5e - Paragon

by KibblesTasty

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Paragon v1.0

A human warrior grips the iron gate of a besieged fortress, and with a roar they rip it asunder, tearing it off its hinges, only to use it to club down the defenders that rush to defend the breach. Each blow flings away the bodies of their foes and causes the ground to tremble. The might of one human siege weapon tilts the tide of war.

A blur of motion cuts across the battlefield as an elf weaves between friend and foe. Arrows streak through the air, but none find their mark, the fleeting figure already gone before the shafts land. In a flash, they disarm one opponent, rescue an ally, and strike another down. To those few who witness her, she moves with impossible speed, as if the wind itself had chosen to fight at their side. In the space of moments, victory begins to shift.

A giant’s club slams into the ground with earth-shaking force, but when the dust clears, the dwarf is still standing. Shield raised, armor cracked, the sturdy hero does not yield an inch. Blow after blow rains down, each one a blow that would crush an army, but the stalwart warrior endures them all. Companions regroup behind their living bulwark, finding shelter where none should exist. Against the unstoppable strength of the foe, one Paragon proves unbreakable.

A half-elf scholar stands at the back of the shield wall with no weapon drawn, her eyes flicking across the field, counting heartbeats. She sees the ogre's weight shift before it swings, sees the hairline crack in the ice beneath the war mage's boots, sees the exact instant the archers will loose. She makes the call with a single word, and the battle shifts. Each person moving only a step, but the efforts of her foes unraveling as their actions cascade to greater and greater failure. A single nod. Everything as expected.

Endless Variation, Endless Pursuit

Each Paragon walks a different path, follows a different pursuit, draws their powers from a different source. They are unified in their drive to not just succeed, but to exceed. To find the limit and break it.

Superhuman Abilities

Paragons are heroes whose abilities rise far beyond mortal limits. Through training, destiny, or sheer willpower, they embody the pinnacle of physical potential, moving with speed no eye can follow, wielding strength that can turn the tide of a war, or standing firm against forces that would break any other. Where others falter, the Paragon prevails, becoming a symbol of defiance and hope. To friend and foe alike, their deeds seem larger than life, the kind of stories that echo in songs and legends.

Some paragons channel their gifts into unmatched athleticism, leaping across rooftops, racing the wind, or striking before enemies can react. Others become living bulwarks, bearing wounds without falling and holding the line when no one else can. Still others master raw might, lifting what should be immovable and wielding weapons like extensions of their own will. No matter their path, every Paragon is defined by the extraordinary, standing as proof that even in a world of monsters and magic, sometimes the greatest power comes from the hero themselves.

 

A Uniquely 'Active' Martial

This is a martial class (using that term loosely), that is designed on 'Active' Martial Principles. This means that it is based on powers you can use, and use frequently. They are not inherently stronger than Martials (though they are less dependent on synergy with feats and tend to scale naturally into higher levels), but the difference is primarily philosophical. You will have choices every time you gain a level. You will have choices at level 1. You will have choices every turn you make.

If you want a simple and straightforward option or mundane combat prowess, consider Fighter or Barbarian. If you want depth, complexity, and flashy powers, consider Paragon.

Paragon Class Table
Level Proficiency Bonus Features Exertion Limit Active Abilities Talents
1st +2 Pursuit of Perfection, Exertion, Origin of Power 1 1 —
2nd +2 Exerted Attack, Try Harder, Paragon Talents 2 2 2
3rd +2 Empowered Attack, Origin Feature, Secondary Pursuit 3 3 2
4th +2 Ability Score Improvement 3 4 2
5th +3 Indefatigable 4 5 3
6th +3 Deep Breath, Perfected Defense 4 6 3
7th +3 Origin Feature 5 7 4
8th +3 Ability Score Improvement (2) 5 8 4
9th +4 Warmed Up 6 8 5
10th +4 Limitbreaker 6 9 5
11th +4 Extra Attack 7 9 5
12th +4 Ability Score Improvement (3) 7 10 6
13th +5 Origin Feature 8 10 6
14th +5 Ability Score Improvement (4) 8 11 6
15th +5 Limitbreaker (2) 9 11 7
16th +5 Ability Score Improvement (5) 9 12 7
17th +6 Origin Feature 10 12 7
18th +6 Adrenaline Rush 10 13 8
19th +6 Ability Score Improvement (6) 11 13 8
20th +6 Beyond Pursuit 11 14 8

Creating a Paragon

When you build your Paragon, think about what sets you apart from ordinary mortals. Did you discover your gifts suddenly, in a moment of crisis when your strength, speed, or resilience carried you beyond your limits? Or did your power grow through relentless training, a lifetime of discipline that pushed you further than anyone else could go? Perhaps destiny or divine will marked you for greatness, making you a vessel of impossible potential.

Your Origin is important to your story. A Paragon is by definition exceptional at what they do, even if they don't think of themselves in those terms, and your Origin will tie into how you became the way you are.

Quick Build

You can quickly make a Paragon by following these suggestions. Pick Strength as your primary ability score and then make Constitution your secondary ability score. Pick Pursuit of Strength, and pick Whirlwind Slash or Wild Charge as your active ability.

For your Origin, you can pick any of them, or select Prodigy if you don't have a particular Origin in mind.

Lastly, choose a background that emphasizes your chosen origin, training or heroics.

Class Features

  • Hit Dice: 1d10 per Paragon level
  • Hit Points at 1st level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Paragon level after 1st.

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Saving Throws: Constitution and Charisma
  • Skills: Choose two Acrobatics, Athletics, Investigation, Intimidation, Perception, Persuasion,

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) any two simple weapons or (b) a simple weapon and a shield
  • (a) a shortbow and 20 arrows or (b) 10 darts
  • (a) a dungeoneer's pack or (b) an explorer's pack

Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.

Pursuit of Perfection

1st-level Paragon feature

Select a Pursuit you wish to achieve perfection with, selecting from the Pursuit of Strength, Speed, Endurance, Mind, Presence, Blades, Flame, Lightning, Water, Shadow, or Light. The selected Pursuit grants you various features, and a list of Active Abilities you can select.

Exertion

1st-level Paragon feature

As a Paragon, you can push yourself above and beyond. Some features either use or require Exertion. Using Exertion generates a stack of Exertion, contributing toward your Exertion Limit.

Exertion Limit. Your Exertion Limit starts at 1, and increases as you gain levels, as shown on the Paragon Class Table. Any time you generate Exertion while at your Exertion Limit, you instead gain a level of Exhaustion.

Exertion Per Turn. You can generate a maximum of two stacks of Exertion a turn, after which you cannot use additional Exertion that turn.

Clearing Exertion. You clear all stacks of Exertion when you take a short or long rest, but do not clear any that have turned into Exhaustion (which are treated as normal levels of Exhaustion).

If you are at maximum stacks of Exertion when you roll initiative, your stacks of Exertion is reduced by 1.

Active Abilities

You gain one Active Ability. These are powerful moves you can unleash that allow you to perform a special attack, action, or reaction. Using these generates Exertion. You use your Strength or Dexterity (your choice) for calculating the DC of these abilities:

Active Ability DC = 8 + Strength or Dexterity modifier + your Proficiency Bonus.

You can use the same DC for any Active Martial Feat you acquire. You gain additional Active Abilities as you gain levels. The number of Active Abilities you know is shown on the class table. The selected score modifier is your Active Ability modifier, which some Active Abilities use to add damage.

When you gain a level in this class, you can choose one of the Active Ability you know and replace it with another Active Ability that you could learn at that level.

Origin of Power

1st-level Paragon feature

In addition to selecting the Pursuit of Perfection you pursue, your select your Origin of Power, selecting from Prodigy, Divine, Gifted, Augmented, Vampiric, Symbotic, or Alchemical. This represents the source of your superhuman powers, and gives you a list of additional features.

Exerted Attack

2nd-level Paragon feature

Once per turn when you take the Attack action, you can generate a stack of Exertion to take the Attack action (one weapon attack only) again as bonus action.

Active Ability Interactions

Active Abilities are a new category of action being more akin to a 'physical spell' than a 'weapon attack'. even when sometimes making weapon attack rolls. As such, there are some special rules for how they interact with certain features of the game:

  • No Bonus Damage or Effects. Active Abilities cannot gain bonus damage or other bonus effects from weapons, spells, feats, or features that apply to weapon attacks unless it specifically applies to active abilities, even when they make or replace a weapon attack (for example, a Flametongue weapon does not add damage to Active Ability damage).
  • Attack Bonuses. An Active Ability that makes a weapon attack can add a bonus to attack rolls from a weapon to its attack roll, but it can never gain more than one bonus to the attack roll at a time (meaning they only apply the highest bonus that could apply).
  • Only One Replacement. If something allows you to replace an attack with something else that makes an attack roll, you cannot replace the second ability with someone else that lets you replace an attack to gain both effects of both on a single attack.

Try Harder

2nd-level Paragon feature

When you make an ability check using a skill you are proficient in, after rolling you can generate a stack of Exertion to reroll the die. You can use either result.

Paragon Talents

2nd-level Paragon feature

You gain access to Paragon talents. Paragon talents can be selected from the general pool of options available to all Paragons, or from the specific ones available to Paragons that follow a specific Pursuit, listed at the end of each path of Pursuit.

Additionally, when you gain a level in this class, you can choose one of the talents you know and replace it with another talent that you could learn at that level.

Secondary Pursuit

3rd-level Paragon feature

You can select a second Pursuit, selecting an option that you do not already have. You gain its first passive feature, but do not gain its 3rd level attack modifier until 5th level.

Empowered Attack

3rd-level Paragon feature

Once per turn, when you make a melee weapon attack, you can apply the effect of the Empowered Attack feature of a Pursuit you follow to it. You cannot apply this to attacks that you replace with an Active Ability (even if that active ability makes a melee weapon attack), and you can only apply one Empowered Attack feature to an attack.

Ability Score Improvement

4th-level Paragon feature

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Indefatigable

5th-level Paragon feature

On each of your turns the first stack of Exertion you would generate from an Active Ability or Exerted Attack is free and does not generate a stack of Exertion.

Deep Breath

6th-level Paragon feature

You gain the ability to recuperate quickly. If you haven't generated any stacks of exertion during your turn at the end of your turn, you can roll a d4 and remove stacks of exertion equal to the number rolled.

Once you do so, you cannot do so again until you complete a short or long rest.

Perfected Defense

6th-level Paragon feature

You gain Proficiency in a saving throw for one of one ability of your choice that you do not yet have proficiency in.

Warmed Up

9th-level Paragon feature

When you reach your maximum stacks of exertion for the first time, you regain hit points equal to your Paragon level. This resets whenever you complete a short or long rest.

Limitbreaker

10th-level Paragon feature

Select one ability score. You can increase that ability score by 1, and the maximum for that ability score increases to 22.

Extra Attack

11th-level Paragon feature

You can attack twice, instead of once, whenever you
take the Attack action on your turn.

Limitbreaker (2)

15th-level Paragon feature

Select another ability score you have not used Limitbreaker on already. You can increase that ability score by 1, and the maximum for that ability score increases to 22.

Adrenaline Rush

18th-level Paragon feature

You can briefly ignore your limits and freely use exertion. On your turn, you do not generate any stacks while using Exertion.

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

Beyond Perfection

20th-level Paragon feature

You shatter mortal limits. Select on ability you've used Limit Breaker on. You gain +2 to that ability score, and the maximum for that ability score increases to 24. When you make any attack roll, ability check, or saving throw using that ability, you can treat any roll lower than 10 as a 10.

Paragon Origins

Prodigy

A prodigy is a Paragon without a true origin—no secret bloodline, no chosen destiny, no mystical powers, just a mortal that, one step at a time, refuses to stop when reaching their mortal limits, challenging the very idea that mortals have limits.

Their lack of origin doesn't mean they aren't exceptional, even if they cannot always see it themselves, there is a spark of something that drives them beyond, to keep trying and struggling where others would collapse or give up.

Prodigy Origin Subclass Features
Level Features
1st Tireless Training, Enduring Efforts
3rd Creative Application, Pursuit of Mastery
7th Mortal Conviction
13th Momentum of Effort
17th Unlimited Willpower

Tireless Training

1st-level Prodigy feature

Your Exertion Limit increases by 1.

Enduring Efforts

1st-level Prodigy feature

Your maximum hit points increase by 1. Your maximum hit points increase by 1 again when you gain a level in this class.

Creative Application

3rd-level Prodigy feature

You can select an additional Active Ability from any Pursuit, even if it's not one that you currently follow.

Pursuit of Mastery

3rd-level Prodigy feature

You can select one additional Paragon Talent.

Additionally, you gain proficiency with one weapon, gaming set, musical instrument, or tool of your choice that you don't currently have proficiency in.

Mortal Conviction

7th-level Prodigy feature

Your willpower allows you to overcome the limits of their body. When you drop to 0 hit points, you can instead drop to 1 hit point and gain temporary hit points equal to twice your Paragon level.

Once you do this, you cannot do so again until you complete a short or long rest.

Momentum of Effort

13th-level Prodigy feature

Whenever you generate a stack of Exertion, you gain advantage on your next weapon attack roll made before the end of your turn.

