Paragon Paths
A paragon path is a collection of features that progresses alongside your normal class levels. Independent from your other character features, a paragon path can help guide your character's theme and destiny as you enter each tier of play.
You choose a paragon path when you reach 5th level. Your paragon path then gives you a second feature when you reach 11th level and a third feature at 17th level. If a set of classes or subclasses is listed for a given paragon path, only levels in those classes (and subclasses) count towards its feature progression.
When using a paragon path, keep the following rules and guidelines in mind:
Extra Power: A group of characters that each have a paragon path will be notably stronger than the average adventuring party. Only use paragon paths in your game if you feel they are appropriate for the style of campaign you are running. Note that the special paragon paths listed at the tail end of this document follow different rules and might be appropriate even when the normal paths are not.
Limitations: By default, each party member can choose one paragon path when they reach 5th level.
Piety: This system was inspired by the piety system provided in Mythic Odysseys of Theros and borrows many mechanical elements from it. It is advised not to use both piety and paragon paths in the same game.
Spellcasting: If a paragon path gives you the ability to cast a spell, the spell uses one spellcasting ability of your choice that you already have from a class that is associated with the paragon path.
Uniqueness: Paragon paths are made to increase the amount of customization options available to a given character. To avoid overlap, it is discouraged to allow multiple characters to take the same paragon path in most circumstances.
Paragon paths are organized according to a number of different categories, as detailed below.
Homebrew Classes
If you're interested, check out my Psion and Warlord classes, which are mentioned throughout this brew.
Arcane Paths
This section contains paragon paths that are themed around arcane power.
Seeker of Lichdom
- Classes: Bard, Sorcerer, Warlock, Wizard
- Themes: Dark Magic, Necromancy
No arcane spellcaster takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. However, aspiring liches will often take various steps to prepare for this process, even if they are unaware of the transformation's most essential details for the time being.
While this paragon path isn't necessary to become a lich, it may make the transformation easier to complete once it has begun. Even if a Seeker of Lichdom never actually becomes a lich, this paragon path can provide a necromancy-based spellcaster with features centered around undeath and soul manipulation.
Undead Resilience
5th-level Seeker of Lichdom feature
To avoid transforming into a boneclaw or meeting some other horrible end, aspiring liches must have enough physical fortitude for their souls to properly migrate into their phylacteries during the transformation process.
You gain the following benefits:
- The amount of food and water you need to eat and drink each day is halved.
- You have advantage on Constitution and death saving throws.
- You have resistance to necrotic and poison damage, and you are immune to disease.
Soul Manipulation
11th-level Seeker of Lichdom feature
Aspiring liches must be able to manipulate their own souls, as well as the souls of others, if they are ever to achieve and maintain any form of lichdom.
You can cast magic jar or soul cage with this feature. Once you do so, you can't cast either spell in this way again until you finish a long rest. Your spellcasting ability for these spells is Intelligence or Charisma (your choice).
Sustain Phylactery
17th-level Seeker of Lichdom feature
The imprisonment spell is used by most liches to feed souls to their phylacteries in order to sustain their bodies.
You can cast imprisonment with this feature. Once you do so, you can't cast it in this way again until you finish a long rest. Your spellcasting ability for this spell is Intelligence or Charisma (your choice).
Swordmage
- Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
- Subclasses: Arcane Trickster (Rogue), Eldritch Knight (Fighter)
- Themes: Gish
Swordmages apply their knowledge of the arcane arts to melee combat. The combat skills they possess are enhanced by the magic they wield. The flourish of a swordmage's blade not only bites with steel, but also with fire, lightning, or other powerful forces.
While gishes that wield a sword in one hand and a spell in the other are fairly abundant, a true swordmage is a rare combatant that combines spellcasting abilities with advanced martial techniques to yield a perfect blend of might and magic.
Swordmage Aegis
5th-level Swordmage feature
In combat, swordmages dance between their spells and their weapon, blending one into the other as they cut down their opponents with ease.
You gain proficiency with light armor and two simple or martial melee weapons of your choice.
In addition, you gain access to two abilities: Aegis of Assault and Aegis of Speed. Each ability can only be used once on each of your turns, and you can't use either of these abilities on the same turn.
Aegis of Assault. When a hostile creature fails a saving throw against one of your spells, or when you hit a hostile creature with a spell attack, you gain advantage on the first melee weapon attack you make against it on your next turn.
Aegis of Speed. When you make a melee weapon attack against a creature, you can also choose to teleport to an unoccupied space within 10 feet of you, regardless of whether you hit or not.
Arcane Weapon
11th level Swordmage feature
More practiced swordmages can channel their spell energy into their weapons, further blurring the distinction between martial and arcane power.
Once on your turn when you make a melee weapon attack, you can expend a spell slot to immediately follow up with an additional melee weapon attack. This additional attack deals an extra 1d4 damage for a 1st-level spell slot, plus 1d4 for each spell level higher than 1st, to a maximum of 5d4. The damage type of this magical attack (including the extra damage) can be replaced with the damage type of one spell you know or have prepared.
Preemptive Strike
17th-level Swordmage feature
The most powerful technique a swordmage can learn is one that allows it to end a fight before it can even begin.
