Unchained Class Handbook
Optional Rule: Alternative Capstones
When a character reaches 20th level in a class, he or she gains a powerful class feature or ability, commonly referred to as a "capstone", which signifies the culmination of a character's talents within that class.
With this optional rule, which is presented in the Unchained Class Handbook, characters that reach 20th level in a class can gain one of the features listed below for that class, instead of gaining the 20th-level feature listed in the class's description. These replacement features are based on the 20th-level features that characters gain for each class in its Unchained incarnation; if your DM uses this optional rule in a campaign or setting that doesn't use Unchained classes, certain alternative capstone features that rely on previously-gained features may become unavailable.
The alternative capstones are presented in alphabetical order, sorted by character class. An alternative capstone feature specifies which feature or ability it replaces. If you choose to replace a feature with one of the features below, you gain no benefit from the replaced feature.
Artificer
An artificer has access to the following features.
Boundless Brilliance
20th-level artificer feature (replaces Soul of Artifice)
You can use your Flash of Genius feature an unlimited number of times.
Recursive Infusion
20th-level artificer feature (replaces Soul of Artifice)
The maximum number of items you can infuse at once with your Infuse Items feature increases to 8. Moreover, each of your infusions can be in any number of objects at a time when you use that feature to infuse an item, although you must still follow any other rules for infusing items.
Barbarian
A barbarian has access to the following features.
Almighty Rage
20th-level barbarian feature (replaces Primal Champion)
You learn two additional Rage Powers options of your choice, which don't count against the number of powers you know. Additionally, whenever you finish a long rest, you can choose one of the powers you know and replace it with a different one.
Invincible
20th-level barbarian feature (replaces Primal Champion)
When you take damage while you aren't unconscious, you can reduce the damage by an amount equal to your Constitution modifier (to a minimum of 0 damage).
Bard
A bard has access to the following feature.
Felicitous Inspiration
20th-level bard feature (replaces Superior Inspiration)
When a creature rolls your Bardic Inspiration die, it can treat a roll of 5 or lower on the die as a 6.
Ultimate Performer
20th-level bard feature (replaces Superior Inspiration)
While you are maintaining the effect of one of your Bardic Performance options, you have advantage on Charisma checks and all saving throws. Additionally, you learn the following Bardic Performance option, which doesn't count against the number of Bardic Performance options you know:
Deadly Performance. As an action, you can start a performance which unleashes soul-shattering catharsis and lasts until the end of your next turn. When you start the performance, choose another creature that you can see within 30 feet of you. If you complete the performance uninterrupted, the target must succeed on a Charisma saving throw against your spell save DC or die. The target automatically succeeds on its saving throw if you are ever more than 30 feet away from the target during the performance. If the target succeeds on its saving throw, or if your performance is interrupted, the target is immune to this performance for 24 hours.
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Cleric
A cleric has access to the following features.
Channel Divinity improvement
20th-level cleric feature (replaces Divine Intervention improvement)
You can use your Channel Divinity feature four times (instead of three), and you regain all expended uses when you finish a short or long rest.
Divine Conduit
20th-level cleric feature (replaces Divine Intervention improvement)
You gain five additional spell slots, one for each of the following slot levels: 1st, 2nd, 3rd, 4th, and 5th. You can use these spell slots only to cast cleric spells from your divine domain's list of domain spells.
Druid
A druid has access to the following features.
One with Nature
20th-level druid feature (replaces Archdruid)
You are always under the effect of the commune with nature spell. Whenever you finish a short or long rest, you can choose up to three new facts to instantly learn about subjects relating to your surroundings.
Additionally, when you cast a druid spell while you are in a natural environment, you can cast it as though you were in any unoccupied space within 300 feet of you, but you must use your own senses. If the spell has a range of self, you can target another willing creature within this range instead of yourself.
Wildcaller
20th-level druid feature (replaces Archdruid)
You can expend two uses of your Wild Shape at the same time to summon a nature spirit to an unoccupied space you can see within 30 feet of you, instead of assuming a beast form. The spirit has the form and statistics of a beast, elemental, fey, or plant of your choice that has a challenge rating of 6 or lower. The spirit disappears if it is reduced to 0 hit points, if you finish a short or long rest, or if you die.
The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
Fighter
A fighter has access to the following features.
Action Surge improvement
20th-level fighter feature (replaces Peerless Warrior)
You can use your Action Surge feature twice, but only once during the same turn. When you finish a short or long rest, you regain all expended uses of that feature.
Indomitable improvement
20th-level fighter feature (replaces Peerless Warrior)
You can use your Indomitable feature three times, but only once during the same turn. When you finish a long rest, you regain all expended uses of that feature.
