daniel R July 28, 2018 4:59 pm UTC
PURCHASER
Another comment then if you don't mind them.

I was looking at the Druid (I know... I love the druid), and found you added the plant option for them in Floral Wild Shape within the Primeval Gift feature. I'm surprised you didn't give the Moon Druids the option of expanding their elemental wildshape ability given this is something that already exists. There aren't many elementals, but I know I find the regular 4 to be... weaksauce really.
Customer avatar
Marc A August 02, 2018 7:08 am UTC
CREATOR
Hi again,

The moon druid got Monstrous Wild Shape instead.
There's also enough design space with elementals to make a druid subclass that focuses on them. Perhaps in a future Ulraunt's Guide :)
Customer avatar
ERIC D August 02, 2018 8:12 pm UTC
PURCHASER
Ulraunt's guide sounds awesome. Will the new spells include Mythic spells or just standard spells?
Customer avatar
Marc A August 02, 2018 8:47 pm UTC
CREATOR
Hi Eric,

I'm glad you think so. I hope it can live up to your expectations!

As for spells and mythic spells, that depends on the Plane in question.
If we can make it work thematically, then both. The first title has both.
Just to tease a little bit, here are the names of a few new mythic spells: Animus Blast (necromancy), Wingrave's Erase and Rewind (transmutation), and Witching Hour (evocation).

All that said, we don't aim for a specific number of archetypes, spells, etc.
The most important part is the story and that it is thematically coherent.
In short, one book might have ten new spells and six mythic spells while another might have 30 spells and no mythic spells.
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