Unlimited Willpower

17th-level Prodigy feature

During your turn you can push yourself beyond mortal limits until the start of your next turn (no action required). You gain the following benefits:

  • You ignore the effects of Exhaustion, even if it would otherwise kill you.
  • You can take an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
  • You are unaffected by difficult terrain, and spells and
    other magical effects can neither reduce your speed
    nor cause you to be Paralyzed or Restrained.

This state ends at the start of your next turn unless you generate a stack of Exertion to maintain it. Doing so reduces your current hit points by the combined number of stacks of Exertion and Exhaustion. Once this ability ends, you cannot use it again until you complete a long rest.

Divine Origin

Paragons of a Divine Origin typically have the blood or blessing of divine or celestial origins--distant demigods, descendents of avatars, blessed champions, anyone that is beyond the mortal capability due to the touch of the divine.

Some of them champion or owe allegiance to the source of the power, while others are a distant and forgotten remnant left behind in the mortal realm who may not even know the origin of the power.

Divine Origin Subclass Features
Level Features
1st Divine Blood, Manifested Power
3rd Celestial Legacy, Active Ability: Divine Judgement
7th Sacred Body
13th Growing Divinity
17th Divine Descent

Divine Blood

1st-level Divine Blood Feature

When you select this origin, your divine blood courses through, constantly invigorating you. When you generate a stack of Exertion, you regain 1d4 hit points.

Manifested Power

1st-level Divine Blood Feature

When you select this origin, your divine legacy makes itself apparent through supernatural powers. When you gain this feature, choose a damage type from Fire, Cold, Lightning, Radiant or Necrotic. Using your powers causes an aura of that type to manifest around you. When you deal damage with unarmed strikes or Active Abilities that deal bludgeoning, piercing or slashing damage, you can choose for it deal that damage type instead.

Celestial Legacy

3rd-level Divine Blood Feature

Another part of your celestial legacy shines through, granting you one of the following features of your choice:

  • Eyes. Your eyes softly glow or reflect light. You gain 60 feet of darkvision, and if you already have darkvision, the range of your darkvision increases by 30 feet.
  • Voice. You can cast speak with animals and command without expending a spell slot by generating a stack of Exertion. Charisma is your spellcasting modifier for these spells.
  • Wings. Ethereal wings of radiant light form behind you when you are airborne, granting you the effect of feather fall.
  • Skin. Your skin becomes tougher and often strangely hued. While you are not wearing any armor, your Armor Class equals 13 + your Constitution modifier. You can use a shield and still gain this benefit.

Active Ability: Divine Judgement

3rd-level Divine Blood Feature

You gain an active ability unique to your origin that, unrelated to any of your pursuits. You can use it as normal for an active ability.

Divine Judgement (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks to cast divine judgmentK without a spell slot or components.

The level you cast the spell increases by 1 at 9th (to 3rd), 13th (to 4th), and 17th level (to 5th).

Sacred Body

7th-level Divine Blood Feature

When you roll to recover hit points with Divine Blood while you are Bloodied, you can add your Constitution modifier to the hit points recovered.

Additionally, you are immune to diseases.

Growing Divinity

13th-level Divine Blood Feature

Select an additional selection from Celestial Legacy, and then select one of the following upgrades to one of your selections:

  • Eyes. You gain blindsight with a range of 30 feet.
  • Voice. You can understand and speak all languages.
  • Wings. Your wings stay manifested at all times.
    You gain a flying speed of 30 feet.
  • Skin. You gain resistance to your choice of Cold, Fire, Lightning, Radiant, or Necrotic damage.

Divine Descent

17th-level Divine Blood Feature

As a bonus action, you fully express your divine legacy becoming a divine avatar and gaining the following benefits:

  • You gain resistance to all damage.
  • You have advantage on all saving throws.
  • You can become Large sized.
  • Once during the effect, when you use Divine Judgement you can generate two stacks of Exertion to instead cast platinum lancesK without a spell slot or components.

This form ends at the start of your next turn unless you generate a stack of Exertion to maintain it. Once this ability ends, you cannot use it again until you complete a long rest.

Gifted Origin

A gifted Paragon is one whose power comes from an inner well of psionic power. This power is something they tap into unconsciously, empowering their body and granting them nearly instinctive psionic abilities as they continue to use it, filling themselves with psionic power.

The more they strain themselves, the more of this psionic energy fills them, often causing them to glow or distort their surroundings in minor ways as their psionic powers grow more potent. Their lack of formal Psionic training sometimes makes their powers leak subconsciously.

Gifted Origin Subclass Features
Level Features
1st Generated Energy, Psionic Powers
3rd Rampant Power, Active Ability: Psionic Surge
7th Dangerous Mind
13th Branching Power
17th Ultimate Outburst

Generated Energy

1st-level Gifted feature

When you select this origin, whenever you generate a stack of Exertion, you generate 1 psi point. You can have a maximum of 2 of these points. Any psi points that remain unspent when you complete a long rest are lost. At 3rd level, the maximum becomes 3, and subsequently remains equal to your Exertion Limit.

When you use an ability that generates a stack of Exertion, you can expend 2 psi points to prevent it from causing a stack of Exertion. You can additionally use these points to fuel some psionic features you gain.

Psionic Powers

1st-level Gifted feature

You gain the passive power of one Psionic Discipline of your choice (from the PsionK class). This choice will impact which Psionic Power you gain for later features.

Active Ability: Psionic Surge

3rd-level Gifted feature

You gain the ability to use the Psionic Power related to the Discipline selected for the Psionic Powers feature as an Active Ability which you can use by generating a stack of Exertion.

The ability modifier for this power becomes your Active Ability modifier for attack rolls, saving throws, and any time it refers to your Intelligence modifier.

Psionic Surge (1 Exertion)

3rd-level Gifted power

You use the selected Power. When you use it, it is empowered as if you expended 1 psi point on it. The number of psi points increases at 5th (to 2), 11th (to 3), and 17th (to 4) levels. You can expend psi points you have to further empower it, though the maximum total psi points you can spend on it is equal to your proficiency bonus. If the select power deals damage on a failed save, it deals half damage on a successful save.


Regardless of the power selected, it gains the following potential modifier you can select:


Quickened (1 Psi Point): The power can be used as a bonus action.

Rampant Power

3rd-level Gifted feature

Your generated Psionic power wreathes you in an aura of power. While you have 1 or more psi points, the first time during your turn you strike a creature with a melee weapon attack or Active Ability, it deals an additional psychic damage equal to the psi points you have.

Dangerous Mind

7th-level Gifted feature

You can aggressively rebuff and rebound any effect that targets your mind. You can gain advantage on an Intelligence or Wisdom saving throw.

Rebound. If you succeed and the save was triggered by the spell or effect of another creature, you can expend 1 psi point to force the creature to make a saving throw of the same type and DC. On failure it takes 4d6 psionic damage and becomes Dazed until the start of your turn. On success, it takes half as much damage and does not become Dazed.

Once you use this feature to succeed a saving throw, you cannot use it again until you complete a short or long rest.

Branching Power

13th-level Gifted feature

You can select a second Psionic Power from any Discipline of Psion, gaining the passive feature and the ability to use that Power with Psionic Surge as a second option.

Additionally, you can use any of the Alternate Effects from either Discipline of 3rd level or lower by expending psi points. Your Active Ability modifier is your spellcasting DC for these abilities.

Ultimate Outburst

17th-level Gifted feature

When you use Psionic Surge, you can instead cast shockwaveK. The overwhelming psionic energy coursing through you empowers, granting you temporary hit points equal to the damage roll of the spell and granting you an additional action you can use before the end of your turn.

Once you use this ability, you cannot use it again until you complete a short or long rest. If you die, you automatically cast shockwaveK (no action required), regardless if this ability is available or not.

Shockwave

5th-level psionic


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: S
  • Duration: Instantaneous

You unleash a burst of telekinetic force in all directions. Each creature of your choice within 30 feet of you is knocked 5 feet back and must succeed on a Strength saving throw or take 8d6 damage bludgeoning damage and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

Augmented Origin

While some Paragons are born to their power, Augmented Paragons pursue perfection through artificial enhancement. They leave behind the weak and insufficient flesh replacing parts of the bodies with powerful augmentations. Some perform these enhancements out of necessity to repair a ruined body, others in pursuit of power, while an unlucky few are the results of some mad experiment waking up with powers they never sought and having to learn to make due with their situation.

Augmented Origin Subclass Features
Level Features
1st Overheat, Mechnical Maintenance
3rd Weapon Module, Mechanical Upgrade
7th Machine Mode
13th Emergency Systems
17th Mega Module, Hotswap

Overheat

1st-level Augmented feature

You gain the ability to push your mechanical enhancements beyond their limits. Once per turn, when you generate a stack of Exertion while at your maximum stacks, you can choose to take 1d6 fire damage instead of gaining a level of Exhaustion.

You take this damage at the end of your turn. Each time you take fire damage this way after the first, the fire damage is doubled (to 2d6, 4d6, etc). This damage cannot be reduced by any means. This resets back to 1d6 when you complete a short rest or long rest.

Mechanical Maintenance

1st-level Augmented feature

You gain proficiency in your choice of Tinkerer's Tools, Blacksmith's Tools, or the Arcana skill.

Weapon Module

3rd-level Augmented feature

You can install a module that grants you a special Active Ability. Select one of the following options:

  • Energy Cannon. You gain the Fire Beam active ability.
  • Lightning Capacitor. You gain the Lightning Burst active ability.
  • Power Leap. You gain the Meteor Leap active ability.
  • Blade Whip. You gain the Whirlwind Slash active ability.

You can replace your selection of module when you gain a level in this class, replacing the module over the course of a long rest.

Mechanical Upgrade

3rd-level Augmented feature

You gain the ability to upgrade your form in one of the following ways:

  • Boosted Jumps. You double your jumping distance.
  • Grappling Reel. As an attack or as an action, you may target a surface, object or creature within 30 feet. If the target is Medium or smaller, you can make a Strength (Athletics) check as if grappling normally to pull it to you and grapple it on success. Alternatively, if the target is Large or larger, you can choose to be pulled to it (this doesn’t grapple it). When moving yourself this movement provokes opportunity attacks as normal movement would.
  • Iron Shell. You gain proficiency with Heavy armor, but your speed is reduced by 5 feet while wearing it.
  • Reinforced Limbs. You count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.
  • Terrain Adaptation. You gain a climbing or swimming speed equal to your walking speed.
  • Integrated Weapon. You integrate one one handed simple or martial melee weapon into one of your arms. You are proficient with the integrated weapon. It counts as occupying your hand only while in use.

You can replace your selection of upgrade when you gain a level in this class, replacing the upgrade over the course of a long rest.

You can select additional Upgrades by using Paragon Talents.

Machine Mode

7th-level Augmented feature

When you become Unconscious, Incapacitated, roll initiative while under the effect of those conditions, or die, you can allow your augmentation to override control of your body, suppressing the effect or death until the end of your next turn. Doing so generates a stack of Exertion, and while you are in this state you are considered Dazed and Silenced. These are removed if the underlying condition is cured.

If you are unconscious due to being at 0 hit points, you gain a damage threshold of 10 (meaning you do not suffer any effects from taking less than 10 damage) while in this state, but if you are still damaged, you suffer a failed Death Saving Throw as normal.

This effect cannot be triggered if you are Paralyzed, Petrified, or your body is fully destroyed. Once triggered, this effect cannot be triggered again until you complete a short or long rest.

Emergency Systems

13th-level Augmented feature

You gain one of the following features of your choice. You can replace your selection of system when you gain a level in this class, replacing the upgrade over the course of a long rest.

Redundant Systems

Machine Mode can be triggered an additional time before needing to complete a short rest.

Reboot. When Machine Mode is triggered by dropping to 0 hit points, you recover 1 hit point at the end of your turn. When Machine Mode is triggered by death, roll a d20 and add your level to the result. If the result is 30 or higher, you return to life with 1 hit point at the start of your turn.

Heat Vents

When you take damage from Overheat, you can deal an equal amount of damage to one creature within 5 feet of you (up to a maximum of 4d6 damage).

Redline Protocol. When you trigger Overheat, you can double your movement speed and you gain an additional action. The action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. You can do this once, after which you cannot do so again until you complete a short rest.

Mega Module

17th-level Augmented feature

When you use the Active Ability granted by your Weapon Module, you can choose to double the area of effect and damage of it. Once you do so, you cannot do so again until you complete a short or long rest.

Hotswap

17th-level Augmented feature

You can replace any module, upgrade, or system that you can normally replace during a long rest or after gaining a level during a short rest. You can only change one selection during the course of a short rest.

Vampiric Origin

Vampiric Paragons drain their powers from others, shattering their mortal shackles through stealing the power of others to add to their own. Some following this path use forbidden techniques and rites, others were born with an ability to draw in the power of others, such as dhampirs or others with powers that descend from vampiric or demonic kin of some kind.