Monk
A monk has access to the following features.
Ki Master
20th-level monk feature (replaces Perfect Self)
You can use your Flurry of Blows, Patient Defense, and Step of the Wind ki features without having to spend any ki points.
Transcendence
20th-level monk feature (replaces Perfect Self)
Your Dexterity and Wisdom scores increase by 4, as does your maximum for those scores.
Paladin
A paladin has access to the following features.
Channel Divinity improvement
20th-level paladin feature (replaces the 20th-level Sacred Oath feature)
You can use your Channel Divinity feature twice, but only once during the same turn. When you finish a short or long rest, you regain all expended uses of that feature.
Divine Wrath
20th-level paladin feature (replaces the 20th-level Sacred Oath feature)
The radiant damage dice of your Divine Smite and Divine Strikes features become d10s.
Ranger
A ranger has access to the following features.
Death Dealer
20th-level ranger feature (replaces Foe Slayer)
When you score a critical hit against one of your favored enemies, you can force the creature to make a Constitution saving throw against your spell save DC. On a failed save, the creature drops to 0 hit points. On a successful save, the creature is immune to this effect for 24 hours.
Wildheart
20th-level ranger feature (replaces Foe Slayer)
You can concentrate on two ranger spells at once. Additionally, while you are in your favored terrain, your concentration can't be broken by any means.
Rogue
A rogue has access to the following features.
Multitalented
20th-level rogue feature (replaces Stroke of Luck)
You learn two additional Rogue Knack options of your choice, which don't count against the number of knacks you know. Additionally, whenever you finish a long rest, you can choose one of the knacks you know and replace it with a different one.
Sneak Assault
20th-level rogue feature (replaces Stroke of Luck)
Your Sneak Attack damage dice become d8s.
Sorcerer
A sorcerer has access to the following features.
Convergent Sorcery
20th-level sorcerer feature (replaces Metamagic Mastery)
When you roll initiative and have no use of your Greater Sorcery feature remaining, you regain the use of that feature.
Everlasting Font
20th-level sorcerer feature (replaces Metamagic Mastery)
When you use your Font of Magic feature to transform unexpended sorcery points into a spell slot, the sorcery point cost to create that spell slot is reduced by 1.
Warlock
A warlock has access to the following features.
Grand Invocator
20th-level warlock feature (replaces Eldritch Master)
You learn two additional Eldritch Invocation options of your choice, which don't count against the number of invocations you know. Additionally, whenever you finish a long rest, you can choose one of the invocations you know and replace it with another invocation that you can learn. You must meet any prerequisites to learn an invocation, as normal.
Ultimate Arcanum
20th-level warlock feature (replaces Eldritch Master)
Choose five spells from any class's spell list, one from each of the following spell levels: 1st, 2nd, 3rd, 4th, and 5th. The spells need not be from the same spell list. Each of these spells counts as an arcanum spell for you, and you can cast them using your Mystic Arcanum feature. If an arcanum spell does not appear on the warlock spell list, it is nonetheless a warlock spell when you cast it using that feature.
Wizard
A wizard has access to the following features.
Double Major
20th-level wizard feature (replaces Signature Spells)
You gain a second specialty school of your choice. The school you choose can't be the same as your other specialty school or either of your opposition schools.
Additionally, when you use your Arcane Schools feature to increase the level of a spell you cast, you can use that feature once per spell level for each of your specialty schools, up to a maximum of 5th level.
Master of Magic
20th-level wizard feature (replaces Signature Spells)
As an action, you can call into your mind the ability to cast one spell of your choice from any class's spell list. The spell must be one you don't currently have prepared, and it must normally have a casting time of 1 action. You then cast the chosen spell, and you follow the normal rules for casting it, including expending a spell slot as normal. If the spell isn't a wizard spell, it counts as a wizard spell when you cast it.
Your ability to cast the spell vanishes from your mind immediately after you cast it. Once you use this feature, you can't use it again until you finish a short or long rest.
Art Credits
The artists below are credited in alphabetical order. Where possible, an art credit includes the website where the artist's work can be found, and the pages on which their illustrations appear.
- Ameera / "@Mikandii" (Twitter; pg 3)
- Wizards of the Coast (© Wizards; pg 1)
Thank You
... for taking the time to read this document about Alternative Capstones, part of the supplemental content featured in the upcoming release of the Unchained Class Handbook! If you have any feedback or suggestions, please contact the author ─ /u/Ozzifer on Reddit ─ or consider joining their Patreon.


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