Cleric Epic Archetype Features
Arcana: Greater Banishment
At 25th level, the CR of celestials, elementals, fey ,and fiends you can banish using Channel Divinity increases to 6. At 29th level it increases to CR 7.
Arcana: Epic Magical Secrets
At 30th level, choose four spells from the bard, sorcerer, warlock, and wizard spell lists. The chosen spells count as cleric spells for you.
Death: Channel Negative Energy
At 25th level, you master a deadly new way to manifest death and learn the following way to use your Channel Divinity.
Negative Energy Wave. You can use an action to roil outward with baleful energies, dealing necrotic damage equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide that damage among them. When you choose a creature, it can make a Wisdom saving throw against your cleric spell save DC to negate the effect on itself, and you may choose an additional creature. This feature can damage a creature to no less than half of its hit point maximum.
Death: Reaper’s Caress
At 30th level, with the briefest of connections you can snuff out a life. Whenever you deal necrotic damage to a creature, you can expend two uses of Channel Divinity to utterly drain it of its life force. If the target is a living creature it must succeed on a Wisdom saving throw against your cleric spell save DC or be reduced to 0 hit points.
Forge: Divine Smith
At 25th level, your abilities to endow armaments with divine power increase dramatically. Whenever you use a feature or spell to grant a magical bonus to a suit of armor, shield, or weapon, the bonus increases to +3.
At 30th level, whenever you use a feature or spell to grant a magical bonus to a suit of armor, shield, or weapon, the bonus increases to +5 and you can use it to three items instead of one.
Knowledge: Repository of Knowledge
Starting at 25th level, your mind becomes exceptionally keen. Whenever you make an Intelligence check, you can treat a d20 roll of half your cleric level or lower as half your cleric level. In addition, you have advantage on ability checks you make that use Arcana, History, Nature, or Religion.
Knowledge: Find Witness
At 30th level, you can use an action to pluck along the chords of fate, following them to reveal those who witnessed past events. As long as you remain motionless, the events of the past reveal themselves to you. Remaining motionless requires a Constitution saving throw every 5 rounds (DC 5 + 1 per previous check) as if concentrating on a spell.
After 1 minute you can sense the strongest or most recent emotion associated with an area or object you are touching.
After 2 minutes you can glean the general features of the creature the emotion belongs to.
After 3 minutes you have a clear mental image of the creature the emotion belongs to.
After 4 minutes you learn the creature’s basic details (where it lives, how it spends its days, and so on).
After 5 minutes you learn the creature’s real name, as well as any common nicknames or false names that it uses.
Life: Healing Expert
At 25th level, curative magics come to your more easily. When you cast a spell of 2nd-level or higher that restores a creature’s hit points, you regain a spell slot of a spell level equal to half of the spell you cast.
Life: Divine Vitality
At 30th level, when you use Divine Strike, you regain hit points equal to the radiant damage dealt.
In addition, when you are reduced to 0 hit points, at the start of your turn you can expend a use of Channel Divinity to regain 2d8 hit points.
Light: Solar Healing
At 25th level, the light you worship bolsters your health. While you are in natural sunlight, at the start of each of your turns, you regain hit points equal to 5 + your Wisdom modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Light: Blinding Gaze
At 30th level, when a creature that can see your eyes starts its turn within 30 feet of you, you can spend your bonus action or reaction to force it to make a Constitution saving throw against your cleric spell save DC if you aren’t incapacitated and can see the creature. If the saving throw fails, the creature is blinded for a number of rounds equal to your proficiency bonus. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on a success. Once a creature has successfully resisted your Blinding Gaze, you cannot use it against that creature again for at least 1 minute.
Unless surprised, at the start of its turn a creature can avert its eyes to avoid your gaze. If the creature does so, it can’t see you until the start of its next turn, when it can avert its eyes again. If the creature looks at you in the meantime, you may spend your reaction to cause it to immediately make the save.
Nature: Pet Companion
At 25th level, you are able to train a beast with an Intelligence of 5 or less that is not hostile towards you or your companions. You cannot train a beast of a CR greater than your proficiency bonus. This features functions as the epic ranger class feature.
Nature: Elemental Purist
At 30th level, you are able to use the most fundamental energies of the universe so effectively that even those creatures that normally ignore it cannot bear to do so. When you cast a spell that deals cold, fire, or lightning damage, you ignore damage resistances, and creatures with immunity to one of these types of damage takes half damage instead.
Order: Orderly Movement
At 25th level, your carefully chosen steps are swift and sure. Your speed increases by 15 feet, and your movement does not provoke opportunity attacks. In addition, if you are wearing armor that causes disadvantage on Stealth checks, you do not gain disadvantage on Stealth checks from wearing it.
At 30th level, when you cast an enchantment spell of 3rd-level or higher, you regain a spell slot of a spell level equal to a half of the spell you cast.
Protection: Faithful Bulwark
At 25th level, you learn to spread your divine protection further and learn the following way to use your Channel Divinity.
Faithful Bulwark. You can use an action to cloak your allies in divine protection. Choose a number of creatures equal to your Wisdom modifier that are within 30 feet. A shimmering field appears and surrounds each creature, granting it a +2 bonus to AC for 10 minutes.