Vampiric Origin Subclass Features
Level Features
1st Draining Strike, Hunter's Sight
3rd Predator's Pounce, Growing Hunger
7th Into the Mist, Night Rush
13th Stolen Power
17th Devouring Storm

Active Ability: Draining Strike

1st-level Vampiric feature

You gain a special Active Ability called Draining Strike. Draining Strike does not cost any Exertion or scale with proficiency like other Active Abilities.

Draining Strike (0 Exertion)

Active Ability (Attack)

Once per turn on your turn, when you take the Attack action, you can replace one of your attacks with a draining strike. On hit, it deals 1d4 + your Active Ability modifier + your current number of stacks of Exertion necrotic damage and, if the target is not a Construct or Undead and its CR is 1/8 or greater, your stacks of Exertion is reduced by 1 (to a minimum of 0).

Hunter's Sight

1st-level Vampiric feature

You gain proficiency in the Perception skill, and you ignore the disadvantage imposed by dim light when making Perception checks against creatures that are not Undead or Constructs.

Active Ability: Predator's Pounce

3rd-level Vampiric feature

Predator's Pounce (1 Exertion)

Active Ability (Attack)

You dash forward up to 10 feet and initiate a Grapple attempt against a creature with advantage. On success,
the target takes 2d6 necrotic damage. The number of
d6 increases by one when your proficiency bonus
increases (with the total number of d6 equaling your proficiency bonus) and the distance you can dash
increases by 5 feet (with the total range being 5 ×
your proficiency bonus). You gain temporary hit
points equal to half the necrotic damage dealt.

Growing Hunger

3rd-level Vampiric feature

If your stacks of Exertion are at their maximum, you gain advantage on your attack rolls with Draining Strike.

Into the Mist

7th-level Vampiric feature

You can use your bonus action to become a cloud of mist. Until the start of your next turn, you have resistance to all damage types besides force, fire, and radiant and a flying speed of 30 feet.

This form ends early if you take any action or make an attack. You cannot interact with other creatures or objects while mist, but ignore any difficult terrain and can pass through small holes, narrow openings, and even mere cracks.

Once you use this feature, you cannot use it again until you complete a short rest.

Night Rush

7th-level Vampiric feature

While you are in dim light or darkness your Predatory Pounce feature turns you into mist and teleports you to the target instead of moving like normal.

Stolen Power

13th-level Vampiric feature

You gain the ability to copy powers from creatures that you drain. You can gain one of the following features of a creature you hit with a Draining Strike. The copied ability lasts for 1 minute or until you steal another ability this way:

  • Any special sense it has (such as darkvision, blindsight, or Keen Senses).
  • Any skill, weapon, or tool proficiency it has.
  • Any damage resistance it has (against a single type of damage).
  • Any climbing, swimming, or flying speed it has, with a maximum of up to your walking speed.

Devouring Storm

17th-level Vampiric feature

You gain the ability to drain entire armies of their life. As an action, you vanish, teleporting to and making a Draining Strike against a number of creatures within 60 feet of you equal to your current number of Exertion stacks (ignoring the normal once per limitation of the ability). Each creature takes damage based on the number of Exertion stacks you have when using this feature. Each successful hit can reduce your stacks of Exertion by 1 as normal. After completing all of the attacks, you reappear either where you started, or within 5 feet of any target attacked by the ability.

Once you use this ability, you cannot use it again until you complete a short or long rest.

Playing Actual Vampires

This subclass can be used to play an actual vampire, but an actual vampire has rules that disrupt typical D&D play. When aiming to play an actual vampire, consult your DM. It is likely going to require a combination of a specialized Ancestry and this subclass to capture the full experience.

This subclass does not assume you are a literal vampire, and features such as vampiric fangs to bite your foes will need to come from your Ancestry.

Symbiotic Origin

These are Paragons that draw their superhuman powers from an external entity they have formed a special bond with. Each requires the other to achieve their full potential: the entity provides supernatural power and resilience, while the Paragon provides the drive, determination, and direction. The nature of the empowering entity varies widely; sometimes they are a pile of alien goo or eldritch entity that would be misunderstood as horrifying parasitic by many, while other times they take on forms that are more acceptable to average mortal, such as fluffy spirit animal or innocuous object such as crystal or weapon that merge with the user when activated.

Symbiotic Origin Subclass Features
Level Features
1st Battle Transformation, Entity Form
3rd Second Mind, Active Ability: Focused Transformation
7th Enhanced Transformation
13th Symbiotic Sacrifice
17th Perfected Transformations

Battle Transformation

1st-level Symbiotic feature

As you exert yourself, you and your empowering entity begin to merge, transforming you. Any time you generate a stack of Exertion, you gain one of the following features of your choice:

  • Enhanced Movement. Your movement speed increases by 5 feet.
  • Extended Reach. Your reach increases by 5 feet. You can gain this benefit multiple times.
  • External Shell. Your entity grants you a protective layer of defenses. Your AC equals 10 + Active Ability modifier + your Constitution modifier, unless it is already higher than that. You can use a shield and still gain this benefit.
  • Natural Weapon. You gain a natural weapon that is either a melee weapon that deals your choice of 1d8 bludgeoning, slashing, or piercing damage, or a ranged weapon that deals your choice of 1d6 of any damage type (selected once when you gain this feature, and the same damage type when subsequently manifested thereafter) with a range of 60/180 feet. You can select this benefit twice, gaining both types of weapon. Your can use your Active Ability modifier in place of your Strength or Dexterity modifier for attack rolls made with eithe weapon.

You can gain a maximum number of these benefits equal to your proficiency bonus at a time. While you are at your maximum and generate a stack of Exertion, you can replace one currently selected bonus with another bonus when gaining a stack of exertion. These features last until you go 1 minute without generating any Exertion.

Entity Form

1st-level Symbiotic feature

Your empowering entity exists even when it isn't being used to empower you, and it can assist you depending on its form, which you can select when you gain this feature:

  • Internal Symbiote. The entity resides within you, granting you a supernatural healing factor. Whenever you complete a short rest while you are bloodied, you regain hit points equal to your Constitution modifier automatically (this applies before any hit dice are spent).
  • Spirit Animal. The entity takes the form of a tiny spiritual beast. You gain a familiar, as per the find familiar spell, but this familiar is automatically dismissed anytime you gain the benefit of Battle Transformation, and cannot be summoned while the ability is active. You can cause it to reappear as an action once the effects of Battle Transformation have ended as normal.
  • Sentient Weapon. The entity takes the form of a sentient melee weapon. You gain a melee weapon that you can call forth as a bonus action at any time. This weapon can be called forth intact even if it was previously destroyed. You can communicate with the weapon while touching it, and you, and only you, are proficient with the weapon.
Symbiotic Consumption

You can allow your Symbiotic Entity to absorb a magical item that grants a magical +1/+2/+3 bonus to attacks and damage or armor class (excluding sentient items and artifacts) in a special process that takes place over the course of 8 hours, leaching the magic out of the item and destroying it.

After doing so, if the item grants a bonus to attack and damage rolls, you can apply that bonus to your Entity Form: Sentient Weapon and Battle Transformation: Natural Weapon attack and damage rolls. If the item grants a bonus to AC, that AC bonus is applied to your Battle Transformation: External Shell. Bonuses gained this way cannot stack with other bonuses that would apply in the same way.

Second Mind

3rd-level Symbiotic feature

Your empowering entity has some degree of intelligence, and can assist you when your mind is clouded or in areas beyond your expertise. You gain advantage on saving throws against being Charmed or Frightened, and gain proficiency in one skill of your choice from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Religion, or Survival.

Active Ability: Focused Transformation

3rd-level Symbiotic feature

Focused Transformation (1 Exertion)

Active Ability (Bonus Action)

Focus your will on tapping into your empowering entity, transforming intentionally instead of as a side effect of using your power. You can select two options from Battle Transformation (spending Exertion on this ability does not trigger additional Battle Transformations), and your maximum number of transformations is increased by 1 until the Battle Transformation ends (this limit cannot be increased again by using this effect multiple times).

Enhanced Transformation

7th-level Symbiotic feature

The damage die for the Natural Weapons transformation of Battle Transformation increase by one size (to 1d10 for melee weapons and 1d8 for ranged weapons).

Additionally, you gain new transformation options for Battle Transformation. Your list of choices are extended to include the following options:

  • Adaptive Resistance. You gain resistance to your choice of Acid, Cold, Fire, or Lightning damage. You can gain this benefit multiple times, picking a different resistance each time.
  • Climbing Proficiency. You gain a climbing speed equal to your movement speed.
  • Extra Limb. You manifest an extra limb that serves as a normal additional hand for the purposes of holding items, weapons, and grappling.
  • Enhance Lethality. You empower any natural weapons gained from your Battle Transformation by one size (to 1d12 for melee weapons and 1d10 for ranged weapons).

Symbiotic Sacrifice

13th-level Symbiotic feature

When you would take damage, your symbiotic entity can intercede to take the damage itself, temporarily causing it to fall dormant. You gain resistance to the damage, and if the damage would still reduce you to 0 hit points, you are instead reduced to 1 hit point. Any active Battle Transformations you have ends, you cannot regain their effects (or the effects of Entity Form), and you cannot use this feature again until you complete a short rest.

While the entity is dormant, as a bonus action you can gain two stacks of Exertion to immediately awaken your empowering entity from its dormant status, ending the side effects and refreshing the ability immediately. These stacks of Exertion do not grant Battle Transformation benefits.

Perfected Transformations

17th-level Symbiotic feature

You gain more powerful options for your Battle Transformation feature. Your list of choices are extended to include the following options:

  • Counter Evolution. You gain advantage on your choice of Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma saving throws.
  • Endless Regeneration. At the start of your turn, if you have at least 1 hit point but less than half of your maximum hit points, you regain hit points equal to your Constitution modifier.
  • Resilient Body. You gain resistance to Bludgeoning Piercing or Slashing damage. You can gain this benefit multiple times.
  • Winged Form. You gain a flying speed equal to your movement speed.

Additionally, any time you generate a stack of Exertion while at your maximum transformations, you can gain Temporary Hit Points equal to your Constitution modifier instead of replacing a transformation.

Vengeful Entity

17th-level Symbiotic feature

If you are slain, your body rises under control of the empowering entity with all of your stats and abilities and a number of hit points equal to half of your maximum hit points. While under the control of the empowering entity, it attacks whatever killed it with single minded determination until it or the creature that killed you is slain.

Reconstitution Check. If the creature that killed you is slain before the empowering entity, roll a d20 + your Constitution modifier. On a 20 or greater, it manages to reconstitute your body sufficiently you are restored to life and regain control of your body with the remaining hit points the entity has, though with no memory of what has occurred since you died. This check gains a -5 for each time it has occurred within the last week. Time while under this effect does not otherwise count as the body was dead for the purposes of resurrection, and you immediately regain control if the body is resurrected.

If the cause of your death is not from another creature or the target of vengeance is otherwise unclear, the DM determines what the empowering entity does, and may decide to simply immediately make the Reconstitution check. It is possible that creatures the empowering entity is deeply familiar with (such as your long-time companions) can persuade it to cooperate with some difficulty.

This can occur even if your body was heavily damaged (such as in several pieces), but not if it was entirely destroyed.

Transformation Nature

What your Symbiotic Entity is and how it transforms you is up to you. Perhaps the wings you sprout are fleshy bat-like wings that rip free of your flesh in a spray of gore. Perhaps they are ethereal glowing ribbons that manifest around you sparkling, the choice is yours. The Symbiotic Origin is intended to encompass everything from a somewhat grotesque alien entity cohabiting your body to sparkling magical transformation sequences provided by a cutesy talking animal—the common theme of them is that the entity provides you with power, you provide drive, determination, and direction.

Alchemical Origin

Paragons of the Alchemical origin do not rely on natural talent, divine bloodlines, or psychic awakenings. Instead, they push past the limits of mortal flesh through the ingestion, injection, and application of highly unstable alchemical draughts. Their veins run with acidic catalysts, potent mutagens, and liquid adrenaline, allowing them to force their bodies into superhuman states.

Alchemical Imbiber

1st-level Alchemical feature

Your extensive experience with mixing your alchemical concoctions grants you proficiency with Alchemist's Supplies. Additionally, whenever you would roll dice to determine the outcome of a potion effect on yourself (such as how many hit points it would restore or how long it would last), you can roll the dice twice, and pick the outcome between the two rolls.

Blood Toxicity

1st-level Alchemical feature

Your alchemical empowerment causes your blood to grow toxic as you exert yourself. You gain a Blood Toxicity that is equal to your current stacks of Exertion.

While your Blood Toxicity is 1 or higher, if you take damage from a melee weapon attack, as a reaction you can force the attacker to make a Dexterity saving throw. On a failed save, they take 1d4 + your Blood Toxicity acid damage, or half as much on a successful save.

Performance Enhancement

3rd level Alchemical feature

You develop beneficial side effects to your empowering mutagens. When you gain the first level of Blood Toxicity, select one of the following effects. The effect is lost if your Blood Toxicity becomes 0. Each time you would gain your first level of Blood Toxicity (after resetting it 0), you can select a different effect. Some effects require an indicated level before they can be used.

