Epic Levels

This section covers levels 21 to 30.

All classes, beginning at 20th level, have the attribute cap of 20 removed and the attributes can now rise up to 30 with ability score increases.

All spell casting classes have already had their spell slots increased, so there will be no further spell slot increases.

Barbarian
Fast Movement Increase: Starting at 21st level, your speed increases by an additional 10 feet while you aren’t wearing heavy armor.

Improved Brutal Critical: Beginning at 22nd level, you can roll four additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Extra Attack: At 23rd level, the barbarian gains an extra attack action per turn, making their total attack actions now three.

Ability Score Improvement: At 24th level and at 28th level, you can place 2 points toward your attributes, up to 30, or you can place 1 point in 2 attributes, up to 30.

Feat: At 25th level and 30th level, you may choose 1 Feat from either the Player’s Handbook, the Fifth Edition Feats book or the Greyfeather Source Book.

Skill Improvement: At 25th level, you can increase your most used skill by +5. You cannot choose a skill at random or one you wish to be proficient with, but are not. You cannot choose a racial skill or a background skill you are proficient with, it has to be a Class skill you are proficient in.

Additional Attribute Saving Throw Proficiency: Each class has two attribute saving throws they are proficient in. At 26th level, you may choose an additional attribute saving throw to be proficient in.

Improved Primal Champion: At 27th level, the barbarian gains an additional +1 to their Strength and Constitution.

Improved Critical Hit: At 29th level, the barbarian now scores a critical hit on a 19 or a 20 on a d20. If they have the ability to score a critical hit on a 19, it becomes 18, 19 or 20.

Epic Boon: At 30th level, the barbarian can choose 1 Epic Boon from the Dungeon Master’s Guide or from the Greyfeather Source Book.

Healing Rage: At 30th level, the barbarian is so attuned to their rage that they can channel this rage to heal themselves for 3d12 hit points. They may only use this once per short rest.

Bard
Improved Expertise: At 21st level, the bard may choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Improved Countercharm: At 22nd level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened, charmed or held. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Improved Bardic Inspiration: At 23rd level, You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, 2d8. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

Ability Score Improvement: At 24th level and at 28th level, you can put 2 points into one attribute or 1 point into 2 attributes. The maximum of any attribute is 30.

Feat: At 25th level and 30th level, you gain a Feat chosen from the Player’s Handbook, the Fifth Edition Feats book or the Greyfeather Source Book.

Skill Improvement: At 25th level, you can increase your most used skill by +5. You cannot choose a skill at random or one you wish to be proficient with, but are not. You cannot choose a racial skill or a background skill you are proficient with, it has to be a Class skill you are proficient in.

Bardic Project Image: At 26th level, the bard is able to use music or song to project an image that appears to be tangible to others, like an illusion, while weaving a magical spell through this image.

Improved Song of Rest: At 27th level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 2d8 hit points per round. This cannot be played during combat.

Additional Attribute Saving Throw Proficiency: Each class has two attribute saving throws they are proficient in. At 27th level, you may choose an additional attribute saving throw to be proficient in.

Improved Superior Inspiration: At 29th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain two uses.

Epic Boon: At 30th level, the bard can choose 1 Epic Boon from the Dungeon Master’s Guide or from the Greyfeather Source Book.

Improved Magical Secrets: At 30th level, choose two additional spells from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

Cleric
Spell Healing/Damage Increase: At 21st level and 26th level, all spell damage or spell healing done by the cleric increases by 1 additional damage or healing dice without having to cast it at a higher level. Channel Divinity: At 22nd level, the cleric can use this ability four times per day. After a long rest, they regain all of their uses for this ability. At 29th level, the cleric can use this ability five times per day.

Destroy Undead (CR 5): At 23rd level, the cleric can destroy undead of CR 5 or lower if the creature fails its Wisdom saving throw against the Turn Undead ability. At 27th level, the cleric can destroy undead of CR 6 or lower if the creatures fails its Wisdom saving throw against the Turn Undead ability.

Ability Score Improvement: At 24th level and 28th level, the cleric can put 2 points toward an attribute or 1 point toward 2 attributes, the maximum attribute score is 30.

Feat: At 25th level and 30th level, you gain a Feat chosen from the Player’s Handbook, the Fifth Edition Feats book or the Greyfeather Source Book.

