Past Level 20 (5e Variant Rule)

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I'm sure many of you have at one point or another wonder if there was a good way to level up past level 20 in 5e, I sure did. That's when I started looking for one, but to no avail. Unable to find any I decided to come up with one myself, I can't say for sure that this is well balanced but I hope you all enjoy.

Contents

General Rules

  • The rules for levels below 21 are still the same. This set of variant rules applies only when characters reach level 21.
  • Level 50 becomes the new maximum character level a player can have.
  • Ability scores now have a maximum of 30.
  • Upon reaching level 21, your proficiency bonus becomes +7, then increases to +8 at level 25, +9 at level 29, +10 at level 33, +11 at level 37, +12 at level 41, +13 at level 45, and +14 at level 49.
  • If a player continues leveling the same class through level 21 to 49, they gain epic boons at levels 21, 25, 29, 31, 35, 39, 41, 45, and 49, and ability score increases at levels 22, 26, 30, 34, 38, 42, 46, and 50. Any and all ability score improvements give 3 points rather than the traditional 2, and 4 points after level 40, or 2 feats if using the optional feats rule.
  • Cantrips that deal damage increase by 1 additional damage die at levels 22 (5), 28 (6), 35 (7), 39 (8), 45 (9), and 50 (10).
  • If you're a Dragonborn, your breath weapon moves up to 6d6 at 21st level, 7d6 at 26th level, 8d6 at 31st level, 9d6 at 36th level, 10d6 at 41st level, and 11d6 at 46th levels
  • Upon reaching past level 20 you may pick a second subclass. You gain the features of the subclass at level 20+the original features level. For example a Rogue with the Thief subclass would get Fast Hands at level 23, Supreme Sneak at level 29, and Thief's Reflexes at level 37.

Level 50

If a player chooses to level up their class beyond level 20 and they don't multiclass, these are the features each class gains:

Artificer

Additional Spells and Spell Slots:
  • You also gain additional cantrips at level 24 (5), level 28 (6), level 38 (7), and level 42 (8).

Spell Slots

  • Level 22 - 1 2nd level spell slot.
  • Level 30 - 1 3rd level spell slot.
  • Level 34 - 1 4th level spell slot.
  • Level 42 - 1 5th level spell slot.
  • Level 50 - 1 5th level spell slot.
Infusion and Infused Item Improvement:
  • You get another known infusion at level 23, 27, 31, 35, 39, 43, and 47.
  • You get another infused item at level 21, 26, 31, 36, 41, and 46.
Spell Storing Item Improvement:
  • Your spell-storing item feature can use level three, four, and five spells at level 26, and the feature can be used on any equipment.
  • At level 30 you can use your spell-storing item feature a number of times equal to half your Intelligence score (rounded up).


Barbarian

Critical Hits:
Strength and Constitution Score Increases:
  • Starting at level 32 and every 4th level onward, the maximum for your Strength and Constitution score increases by 2, and both scores are increased by 2.
Additional Rage Damage:
  • Your rage damage increases to +5 at level 27, +6 at level 34, +7 at level 41, and +8 at level 48.


Bard

Additional Spells and Spell Slots:
  • At level 21, you gan an additional spell. You gain one more spell every 2nd level (level 23, 25, 27 etc.).
  • You also gain additional cantrips at level 21 (5) and level 45 (6).

Spell Slots

  • Level 24 - 1 2nd level spell slot.
  • Level 26 - 1 3rd level spell slot.
  • Level 30 - 1 4th level spell slot.
  • Level 32 - 1 5th level spell slot.
  • Level 36 - 1 6th level spell slot.
  • Level 38 - 1 6th & 1 7th level spell slot.
  • Level 42 - 1 7th & 1 8th level spell slot.
  • Level 44 - 1 8th & 1 9th level spell slot.
  • Level 48 - 1 8th & 1 9th level spell slot.
  • Level 50 - 1 9th level spell slot.
Magical Secrets:
  • At level 26, you can learn four spells from any class. You can learn an additional four spells from any class at level 40.
Bardic Inspiration Improvement:
  • At level 30, a creature who uses your bardic inspiration dice gains advantage on the rolls.
  • Bardic inspiration increases to 1d20 at level 22, 2d12 at level 30, 2d20 at level 38, 3d12 at level 46, and 3d20 at level 50.


Cleric

Additional Spells and Spell Slots:
  • You gain additional cantrips at level 21 (6) and level 45 (7).

