Alternate Capstone Abilities

Level 20 is meant to be cool. This is the level where you become the best your archetype has to offer. Barbarians gain herculean strength and endurance, Clerics gain the power to call a God to intervene, and Wizards get two spells they can just keep casting all day. But Bards, Monks, and many other just get more uses of abilities they already had.

To me, this didn't feel awe inspiring enough, and so I've put together some alternative capstone abilities to make some classes feel appropriately cool at level 20.

Rousing Speech (Bard)

At level 20, you have mastered the art of inspiration, and may spend one minute delivering a speech to a crowd, like an army or a mob. If the speech is uninterrupted, you may bestow one of the following effects on the audience.

Mass inspiration For the next 10 minutes, all creatures friendly to you that could hear your speech gain a +2 bonus to all attack rolls and ability checks.

Strike terror For the next 10 minutes, all creatures hostile to you that can hear your speech have disadvantage on saving throws.

Speech of determination a number of creatures equal to your charisma modifier immediately benefit from your double your song of rest dice.

Once you use this feature, you may not use it again until you complete a long rest.

Enlightenment (Monk)

At level 20 you achieve a state of enlightenment, gaining an understanding over the nature of the universe. Your wisdom ability score increases by 4 points to a maximum of 24, and you gain truesight of 30 feet.

Sorcerer State (Sorcerer)

At level 20, you learn to channel the full power of your Sorcerous ancestor. You may use your action to enter the Sorcerer State, gaining the following benefits for one minute.

You may cast any spell from the Sorcerer Spell list provided you have the appropriate spell slot and materials.

When you cast a spell, you may treat that spell as if it were cast at a spell slot using one level higher. For example, if you cast Burning Hands using a 2nd level spell slot, you may use the effects of a 3rd level spell slot.

You also gain one further benefit depending on your sorcerous origin.

Sorcerer State Effects

Sorcerous Origin Bonus Effect Draconic When you cast a spell, you may change the damage type to match the colour of your draconic ancestor. Wild Magic Any creature that casts a spell within 30 feet of you must roll on the Wild Magic Surge Table. Storm When you are dealt thunder or lightning damage you may use your reaction to redirect the spell at its caster. Shadow When you cast a cantrip from an area of total darkness you may add your charisma modifier to the damage roll. Divine Soul At the start of your turn, you or an ally you can see regain 1d6+your charisma modifier in hit points.

Once you use this feature, you may not use it again until you complete a long rest.

Eldritch Intervention (Warlock)

At 20th level, as an action you may complete a dark ritual to beseech your patron to assist you. The nature of the intervention sent depends on your patrons whims, as determined by the table below.

Eldritch Intervention table

d6 Patrons Action 1 Nothing perceivable happens,though your patron may have set into motion events beyond the understanding of mortals. 2 Your patron sends a minor creature in its service to assist you for one hour (eg, an Imp or Intellect Devourer). 3 Your Pact Magic and Mystic Arcanum are immediately recharged. 4 Your patron sends a strong creature in its service to assist you (eg, a Horned Devil or Mind Flayer) 5 Your patron intervenes personally, appearing as if summoned by the spell Gate. 6 The first desire you vocalise will be immediately fulfilled as if by casting the Wish spell.

Once you use this feature, you may not use it again for the next 7 days.