Skill Improvement: At 25th level, you can increase your most used skill by +5. You cannot choose a skill at random or one you wish to be proficient with, but are not. You cannot choose a racial skill or a background skill you are proficient with, it has to be a Class skill you are proficient in.

Additional Attribute Saving Throw Proficiency: Each class has two attribute saving throws they are proficient in. At 27th level, you may choose an additional attribute saving throw to be proficient in.

Epic Boon: At 30th level, the cleric can choose 1 Epic Boon from the Dungeon Master’s Guide or from the Greyfeather Source Book.

Aura of Healing: At 30th level, the cleric becomes a beacon of healing to all allies with 60 feet of them. At the start of each turn, all allies within 60 feet of the cleric heal 16 hit points plus the cleric’s Wisdom modifier per round. This ability requires concentration, therefore a cleric using this ability cannot use concentration spells or it will end this ability.

Druid
Improved Wild Shape: At 21st level, the druid can assume the shape of a beast they have seen, up to a CR of 2 (see Page 66 of the Player’s Handbook for Wild Shape rules). At 27th level, the druid can assume the shape of a beast they have seen, up to a CR of 3.

Transport Via Plants: At 22nd level, the druid can use plants to travel from one location to another simply by stepping into them. The process takes 1 full minute to perform and the druid can only travel where there are plants to continue this sort of travel (lifeless areas cannot support plant life, therefore, the druid cannot travel through those areas). The druid can take up to six other beings with them and they can only perform this ability once per long rest. The distance they can travel is determined by the vegetation in that area.

Improved Beast Spells: At 23rd level, the druid can cast their spells in Wild Shape without the need for material or verbal components, somatic only.

Ability Score Improvement: At 24th level and 28th level, the druid can put 2 points toward an attribute or 1 point toward 2 attributes, the maximum attribute score is 30.

Feat: At 25th level and 30th level, you gain a Feat chosen from the Player’s Handbook, the Fifth Edition Feats book or the Greyfeather Source Book.

Skill Improvement: At 25th level, you can increase your most used skill by +5. You cannot choose a skill at random or one you wish to be proficient with, but are not. You cannot choose a racial skill or a background skill you are proficient with, it has to be a Class skill you are proficient in.

Improved Weather Control: At 26th level, the druid has the ability to control the weather around them for a time. By praying to their deity, they can use this ability to make it rain or snow, or they can make it stop raining or snowing. They can bring in a thick fog or make fog dissipate. They can bring up wind or make the wind die down at their command. This weather change cannot cause physical damage to an enemy. The druid can use this ability once per long rest.

Additional Attribute Saving Throw Proficiency: Each class has two attribute saving throws they are proficient in. At 27th level, you may choose an additional attribute saving throw to be proficient in.

Improved Timeless Body: At 29th level, the druid no longer ages. This doesn’t mean they cannot die, it means they cannot die of old age.

Epic Boon: At 30th level, the druid can choose 1 Epic Boon from the Dungeon Master’s Guide or from the Greyfeather Source Book.

Call of Nature: At 30th level, the druid can call upon nature to defend them against enemies. Plants, trees, animals and the weather will come at the druid’s call to harass an enemy, forcing them to attack the druid and their allies at disadvantage. This ability acts as a Help Action in combat. This ability can only be used once per long rest.

Fighters
Improved Second Wind: At 21st level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 2d8 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge: At 22nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action and you have 3 uses. These cannot be used in the same combat round. Once you use this ability, you must complete a short or long rest to regain it.

Improved Critical: At 23rd level, you can score a critical hit on a 19 or 20. If you already have the ability to score a critical hit on a 19 or 20, you can now score one on an 18, 19 or 20. This ability increases the chance for a critical hit by 1.

Ability Score Improvement: At 24th level and 28th level, the fighter can put 2 points toward an attribute or 1 point toward 2 attributes, the maximum attribute score is 30.

Feat: At 25th level and 30th level, you gain a Feat chosen from the Player’s Handbook, the Fifth Edition Feats book or the Greyfeather Source Book.

Skill Improvement: At 25th level, you can increase your most used skill by +5. You cannot choose a skill at random or one you wish to be proficient with, but are not. You cannot choose a racial skill or a background skill you are proficient with, it has to be a Class skill you are proficient in.

Defensive Fighter: At 26th level, after so much time and combat, you have honed your defensive skills to the point that you gain a +1 to your Armor Class.