  • Adrenaline Booster. Your speed increases by 5 feet.
  • Bravery Booster. You gain advantage on saving throws against the Frightened condition.
  • Vision Booster. You gain 30 feet of darkvision. If you already have darkvision, your darkvision range increases by 30 feet.
  • Toxicity Booster. When calculating with your Blood Toxicity, you add your Proficiency bonus.
  • Growth Booster (Prerequisite: 5th level). You become Large sized.
  • Resistance Booster (Prerequisite: 13th level). You gain resistance to your choice of Acid, Cold, Fire, or Lightning damage.

Active Ability: Expunge Toxins

3rd-level Alchemical feature

Expunge Toxins (0 Exertion)

Active Ability (Attack)

While your Blood Toxicity is 1 or higher, when you take the Attack action on your turn, you can replace one of your attacks with expunging some of the toxins in your body, reducing your Exertion and Blood Toxicity by 1.

Creatures within a 5-foot radius of you must make a Constitution saving throw. On a failed save, they take 2d6 + your current Blood Toxicity poison damage, and become Poisoned for 1 minute. On a successful save, they take half as much damage and are not poisoned. A Poisoned creature can repeat its saving throw at the end of each of its turns, ending the effect on a success. The number of d6 increases by one when your proficiency bonus increases (with the total number of d6 equaling your proficiency bonus).

The radius of the effect increases by 5 feet for additional 5 Blood Toxicity (to a 10-foot radius at 6, to a 15-foot radius at 11, to a 20-foot radius at 16, etc).

Once you use this ability, you cannot use it again until you complete a short or long rest.

Poison Conditioning

7th-level Alchemical feature

You gain resistance to Poison damage, and if you would gain the Poisoned condition, you can instead generate 1 Exertion (increasing your Blood Toxicity by 1) to not become Poisoned. If you already have resistance to Poison damage, you gain resistance to Acid damage instead.

Purge Control

13th-level Alchemical feature

When you use Expunge Toxins you can allow creatures of your choice to automatically pass their saving throw against the ability and take no damage on a successful save against it.

When you use your Expunge Toxins, you can modify it one of the following ways:

  • Endothermic Purge. The damage becomes Cold damage, and creatures that fail their saving throw are Restrained until the start of your next turn instead of Poisoned.
  • Exothermic Purge. The damage becomes Fire damage, and creatures that fail their saving throw start Burning (d6).

Additionally, you can use Expunge Toxins an additional time before you complete a short or long rest.

Unshackled Mutagen

17th-level Alchemical feature

As a bonus action, you take your strongest mutagen, briefly becoming an unstoppable monster. You gain the following benefits:

  • Your Exertion Limit increases by 6.
  • You immediately regain hit points equal to your Blood Toxicity, and again at the start of each of your turns (before the effect would end) while the effect persists.
  • Any time you make an attack roll or saving throw, you can generate an Exertion to gain advantage on it.

At the start of your next turn, you revert to normal unless you generate a stack of Exertion to maintain it. When the effect ends, your current stacks of Exertion are reduced to your normal Exertion Limit.

Once you use this ability, you cannot use it again until you complete a long rest.

Pursuit of Strength

Paragons that pursue this Pursuit aim to achieve the pinnacle of mortal strength and surpass it, being engines of raw power that shatters all that stands before them. Before absolute strength, all else is secondary—nothing can hinder their steps, nothing can stop their blows, and nothing can escape their grip.

Strength Proficiency

1st-level Pursuit of Strength feature

You can add your proficiency bonus to your Strength ability score before calculating the amount you can lift, carry, drag, or the distance that you can jump.

Empowered Attack: Heavy Slams

3rd-level Pursuit of Strength feature

When you apply your Empowered Attack feature, on a hit you can knock one target hit 5 feet away from you.

Active Abilities

The following are Active Abilities you can select for the Pursuit of Strength.

Athletic Feat (1 Exertion)

Active Ability (Special)

You can perform an outrageous athletic feat. You can do one of the following during your turn:

  • Increase your Jump distance to be equal to your movement speed until the end of your turn.
  • Lift twice your normal lifting capacity until the end of your turn.
  • Move at normal speed while carrying or dragging another creature until the end of your turn.
  • Make a free Strength or Dexterity saving throw or ability check against an ongoing effect or spell effecting you that would normally take an action or only occur at the end of your turn
  • Take the Dash action as a bonus action.
Martial Toss (1 Exertion)

Active Ability (Attack)

When you take the Attack action on your turn, you can replace one of your attacks to attempt to hurl a creature or object of your size or smaller that you can reach. The target must make a Strength saving throw. An object or creature you are grappling automatically fails. If you successfully lift them, you can throw them 20 feet. The range is increased by 10 feet for each size smaller than you the target is.

The thrown creature or object's movement ends early if it collides with another creature or obstacle. The thrown creature or object and anything it collides with takes [PB]d6 + your Strength modifier bludgeoning damage, and the thrown creature falls prone.

A creature can choose to fail their save against this ability. You can throw a willing creature more carefully, dealing no damage to them unless they collide with something during their flight.

Merciless Break (1 Exertion)

Active Ability (Attack)

When you take the Attack action on your turn, you can replace one of your attacks to inflict a debilitating injury on a creature you are grappling. The creature takes [PB]d6 + your Active Ability modifier bludgeoning damage and suffers an injury for 1 minute.

While suffering from this injury, the creature subtracts 1d6 from attack rolls and ability checks, and must pass a DC 10 Constitution saving throw to successfully cast a spell.

The target creature makes a Constitution saving throw at the end of each of their turns, ending the effect of the injury on a success. A creature can spend their action treating their injury to automatically pass the saving throw.

Meteor Leap (1 Exertion)

Active Ability (Attack)

When you take the Attack action on your turn, you can leap up three times your running long jump distance (up to a maximum of your movement speed) without expending any movement. When you land, the force of your landing creates a shockwave. Any creature within 5 feet of you where land must make a Strength saving throw. On a failed save, they take [PB]d6 bludgeoning damage and are knocked prone. On a successful save, they take half as much damage and are not proned.

Mighty Impact (1 Exertion)

Active Ability (Attack)

When you take the Attack action on your turn, you can replace one of your attacks to slam an enemy backwards. The target must make a Strength saving throw. On failure, it takes [PB]d6 + your Active Ability modifier bludgeoning damage and is pushed 15 feet away from you. On a success, it takes half as much damage and is pushed 5 feet away from you. The distance the target is pushed is reduced by 5 feet for every size larger than you it is.

Overwhelming Blow (1 or 3 Exertion)

Active Ability (Attack)

When you take the Attack action on your turn, you can replace one of your attacks with to unleash an empowered slam against the target. Make a melee weapon attack against the target. On hit, the target takes [PB]d8 + your Active Ability modifier bludgeoning damage and must make a Constitution saving throw. On failure, it is knocked 10 feet away from you (reduced by 5 feet for each size larger than you it is) and becomes Dazed until the start of your next turn.

On miss, the target takes half as much damage and does not have to make a saving throw.


Cataclysmic Blow (3 Exertion) (Action, 11th-level Paragon) You can generate additional Exertion and use this ability as an action. When you do so, it deals an additional 2d8 damage, and if the target fails its save, the knockback distance is doubled, the distance of the knockback is not reduced if the creature is of a larger size than you, and if this knockback would cause the creature collide with a solid surface, it becomes Stunned instead of Dazed.

Thunder Strike (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with a shockwave that affects all creatures in a 15 foot cone. Each creature in the area must make a Constitution saving throw. On failure, they take [PB]d6 + your Active Ability modifier thunder damage and are knocked backwards 10 feet. On success, they take half as much damage and are not knocked back.

Thunderbolt Throw (1 Exertion)

Active Ability (Attack)

When you take the Attack action on your turn, you can replace one of your attacks to hurl a Small or smaller object (including weapons for creatures of Medium size) at a target. Make an attack treating the object as a simple melee weapon with the thrown 60/180 property unless it already has a longer thrown range. On hit, the creature takes [PB]d6 + your Active Ability modifier bludgeoning damage (replaced by the weapons damage type when throwing a weapon) and must pass a Constitution saving throw or be knocked Prone and Dazed.

Whirlwind Slash (1 Exertion)

Active Ability (Attack)

When you take the Attack action on your turn, you can replace one of your attacks with spinning your weapon in a massive arc with great force. All creatures of your choice within 5 feet of you must make a Dexterity saving throw. On failure, they take [PB]d6 + your Active Ability modifier damage of your weapon's damage type, or half as much on a successful save.

Wild Charge (1 Exertion)

Active Ability (Attack)

When you take the Attack action on your turn, you can replace one of your attacks with making a charge.

You or a mount you are controlling can move up to 30 feet in a straight line, flinging your enemies out of your path. This movement does not provoke attacks of opportunity. Large or smaller creatures in your path must make a Strength saving throw, or be knocked out of your way and prone.

If a creature has no where they can move, they are knocked prone but not moved, and you pass over them. A creature takes [PB]d6 + your Active Ability modifier bludgeoning damage on a failed save. Your charge ends early if a creature passes their save, unless that creature has a CR of half your Paragon level or less (rounded down), in which case you can pass through them and continue the charge.

Strength Talents

The following are Paragon Talents that you can select if you follow the Pursuit of Strength:


Athletic Excellence (Prerequisite: Athletic Feat active ability)

When you use the Athletic Feat active ability, you can choose to perform two of its listed options instead of one.


Forceful Entry (Prerequisite: 5th-level Paragon, )

You can cast knock without any components or spell slots. When an object is opened with knock this way, the unlocked object is broken (both the object itself and the locking mechanism).

Once you use this ability, you cannot do so again until you complete a short or long rest.


Magic Breaker (Prerequisite: 9th-level Paragon)

You can cast dispel magic without any components or spell slots, but the range becomes touch and the target takes 1d8 + your Strength modifier damage if targeting an object or creature. Strength is your spellcasting ability modifier when casting the spell in this way.

Once you use this ability, you cannot do so again until you complete a long rest.


Miniture Might (Prerequisite: Lifting Mastery, Small or Tiny sized creature)

You count as one size larger for the purposes of Grappling creatures (counting as a Medium sized creature if you are Small, or as a Small sized creature if you are Tiny).


Mythic Feat (Prerequisite: Athletic Feat active ability, 15th-level Paragon)

When using Athletic Feat, you can lift, carry, or drag anything Huge or smaller regardless of weight.


Lifting Mastery

You count as one size larger for the purposes of Lifting and Carrying, up to counting as Large sized creature.


Unstoppable Momentum (Prerequisite: 5th-level Paragon)

When you use your movement or make a charge or jump ability, difficult terrain does not cost extra movement, and you ignore non-magical restraint or speed-reduction effects.

Pursuit of Speed

Paragons of speed follow only one creed: there is no such thing as moving too fast. To move untouched, to move unseen, to move up a wall... everything is a question if you can just move fast enough. To a Paragon of this path, all problems fall away in the face of unmatched movement. Nothing catches them--not the weapons of their enemies, not the magic of wizards, not even the so-called laws of physics.

First off the Line

1st-level Pursuit of Speed feature

You can add half of your proficiency bonus (rounded down) when you roll for initiative.

Empowered Attack: Quick Steps

3rd-level Pursuit of Speed feature

When you apply your Empowered Attack feature, on a hit, if are able to move, you can move up to 5 feet without provoking attacks of opportunity.

Active Abilities

The following are Active Abilities you can select for the Pursuit of Speed.

Accelerated Step (1 Exertion)

Active Ability (Special)

You can perform a feat of astounding speed. You can do one of the following on your turn:

  • Escape a grapple or restrained automatically.
  • Become Invisible until the end of your turn, or until you make an attack.
  • Treat your movement as teleportation, as long as there is a path you could travel between you and your destination.
  • Leave an afterimage when you move, generating one mirror image (as per the mirror image spell) until the start of your turn.
  • Double your movement speed until the end of your turn.
After Images (1 Exertion)

Active Ability (Bonus Action, Supernatural)

You leave an after image after moving. While you have this image, each time a creature targets you with an attack, roll a d20. On an 11 or higher, the attack instead targets the mirage. The mirage has an AC of 10 + your Dexterity modifier and is destroyed if hit.

If not otherwise destroyed, the duplicate fades away after 1 minute. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Arrow Storm (1 Exertion)

Active Ability (Attack)

When you take the Attack action on your turn, you can replace one of your attacks by firing innumerable pieces of ammunition into the sky with a ranged weapon which rain down around a point within 60 feet of you. All creatures within 10 feet of the point must make a Dexterity saving throw. On failure, they take [PB]d6 + your Dexterity modifier piercing damage, or half as much on success.

A number of pieces of ammunition are consumed equal to the number of targets that make the save against the ability times two.

Dirty Strike (1 Exertion)

Active Ability (Bonus Action)

When you make a melee weapon attack, as a bonus action, you can follow up with a dirty trick (a knee to the gut, handful of sand to eyes, etc.). The creature must make a Constitution saving throw. On failure, they become your choice of Blinded or Dazed (your choice) for 1 minute. The target can repeat its saving throw at the end of each of their turns. A creature can spend their action treating their condition to automatically pass the saving throw. Once you use this against a target once, they are ready for subsequent attempts and automatically pass saving throws against it.

