Epic Feats (5e Reward)

Epic Feats

An epic feat is the midpoint between a feat and an epic boon. These can act like class features, and may have level or class requirements. They are meant to offer more character customization than your average feat.

Gaining an Epic Feat

Epic Feats are not mere feats. They might be gained by receiving the blessing of a Demigod, spending time in an area saturated with strange magic, or months or even years spent training. They are meant to be rewards for reaching milestones

A list of Epic Feats

Mithral Heart

Perquisites: Level 9 or higher, at least 95 hit points

You have the ability to shrug off heavy blows. As a reaction, whenever you take Bludgeoning, Piercing, or Slashing damage from a nonmagical attack, you can grant yourself resistance to that damage until the end of your next turn. You can use this feature twice, and you regain all uses when you finish a long rest.

Master of Negation

Perquisites: 7th level or higher, spellcaster

You have become better at denying enemy casters a chance to use their spells. You learn Counterspell if you do not already know it. It does not count against spells that you know and/or have prepared, and you can cast it once without spending a spell slot. You also have a +2 bonus on the check you make with Counterspell.

Touch of Poison

Perquisite: level 4 or higher

You have the ability to inflict poison with your touch. When you make an unarmed strike, you can chose to have it deal poison damage instead of its normal damage. In addition, the target must succeed on a DC 13 Constitution Saving Throw or take an additional 2d4 poison damage and become poisoned for one minute. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.

Master Wrestler

Perquisite: level 4 or higher

Your study of joints in bodies of different creatures and experience in using enemies' strength against them allow you to toy with them like with children. You can use your Acrobatics for skill checks that involve grappling and showing other creatures. Additionally, you can use your bonus action on each of your turns to attempt a shove or grapple. Moreover, when you shove a creature you can move it up to 15 feet away from you if you choose, and when you grapple a creature, you can move it to other place that is 5 feet around you once on your turn. Finally, you can grapple up to three creatures at the same time.

Mana Barrier

Prerequisite: spell slots

You've learned how to make your magical power work for you passively in the form of a personal defensive barrier. Add together the total levels of each of your spell slots and consult the table below. You gain a bonus to your armor class and saving throws equal to the bonus listed on the table. Additionally, all damage you receive is reduced by an amount equal to the bonus.

Design Note: As you use up and regain spell slots, the defensive barrier decreases and increases in strength proportionally, so be prepared to keep track of your combined spell slot total on your sheet.

Total Combined Spell Slot LevelBonus
5-14+1
15-29+2
30-49+3
50-64+4
65++5

If you are a warlock, spell slots from pact magic count as twice the value of a normal spell slot for the purpose of this table. Additionally, unused mystic arcanums count as spell slots for the purpose of the table.


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