Additional Attribute Saving Throw Proficiency: Each class has two attribute saving throws they are proficient in. At 27th level, you may choose an additional attribute saving throw to be proficient in.

Improved Second Wind: At 27st level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 2d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Turn Aside: At 29th level, you have been fighting so long that you can almost read the mind of your enemy at times, knowing what they will do next. It has gotten to the point that you can turn aside the second attack of an enemy based on their first attack. When attacked by an enemy, the first attack is made with a normal roll, but the second attack is made at disadvantage using the Turn Aside ability. If the second attack does hit the fighter, they will only take half damage from this attack.

Epic Boon: At 30th level, the bard can choose 1 Epic Boon from the Dungeon Master’s Guide or from the Greyfeather Source Book.

Heroic Strike: At 30th level, the fighter is able to draw upon his energy reserves to deal a more devastating strike than is normal. Using this ability, the fighter can deal an automatic critical hit with double the maximum damage dealt once per long rest.

Monk
Round Kick: At 21st level, the monk can use a Round Kick attack to an opponent that does double the normal damage dice. They can only use this ability once per short rest.

Defensive Fighter: At 22nd level, the monk’s defensive skills have been honed to such a degree that they are able to take a Dodge or Disengage action as a bonus action.

Extra Attack: At 23rd level, the monk can attack for a third time during their turn.

Ability Score Improvement: At 24th level and 28th level, the monk can put 2 points toward an attribute or 1 point toward 2 attributes, the maximum attribute score is 30.

Feat: At 25th level and 30th level, you gain a Feat chosen from the Player’s Handbook, the Fifth Edition Feats book or the Greyfeather Source Book.

Skill Improvement: At 25th level, you can increase your most used skill by +5. You cannot choose a skill at random or one you wish to be proficient with, but are not. You cannot choose a racial skill or a background skill you are proficient with, it has to be a Class skill you are proficient in.

Improved Stillness of Mind: At 26th level, you can use your action to end one effect on yourself that is causing you to be charmed, frightened, or held.

Additional Attribute Saving Throw Proficiency: Each class has two attribute saving throws they are proficient in. At 27th level, you may choose an additional attribute saving throw to be proficient in.

Improved Critical: At 27th level, you can score a critical hit on a 19 or 20. If you already have the ability to score a critical hit on a 19 or 20. This ability increases the chance for a critical hit by 1.

Dragon Strike: At 29th level, the monk can perform a special strike called a Dragon Strike. Spreading their fingers out and forming a “claw”, they can strike an opponent with such force that it does their normal unarmed strike damage (2d8), plus that same damage dice again as piercing damage (2d8). Can only be used once per short or long rest.

Epic Boon: At 30th level, the monk can choose 1 Epic Boon from the Dungeon Master’s Guide or from the Greyfeather Source Book.

Bone Breaker: At 30th level, the monk’s offensive skills are so well trained that they can strike their opponent with enough force to break bones. The monk must declare this attack at the beginning of their turn and on a successful hit, they choose which limb they attacked. The damage dice is doubled for this attack, but only the damage dice. The limb that is struck is broken and causes the enemy to attack at disadvantage and could hamper movement (if it’s a leg). Can only be used on a Huge or smaller creature. They can use this ability once per short or long rest.

Mystic
Improved Mystical Recovery: At 21st level, Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to twice the number of psi points you spent. At 29th level, immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to triple the number of psi points you spent. This can only be used once per short rest.

Improved Strength of Mind: At 22nd level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose two of the following: Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using those abilities, instead of Wisdom. This change lasts until you finish your next short or long rest.

Potent Psionics: At 23rd level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 3d8 psychic damage to that target.

Ability Score Improvement: At 24th level and 28th level, the mystic can put 2 points toward an attribute or 1 point toward 2 attributes, the maximum2 attribute score is 30.

Extra Attack: At 24th level, the Mystic gains one additional melee attack action. This only applies to use of a melee weapon.

Feat: At 25th level and 30th level, you gain a Feat chosen from the Player’s Handbook, the Fifth Edition Feats book or the Greyfeather Source Book.

Skill Improvement: At 25th level, you can increase your most used skill by +5. You cannot choose a skill at random or one you wish to be proficient with, but are not. You cannot choose a racial skill or a background skill you are proficient with, it has to be a Class skill you are proficient in.

