|For heroes with class|
I've come up with two different types, explained below. They each have a different feel to them, and should be used for different purposes. Again, I'll go into detail on each one below.
One note I do want to make is that I'm using the Unearthed Arcana Revised Ranger, since that's the build that my groups play (and that we really enjoy).
|Below: How to make the Barbarian King, King of Barbarians.|
This would be suitable for characters with divine blessings from birth, characters who have studied under a grandmaster of a particular class, or characters destined for more than average adventurers.
You can grant the character these abilities immediately, or wait until the character gains their 4th level and treat them as a bonus feat.
Furious Resilience: When you enter a rage, you also gain advantage on Constitution saving throws. at 5th level, Dexterity saving throws are included. At 11th level, Wisdom and Charisma saving throws are also included. At 17th level, you have advantage on all saving throws while raging.
Musical Prodigy: You may grant a second creature an inspiration die when you expend one use of your Bardic inspiration. The amount of creatures granted a die increases to three at 5th level, four at 11th level, and five at 17th level
Holy Force: Choose a creature type from the following: aberrations, celestials, elementals, fey, and fiends. When you cast Turn Undead (and Destroy Undead), you may choose to also affect the chosen creature type. You may choose an additional creature type at 5th, 11th, and 17th level. You decide which types are affected each time you spend your Channel Divinity to cast Turn Undead or destroy Undead.
|Don't mess with the Archdruid|
Master Shaper: You begin with three uses of your Wild Shape ability when you obtain it. This number increases to four at 5th level, five at 11th level, and six at 17th level
Inner Reserve: When using your Second Wind, you regain hit points equal to 2d10 + your fighter level. This amount increases to 3d10 at 5th level, 4d10 at 11th level, and 5d10 at 17th level.
Intuitive reflexes: When using Deflect Missiles to reduce incoming damage, the damage is reduced by an amount equal to 2d10 + your Dexterity modifier + your Monk level. This amount increases to 3d10 at 5th level, 4d10 at 11th level, and 5d10 at 17th level. Additionally, at 17th level, you can also reduce the damage from ranged spell attacks, though you cannot catch the projectile as you would a weapon attack.
Rejuvenating Touch: Your Lay on Hands pool is equal to your paladin level x 10. At 5th level, you can spend 10 HP from your pool to end blindness, deafness, or paralyzation affecting the target. At 11th level, you can spend 20 HP from your pool to end the charmed, stunned, or petrified conditions on a target, end an effect reducing its Hit Point Maximum or a single Ability Score, or remove a single curse or level of exhaustion. At 17th level, you can spend 50 HP from your pool to remove all levels of exhaustion from the target, or grant the target temporary Hit Points equal to your Charisma Modifier + your Paladin Level.
One With Nature: When you use your Primeval Awareness, you gain advantage on Animal Handling checks made to dissuade animals from attacking. Additionally, you learn the intent (friendly, hostile, or neutral) of your favored enemy when you spend 1 minute sensing them. At 5th level, sensing your favored enemies also tells you the exact makeup of their group (for example, if there are any leaders or spellcasters among them). At 11th level, you may use your Primeval Awareness to cast Speak With Animals at-will. At 17th level, you cannot be surprised by beasts or any of your favored enemies, and they don't gain advantage from hiding from you.
|He's got the best K-D ratio in the kingdom|
Natural Speed: When you use your Cunning Action, you may use two of the action options available to you as a single bonus action. This increases to three at 5th level, four at 11th level, and five at 17th level.
Flexible Casting: The Sorcery Point Cost for creating a 1st level spell slot is reduced to 1. At 5th level, the Sorcery Point Cost for creating a 2nd level spell slot is reduced to 2. At 11th level, the Sorcery Point Cost for creating a 3rd level spell slot is reduced to 4, and at 17th level, the Sorcery Point Cost for creating a 4th level spell slot is reduced to 5.
Pact Magic: The number of spell slots available for Pact magic increases as follows:
- At 1st level, you have 2 spell slots.
- From 2nd level to 4th level, you have 3 spell slots.
- From 5th level to 11th level, you have 4 spell slots.
- From 11th level to 16th level, you have 6 spell slots.
- From 17th level to 20th level, you have 8 spell slots.
Arcane Recovery: You may use your Arcane Recovery on every short rest. At 5th level, the number of spell slots you may recover increases to 2/3 your level, rounded up. At 11th level, the number of spell slots you may recover increases to 3/4 your level, rounded up. At 17th level, you may recover a number of spell slots equal to your level. Additionally, the highest spell slot you can recover increases to 7th level.
Alternate Capstone Abilities
|Don't mess with the Blessed|
These abilities could be granted by Gods, be the result of supernatural training or energy, or just be available to characters who aren't pleased by the existing capstone abilities.
Certain classes already have godlike capstone abilities, so some of these will just be small improvements to those existing abilities.
Primal Champion: In addition to the listed effects, all other ability score maximums increase to 24.
Ultimate Magic: Once per day, you may cast a single spell from any spell list. If it is on the Bard Spell list and a 6th level spell or less, you may cast it without using a spell slot.
|Oh this? This mass of destruction? Well, it's Tuesday after all.|
Divine Intervention: In addition to the listed effects, the amount of time required in between successful uses of this feature is reduced from 7 days to 3 days.
Archdruid: In addition to the listed effects, you may also now transform into Monstrosities and Elementals, as long as they are within your CR limit.
Pinnacle Form: In addition to Extra Attack (3), the fighter gains another Ability Score Improvement, and they may use it to raise one ability score to a maximum of 22.
Perfect Self: In addition to the listed effects, the amount of ki points you regain increases to half your level.
Oath Feature: In addition to the listed effects, this feature may be used after you finish a short or long rest.
|The fabled warrior wields his divine blade, known colloquially as "God's Pinky Toenail"|
Foe Slayer: In addition to the listed effects, you may add your Wisdom modifier to the attack roll and the damage roll of your attacks, and this is no longer limited to one attack roll per turn.
Stroke of Luck: In addition to the listed effects, you may also use this ability to alter saving throws.
Sorcerous Mastery: The cost of creating spell slots for your flexible casting ability is reduced. TO create a spell slot, you only need to spend sorcery points equal to the spell's level. You may create spell slots no higher than 6th level.
Eldritch Master: In addition to the listed effects, when you use this ability to regain your Pact Magic Spell Slots, roll 1d4 and add 5. You also regain the use of your Mystic Arcanum spell of that level, if you have already expended it.
Signature Spells: In addition to the listed effects, you may also choose one 4th-level spell that you may cast in a similar manner to the 3rd-level spells of this feature.
|Sometimes being epic just means having really good friends|
Thanks for reading!