Spell Slots

  • Level 24 - 1 2nd level spell slot.
  • Level 26 - 1 3rd level spell slot.
  • Level 30 - 1 4th level spell slot.
  • Level 32 - 1 5th level spell slot.
  • Level 36 - 1 6th level spell slot.
  • Level 38 - 1 6th & 1 7th level spell slot.
  • Level 42 - 1 7th & 1 8th level spell slot.
  • Level 44 - 1 8th & 1 9th level spell slot.
  • Level 48 - 1 8th & 1 9th level spell slot.
  • Level 50 - 1 9th level spell slot.
Extra Divinity Points:
  • At level 22, you gain an extra divinity point to use per day, again another extra divinity point at level 30, a third extra point at 38, and a 4th extra at level 46.
Divine Intervention Increase:
Additional Domain:
  • At level 30, select a domain other than the one you started with. You gain access to the spells granted by that domain. Choose a spell from each line of the domain's spell table.


Druid

Additional Spells and Spell Slots:
  • You gain additional cantrips at level 21 (5) and level 45 (6).

Spell Slots

  • Level 24 - 1 2nd level spell slot.
  • Level 26 - 1 3rd level spell slot.
  • Level 30 - 1 4th level spell slot.
  • Level 32 - 1 5th level spell slot.
  • Level 36 - 1 6th level spell slot.
  • Level 38 - 1 6th & 1 7th level spell slot.
  • Level 42 - 1 7th & 1 8th level spell slot.
  • Level 44 - 1 8th & 1 9th level spell slot.
  • Level 48 - 1 8th & 1 9th level spell slot.
  • Level 50 - 1 9th level spell slot.
Plant and Beast Communication Improvement:
  • At level 22, you can always communicate with beasts and plants.
  • At level 30, all beasts and plants regard you as a god, either willingly serving or at the least, refusing to attack you.
Wild Shape Improvement:
  • At level 26, the max CR of your wild shape increases by 1 (land = CR 2, moon = CR 9), it increases by 1 again every 3 levels. level 29: (land = CR 3, moon = CR 13), again at level 32 (land = CR 4, moon = CR 15), ecet,


Fighter

Additional Indomitable and Second Wind Charges:
Strength and Dexterity Score Improvements:
  • Starting at level 26 and each 4th level onward, your maximum for your Strength and Dexterity scores increase by 2, and each increases by 2.
Additional Extra Attacks:
Damage Immunities and Resistances:
  • At level 38, you gain immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • At level 42, you gain resistance to bludgeoning, piercing, and slashing damage from magical weapons.
  • At level 46, you gain immunity to three damage types of your choice.
  • At level 50 choose one damage type you aren't resistant or immune from. all other damage types you don’t already resist or immune, you gain resistance to those damage, all damage you resist before gaining this feature, you gain immunity to those damage, all immunes you have before gaining this feature, you gain absorption to those damage.

Monk

Martial Arts and Ki Point Increase
  • At level 21, your martial arts die increases to 1d12, then 2d8 at level 29, 3d6 at level 33, 2d10 at level 37, and 2d12 at level 45
  • Additionally at level 21, your maximum number of ki points is 21, and increase by 1 per monk level.
Perfect Self and Empty Body Improvement:
  • At level 22, the effects of perfect self and empty body are doubled (the number of Ki points required isn't doubled). Additionally at level 46, the effects of perfect self and empty body are quadrupled (the number of Ki points required is doubled).
Movement Speed Increase:
  • At level 24, Movement speed increases to 35 feet, and you can walk and stand on walls, ceilings, and liquid without falling. Your movement speed increases by an additional 5 feet every 4th level (level 28, 32 etc).
  • Additionally at level 42, jumping distance is doubled, you can dash using a bonus action, and your unarmed attacks reach increases by 5 feet.
Dexterity and Wisdom Score Improvements:
  • Starting at level 26 and each 4th level onward, your maximum for your Dexterity and Wisdom scores increase by 2, and each increases by 2.
Ki Point Improvement:
  • At level 30, whenever you use an action that requires spending ki points, roll 1d4. If the result is a 3 or a 4, cut the ki cost of that action in half, rounding up. Additionally, at level 50 You have no max ki points and when recovering all ki from sleep you get ki = your old max multiplied by 2.

Paladin

Additional Spell Slots:

Spell Slots

  • Level 22 - 1 2nd level spell slot.
  • Level 30 - 1 3rd level spell slot.
  • Level 34 - 1 4th level spell slot.
  • Level 42 - 1 5th level spell slot.
  • Level 50 - 1 5th level spell slot.
Aura of Protection Improvement:
Healing Aura Feature:
  • At level 30, all friendly creatures within 30 feet of you are healed a number of hit points per minute equal to their Constitution modifier + their proficiency bonus (minimum 1). This feature does not heal you, and if a friendly creature leaves the range, the minute timer pauses for that creature until it re-enters your aura.
Sacred Oath Improvement:
  • You can channel divinity up to three times before having to rest at level 30, and four times at level 40.
Improved Divine Smite Improvement
  • The damage of your improved divine smite feature Increases by 2d8 at 21st level, and every 5 levels after that. (5d8 at 26th, 7d8 at 31st, 9d8 at 36th, 11d8 at 41st, and 12d8 at 46th.)
Improved Extra Attack

At level 46, you gain an additional attack per attack action.