Potent Psionics: At 26th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a cthrows they are proficient in. At 27th level, you may choose an additional attribute saving throw to be proficient in.

Additional Attribute Saving Throw Proficiency: Each class has two attribute saving throws they are proficient in. At 27th level, you may choose an additional attribute saving throw to be proficient in.

Epic Boon: At 30th level, the mystic can choose 1 Epic Boon from the Dungeon Master’s Guide or from the Greyfeather Source Book.

Psionic Surgery: At 30th level, the Mystic can touch another mind that is afflicted and heal them. This affliction can be a disease, poison, curse or other malady that causes the person not to be in full control of themselves. This cannot heal bludgeon, slashing or piercing damage caused by weapons. Can only be done once per long rest. Level Prof. Bonus Features

Paladin
Additional Fighting Style: At 21st level, the paladin may choose one additional fighting style. They may not choose one they have already taken at 2nd level.

Improved Aura of Protection: At 22nd level, whenever you or a friendly creature within 60 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier plus 2 (with a minimum bonus of +3). You must be conscious to grant this bonus.

Extra Attack: At 23rd level, the paladin can attack 3 times during their turn.

Ability Score Improvement: At 24th level and 28th level, the paladin can put 2 points toward an attribute or 1 point toward 2 attributes, the maximum attribute score is 30.

Feat: At 25th level and 30th level, you gain a Feat chosen from the Player’s Handbook, the Fifth Edition Feats book or the Greyfeather Source Book''.

Skill Improvement: At 25th level, you can increase your most used skill by +5. You cannot choose a skill at random or one you wish to be proficient with, but are not. You cannot choose a racial skill or a background skill you are proficient with, it has to be a Class skill you are proficient in.

Improved Aura of Courage: At 26th level, you and friendly creatures within 60 feet of you can’t be frightened while you are conscious.

Additional Attribute Saving Throw Proficiency: Each class has two attribute saving throws they are proficient in. At 27th level, you may choose an additional attribute saving throw to be proficient in.

Improved Lay On Hands: At 27th level, the pool of healing power increases to the paladin’s level times 10.

Improved Cleansing Touch: At 29th level, you can use your action to end one spell on yourself or on one willing creature that is within 30 feet of you. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Epic Boon: At 30th level, the paladin can choose 1 Epic Boon from the Dungeon Master’s Guide or from the Greyfeather Source Book.

Holy/Unholy Smite: At 30th level, the paladin may channel divinity from their chosen deity by calling out a prayer for their aid and then deal a blow to the enemy. This act must be declared at the beginning of the paladin’s turn. This strike will always hit, but a roll is required to determine if it is a critical hit or not. The enemy suffers maximum weapon damage plus 40 hit points of radiant or necrotic damage (depending on the deity and the alignment of the paladin) and this damage is at maximum as well. If it is a critical hit, only the weapon’s damage is doubled.

Ranger
Additional Favored Enemy: At 21st level, the ranger may choose an additional favored enemy.

Additional Favored Terrain: At 21st level, the ranger may choose an additional favored terrain.

Extra Attack: At 22nd level, the ranger can attack 3 times during their turn.

Additional Fighting Style: At 23rd level, the ranger may choose one additional fighting style. They cannot choose one they have already taken.

Ability Score Improvement: At 24th level and 28th level, the ranger can put 2 points toward an attribute or 1 point toward 2 attributes, the maximum attribute score is 30.

Feat: At 25th level and 30th level, you gain a Feat chosen from the Player’s Handbook, the Fifth Edition Feats book or the Greyfeather Source Book''.

Skill Improvement: At 25th level, you can increase your most used skill by +5. You cannot choose a skill at random or one you wish to be proficient with, but are not. You cannot choose a racial skill or a background skill you are proficient with, it has to be a Class skill you are proficient in.

Disabling Shot: At 26th level, the ranger can make a missile weapon attack that slows or stops his opponent. This can only be used once per long rest. The damage dice of this attack is doubled. The opponent is slowed to half their movement rate unless the maximum damage is rolled, in which case, their movement rate is 0. This lasts for 2 of the creature’s combat rounds.

Additional Attribute Saving Throw Proficiency: Each class has two attribute saving throws they are proficient in. At 27th level, you may choose an additional attribute saving throw to be proficient in.