Evasive Step (1 Exertion)

Active Ability (Reaction)

As a reaction to being hit by an attack from a creature that you can see, you can add your proficiency bonus to your AC until the start of your next turn, potentially turning the hit into a miss.

Instant Rebuke (1 Exertion)

Active Ability (Reaction, Supernatural), Prerequisite: Level 5

You can cast instant counterK without a spell slot or components.

The level you cast the spell increases by 1 at 9th (to 3rd), 13th (to 4th), and 17th level (to 5th).

Lightning Leap (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one attack by turning into lightning, leaping (as lightning) to a creature or empty space within 5 × PB feet. If you target a creature, you can target a chain of creatures within 5 × PB feet of the previous target, targeting a number of creatures equal to your proficiency bonus. Each creature you target makes a Dexterity saving, taking [PB]d6 lightning damage on a failed save, or half as much on a successful save. You then teleport to an empty spot of your choice adjacent to the last target of the chain.

Slashing Dash (1 Exertion)

Active Ability (Attack)

When you take the Attack action on your turn, you can replace one of your attacks with a rapid burst of movement, moving up to 30 feet along any surface in a straight line.

You can move on vertical or horizontal surfaces with this movement, can pass through creatures, and do not provoke attacks of opportunity, but cannot pass through objects or terrain. Each time you pass through a creature, you can force it to make a Dexterity saving throw. A creature takes [PB]d6 + your Active Ability modifier slashing damage (or of your weapon type, if you are carrying a weapon you are proficient in) on a failed save, or half as much on a successful save.

Quicksilver Steps (1 Exertion)

Active Ability (Attack, Supernatural), Prerequisite: Level 15

When you take the Attack action on your turn, you can replace one of your attacks to cast quicksilver steps without a spell slot or components.

Wind Strike (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with a special attack that lets you vanish into the wind before striking a number of nearby creatures with an unarmed strike or weapon you are carrying in a flurry of blows, before reform from the wind within 5 feet of one of the creatures attacked. You can attack a number of creatures in this way equal to your proficiency bonus, but can only strike each creature once. You can strike creatures within a range of 5 × PB feet.

Each time you strike a creature, make a melee weapon attack, dealing 1d6 + your Active Ability modifier modifier damage on a hit. The damage increases by 1d6 each time your proficiency bonus increases.

Speed Talents

The following are Paragon Talents that you can select if you follow the Pursuit of Speed:


Arrow Time

As long as your movement speed isn't 0, ranged weapon attacks made from more than 30 feet away from you have disadvantage.


Blurring Movement

When you take the Dash action, all attacks have disadvantage against you until the start of your next turn.


Evasion (Prerequisite: 7th Level)

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


High Velocity

Your unarmed strikes gain the Finesse property, allowing you to use your Dexterity in place of your Strength for attack and damage rolls.


Perfect Step (Prerequisite: Pursuit of Mind, Evasive Step, 12th Level)

When you use Evasive Step, the attack that triggered the ability automatically misses.


Wind Step

You can cast become wind without any components or spell slots. Once you use this ability, you cannot do so again until you complete a short or long rest.

Pursuit of Endurance

Paragons of Endurance embody the unyielding spirit of stone and steel. Where others falter, they remain, unbroken and immovable. Their creed is simple: to outlast all trials, to weather every storm, to endure where none others can. Neither blade nor spell can sway them from their path, for they are living bastions, defined not by how hard they strike, but by how impossible they are to bring down.

Sturdily Built

1st-level Pursuit of Endurance feature

Any damage you take from falling is halved.

Empowered Attack: Face to Face

3rd-level Pursuit of Endurance feature

When you apply your Empowered Attack feature against a creature you can see, on a hit, you can give the target disadvantage on its next attack roll if that attack roll does not target you.

Active Abilities

The following are Active Abilities you can select for the Pursuit of Endurance.

Battering Ram (1 Exertion)

Active Ability (Attack)

When you take the Attack action on your turn, you can replace one of your attacks with moving up to half your movement speed in a straight line. If you collide with a creature during this movement your movement is stopped and the creature must succeed a Strength saving throw or take [PB]d8 + your Strength or Constitution modifier (your choice) bludgeoning damage and be knocked prone. On success, it takes half as much damage and is not knocked prone.

If you collide with a Medium or larger object or surface during this movement, it instead takes twice as much damage as a creature would. If this damage breaks it, it does not stop your movement.

Body Block (1 Exertion)

Active Ability (Reaction)

As a reaction while you are grappling a creature of your size or smaller, if you take damage from another source, you can halve the damage and cause the creature you are grappling to take an equal amount of damage. If this damage reduces the creature you are grappling to 0 hit points, you take any additional overflow damage.

Brace (1 Exertion)

Active Ability (Bonus Action)

As a bonus action, you rally your endurance and brace yourself for impact. Until the start of your next turn, your movement speed is zero and you gain [PB]d6 + your Constitution modifier temporary hit points. Any remaining temporary hit points are lost at the start of your turn.

Endure Elements (1 Exertion)

Active Ability (Reaction)

As a reaction to taking acid, cold, fire, lightning, or thunder damage, you can gain resistance to that damage until the start of your next turn (including against the triggering attack).

Your next melee weapon attack roll before the end of your next turn deals [PB]d6 of the selected damage type.

Headbutt (1 Exertion)

Active Ability (Attack)

When you take the Attack action on your turn, you can replace one of your attacks by bashing your head into the head of a Large or smaller creature within 5 feet of you. Make an unarmed strike. If the attack hits, both you and the target take damage equal to your Constitution modifier and become Dazed until the end of your next turn. The target must make a Constitution saving throwing. On failure, it is Stunned until the start of your next turn. You can only attack to make this attack once per turn.

Heroic Intervention (1 Exertion)

Active Ability (Reaction)

As a reaction, when an allied creature within range of your movement speed would take damage, you can move to them and into their space. If the damage came from an attack, you become the target of the attack.

They move to an unoccupied space of their choice within 5 feet, or the closest unoccupied space if there are no unoccupied spaces within 5 feet (potentially moving them out of an area of effect, but moving yourself into it).

You and the target creature have resistance to all damage until the start of your next turn.

Iron Hand (1 Exertion)

Active Ability (Attack)

When you take the Attack action on your turn, you can replace one of your attacks with a special grappling strike. You initiate a grapple check against a creature within 5 feet of you. On success, the creature becomes grappled and takes [PB]d6 + your Strength modifier bludgeoning damage. On failure it takes half as much damage and is not grappled.

Karmic Cycle (1 Exertion)

Active Ability (Reaction, Supernatural)

As a reaction to taking damage from a hostile creature, you can gain resistance to that instance of damage and store an amount equal to the damage taken after resistance (up to a maximum of 5 × PB). Until the end of your next turn, the first time you hit a creature with a melee attack, you can add that damage as a bonus to the damage roll.

Power Through (2 Exertion)

Active Ability (Bonus Action)

If you are affected by any of the Blinded, Deafened, Stunned, Paralyzed, or Poisoned conditions, you can attempt to end one of them as a bonus action. Make a Constitution saving throw against the DC to end the effect, or against 10 if the effect does not have a DC to end. On success, the effect ends. You can take this action even if you would be normally unable to take an action (such as being Incapacitated due to being Stunned).

Unyielding Endurance (1 Exertion)

Active Ability (Reaction)

As a reaction to taking damage, you can brace yourself to weather the blow and any additional blows. Until the start of your next turn, you can reduce all damage taken (including from the damage that triggered this reaction) by your proficiency bonus and gain advantage on Strength and Constitution saving throws.

Additionally for the duration, if an attack would reduce you to 0, you can make a Constitution saving throw with a DC to the amount of damage taken. On a success, you are reduced to 1 instead. If you are not incapacitated at the start of your next turn after using this feature, you can expend a number of hit dice up to your proficiency bonus, rolling them to regain hit points as normal.

Once you use this ability, you cannot use it again until you complete a short or long rest.

Wrecking Ball (1 Exertion)

Active Ability (Attack)

When you take the Attack action on your turn, you can replace one of your attacks with leaping into another creature's space within the distance of your long jump range. The target must make a Dexterity saving throw. On failure it takes [PB]d8 bludgeoning damage and is knocked prone.

Pass or fail, if the creature is your size or smaller, it is knocked out of its space to the closest adjacent space, prioritizing spaces away from where you jumped. If there is no available space or it is larger than you, you instead are moved to the closest available space.

Endurance Talents

The following are Paragon Talents that you can select if you follow the Pursuit of Endurance:


Adamantine Grip (Prerequisite: 5th-level Paragon)

You gain proficiency in Athletics. If you are already proficient in Athletics, you gain expertise in Athletics.


Durable Skin

While you are not wearing any armor, your Armor Class equals 13 + your Constitution modifier. You can use a shield and still gain this benefit.


Internal Endurance.

You gain resistance to Poison damage, and advantage on saving throws against becoming Poisoned.


Iron Flesh

You reduce all damage taken by 1.


Shield Ricochet (Prerequisite: Pursuit of Strength, Thunderbolt Throw, 9th-level Paragon)

Your Thunderbolt Throw gains a new Empowered version:

  • Shield Ricochet (Attack, 9th-level Paragon)
    If you have a shield equipped, you can instead throw your shield. Doing so generates an additional Exertion and unequips your shield treating it as a simple weapon with the thrown 60/180 property. Doing so causes the Thunderbolt Throw to ricochet to an additional target. It can ricochet a number of times equal to half your proficiency bonus (rounded down), and each target must be within 20 feet of another target.

    If you are within 20 feet of the final target and have not expended all of your ricochets, you can use a ricochet to return the shield to yourself. If you do so, you can re-equip your shield as a bonus action (instead of the action it would normally take). Otherwise your shield falls to the ground within 5 feet of the last target.

Once you use empower Thunderbolt Throw in this way, you cannot do so again until you complete a short or long rest.


Steel Skin (Prerequisite: 5th-level Paragon)

Your AC increases by 1.


Stone Stance

You can cast become stone without any components or spell slots. Once you use this ability, using it again before you complete a short or long rest generates a stack of Exertion.


Unbreakable (Prerequisite: 9th-level Paragon)

You become immune to damage from falling.

Pursuit of Mind

Paragons who walk the Pursuit of Mind devote themselves to the sharpest edge of all—intellect. To them, raw speed and strength mean little without the wit to apply them with precision. They move through battle and life alike with uncanny foresight, analyzing possibilities in a heartbeat and choosing the one path that leads to victory. Their minds race faster than blades, and with each decision they prove that true mastery lies not in brawn or swiftness, but in clarity of thought.

Applied Knowledge

1st-level Pursuit of Mind feature

You gain proficiency in one gaming set, artisan tool, or Intelligence related skill of your choice.

Empowered Attack: Analytic Strike

3rd-level Pursuit of Mind feature

When you apply your Empowered Attack feature against a creature, on a hit, you can grant advantage to the next attack roll against the target made before the start of your next turn.

Additional Active Abilities

The following are Active Abilities you can select for the Pursuit of Mind.

Battlefield Analysis (1 Exertion)

Active Ability (Bonus Action)

As a bonus action, you can take the Search action. When you Search in this way, you can additionally do one of the following:

  • Make an Intelligence (Investigation) check against the DC of any possible illusions within 60 feet of you. If you roll higher than the spell save DC of the caster and discern them as illusions. Once you fail to discern an illusion this way, you can attempt to use this feature to discern the illusion again.
  • Make an Intelligence (Investigation) check against the AC of a creature, learning their AC and any resistances or immunities they have on success.
Countering Interference (1 Exertion)

Active Ability (Reaction), Prerequisite: Level 9th

As a reaction to a creature within 5 feet of you attempting to cast a spell, you can attempt to prevent or interrupt it, forcing the creature to make a Constitution saving throw. On failure, the spell fails to be cast.

Control the Flow (1–2 Exertion)

Active Ability (Attack)

When you take the Attack action on your turn, you can replace one of your attacks with controlling the flow of the battlefield. Choosing a number of creatures up to your Proficiency bonus within 60 feet of you, you can allow those creatures to move up 15 feet (or up their maximum movement, whichever is shorter) without provoking opportunity attacks.


Empowered Control (2 Exertion) (Action, Prerequisite: 5th Level)
You can generate an additional Exertion and use this ability as an action. When you do so you can select hostile creatures in addition to allied creatures. Hostile creatures can make a Wisdom saving throw, resisting the movement on success.

Hunter's Mind (1 Exertion)

Active Ability (Bonus Action)

As a bonus action, you can cast hunter's mark without expending a spell slot.

Perfect Calculation (1–2 Exertion)

Active Ability (Bonus Action)

As a bonus action on your turn, you calculate an upcoming sequence of events. Roll a number of d20s equal to the Exertion generated and save the results. Until the start of your next turn, you can replace the d20 roll of an attack roll against you, an attack roll you make, or a saving throw you make, with one of the saved results, expending the saved result.

Rallying Presence (1 Exertion)

Active Ability (Attack)

When you take the attack action on your turn, you can replace one of your attacks to you can allow an allied creature to move up to half of its movement speed without provoking attacks of opportunity and make a single weapon attack as a reaction.