Protection: Turn Spell
At 30th level, whenever you or a creature you can see within 30 feet are targeted by a line spell or a spell that requires a ranged attack roll, you can use your reaction to expend a spell slot of 5th-level and attempt to reflect the spell back at its caster. If the spell is of 2nd-level or lower, the spell effect is reflected back at the caster as though it originated from yourself or a creature you are protecting with this feature, turning the caster into the target. If it is a spell of 3rd-level or higher, make a Wisdom check opposed by a spellcasting ability check made by the caster. On a success, the spell is reflected (as above). Once you have used this feature against a creature, it has advantage on checks against Turn Spell for the next 24 hours.
Strength: Mighty Blows
At 25th level, your faith makes each of your strikes mighty. When you hit a creature with a melee weapon attack, it makes a Strength saving throw against your cleric spell save DC or it is knocked prone.
In addition, you gain the following Channel Divinity feature.
Mighty Surge. When you make a Strength check or saving throw, you can use your reaction to automatically succeed, even if it would normally be impossible for you to do so.
Strength: Mighty Assault
At 30th level, when you take the Attack action to attack with a melee weapon, you can make an additional attack, and also use a bonus action to cast a cantrip that deals damage. If the cantrip you cast involves making a melee attack with a weapon, you have advantage on the cantrip’s melee weapon attack roll.
Tempest: Like Lightning
At 25th level, you become like a storm yourself, ever ready to suddenly appear and strike in a tempest aside your allies. When you finish a long rest, choose a number of creatures you can see equal to your proficiency bonus. Until the next time you finish a long rest or die, you and the chosen creatures gain a bonus to initiative rolls equal to your Wisdom modifier.
In addition, you have advantage on initiative rolls.
Tempest: Tempest Form
At 30th level, you learn to become the tempest and gain the following use of your Channel Divinity.
Tempest Form. You can use an action to transform your body into a storm for 1 minute. For the duration or until you go unconscious, you gain the following benefits:
Your size changes to Large.
Your AC increases by 2.
You have resistance to bludgeoning, piercing, and slashing from nonmagical attacks.
You are immune to lightning, poison, and thunder damage.
You have immunity to the exhaustion, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions.
You can enter a hostile creature’s space and stop there.
You can move through a space as narrow as 1 inch wide without squeezing. Your armor and weapons do not transform with you (although you can still wear armor and wield weapons).
Your unarmed strike damage increases to 2d8.
Whirlwind. You can use a bonus action to transform into a living tornado. Each creature in a 10-foot-radius must make a Strength saving throw against your cleric spell save DC. On a failure, a target takes 3d8 thunder damage and is flung up 30 feet away from you in a random direction and is knocked prone. If you are wielding a weapon, a target instead takes damage as if you hit it with a weapon attack. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw against your cleric spell save DC or it takes the same damage and is knocked prone. If the saving throw is successful, the target takes half the thunder damage and isn’t flung away or knocked prone.
Trickery: Expert Impersonator
At 25th level, your talents for taking on the guise of another become peerless. You are able to cast disguise self at will, without components, and without having to concentrate. In addition, you have advantage on checks made to maintain a disguise or deceive a creature into believing you are the creature you are disguised as. Finally, you can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against your cleric spell save DC.
At 30th level, when you make a Charisma (Deception) check or Intelligence (disguise kit) check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Twilight: Shrouded Aura
At 25th level, a miasma of otherworldly shadows roil about you and obscures the vision of your enemies. You and friendly creatures within 15 feet of you benefit as though you have three-quarters cover (+5 bonus to AC and Dexterity saving throws).
Twilight: Shrouded Resistance
At 30th level, while in darkness or dim light you have advantage on saving throws made against magic and other magical effects.
Undeath: Trade Life
At 25th level, you realize that when the threads of fate are being cut they can become intertwined and confused. When you see a creature within 30 feet die, you can use your reaction to choose a living creature you can see within 30 feet. If the target has a challenge rating or level no more than twice the dead creature’s, it makes a Charisma saving throw against your cleric spell save DC. On a failure, the target dies and the dead creature is restored to life with a number of hit points equal to the amount of hit points the target had, up to a maximum of its total hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
Undeath: Pale Master
At 30th level, you no longer need to eat, breathe, or sleep, and you gain immunity to necrotic damage.
In addition, you have advantage on saving throws made against necromancy spells as well as the attacks and traits of undead creatures, and undead have disadvantage on saving throws made to resist spells that you cast.
Unity: Shared Minds
At 25th level, you discover how to bond together not just spirits but minds as well. you gain the following Channel Divinity feature.
Shared Minds. You forge a telepathic link among up to twelve willing creatures of your choice within 100 feet, psychically linking each creature to all the others for 24 hours or until you use this feature again. The targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, and across planes of existence. Additionally, as a bonus action, a target can see through another psychically linked creature’s eyes and hear what it hears until the end of the target’s turn, gaining the benefits of any special senses that the psychically linked creature has.
Unity: Shared Coordination
At 30th level, when creatures that are under the effects of your Shared Minds feature attack the same target in the same round, each additional creature after the first gains a cumulative +1 bonus to attack and damage rolls against that target (maximum +3). This bonus lasts until the end of each round.
War: Extra Attack (2)
At 25th level, you can attack twice, instead of once, whenever you take the Attack action.
War: Superb Critical
At 30th level, your weapon attacks score a critical hit on a roll of 18–20, and your spell attacks score a critical hit on a roll of 19 or 20.