Too Close For Missiles: At 27th level, the ranger gains a bonus to melee weapon attacks when an opponent engages them. They can add their Strength or Dexterity modifier (minimum of +1) in addition to their original modifier to hit and damage against an opponent they cannot shoot at.

Camouflage: At 29th level, like Hide In Plain Sight, the ranger can now make a suitable camouflage in 30 seconds and they gain +15 to their Stealth.

Epic Boon: At 30th level, the ranger can choose 1 Epic Boon from the Dungeon Master’s Guide or from the Greyfeather Source Book.

Precision Shot: At 30th level, the ranger is so adept at using a bow that they are able to fire two arrows in rapid succession with unerring accuracy. They are able to use this ability for an entire turn, but can only use it once per long rest. They fire two arrows and roll at advantage to see if they hit. If one arrow hits, they both hit.

Rogue
Improved Uncanny Dodge: At 21st level, when you use this ability, instead of taking half damage, you take one-quarter damage.

Extra Attack: At 22nd level, you can attack 3 times per turn.

Improved Reliable Talent: At 23rd level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 11 or lower as a 12.

Ability Score Improvement: At 24th level and 28th level, the rogue can put 2 points toward an attribute or 1 point toward 2 attributes, the maximum attribute score is 30.

Feat: At 25th level and 30th level, you gain a Feat chosen from the Player’s Handbook, the Fifth Edition Feats book or the Greyfeather Source Book.

Skill Improvement: At 25th level, you can increase your most used skill by +5. You cannot choose a skill at random or one you wish to be proficient with, but are not. You cannot choose a racial skill or a background skill you are proficient with, it has to be a Class skill you are proficient in.

Improved Evasion: At 26th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only one-quarter damage if you fail.

Additional Attribute Saving Throw Proficiency: Each class has two attribute saving throws they are proficient in. At 27th level, you may choose an additional attribute saving throw to be proficient in.

Improved Blind Sense: At 29th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 30 feet of you.

Epic Boon: At 30th level, the rogue can choose 1 Epic Boon from the Dungeon Master’s Guide or from the Greyfeather Source Book.

True Dual Weapon Fighting: At 30th level, you have perfected the dual weapon fighting technique, allowing you to attack with each hand twice in a single turn (4 attacks). You can now add your Dexterity modifier to off hand damage.

Sorcerer
Improved Creating Spell Slots: At 21st level, the sorcerer can now create spell slots using sorcery points at a lesser rate than previous determined. At 27th level, they can create higher level spell slots using sorcery points. 21st Level 21st Level 27th Level 27th Level Spell Slot Level Sorcery Points Spell Slot Level Sorcery Points 1st 1 1st 1 2nd 2 2nd 2 3rd 3 3rd 3 4th 4 4th 4 5th 5 5th 5 6th --- 6th 7

Improved Spell Damage: At 22nd level, the sorcerer can expend 1 sorcery point to add 1 additional damage dice to spell damage. They cannot spend more than 1 sorcery point to do this.

New Metamagic-Top Down: At 23rd level, the sorcerer gains the metamagic feat Top Down. This feat changes the origin of a spell from being sent directly from the sorcerer to being sent from a location above the target, coming down to strike them.

Ability Score Improvement: At 24th level and 28th level, the sorcerer can put 2 points toward an attribute or 1 point toward 2 attributes, the maximum attribute score is 30.

Feat: At 25th level and 30th level, you gain a Feat chosen from the Player’s Handbook, the Fifth Edition Feats book or the Greyfeather Source Book''.

Skill Improvement: At 25th level, you can increase your most used skill by +5. You cannot choose a skill at random or one you wish to be proficient with, but are not. You cannot choose a racial skill or a background skill you are proficient with, it has to be a Class skill you are proficient in.

Improved Sorcerous Restoration: At 26th level, the sorcerer regains 8 sorcery points after they finish a short rest.

Additional Attribute Saving Throw Proficiency: Each class has two attribute saving throws they are proficient in. At 27th level, you may choose an additional attribute saving throw to be proficient in.

Additional Metamagic Choice: At 29th level, the sorcerer can choose an additional metamagic feat from the list as long as it is not one they have previously chosen.

Epic Boon: At 30th level, the sorcerer can choose 1 Epic Boon from the Dungeon Master’s Guide or from the Greyfeather Source Book.