This attack can occur before or after the moment. The allied creature also gains [PB]d6 temporary hit points**.

Tactical Coordination (1 Exertion)

Active Ability (Attack)

When you take the attack action on your turn, you can allow an ally to also make a coordinated weapon attack with their reaction against the same target with advantage. If both attacks hit, the target takes [PB]d6 additional damage (of a damage type from either attack).

Mind Talents

Analytic Abilities

You can use your Intelligence or Wisdom as your Active Ability modifier to calculate DC and damage instead of Strength or Dexterity.


Calculated Interference

When you have one or more uses of Perfect Calculation, as a reaction to a creature within 5 feet of you making a saving throw, you can force them to use the d20 result in place of rolling their own save.


Calculated Sight (Prerequisite: 5th Level)

When you use Perfect Calculation, you gain blindsight with a range of 30 feet until the start of your next turn. If you already have blindsight, the range of your blindsight expands by 30 feet instead.


Clear Mind (Prequisite: 9th level)

You can use your action to end one effect on yourself that is causing you to be Charmed or Frightened. If you generate a stack of Exertion, you can do this as a bonus action instead.


Cold Reader (Prerequisite: 5th level)

You can cast detect thoughts without expending a spell slot or any components must study the target for a number of extra rounds equal to 5 minus your Intelligence modifier (minimum 0) before you can read their thoughts. Once you cast it this way once, casting it this way again generates a stack of exertion each time until you complete a long rest.


Expanded Calculations

When you have one or more uses of Perfect Calculation available, you can replace the attack roll by or against an allied creature within 60 feet instead of an attack roll by or against you.


Polygot

You learn an additional language of your choice.


Precise Placement

When you are within 5 feet of the edge of an area of effect that requires you to make a saving throw, you have advantage on the saving throw.


Savant

You gain Expertise with one artisan tool, gaming set, or Intelligence related skill you are proficient in.


Quick Mind

You can take the Search action as a bonus action. When you take this action, you can attempt to examine your surroundings for illusions, making an Intelligence (Investigation) check. If your Investigation result exceeds the casters saving throw DC, you discern the illusion.

Pursuit of Presence

Paragons who follow the Pursuit of Presence turn force of personality into a weapon. They command the field through sheer gravitas, imposing willpower, and heroic majesty. To them, battle is as much a test of resolve and aura as it is of blade or brawn—their mere presence can shatter enemy morale or inspire allies to impossible feats.

Social Power

1st-level Pursuit of Presence feature

You gain proficiency in your choice or Intimidation, Performance, or Persuasion.

Empowered Attack: Allied Strike

3rd-level Pursuit of Presence feature

When you apply your Empowered Attack feature, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn.

Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack per round from this feature.

Active Abilities

Beguiling Provocation (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with an attempt to beguile your foes into doing it for you. One creature that can hear you within 30 feet of you must make a Wisdom saving throw. On a failed save, it immediately uses its reaction to make a melee weapon attack against a creature of your choice within range. A creature that is Charmed by you automatically fails their saving throw against this ability. This has no effect on a creature that is immune to Charmed condition.

Captivating Taunt (1 Exertion)

Active Ability (Bonus Action)

As a bonus action, you issue a challenging command to a creature you can see within 30 feet of you that can hear you. The target must make a Wisdom saving throw. On a failed save, it is compelled to focus on you. Until the start of your next turn, it has disadvantage on attack rolls against creatures other than you, and if it moves away from you, it must spend 2 feet of movement for every 1 foot moved.

Demoralizing Blow (1 Exertion)

Active Ability (Attack)

When you take the attack action on your turn, you can replace one of your attacks with blow that strikes fear into your enemies heart with your overwhelming presence. Make a melee weapon attack. On hit, the creature takes [PB]d6 + your Active Ability modifier damage and must make a Wisdom saving throw. On a failed save, they become Frightened of you until the start of your next turn. On a miss, they take half as much damage.

Fearsome Roar (1–2 Exertion)

Active Ability (Attack)

When you take the attack action on your turn, you can replace one of your attacks with a fearsome shout. All creatures in a 15-foot cone must make a Wisdom saving throw. On a failed save, they become Frightened of you until the start of your next turn.


Empowered Roar (2 Exertion) (Attack, 5th-level Required)

You can generate an additional Exertion and use this ability as an action. When you do so, shout becomes a 30-foot cone.

Inspiring Presence (1 Exertion)

Active Ability (Attack)

When you take the attack action on your turn, you can replace one of your attacks to you can allow an allied creature within 60 feet of you that can see or hear you to move up to half of its movement speed without provoking attacks of opportunity and make a single weapon attack as a reaction. This attack can occur before or after the moment. On hit, the allied creature's attack deals [PB]d4 additional damage.

Overawing Aura (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks to unleash your presence in a way that invokes awe in others. Creatures of your choice within 10 feet of your must make a Wisdom saving throw, or become Charmed by you for 1 minute. Creatures Charmed this way can repeat their saving throw at the end of each of their turns, or any time you deal damage to them. Once a creature passes a save against this ability, they are immune to it for 24 hours.

Rallying Presence (1 Exertion)

Active Ability (Attack)

When you take the attack action on your turn, you can replace one of your attacks to you can allow an allied creature within 60 feet of you that can see or hear you to move up to move up to half of its movement speed without provoking attacks of opportunity and make a single weapon attack as a reaction. This attack can occur before or after the moment. The allied creature also gains [PB]d4 temporary hit points.

Terrifying Glare (1 Exertion)

Active Ability (Attack)

When you take the attack action on your turn, you can replace one of your attacks with a dread-inspiring glare. One creature of your choice that you can see and that can see you within 30 feet must make a Wisdom saving throw. On a failed save, it takes [PB]d6 psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only. This has no effect on a creature immune to the Frightened condition.

Wake Up! (1 Exertion)

Active Ability (Bonus Action)

As a bonus action, you attempt to use your presence to force an ally who is Charmed, Frightened, or Incapacitated by the effect of a spell or magical effect to snap back to the senses. If it is an effect that can be ended by an action or that would automatically be ended within 1 round, the effect ends. If the effect requires making a save to end, roll a d20 + your Charisma modifier + your proficiency bonus. If the roll exceeds the DC the target would need to overcome the condition, the condition ends immediately.

Presence Talents

Beguiling Wink (Prerequisite: 5th-level Paragon)

You can cast charm person without spell slots or components. Once you use this ability, you cannot use it again until you complete a short or long rest.


Dazzling Presence (Prerequisite: Charisma score greater than 20, 11th-level Paragon)

When a creature fails a saving throw against one of your Pursuit of Presence Active Abilities, you can cause them to become Blinded until the start of your next turn. Once this affects a creature, the are immune to it for 24 hours.

Beyond the Limit

A Charisma score greater than 20 can be achieved through your Limitbreaker feature at 10th level.


Halting Look

When a creature hits you with a melee weapon attack, as a reaction you can give them a halting look potentially causing them to hesitate. You add your Charisma to your AC against the attack, potentially turning it into a miss. Once you use this ability, using it again before completing a short or long rest generates a stack of Exertion.


Inspiring Momentum (Prerequisite: 9th-level Paragon)

When you regain hit points from Warmed Up, a number of allied creatures of your choice within 30 feet of you gain temporary hit points equal to your Paragon level.


Overwhelming Intimidation (Prerequisite: Proficiency in Intimidation, 5th-level Paragon)

You gain Expertise in Intimidation.


Overwhelming Persuasion (Prerequisite: Proficiency in Persuasion, 5th-level Paragon)

You gain Expertise in Persuasion.


Power of Presence

You can use your Charisma as your Active Ability modifier to calculate DC and damage instead of Strength or Dexterity.


Unshakable Confidence (Prerequisite: 7th-level Paragon)

You and friendly creatures within 10 feet of you have advantage on saving throws against being frightened.

Pursuit of Blades

Paragons who follow the Pursuit of Blades see the edge of a weapon as the purest expression of mastery. To them, the sword, dagger, or axe is not merely a tool of battle, but an extension of the self—swift, precise, and unrelenting. Every motion is a cut, every breath a strike waiting to be unleashed. They carve paths through their foes with flawless technique, blending art and lethality until the line between them is razor-thin. In the hands of such a Paragon, a blade is not just a weapon, but destiny sharpened to a point.

Blade Proficiency

1st-level Pursuit of Blades feature

You gain proficiency with battleaxes, longswords, shortswords, greatswords, and greataxes.

Empowered Attack: Cleaving Swing

3rd-level Pursuit of Blades feature

When you apply your Empowered Attack feature, you can split the attack between two adjacent creatures within reach (using the same attack roll against each). On hit, it deals half damage to each target. No other effects from the attack other than damage are applied to the additional targets.

Active Abilities

The following are Active Abilities you can select for the Pursuit of Blades.

Dimension Cutter (1 Exertion)

Active Ability (Attack, Supernatural), Prerequisite: 13th level

When you take the Attack action on your turn, you can replace one of your attacks to cast dimension cutterK without a spell slot or components.

The level you cast the spell increases at 17th level (to 5th).

Great Cleave (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with a wide cleave using a bladed melee weapon. All creatures within 10 feet in a 180 degree arc around you in a direction of your choice (a half circle) must make a Dexterity saving throw. On failure, they take [PB]d6 + your Active Ability modifier slashing damage. On success, they take half as much damage.

Lethal Slash (1 Exertion)

Active Ability (Attack)

When you take the Attack action on your turn, you can replace on of you attacks with a focused killing slash. Make a melee weapon attack roll with your Active Ability modifier against a creature within 5 feet using a bladed melee weapon you are proficient in. You can draw the weapon used to make the attack as part of making this attack. This attack scores a critical strike on a roll of a 19 or 20.

On hit, the target takes [PB]d6 + your Active Ability modifier slashing damage. The critical strike threshold is 20 minus half your proficiency bonus (rounded down).

Slashing Dash (1 Exertion)

Active Ability (Attack)

When you take the Attack action on your turn, you can replace one of your attacks with a rapid burst of movement, moving up to 30 feet along any surface in a straight line.

You can move on vertical or horizontal surfaces with this movement, can pass through creatures, and do not provoke attacks of opportunity, but cannot pass through objects or terrain.

Each time you pass through a creature, you can force it to make a Dexterity saving throw. A creature takes [PB]d6 + your Active Ability modifier slashing damage (or of your weapon type, if you are carrying a weapon you are proficient in) on a failed save, or half as much on a successful save.

Splitting Slash (1 Exertion)

Active Ability (Reaction)

When an area of effect is created that forces you to make a Strength, Dexterity, or Constitution saving throw against taking damage, as a reaction you can attempt to slash the effect. You gain resistance to the damage taken and make a weapon attack roll. If the result of your attack roll exceeds the DC of the effect you can draw a 5-foot wide line from the source of the area of effect directly away from you. Creatures in that line also gain resistance to the damage taken.

Weapon Clash (1 Exertion)

Active Ability (Reaction)

When you are hit by a melee weapon attack while carrying a weapon, you can make a special attack as a reaction. Roll [PB]d6 + your Active Ability modifier. You block that amount of damage, and if you block more damage than the attack did and your attack roll would hit the attacker, they take any overflow damage (with the damage type being from the weapon you blocked with).

Whirlwind Slash (1 Exertion)

Active Ability (Attack)

When you take the Attack action on your turn, you can replace one of your attacks with spinning your weapon in a massive arc with great force. All creatures of your choice within 5 feet of you must make a Dexterity saving throw. On failure, they take [PB]d6 + your Active Ability modifier damage, or half as much on a successful save.

Void Strike (2 Exertion)

Active Ability (Action, Supernatural), Prerequisite: 5th Level

As an action, you make a special melee attack that strikes the dimensional boundaries around a creature, disrupting them and potentially briefly pulling the creature into the ethereal plane. The target makes a Charisma saving throw. On failure, they take force damage equal to [PB]d6 + your Active Ability modifier and are banished to the ethereal plane until the start of your next turn. On success, they take half as much and are not banished to the ethereal plane.

The creature cannot move while on the ethereal plane, but can otherwise take any action they can normally take, but they cannot interact with things on the material plane unless they normally could. You can choose to do no damage with this ability, and the target can choose to fail their save.

Wind Cleave (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with an overhand cleave that releases a slash of wind. Each creature in a 15-foot long, 5-foot wide line must make a Dexterity saving throw. On failure, they take [PB]d8 slashing damage . On success, they take half as much damage.

Wind Blades (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with a special attack, launching a blades of wind. You launch a number of blades equal to half proficiency bonus (rounded up). Each slash must target a different creature you can see within 60 feet. The blades are ranged weapon attacks using your Active Ability modifier. Each blade deals [PB]d6 + your Active Ability modifier slashing damage on damage on hit.

If you can make multiple attacks as part of the Attack action, you can forgo the rest of your attacks to generate one additional Wind Slash attack.

Wind Strike (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with a special attack that lets you vanish into the wind before striking a number of nearby creatures with an unarmed strike or weapon you are carrying in a flurry of blows, before reform from the wind within 5 feet of one of the creatures attacked. You can attack a number of creatures in this way equal to your proficiency bonus, but can only strike each creature once. You can strike creatures within a range of 5 × PB feet.

