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Some level 20 class features can turn the tide of battle and also mark the full potential of a class. Utilizing them well can result in the most heroic (or villainous) moments that D&Dhas to offer. Not all of them are created equally though, and some players might want to check out what a class can achieve by level 20 before they commit to that class for a long campaign.

Updated October 14th, 2022, by Sid Natividad: There’s no better feeling of godliness than a level 20 character in Dungeons & Dragons. Different classes also mean different ways of reaching that point in the tabletop RPG. Some of the lesser-highlighted level 20 class features are certainly overshadowed by the main ones. These can come in the form of additional die rolls or even more potential for spamming some busted abilities. So if players want to craft the best level 20 builds 5e, then bookmarking these best max-level features in Dungeons & Dragons is a good start.

16 Three Extra Attacks - Fighter

Sometimes the best move one can do in a turn is a no-nonsense direct attack that will finish the fight or shorten it significantly (especially if it crits magnificently). For that, the Fighter never fails to disappoint. Because at Level 20, the Fighter gets a straightforward extra attack to add to its existing two from the 11th level.

Considering how the Fighter can easily stack up damage buffs and other combat tricks, three extra attacks can be devastating. Expecting all three of those to land a natural 20 is a little too optimistic, but the chances are never zero. If not, then the Fighter will still be a spectacle for the whole party per turn.

15 20 Sorcery Points - Sorcerer

Sorcery Points are rather underrated as tools for the Sorcerer since they’re highly versatile. It’s just that a lot of players can get unimaginative with what they want to do with an additional Sorcery Point in Level 20. Because Sorcerers can easily turn this into additional Spell Slots.

One additional Sorcery Point at Level 20 could easily transform that additional 4th-level Spell Slot into a 5th-level one, for more powerful spell opportunities. The best part is that converting these Sorcery Points into Spell Slots counts as a Bonus Action.

14 10d6 Sneak Attack - Rogue

Rogues are already capable of inflicting some devastating sneak attacks but starting at Level 19 and continuing to Level 20, they get an additional damage die, turning their sneak attack damage bonus into 10d6. Given how easy it is for Rogues to weave in and out of engagements and visibility, maximizing that damage bonus is effortless.

That additional die might as well be two additional dice since sneak attacks usually roll with Advantage. Technically, Rogues don’t need to be Level 20 to get that max sneak attack bonus, but this 10d6 works so well with Stroke of Luck class feature, and a lot of DMs skip level 19 and head straight to 20 anyway (unless they’re buzzkills).

13 15 Spell Slots - Paladin

Speaking of Level 19 class features that become a lot stronger at Level 20, the Paladin’s 15 Spell Slots easily become too busted at max level. They can readily combine that with the Sacred Oath improvements to perform some of the most jaw-dropping Divine Smites known to mankind.

Heck, Paladins can even expend all 15 of those Spell Slots in addition to their Level 20 Sacred Oath bonuses and advantages. Rough math suggests that it might be possible to kill a Tarrasque at full health in just one turn by taking advantage of this class Level 20 class feature.

12 Unlimited Rages - Barbarian

At Level 20, the Barbarian’s Rage damage comes in at +4. It’s not much compared to dice-based damage numbers as it also won’t double with a critical roll, but at Level 20, it’s a permanent bonus for the Barbarian since they get unlimited Rage.

Additionally, they become a tank against most forms of physical damage— permanently, and it’s also easier to Shove enemies due to an Advantage on Strength-related checks and saves. Of course, other Barbarian subclasses also benefit a lot from Rage, and having it permanently on is a game-changer. Plus it’s great for roleplaying.

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10 Sorcerous Restoration – Sorcerer

Sorcerers don’t exactly get the same magical heights as Wizards, but they do get better spellcasting stamina compared to their more hardworking counterparts. Sorcerous Restoration ensures that Sorcerers get a refund of four spent sorcery points whenever they take a short rest.

It sounds a bit underwhelming, but this pretty much turns any Sorcerer into a high-level Warlock, as they can cast more spells by expending sorcery points. Take note that these spells can be any high-level ones, which can be incredibly powerful. What’s more, the fact that they can get the points through a short rest helps a lot with the class’s usefulness in sporadic encounters.

9 Perfect Self – Monk

Much like the Sorcerer’s restoration, the Monk has its own way of replenishing its own special class feature currency, Ki. This Ki allows the class to perform all kinds of marvelous actions, from turning an enemy to stone to healing themselves immensely. Perfect Self amplifies this specialty by letting Monks replenish their Ki every time they roll for initiative.

