Today I talk about our capstones. A capstone is a feature you gain when you reached the level cap, in D&D more specific the level cap in one class (means 20th level for now). The only D&D edition which made great capstones were 4e, Pathfinder got it right and made at least decent, but often not too great, capstones. In 5e, most are lacking.
Here I categorized them to usefulness:
Great and useful anytime
- Barbarian’s Primal Champion (+4 STR and CON and the cap get increased to 24 for these two abilities)
- Paladin’s [Ancient] Elder Champion (regain 10 hit points per turn, 1 action casts can be reduced to bonus action, enemies within 10ft have disadvantage to saving throws vs. your paladin spells and Channel Divinity).
- Rouge’s Stroke of Luck (turn a miss into a hit or make a failure in a ability check to a natural 20 once per short rest)
- Wizard’s Signature Spells (have two 3rd level always prepared and cast them once per short rest for free at 3rd spell level)
Useful in most cases
- Cleric’s Improved Divine Intervention (100% chance that your god will help you once a week)
- Fighter’s 4th attack (great at combat, otherwise useless)
- Paladin’s [Devotion] Holy Nimbus (10 radiant damage per round for enemies within 30ft, advantage on saving throws vs. undead and fiend spells)
- Paladin’s [Vengeance] Avenging Angel (Fly speed 60ft and 30ft fear aura).
- Warlock’s Eldritch Master (regain once per day after 1min all expended Pact Magic spell slots)
Rather lacking, even though useful sometimes (like builds and cases)
- Druid’s Archdruid (unlimited Wildshape for moon druids and spellcasting with your mind alone unless the material components cost gold)
- Ranger’s Foe Slayer (once per turn WIS-mod. to attack or damage vs. favored enemy after seeing the roll but before knowing the result)
Useful when running into a lot of encounters
- Bard’s Superior Inspiration (get one inspiration back when having none when rolling initiative)
- Monk’s Perfect Self (get 4 ki points back when having none when rolling initiative)
- Sorcerer’s Sorcerous Restoration (regain 4 expended sorcery points after a short rest)
Some of them would definitely rank higher, if there were only one to two changed details. Like the warlock’s Eldritch Master, if it’d only cost an action. Pact Magic slots are regained after an hour rest, too, after all, even though a minute is much better in that regard, I wasn’t that whelmed.
So why aim for the capstones after all, if most of them are underwhelming? Maybe high level campaigns in planning have a lot of encounters one after another, so regaining resources with initiative roll will have that much impact. Maybe the 21th+ levels will bring some juicy bonuses when you stay in your class and the ‘not-capstones-anymores’ are just a milestone to real power.
I personally think after gaining so much levels in one class, you can simply go all the way. Why would a character even bother at that point to pursue another path?