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Epic 10 Rules

The world of the mythic age is an Epic 10 style game. This means once a character reaches 10th level they no longer gain any levels. However they continue to gain experience. This experience is used to gain feats and ability score increases.

Every 8,000 xp a character gains 1 abilty score increase. This may be used the same as a normal ability score increase. In addition the character gains hitpoints equal to 1+Constitution Modifier. However, if a character foregoes this ability score increase, once they have gained 2 ability score increases they may gain a feat instead, selecting from the list below as well.

Some feats increase an ability score by 1. These feats may be taken without that increase for only 8,000 xp.

A character gains hit points every 8,000 xp, regardless of whether they gain an ability score increase or a feat.

Epic 10 Feats

Arcane Mastery

Pre-requisite: 10 Levels in any combination of Wizard, Sorcerer, Warlock, or Bard You gain one 6th level spell slot and lean one spell from your classes’s list. You may select this feat multiple times, each time you do so, you may learn an additional spell, but do not gain an additional spell slot.

  • Eyebite
  • Find the Path
  • Guards and Wards
  • Mass Suggestion
  • Otto’s Irresistible Dance
  • Programmed Illusion
  • True Seeing

Martial Mastery

Pre-requisite: 10 Levels in any combination of Fighter, Ranger, Paladin, Rogue, Monk or Barbarian Based on your class with the most levels, you gain the following ability. If two classes are tied for the most levels, you may select from any of your possible abilities.

  • Fighter - When you take the attack action on your turn, you may attack an additional time
  • Paladin - When you deal damage with a weapon attack, you deal 1d8 radiant damage
  • Rogue - When you deal damage with a finesse or ranged weapon, you deal an additional 2d6 damage.
  • Barbarian - You increase your critical hit range by 2.
  • Ranger - When making a skill check, attack roll or saving throw, if you are using strength or dexterity, and the ability you are using is lower than the other, you may add your proficiency bonus to that roll (Note: no roll can have your proficiency bonus added to it more than twice). If both your strength and dexterity scores are the same, you instead add half your proficiency bonus to all of these rolls. In addition you add one quarter of your proficiency bonus to Strength and Dexterity damage rolls.
  • Monk - Increase the die size of your unarmed strikes by one, increase your maximum ki points by your proficiency bonus.

Skill Mastery

Pre-requisite 10 Levels in any combination of Bard, Ranger, or Rogue. Gain proficiency in the skill of your choice. You gain the feature Reliable Talent

Divine Mastery

Pre-requisite 10 levels in any combination of Druid, or Cleric

You gain one 6th level spell slot and lean one spell from your classes’s list. You may select this feat multiple times, each time you do so, you may learn an additional spell, but do not gain an additional spell slot.

TODO

Paragon

Increase your proficiency bonus by 1 Gain 1 hit die (This increases your hit points) Gain proficiency in one skill of your choice Gain proficiency in 3 weapons of your choice Gain proficiency in your next tier of armor (None -> Light -> Medium and Shields -> Heavy)

Monster Slayer

You gain advantage on ability checks and saving throws to resist the abilities of Paragon Monsters You gain advantage on checks to recall lore, track, or notice Paragon Monsters When a Paragon Monster would use a legendary resistance to succeed on a saving throw, you may instead have them re-roll the saving throw with disadvantage. This still uses that legendary resistance.

Weapon Master

You gain the following mastery. Weapon Master - You gain +1 to all melee and ranged weapon attack rolls (This includes unarmed strikes).

In addition choose one of the following masteries to gain. You may take this feat multiple times, when you do, you only gain a new additional mastery.

  • Archery Master - You gain +1 to ranged weapon rolls, you gain +1 to the damage rolls of ranged weapons.
  • Two-Weapon Master - You may make an additional attack with your offhand weapon each turn
  • Heavy Weapon Master - The dice of heavy weapons you roll increase. 2d6 -> 2d8; 1d12 -> 1d16; 1d10 -> 1d14. If your doing some spicy chimera weapon shit ask me what dice you can now roll.
  • Defense Master - Your AC increases by an additional 1 while wearing armor. (I never give out +x armor, so you know how much I think this is worth)
  • Dueling Master - If you’re doing the dueling thing with a shield, you can now use that as part of two weapon fighting. If you’re doing it without a shield gain +1 to your AC and +2 to your damage rolls
  • Unarmed Master - Increase your unarmed die by 1 (1d12 -> 1d14 -> 1d16 -> 1d20 -> 1d24 -> 1d30) You can now restrain creatures you have grappled. If you are grappling one creature, you may make an additional grapple check against that creature. If you succeed they are now restrained. You may only have one creature restrained at a time. And if you are restraining a creature you cannot grapple other creatures. Note - normally you can only grapple things one size larger than you.

Spell Master

Spell Mastery - You gain a +1 to all spell attack rolls. Then choose one of the following. You may take this feat multiple times. You may take this feat multiple times, when you do, you only gain a new additional mastery.

  • Cantrip Master - You are considered to be level 11 when casting a cantrip. Additionally you may add your proficiency bonus to a damage roll of a cantrip you cast (Yes, that means only one of the eldritch blast beams)
  • Control Master - If a spell you cast would alter the movement of a creature, it is altered further.
    • If you reduce their movement, either double the reduction, or make it last an additional round.
    • If you would cause them to be knocked prone, they must use their action to make an acrobatics check to stand or you cause them to have disadvantage on the initial check to stay standing
    • If you would push or pull a creature, either double the distance or give them disadvantage on a saving throw to resist the movement
    • If you would reduce their speed to 0, either add one round to the duration or force them to make an additional save or become restrained until the end of your next turn.
    • If you would cause them to move, either you control the movement precisely, or at the end of their movement they fall prone.
  • Destruction Master - If you would deal damage to creatures you may re-roll a number of dice equal to your proficiency bonus. If you would deal damage to objects the damage is automatically the maximum.
  • Abjuration Master - If you would gain temporary hit points, heal hit points, or prevent damage. Increase the amount by your proficiency bonus. Additionally any hit points you would heal a creature above its maximum hit points grant them temporary hit points.