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The catch is that they have to have drained all of their Ki points for this class feature to activate. If they don’t, though, they’ll still regain four Ki points upon an initiative roll. This lets Monks go all out in every combat situation, since they always get Ki points with no need for any rest.

8 Stroke Of Luck – Rogue

Stroke of Luck for a level 20 Rogue is pretty straightforward. It works similarly to the Lucky feat, which is available to all races or classes. The downside is that the feat has three charges while Stroke of Luck only has one charge; however, that charge still replenishes upon a short rest at least.

In any case, Stroke of Luck allows Rogues to succeed even a failed roll. Attack rolls that miss, for example, can be turned into a hit upon a Rogue’s will. Ability checks or saving throws can also be treated as an automatic good roll even if they fail.

7 Foe Slayer – Ranger

Foe Slayer for the Ranger is an even more candid class feature compared to the Rogue. It’s a straight-up damage or accuracy boost which helps in any situation. Foe Slayer allows a Ranger to add their Wisdom bonu to attack or damage rolls. This can be applied before or after the players have made the roll.

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It’s like Bardic Inspiration, except that skill also stacks with Foe Slayer, resulting in attacks that rarely miss or turn out as embarrassing whiffs of damage. This can also be applied generously and per turn, making it one of the most available and accessible level 20 class features.

6 Eldritch Master – Warlock

The Warlock doesn’t really have problems conserving their spell slots, as they replenish every short rest. However, having some form of trump card can make them even more formidable. In this case, the Eldritch Master class feature is pretty much an Uno reverse card that gives them back all their spell slots.

The feature allows Warlocks to regain any spell slot they expended simply by invoking their patron. This doesn’t sound like much, but it can be more generous compared to the Sorcerer’s level 20 class feature. After all, Warlock spells can be devastating.

5 Primal Champion – Barbarian

Speaking of blunt level 20 class features, the Barbarian takes the cake and smashes it thanks to Primal Champion. It’s about as caveman as class features can get, since Primal Champion is a flat four-point increase to both Strength and Constitution. The maximum number for these stats is also increased to 24 instead of 20.

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That’s more damage and more health for someone who’s already tanky and hits like a truck with axe blades for bumpers. The best part is that it’s always on and doesn’t have any conditions or drawbacks. On top of that, Barbarians also get unlimited Rage amounts at level 20 for even more damage and loudness.

4 Signature Spells – Wizard

The Wizard can be a complex class to use thanks to their complex spell combos, but Signature Spells make that simple at the very least. That’s because at that point, Wizards are allowed to pick two of their favorite third level spells.

These spells don’t count toward the Wizard’s readied spells in their spellbook, and also use their own dedicated spell slots which recharge upon a short rest. As it happens, Haste, Counterspell, and Fireball are all third-level among many other useful and overpowered ones that are perfect for this feature.

3 Archdruid – Druid

The Archdruid class feature is where things start getting out of hand. This Level 20 class feature turns any Druid into a shapeshifting prankster, as it can now use unlimited Wild Shape. Its applications are limitless and can make Druids nigh unkillable, if they know which animal to shapeshift into in order to maximize the feature.

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Apart from the unlimited zipping in and out of animal form, Druids also now cast spells faster and more easily as the verbal, somatic, and material components of Druid spells can be ignored. Now, there’s no stopping this force of nature.

2 Sacred Oath Feature – Paladin

For the most interesting and varied level 20 class feature, look no further than the Paladin. At the moment, there are nine possible Sacred Oaths, meaning a buffet for Paladin fans. Each Oath’s power varies, but they ultimately make the character nearly invincible. One of the most horrifying among them is Invincible Conqueror from Oath of Conquest, as it makes the Paladin resistant to all damage and gives an extra attack, as well as setting the crit roll to 19 and 20.

Meanwhile, Avenging Angel from Oath of Vengeance gives the Paladin wings and an aura that scares all enemies. Exalted Champion from Oath of the Crown ensures that the Paladin and all their party members don’t get killed. In any case, most of the Sacred Oath Features at level 20 are terrifyingly good.

1 Divine Intervention – Cleric

If players thought that Sacred Oath features or the unlimited Wild Shape are unfair, then they likely haven’t seen Divine Intervention yet. It’s literally godly as it lets a Cleric call on their god to do whatever they wish. It’s essentially a free Wish spell that can be activated once per week, letting the player bring a god to a knife fight.

It’s actually available at level 10 for Clerics, but at that time, there’s a percentile die roll needed for it to work. Level 20 removes that roll, ensuring that Clerics get whatever they want as long as the DM allows it.

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