Each time you strike a creature, make a melee weapon attack, dealing 1d6 + your Active Ability modifier damage on a hit. The damage increases by 1d6 each time your proficiency bonus increases.

Blade Talents

Arrow Parry

When you are hit by a ranged weapon attack roll from an attacker you can see, as a reaction you can attempt to parry the projectile out of the air, adding your proficiency bonus to your AC against that attack, potentially turning the hit into a miss.


Blade Bond

You form a special bond with a bladed melee weapon. Damage you deal with that weapon is considered magical for the purposes of overcoming resistance damage from nonmagical attacks. If the weapon does not have a bonus to attack and damage roles, it gains a +1 bonus to attack and damage rolls. If the weapon is lost or destroyed, you can form a bond with a new weapon over the course of a long rest.


Blade Soul (Prerequisite: Blade Bond, 9th-level Paragon)

The empowerment of the bonded blade grows stronger, and its bonus to attack and damage rolls becomes +2.

You can manifest the soul of the blade with the effect of casting the unseen servent spell without a spell slot and using the blade as the only component to casting the spell. Once you manifest the soul in this way, you cannot do so again until you complete a long rest.


Blade Zenith (Prerequisite: Blade Soul, 15th-level Paragon)

The empowerment of the bonded blade grows stronger, and its bonus to attack and damage rolls becomes +3.

The blade can no longer be damaged or destroyed by normal means, and while you are on the same plane of existence as the weapon you can call it to your hand as an action, causing it to vanish appear in your hand.


Blade Style

You gain the Dueling or Great Weapon Fighting Fighting Style from the Fighter class.


Omnislash (Prerequisite: Pursuit of Speed, Wind Strike active ability, 11th-level Paragon)

Your Wind Strike gains the following Empowered version:

  • Omnislash (3 Exertion) (Action, 11th-level Paragon)
    You can generate 2 additional Exertion (for a total of 3 Exertion) to use the ability as an action. When you do so, the number of attacks you can make does not change, but you can attack the same creature multiple times with the attacks you make.

Once you empower Wind Strike in this way, you cannot empower it again until you complete a long rest.


Fancy Footwork

When you hit a creature with a bladed melee weapon, you can move through their space as difficult terrain until the end of your turn.


Fencing Stance

While wielding a melee weapon and not a shield, your AC is increased by 1.


Style Mastery (Prerequisite: Blade Style, 5th-level Paragon)

You can apply the Fighting Style gained from Blade Style to damage dealt by an Active Ability using a qualifying weapon.


Pursuit of Fire

Paragons who walk this path seek to become fire, gaining a supernatural mastery of it and even becoming one with it as they progress toward Pursuit. For some it is an innate ability, for others it is a mystical technique, for others still an esoteric secret tradition.

Conflagration Control

1st-level Pursuit of Fire feature

You learn the cantrip manipulate fireK. You can cast it without any components.

Empowered Attack: Blazing Strike

3rd-level Pursuit of Fire feature

When you apply your Empowered Attack feature, on a hit, you can set the target ablaze, inflicting the Burning (1d4) condition on it, causing it to take 1d4 fire damage at the end of each of its turns until a creature within 5 feet uses their action to douse the fire.

Active Abilities

The following are Active Abilities you can select for the Pursuit of Fire.

Burning Burst (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks to unleash a blast of flames. All creatures in a 15-foot cone must make a Dexterity saving throw, taking [PB]d8 fire damage on a failed save, or half as much on a successful save.

Cinder Sweep (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with moving up to 5 feet without provoking attacks of opportunity and then cause an explosion of fire around you. All creatures within 10 feet of you must make a Dexterity saving throw. On failure, a creature takes [PB]d6 fire damage and becomes ignited. Creatures that are ignited take 1d6 fire damage at the end of each of their turns until a creature within 5 feet of the ignited target spends their action to douse the flames. On success, creatures take half as much damage and are not ignited.

Flame Aura (1 Exertion)

Active Ability (Bonus Action, Supernatural) Prerequisite: 3rd Level

As a bonus action, you can surround yourself with an aura of flames for 1 minute. If a creature ends its turn within 5 feet of you or strikes you with a melee attack it takes [PB]d4 fire damage. A creature can only take damage from this aura once per turn.

Fire Beam (1–2 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks to fire a beam of fire. All creatures within a line 30-foot-long, 5-foot-wide line must make a Dexterity saving throw, taking [PB]d8 fire damage on a failed save, or half as much on a successful save.


Empowered Beam (2 Exertion) (Action, 5th-level Required)

You can generate an additional Exertion and use the beam as an action. When you do so, the length and wide of the beam are doubled, and its damage increases by 1d8.

Fire Blast (1–2 Exertion)

Active Ability (Attack, Supernatural)

When you take the attack action on your turn, you can replace one of your attacks with firing a ball of fire from your hand at a point within 40 feet of you. The fireball explodes on impact, filling a 10 foot radius. All creatures within the area must make a Dexterity saving throw. On failure, a creature takes [PB]d8 fire damage, or half as much on a success.


Empowered Blast (2 Exertion) (Action, 5th-level Required)

You can generate an additional Exertion and fire the blast as an action. When you do so, the blast becomes a 15-foot radius and the damage increases by 1d8.

Explosive Rejuvenation (1 Exertion)

Active Ability (Bonus Action, Supernatural)

As a bonus action, you can unleash an ember of power within your soul, exploding with fire. You regain [PB]d4 hit points, and all creatures within 10 feet of you must make a Dexterity saving throw, taking [PB]d4 fire damage on a failed save, or half as much on a successful one.

Once you use this ability, you cannot use it again until you complete a short rest.

Trailblazer (1 Exertion)

Active Ability (Bonus Action, Supernatural)

As a bonus action, you ignite your steps, leaving behind a trail of fire. Until the end of your turn, your movement speed increases by up to 5 × PB feet and for those extra feet of movement any space you move through is filled with a blazing fire until the start of your next turn. Any creature that enters one of these spaces takes [PB]d4 fire damage. You can place the trail of fire anywhere during your movement, but it must be a single connected line of up a length equal to or less than the bonus movement speed.

Vengeful Explosion (1 Exertion)

Active Ability (Reaction, Supernatural)

As a reaction to taking damage from a creature within 5 feet of you that you can see, you can unleash a blast of fire at it in retaliation. The attacker must make a Dexterity saving throw. On a failed save, they take [PB]d6 fire damage. On success, they take half as much damage.

Volcanic Slam (1 Exertion)

Active Ability (Attack, Supernatural)

You slam the ground, causing it flame and lava to erupt from the ground in a 15 foot long, 5 foot wide line extending outward from you. Any creature within the area must make a Dexterity saving throw, taking [PB]d6 fire damage on a failed saving throw, or half as much on a successful saving throw. The line persists until the start of your next turn, and any creature that enters the area for the first time or ends its turn within the area must make the same saving throw against the effect.

Fire Talents

Building Heat

At the start of your turn, any creature, object, or spell effect that is grappling or restraining you takes Fire damage equal to your current stacks of Exertion.

If you are grappled by a spell or magical effect that does not have hit points, but is potentially affected by heat (such as ropes, chains, or plants, for example, the entangle spell), you gain advantage on an action or saving throw to break free of the effect while your stacks of Exertion is at its maximum (or four or more, whichever is lower).


Fire Flesh

You can cast become fireK without any components or spell slots. Once you use this ability, you cannot do so again until you complete a short or long rest.


Flaming Fists (Prerequisite: Adamantine Fists)

Your unarmed strikes can deal Fire damage instead of bludgeoning damage. You can use your Wisdom, Intelligence, or Charisma modifier in place of your Strength modifier for your unarmed strikes.


Form of Fire (Prerequisite: 15th-level Paragon)

You can cast form of fire without spell slots or components. Once you use this ability, you cannot use it again until you complete a long rest


Ember Eyes

Your vision is not obscured by fire or smoke.


One With Flames

You gain resistance to Fire damage.


Persistent Beam (Prerequisite: 11th-level Paragon, Fire Beam)

When you use Fire Beam, you can opt to maintain the effect, leaving the line effect in place until the start of your next turn. Any creature that enters the beam for the duration must make a save against its damage. For the duration, you must concentrate on maintaining the beam, as if concentrating on a spell.

You can choose to maintain the beam at its current strength and position at the start of your next turn by spending your action. Doing so generates a single stack of Exertion (regardless if it was Empowered or not).

If you move or your concentration is broken, the beam ends and cannot be maintained.

Pursuit of Lightning

Paragons following this pursuit gain a powerful internal charge. Their mastery of this inner lightning allows them to overcharge their physical abilities or to expel shocking flashes of lightning from their body.

Supercharged Reflex

1st-level Pursuit of Lightning feature

After rolling initiative, the first Dexterity saving throw you make within 1 minute gains advantage.

Empowered Attack: Arc Strike

3rd-level Pursuit of Lightning feature

When you apply your Empowered Attack feature, on a hit, you can create an arc of lightning that strikes another creature within 10 feet dealing 1d4 lightning damage.

Active Abilities

Arcing Strike (1 Exertion)

Active Ability (Attack, Supernatural)

You invest lightning into a weapon you are carrying or your unarmed strike before making a melee weapon attack with it. On hit, the attack deals [PB]d8 + your Active Ability modifier lightning damage. Pick a creature within 10 feet of the target. It must make a Dexterity saving throw. On failure, it takes half as much damage as the initial target.

The number of times it leaps to a new target increases by one when your proficiency bonus increases. Each additional time the damage leaps it is halved again.

Charged Strike (1 Exertion)

Active Ability (Attack, Supernatural)

You charge a weapon you are carrying or your unarmed strike with lightning before making a melee weapon attack with it. On hit, the attack deals [PB]d8 + your Active Ability modifier lightning damage, and must make a Constitution saving throw. On failure, it becomes Dazed until the start of your next turn. On success, it is not Dazed, but cannot take reactions until the start of your turn.

Crackling Beam (1–2 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks to fire a beam of lightning. All creatures within a line 30-foot long, 5-foot wide must make a Dexterity saving throw, taking [PB]d8 lightning damage on a failed save, or half as much on a successful save.


Empowered Beam (2 Exertion) (Action, 5th-level Required)

You can generate an additional Exertion and fire the beam as an action. When you do so, the length of the beam is doubled and the damage increases by 1d8. Additionally, the beam gains the ability to bounce off solid surfaces. When it hits a solid surface, you can have it reflect off, picking a new angle, and it projects a new beam with a length equal to the remaining length of the beam when it hit the solid surface. A creature cannot be hit by a beam more than once, even if the beam overlaps with them multiple times.

Electrocution (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks to inflict a debilitating injury on a creature you are grappling. The creature takes [PB]d6 + your Active Ability modifier Lightning damage and must make a Constitution saving throw. If the creature fails their saving throw, they become Dazed. If they fail the saving throw by 5 or more, they become Stunned. Either condition inflicted by the ability ends at the start of your next turn.

Evasive Step (1 Exertion)

Active Ability (Reaction)

As a reaction to being hit by an attack from a creature that you can see, you can add your proficiency bonus to your AC until the start of your next turn, potentially turning the hit into a miss.

Lightning Burst (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one attack by unleashing lightning that blasts all creatures of your choice within 10 feet of you. Each creature must make a Dexterity saving throw. On failure, they take [PB]d6 lightning damage. On success they take half as much damage.

Lightning Leap (1–2 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one attack by turning into lightning, leaping (as lightning) to a creature within 5 × PB feet. You can target a chain of creatures within 5 × PB feet of the previous target, targeting a maximum number of creatures equal to your proficiency bonus. Each creature you target makes a Dexterity saving, taking [PB]d6 lightning damage on a failed save, or half as much on a successful save. You then teleport to an empty spot of your choice adjacent to the last target of the chain.

Polarity Push (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one attack with a burst of electromagnetism. All creatures within 10 feet of you wearing or containing any metal must make a Strength a saving throw. On failure, they take [PB]d6 lightning damage and can choose to push them away 10 feet or pull them up to 10 feet toward you to free space closest to you. On a successful saving, they take half as much damage.

Static Charge (1 Exertion)

Active Ability (Bonus Action, Supernatural)

As a bonus action, you load yourself with potential energy that discharges against a creature any time you hit it with a melee weapon attack or Active Ability, it hits you with a melee weapon attack, you grapple it, or it grapples you. This energy is a pool of d6s equal to your proficiency bonus that lasts up to 1 minute or until all the d6s are expended. Each time it is triggered to discharge energy, it expends one of the d6s, rolling it and dealing lightning damage equal to the number rolled to the creature.

Lightning Talents

Building Charge

Your Arc Strike damage is increased by your current stacks of Exertion.


In a Flash

When you take the Dash action, you can transform into a streak of lightning while moving. This allows you to pass through the space of other creatures and move through spaces as small as one inch without squeezing, and ignore the effects of nonmagical difficult terrain. You are only transformed in this way while moving, and only until the end of your turn. You cannot end your turn or take any other action while in a space you cannot otherwise fit into, and if you would be forced to end your turn in a space you cannot fit, you are ejected to the closest empty space you can fit into taking 1d10 force damage for each 5 feet you are forcible moved this way.