Ranger

Additional Spells and Spell Slots:
  • At level 21, you gain an additional spell. You gain one more spell every 2nd level (level 23, 25, 27 etc.).

Spell Slots

  • Level 22 - 1 2nd level spell slot.
  • Level 30 - 1 3rd level spell slot.
  • Level 34 - 1 4th level spell slot.
  • Level 42 - 1 5th level spell slot.
  • Level 50 - 1 5th level spell slot.
Feral Senses Increase:
  • At level 22, feral senses increase to 60 feet. At level 35, feral senses increases to 100 feet.
Hide in Plain Sight Improvement:
  • At level 26, while camouflaged, you can move at half speed and remain camouflaged. At level 34, you can camouflage yourself using your whole turn (6 seconds) instead of 1 minute. At level 38, you can take either an action or a bonus action and stay camouflaged, but not both.
Dexterity Score Improvements:
  • Starting at level 26 and each 4th level onward, your maximum for your Dexterity scores increase by 2, and your Dexterity score also increases by 2.
Favored Enemy or Natural Explorer Improvement:
  • At level 30, choose either favored enemy or natural explorer. If you chose favored enemy, all known types of monsters (except for humanoids) are treated as favored enemies. If you chose natural explorer, all terrain types are treated as favored terrain. You gain the other choice at level 42.
Critical Strike
  • At level 30, if you havent attacked yet this turn, you can focus on a single attack, and sacrifice your extra attack to choose to turn your attack into a critical hit once per long rest.


Rogue

Blindsense Increase:
  • Your blindsense increases to 20 feet at level 22, 30 feet at level 30, 40 feet at level 35, 50 feet at level 40, and 60 feet at level 50.
Sneak Attack Increase:
  • Your sneak attack die increases to 6d12 at level 23. It then increases by an additional d12 every 4th level (7d12 at level 27, 8d12 at level 31 etc.).
Stroke of Luck Improvement:
  • You can use Stroke of luck twice per short or long rest at level 26, and three times a per short or long rest at level 40.
  • At level 30, if you use the stroke of luck to turn a missed attack roll into a hit, you can treat it as a Sneak Attack.
Additional Expertise:
  • At level 34 you can chose and additional 2 skills you have proficiency in or one skill and your proficiency in thieves tools and double your proficiency modifier, If you do not have any skills without expertise gain proficiency in a skill of your choice You gain another additional expertise at level 44

Sorcerer

Additional Spells and Spell Slots:
  • At level 21, you gan an additional spell. You gain one more spell every 2nd level (level 23, 25, 27 etc.).
  • You also gain additional cantrips at level 21 (7) and level 45 (8).

Spell Slots

  • Level 24 - 1 2nd level spell slot.
  • Level 26 - 1 3rd level spell slot.
  • Level 30 - 1 4th level spell slot.
  • Level 32 - 1 5th level spell slot.
  • Level 36 - 1 6th level spell slot.
  • Level 38 - 1 6th & 1 7th level spell slot.
  • Level 42 - 1 7th & 1 8th level spell slot.
  • Level 44 - 1 8th & 1 9th level spell slot.
  • Level 48 - 1 8th & 1 9th level spell slot.
  • Level 50 - 1 9th level spell slot.
Sorcery Point Improvement:
Sorcery Point Spell Slot Improvement:
  • Additionally at level 21, you can now create 1st level spell slots for 2 points, 2nd level for 3 points, 3rd level for 4 points, 4th level for 5 points, 5th level for 6 points, 6th level for 7 points, 7th level for 8 points, 8th level for 9 points, and 9th level for 10 points.
  • At level 50 you may now convert spell slots of lower level into higher ones. Example: converting two level one spell slots into one level 2 spell slot, the spell slots don't have to be of the same level and can work down or up, you can also convert something like a sixth level spell slot and a third level spell slot to a ninth level spell slot, or convert a ninth level spell slot into a sixth and a third, or a seventh and second, ect.


Warlock

Additional Spells and Spell Slots:
  • At level 21, you gain an additional spell. You gain one more spell every 2nd level (level 23, 25, 27 etc.).
  • You also gain additional cantrips at level 21 (7) and level 45 (8).
  • You also gain additional Spell Slot at level 21 (5), 31 (6), 41 (7) and level 50 (8).
  • You also gain an additional level of spell slots at level 21 (6th), level 31(7th), and level 41(8th)
Eldritch Invocation Increase:

At level 21, the number of eldritch invocation you can know is increased by 4. This increases to 6 at level 30, 8 at level 40, and 10 at level 50.