Elemental Control: At 30th level, the sorcerer becomes attuned to the elements in their spellcasting, allowing them to deal incredible damage against an enemy using it. The sorcerer must declare the type of element they are using (fire, cold, earth, acid, or lightning) at the beginning of their turn. When they cast their spell, it does double the normal damage dice in damage (rolled, not automatic). If the enemy is immune, it becomes only resistant, and if it is resistant, it takes full damage. The sorcerer can only use this ability once per long rest.

Warlock
Improved Expanded Spells: At 21st level, you can cast 1st, 2nd and 3rd level expanded spells twice without using a spell slot per long rest. At 27th level, you can cast 1st, 2nd, 3rd, 4th and 5th level expanded spells twice without using a spell slot per long rest.

Additional Pact Boon: At 22nd level, you may choose an additional pact boon from the list. You cannot choose one you have already chosen.

Improved Mystic Arcanum: At 23rd level, you may cast your arcanum spell twice without using a spell slot per long rest. At 29th level, you may cast your arcanum spell three times without using a spell slot per long rest.

Ability Score Improvement: At 24th level and 28th level, the warlock can put 2 points toward an attribute or 1 point toward 2 attributes, the maximum attribute score is 30.

Feat: At 25th level and 30th level, you gain a Feat chosen from the Player’s Handbook, the Fifth Edition Feats book or the Greyfeather Source Book.

Skill Improvement: At 25th level, you can increase your most used skill by +5. You cannot choose a skill at random or one you wish to be proficient with, but are not. You cannot choose a racial skill or a background skill you are proficient with, it has to be a Class skill you are proficient in.

Patron’s Aid: At 26th level, you are able to channel the power of your patron to add 2 additional damage dice to your spell. You can only use Patron’s Aid once per long rest.

Additional Attribute Saving Throw Proficiency: Each class has two attribute saving throws they are proficient in. At 27th level, you may choose an additional attribute saving throw to be proficient in.

Epic Boon: At 30th level, the warlock can choose 1 Epic Boon from the Dungeon Master’s Guide or from the Greyfeather Source Book.

Patron’s Blessing: At 30th level, you are able to tap into your patron’s power when spellcasting. You gain a +2 to Spell Attack, +2 to Spell DC, if the spell causes physical damage to your enemy and they are immune to that type of damage, it becomes resistance, if they are resistant, they suffer full damage due to this power. You can only use Patron’s Blessing once per long rest.

Wizard
Improved Arcane Recovery: At 21st level, you have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to your wizard level (rounded up), and none of the slots can be 7th level or higher.

Improved Spell Damage: At 22nd level, you have learned to make your damaging spells more potent. Any spell that can damage an opponent now has 1 additional damage dice without having to cast it at a higher level. At 27th level, this increases to 2 additional damage dice without having to cast it at a higher level.

Improved Spell Mastery: At 23rd level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell, a 2nd-level wizard spell, and a 3rd level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels. At 29th level, you may choose a 1st, 2nd, 3rd and 4th level spell.

Ability Score Improvement: At 24th level and 28th level, the wizard can put 2 points toward an attribute or 1 point toward 2 attributes, the maximum attribute score is 30.

Feat: At 25th level and 30th level, you gain a Feat chosen from the Player’s Handbook, the Fifth Edition Feats book or the Greyfeather Source Book.

Skill Improvement: At 25th level, you can increase your most used skill by +5. You cannot choose a skill at random or one you wish to be proficient with, but are not. You cannot choose a racial skill or a background skill you are proficient with, it has to be a Class skill you are proficient in.

Improved Signature Spell: At 26th level, you gain mastery over one powerful spell and can cast it with little effort. Choose one wizard spell 6th level or lower that is in your spellbook as your signature spell. You always have this spell prepared, it doesn’t count against the number of spells you have prepared, and you can cast it at its appropriate level without expending a spell slot. When you do so, you can’t do so again until you finish a long rest. If you want to cast this spell at a higher level, you must expend a spell slot as normal.

Additional Attribute Saving Throw Proficiency: Each class has two attribute saving throws they are proficient in. At 27th level, you may choose an additional attribute saving throw to be proficient in.

Epic Boon: At 30th level, the wizard can choose 1 Epic Boon from the Dungeon Master’s Guide or from the Greyfeather Source Book.

Total Recall: At 30th level, you are able to recall any spell that is in your spellbook, up to 7th level and cast it without expending a spell slot. You can only do this once per long rest.