====== Epic Ten ====== The concept of Epic Ten of E10 is superficially similar to the rules in the Dungeon Masters Guide for providing a way for characters to continue growing indefinitely after the "final" level. Instead of gaining more levels beyond 10th, characters instead gain bonus powers such as spell slots, feats, or class abilities. This allows the game to continue, and characters to continue to grow and evolve, but without gaining additional levels. Epic Ten is a way to maintain the feel of the "heroic fantasy" tier of D&D without divorcing players from advancement entirely. * An attribute stat advancement up to 22 * An additional feat * As a one time choice, spellcasters may add a single spell slot of one level higher than their highest level (up to 6th) and learn one new spell spell * As a one time choices, fighters, paladins, and rangers may choose an additional fighting style * As a one time choice, rogues may add another die to their sneak attack damage * Bards may take choose an additional pair of spells to cast from any class as Magical Secrets * Bards may improve their inspiration die one type up to the d12 * Barbarians may take the Relentless Rage feature * Barbarians may take the Brutal Critical feature * Sorcerers may choose to use another type of metamagic * Any subclass may take the next additional feature of their subclass |**Core class**|**Feature levels for Subclass**| |Artificer|3, 5, 9, 15| |Barbarian|3, 6, 10, 14| |Bard|3, 6, 14| |Cleric|2, 6, 8, 17| |Druid|2, 3, 6, 10, 14| |Fighter|3, 7, 10, 15, 18| |Monk|3, 6, 11, 17| |Paladin|3, 7, 15, 20 (aura range increase at 18 doesn't count)| |Ranger|3, 7, 11, 15| |Rogue|3, 9, 13, 17| |Sorcerer|1, 6, 14, 18| |Warlock|1, 6, 10, 14| |Wizard|2, 6, 10, 14|