Eldritch Master Increase:
Mystic Arcanum Increase:
  • At level 40, double the amount of arcanum known at each spell level.


Wizard

Additional Spells and Spell Slots:
  • You gain additional cantrips at level 21 (7) and level 45 (8).

Spell Slots

  • Level 24 - 1 2nd level spell slot.
  • Level 26 - 1 3rd level spell slot.
  • Level 30 - 1 4th level spell slot.
  • Level 32 - 1 5th level spell slot.
  • Level 36 - 1 6th level spell slot.
  • Level 38 - 1 6th & 1 7th level spell slot.
  • Level 42 - 1 7th & 1 8th level spell slot.
  • Level 44 - 1 8th & 1 9th level spell slot.
  • Level 48 - 1 8th & 1 9th level spell slot.
  • Level 50 - 1 9th level spell slot.
Signiture Spell Improvement:
  • At level 22, when you cast a signature spell, you can choose one of the following effects to add to it:
  • - Halve the range, area of effect, or spell duration, and double the number of dice used and bonuses added.
  • - Double the range, area of effect (if the spell has one), or spell duration, and halve the number of dice used and bonuses added(rounded up).
  • - Your spell save DC = 8 + double your proficiency bonus + your spell attack bonus, and halve the dice used and bonuses added.
  • - Your spell save DC = 8 + your spellcasting modifier, and double the dice used and bonuses added.
Arcane Tradition Increase:
  • At level 30, select a second arcane tradition, gaining all the benefits therein.
Spell Mastery Increase:
  • At level 36, you gain mastery over one 3rd and 4th level spell.


Some help for the DM

The adventurers, now known throughout the material plane and possibly even beyond, have stricken fear into beasts aligned to lawful evil, such that they begin working together, sending hoards of monsters after the PCs and even manipulating chaotic evil beasts in their plans to stop the party. This may not be know to the players at first, but they learn through events or talking to certain NPCs, such as their patrons who warn them of the danger, sparking the party to set out to defeat the evil band of beasts that have rallied against them. Maybe things in the world are too peaceful with no reports of attacks anywhere in the world other than by insignificant beasts, and it appears that only the adventurers are being attacked. Any way you play it out, just make encounters harder, maybe having dragons or other powerful creatures of lawful neutral or true neutral alignment help the adventurers on this new quest.

Something else that may help with encounters is using or making homebrew monsters and creatures that have a CR rating higher than the traditional 5e CR 30 or make NPCs with opposing alignments to the players that are at levels of 30. I recommend using the Mythic Monsters (5e Variant Rule) to "help" make your monsters as it doesn't go into full detail of the monsters that would be classified under this. Maybe you could use this to make a new dragon type, such as a bone dragon that through certain means has become undead and thus has lived long enough to become even more powerful than it was in life (similar to that of a beholder becoming a death tyrant).

Homebrew Classes

Of course, what about homebrew classes? Just because they aren’t the big 13 doesn’t mean they don’t deserve love. Well, here’s how to go about that. While every class is different, and homebrew ones more so, here are some general guidelines to making 50th level expansions.

Scaling, not Expansion

To keep some form of simplicity during the massive number crunches that is post tier 4, classes are not normally given new features past 20th level. While it may seem boring, introducing new, unique, and balanced features for a hardly tested area of play is rough at best. However, you should continue to improve their core features. For example, the paladin gets bonuses to their auras, divine smite, and channel divinity, only gaining a new healing aura. This way, you would play a paladin in a similar way that you would play them at any other level. As an example, the godslayer would likely gain bonuses to features like Adding Scars.

Martial and Casters

You should continue to scale features like Martial Arts, Sorcery Points, and Rage damage, at the same rate as it was before.

Ability Scores?

Generally, the scores you gain bonuses to should be those you gained the saving throw proficiencies for, or the two most important scores for the class. For example, fighter gains Strength and Dexterity, and the monk gains Dexterity and Wisdom.

Where Does it Go?

Until there’s a big enough demand for it on a sub-page here, this expansion should go at the bottom of the classes page, linking to this variant rule.

This should cover most of the basics. Good luck!

Experience Points


Back to Main Page5e HomebrewRules

Level Total Required
21 410,000
22 470,000
23 530,000
24 600,000
25 670,000
26 750,000
27 830,000
28 920,000
29 1,010,000
30 1,110,000
31 1,210,000
32 1,320,000
33 1,430,000
34 1,550,000
35 1,670,000
36 1,800,000
37 1,930,000
38 2,070,000
39 2,210,000
40 2,360,000
41 2,510,000
42 2,670,000
43 2,830,000
44 3,000,000
45 3,170,000
46 3,350,000
47 3,530,000
48 3,720,000
49 3,910,000
50 4,110,000
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