In response to initiative being rolled, you can immediately cast steel wind strike, unless you are incapacitated or surprised. When you do so, the range of the spell is 90 feet. Once you cast the spell, you can't cast it in this way again until you finish a long rest. Your spellcasting ability for this spell is Intelligence or Charisma (your choice).
Primal Paths
This section contains paragon paths that are themed around primal power.
Warden
- Classes: Barbarian, Druid, Ranger
- Subclasses: Oath of the Ancients (Paladin)
- Themes: Nature, Physical Might
As mountains stand fast against the buffeting wind and trees bend but do not break in the storm, wardens are stalwart protectors who draw on the primal spirits of nature to defend the natural world from those who would corrupt or destroy it. Some wardens use the power of earth and stone to shield their allies from harm, whereas others summon the primal strength within themselves to increase their ferocity and tenacity.
One warden might be the staunch defender of a tribe, chosen by the spirits to be their people's champion. Perhaps another warden was visited by spirits at a sacred grove and charged with protecting it against a spreading corruption. Some wardens might have been raised by bears or nurtured by dryads, chosen from infancy to stand fast against nature's enemies.
Guardian's Might
5th-level Warden feature
Wardens connect with the natural world in a variety of ways to augment their fighting abilities.
You gain one trait of your choice from the list below:
Earthstrength. You draw primal power through a link with the land, and the power of the earth strengthens and sustains you. You have advantage on all Strength saving throws, and you gain temporary hit points equal to your Constitution modifier (minimum of 0) at the start of each of your turns if you have no more than half of your hit points remaining and aren't unconscious.
Lifespirit. By drawing deep on the primal currents flowing through all things, you wield the power that was the first spark of life in the mortal realm. When an ally within 10 feet of you takes damage that would leave it with half of its hit points or fewer, the damage it takes is reduced by an amount equal to your Wisdom modifier (minimum of 0). At 18th level, the range of this aura increases to 30 feet.
Wildblood. Your blood is a medium of primal power; nature's vigor pulses in your veins. If you have half of your hit points or fewer and a hostile creature within 10 feet of you makes an attack, the creature takes psychic damage equal to your Wisdom modifier (minimum of 0). You can only use this feature once per turn.
Warden's Fury
11th-level Warden feature
While some wardens choose to hone their existing talents, others might want to explore their relationship with nature by acquiring other abilities.
You gain one ability of your choice from the list below. You can only use any of these abilities once per turn.
Strength of Stone. When you deal damage to one or more creatures, you can push one of those creatures up to 5 feet in any direction.
Font of Life. When you deal damage to one or more creatures, you can cause one ally within 10 feet of you to gain temporary hit points equal to your Wisdom modifier (minimum of 0). At 18th level, the range of this ability increases to 30 feet.
Warden's Grasp. When you deal damage to one or more creatures, you can cause spectral vines to reduce the speed of one of those creatures by 10 feet until the end of your next turn. If the creature's speed is 0 due to some external effect, it instead suffers disadvantage on checks and saving throws made to break free from that effect until the end of your next turn.
Resilience of Life
17th-level Warden feature
The might of a powerful warden boosts the vigor of any ally fighting at their side.
Allies within 30 feet of you can't be reduced below 1 hit point while you aren't incapacitated.
Martial Paths
This section contains paragon paths that are themed around martial power.
Conqueror
- Classes: Barbarian, Fighter, Paladin, Warlord
- Themes: Leadership, Physical Might
It is one thing to excel at personal battlefield prowess. It is another to extend that skill to a group of allies, a phalanx of warriors, an entire army, or even an entire nation. Talent with a blade can fell an unskilled combatant, but you learned early on that a dozen blades raised as one could defeat the mightiest lone warrior. Combining many individual efforts into one force is a daunting challenge, one surpassed only by the hazards of battle itself.
A conqueror seeks to forge order from the chaos of battle. Under a conqueror's command, an army can fight with unmatched coordination and skill. Given enough patience and effort, a conqueror can even be the catalyst for a mob of ill-armed peasants to shape up to become a daunting fighting force.
Conqueror's Vigilance
5th-level Conqueror feature
Conquerors can only hope to succeed in battle if they have a heightened sense of awareness and reactiveness.
In combat, you get a special reaction you can use each round, in addition to your normal reaction. You can use this special reaction only to use one of the abilities listed below, and you can't use it on the same turn that you take any other reaction.
Last Stand. When an ally within 30 feet of you is reduced to 0 hit points but not killed outright, you can use this ability to allow the ally to drop to 1 hit point instead. The ally can't be targeted by this ability again until it finishes a short or long rest.
Press the Attack. When an ally within 30 feet of you makes an attack roll with disadvantage, you can use this ability to negate the disadvantage on that roll.
Unflinching. When an ally within 30 feet of you is hit by an attack, you can use this ability to impose disadvantage on the attack roll, potentially causing the attack to miss.
Battle Everlasting
11th-level Conqueror feature
Experience in countless battles gives a conqueror the focus, tenacity, and resolve they need to continue onwards.
You have advantage on saving throws against the charmed, exhaustion, and frightened conditions.
In addition, your Conqueror's Vigilance feature now grants you two special reactions each round in combat. You can't use more than one of these reactions on the same turn.
Unyielding Company
17th-level Conqueror feature
A legendary conqueror's presence in the front lines of battle can give their allies everything they need to claim victory.
As a bonus action, you can gain the following benefit for 1 minute or until you are incapacitated: creatures within 30 feet of you can't gain advantage on attack rolls against you or your allies. Once you use this bonus action, you can't do so again until you finish a long rest.
In addition, your Conqueror's Vigilance feature now grants you three special reactions each round in combat. You can't use more than one of these reactions on the same turn.
Dragonheart
- Classes: Barbarian, Fighter, Monk, Paladin, Warlord
- Subclasses: Draconic Bloodline (Sorcerer)
- Themes: Dragons, Physical Might
The dragon is more than a monster. Fearless, powerful, and nigh impervious, it embodies everything a warrior should be. A dragonheart strives to emulate such creatures, aspiring to become the equal of dragons.
Toughness is the hallmark of a dragonheart. Throughout their long journey, dragonhearts learn to shrug off attacks from both weapons and spells alike. As they grow in power, they take on increasingly daring acts. The fear that might weaken a lesser hero instead fuels a dragonheart's unparalleled might.
Dragon Shield
5th-level Dragonheart feature
Girding themselves in the dragon's might, a dragonheart can shrug off blows that would kill an ordinary mortal.
When you take damage, you can use your reaction to reduce that damage to 0.
Once you use this feature, you can't do so again until you finish a short or long rest.
Dragon Spirit
11th-level Dragonheart feature
A dragonheart's fighting spirit allows them to overcome even the strongest of assaults, regardless of whether they target the body, mind, or soul.
Whenever you make a saving throw, you can roll a d4 and add the result to the roll. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.
Dragon Blood
17th-level Dragonheart feature
The strongest dragonhearts can attain a level of physical fortitude far beyond that of the typical mortal.
You can increase your Constitution score by 2 and also increase your maximum for that score by 2.
Slayer
- Classes: Barbarian, Fighter, Monk, Paladin, Ranger, Rogue
- Themes: Physical Might
A slayer can take down even the strongest and toughest of monsters. No matter how formidable a foe, a slayer always find a way—by blade, bow, or fist—to send it to its doom. Even in the most dire circumstances, a slayer has what it takes to kill those tougher than them.
Desiring a worthy challenge, a slayer will often seek out stronger and stronger foes until they rival even the most powerful of planar rulers.
Peerless Predator
5th-level Slayer feature
Seeking stronger opponents to fight, slayers are always ready to jump into battle.
You gain the following benefits:
- You have advantage on initiative rolls.
- You can't be surprised, provided you aren't incapacitated.
- You have advantage on saving throws against being incapacitated.
Hunter's Eye
11th-level Slayer feature
A slayer's merciless perspective reveals every weakness, no matter how insignificant.
When you hit a creature with a weapon attack, you can mark the target until the end of your next turn. While marked, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you. Additionally, when you make an attack against the marked target, the attack roll isn't affected by disadvantage, and the attack ignores the target's damage resistances and immunities. You can only use this feature to mark a creature once on each of your turns.
Mythic Slayer
17th-level Slayer feature
The strongest of slayers possess enough skill and martial prowess to harm and withstand some of the most powerful creatures in the known universe.
You gain the following abilities. Once you use an ability, you can't use it again until you finish a short or long rest.
Mythic Attack. When you make a weapon attack and miss, you can cause that attack to hit instead.
Mythic Defense. If you fail a saving throw, you can use your reaction to succeed instead.
Mythic Movement. At the start of your turn, you can choose to increase your speed by 30 feet until the end of the turn.
Psionic Paths
This section contains paragon paths that are themed around psionic power.
Disciple of Thought
- Classes: Artificer, Fighter, Monk, Psion, Rogue, Wizard
- Themes: Psionics
By training their minds to achieve a state of emotional clarity, mental acuity, and psychic fortitude, Disciples of Thought focus their mental energy on creating psionic barriers to protect them from attack, psychic or otherwise.
The githzerai people embody this paragon path through their adherence to the teachings of Zerthimon, which guide them to embrace thought, learning, psionic power, order, and discipline above all other things.
Psychic Defense
5th-level Disciple of Thought feature
Through proper training, Disciples of Thought can ward themselves and their allies against mental intrusion.
While you are conscious, you and friendly creatures within 10 feet of you have resistance to psychic damage and advantage on all Wisdom saving throws. At 18th level, the range of this aura increases to 30 feet.
Mental Barrier
11th-level Disciple of Thought feature
More experienced Disciples of Thought can manifest their mental defenses as barriers that shield them from both physical and supernatural harm.
You can cast globe of invulnerability with this feature, requiring no components. Once you do so, you can't cast it in this way again until you finish a long rest.
Clarity of Thought
17th-level Disciple of Thought feature
The best Disciples of Thought can push beyond their bodily limitations to further improve their mental abilities.
You can increase your Intelligence or Wisdom score by 2 and also increase your maximum for that score by 2.