Lightning Bender

If you are hit by a spell or feature that does lightning damage, you can channel and redirect that lightning into a 5-foot wide beam toward a point within 30 feet of you or within the remaining range of the effect, whichever is longer. For example, if you are hit by a lightning bolt spell and are 50 feet away from the caster, you can redirect the effect in a new 5-foot wide, 50-foot line toward a location of your choice. Creatures in the path of the beam must make a Dexterity saving throw, taking damage equal to the original effect on failure, or half as much on success.

You still are considered a target of the original effect, and still take damage from it as usual.


Lightning Conduit

You gain resistance to Lightning damage.


Recharged Capacitor

Your Supercharged Reflex feature is recharged any time you sue a Pursuit of Lightning active ability.


Stormbolt (Prerequisite Thunderbolt Throw active ability)

When you use Thunderbolt Throw, you can generate an additional stack of Exertion to turn the attack into a Stormbolt Throw. When you do so, on a hit the target and all targets within 10 feet of it take 1d12 lightning damage.

Pursuit of Water

Paragons who walk the Pursuit of Water channel the dual nature of frozen tides—the fluidity and crashing force of rushing water, and the brittle, paralyzing stillness of deep ice. Water techniques fluidly move and reposition targets across the field, while ice techniques halt enemies in their tracks, encasing them in frost.

Unhindered Passage

1st-level Pursuit of Water feature

You gain a swimming speed equal to your walking speed and ignore difficult terrain caused by ice, snow, or shallow water. If you already have a swimming speed, the speed is increased by 10 feet.

Empowered Attack: Slowing Strikes

3rd-level Pursuit of Water feature

When you apply your Empowered Attack feature, on a hit, you can reduce their movement speed by 10 feet.

Active Abilities

Water Whip (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with creating a whip of water. You can slam this into a creature within 30 feet of you, forcing it to make a Strength saving throw. On a failed save, the target takes [PB]d8 bludgeoning damage and is knocked 10 feet in a direction of your choice (including straight up, if you so choice). On a successful save, the target takes half as much damage and isn’t moved.

Frostblast (1–2 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with unleashing a blast of freezing cold. All creatures in a 15-foot cone must make a Constitution saving throw. On a failed save, the target takes [PB]d6 cold damage and is Slowed until the start of your next turn. On a success, they take half as much damage and their movement speed is not reduced.


Empowered Blast (2 Exertion) (Action, 5th-level Required)

You can generate an additional Exertion and fire the blast as an action. When you do so, the blast becomes a 30-foot cone and damage increases by 1d8.

Slowed
  • A slowed creature has their movement speed halved.
  • Attack rolls against slowed creatures have advantage.
Frost Barrier (1 Exertion)

Active Ability (Bonus Action, Supernatural)

As a bonus action, you coat yourself in protective, surging ice and water. You gain [PB]d4 temporary hit points for 1 minute. While you have these temporary hit points, any creature that hits you with a melee attack takes cold damage equal to your Active Ability modifier.

Frozen Javelin (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks by conjuring and hurling a spear of solid ice. Make a ranged weapon attack (treating it as a weapon with the Thrown property you are proficient with) against a target within 60 feet. On a hit, the target takes [PB]d6 + your Active Ability modifier cold damage and must make a Constitution saving throw. On a failure, it is Slowed until the start of your next turn. On a miss, the target takes half as much damage and it does not need to make a Cold damage.

Glacial Spike (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with driving a jagged pillar of ice into a target within 5 feet. Make a melee weapon attack. On hit, the target takes [PB]d8 + your Active Ability modifier cold damage and must succeed on a Constitution saving throw or become Restrained in frozen ice until the start of your next turn. On a miss, the target takes half as much cold damage and is not Restrained.

Grasping Vortex (1–2 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with creating a swirling vortex of water centered on yourself. All other creatures within 10 feet of you must make a Strength saving throw. On a failed save, a creature takes [PB]d6 bludgeoning damage and is pulled 5 feet in a straight line toward you, to the nearest unoccupied spot. On a success, it takes half as much damage and is not pulled.


Empowered Vortex (2 Exertion) (Action, 5th-level Required)

You can generate an additional Exertion and use the ability as an action. When you do so, the vortex becomes a 15-foot radius, the distance it pulls creatures increases to 10 feet, and the damage increases by 1d6.

Ice Tomb (2 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with calling on ice to freeze a creature into a tomb of ice. If the target is an unwilling creature, it makes a Constitution saving throw. If the creature fails, or is a willing target, it becomes completely frozen into a block of ice. The creature gains 10 × PB Temporary Hit Points until the start of your next turn. While it has these Temporary Hit Points, it is Petrified, but has vulnerability to fire damage instead of resistance to it. The condition ends if it loses all of the Temporary Hit Points gained from this ability.

Riptide Rush (1 Exertion)

Active Ability (Attack, Supernatural)

When you take Attack action on your turn, you can replace one of your attacks with blasting forward as a stream of pressurized water, moving up to 20 feet in a straight line. You can pass through the spaces of other creatures. This movement does not provoke attacks of opportunity. Each Large or smaller creature you pass through must make a Strength saving throw. On a failed save, a creature takes [PB]d6 + your Active Ability bludgeoning and, if it is Large or smaller, it is dragged along with you, landing in an unoccupied space adjacent to where you movement ends. On success it takes half as much damage and is not moved.

Shattering Shield (1 Exertion)

Active Ability (Reaction, Supernature)

As a reaction to taking damage from a melee weapon attack, you can create a sheet of ice to block the attack. The attack's damage is reduced by [PB]d4 + your Active Ability modifier. If the attack damage is not completely blocked, the shield shatters, dealing the amount of blocked damage to as cold damage to the attacker. If the shield is not broken, it melts away after blocking the damage.

Water Jet (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with a roaring wave of water in a 30-foot long, 5-foot wide line. Each creature in the line must make a Strength saving throw. On a failure, a creature takes [PB]d6 + your Active Ability modifier bludgeoning damage, is pushed 15 feet away from you, and is knocked prone. On a success, it takes half as much damage and is not moved or knocked prone.

Water Talents

Breath of Water

You gain the ability to breath underwater.


Flash Freeze (Prerequisite: 9th level)

If a creature that is soaking wet fails a Constitution saving throw against one of your abilities that deals Cold damage that would cause it become Slowed, it instead becomes Restrained for the same duration. A creature is considered soaking wet if it has been submerged in water or failed a saving throw against one of your abilities that control water to deal bludgeoning damage since the start of your last turn.


Flowing Form

You can cast become water without spell slots or components. Once you use this ability, using it again before completing a short or long rest generates a stack of Exertion.


Form of Ice (Prerequisite: 15th level)

You can cast form of ice without spell slots or components. Once you use this ability, you cannot use it again until you complete a long rest


Form of Water (Prerequisite: 15th level)

You can cast form of water without spell slots or components. Once you use this ability, you cannot use it again until you complete a long rest


Glacial Resilience

You gain resistance to Cold damage. In addition, you are unaffected by extreme cold weather conditions.


Water Body (Prequisite: Flowing Form, 5th level)

You can use Flowing Form to cast become water as a reaction to taking bludgeoning, piercing, or slashing damage as a reaction. The resistance the spell grants applies to the attack that triggers the effect.

Pursuit of Shadow

Paragons who follow the Pursuit of Shadow meld seamlessly into the dark, slipping unseen through the night. They strike from the shadows, but also strike with the shadows, treating them as an extension of themselves. They warp and twist the darkness, giving shadows a depth and form that is more than the mere absence of light.

Shadow Sight

1st-level Pursuit of Shadows feature

You gain darkvision with a 30-foot range. If you already have darkvision, the range of your darkvision increases by 30 feet.

Empowered Attack: Dark Shroud

3rd-level Pursuit of Shadows feature

When you apply your Empowered Attack feature, on a hit, you can shroud yourself in shadows. The next time a creature makes an attack roll against you before the start of your next turn, you can roll 1d4 and add the value rolled to your AC.

Active Abilities

Blackout (1 Exertion)

Active Ability (Bonus Action, Supernatural)

As a bonus action, you can send out a wave of shadows snuffing all lights within a 15-foot radius of you. All nonmagical lights and magical lights that are created by a spell of spell level that is 1/3 your Paragon level or less are immediately extinguished.

Dark Mire (1 Exertion)

Active Ability (Bonus Action, Supernatural)

As a bonus action, you can cause shadows to engulf a 10-foot emanation area on the ground around you until the start of your next turn. For any creatures of your choice, their steps sink into the shadows and the area becomes difficult terrain until the shadows fade at the start of your next turn.

Consume Shadow (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with attempting to devour the shadow of a creature you can see within 30 feet of you. The target must make a Charisma saving throw. On a failed save, they take [PB]d6 necrotic damage, and subtract 1d4 for all of their attack rolls and saving throws for 1 minute.

Any time the creature ends their turn while not in dim light or darkness while under the effect, it can repeat its saving throw, reclaiming its shadow on a success and ending the effect. While the effect persists, you add 1d4 to all of your own attack rolls and saving throws.

Shadow Bind (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with causing tendrils of shadows to rise up and attempt to bind a creature within 30 feet of you. The target must make a Strength saving throw. On a failed save, it takes [PB]d4 bludgeoning damage and becomes Restrained in shadows until the start of your next turn. The shadows can be directly destroyed, freeing the Restrained creature early.

They have an AC of 10 and hit points equal to your Paragon level, with resistance to all damage but vulnerability to fire and radiant damage. On a successful save, the target takes half as much damage and isn't restrained.

Shadow Clone (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with forming a shadow clone of yourself in an unoccupied space you can see within 20 feet of you. At the end of each of your turns, this clone moves up to 20 feet in any way you could normally move, and makes a single melee weapon attack using your Active Ability modifier for its attack. On hit, it deals 1d6 + your Active Ability modifier damage. It can be attacked, and has an AC equal to 10 + your Dexterity modifier. If it is hit, it is destroyed. It persists for a number of turns equal to your proficiency bonus.

You can only have one Shadow Clone at a time. Creating another one dissipates any existing clone.

Shadow Step (1 Exertion)

Active Ability (Bonus Action, Supernatural)

As a bonus action, you can teleport to an unoccupied space that is shrouded in dim light or darkness within 30 feet of you that you can see.

Suffocating Shadows (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with causing shadows to engulf a creature you can see within 30 feet of you and attempt to smother that creature. The target must make a Constitution saving throw, which it makes with advantage if it is in bright light. On failed save, it takes [PB]d6 necrotic damage and is Blinded, Muted and Deafened until the start of your next turn, being unable to breath. On a successful save, the target takes half as much damage and doesn't suffer the other effects.

Treacherous Shadow (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with causing the shadow of a creature within 60 feet to animate and attempt to slash the throat of the creature casting it. Make a melee weapon attack against the target. The attack has advantage if the target is in dim light or darkness. On hit, the target takes [PB]d8 + your Active Ability modifier necrotic damage. On miss, the target takes half as much damage.

Umbra Veil (1 Exertion)

Active Ability (Bonus Action, Supernatural)

You shroud yourself in supernatural darkness until the start of your next turn. A creature other than you with darkvision can't see through this darkness, and nonmagical light can't illuminate it. While otherwise in darkness, you are Invisible (meaning that while not in darkness, creatures can still see your location as a blob of darkness even though are heavily obscured, but while in darkness you meld into the darkness cannot be seen by normal means).

Pursuit Shadow Talents

Active Clone (Prerequisite: Shadow Clone)

While you have a clone active from Shadow Clone, when you perform an Active Ability you can perform the Active Ability using it, causing any attack, ability, or area of effect to extend from it instead of you.


Eclipse (Prerequisite: Pursuit of Light)

If a creature has been Blinded by an Active Ability from the Pursuit of Light since the start of your last turn, it has disadvantage on saving throws against your first Shadow Active Ability against it since it has been Blinded.


Extended Sight

Your darkvision range increases by 30 feet.


Extinguish (Prerequisite: 7th-level Paragon)

You gain the ability to cast darkness without requiring any components or spell slots. Once you cast it this way, you cannot cast it again until you complete a short or long rest.


Flickering Shadows

When you would take damage, you can phase in and out of shadows, generating 1 Exertion to cast flickerK.


Piercing Sight (Prerequisite: 5th level)

Your darkvision allows you to see colors, and you can see through magical darkness.


Shadow Passenger

As an action, you can hide yourself within the shadow of another creature that is within 10 feet of you. You are invisible and intangible while within their shadow. You cannot be targeted by attacks or spells, and take no damage from area of effect unless they deal fire or radiant damage. While hidden this way, you cannot take any action until you exit their shadow using 5 feet of movement to appear in a space adjacent to them.

When you take this action while already unseen by the target (being hidden, invisible, or heavily obscured), you can attempt to stow away in their shadow without them being aware of it. Make a Dexterity (Stealth) check against the target's passive Perception. On success, you can stow away in their shadow without them being aware of it.

Anything that completely dispels their shadow will reveal you, forcing you into the nearest unoccupied space.

Pursuit of Light

Paragons who pursue the path of light are radiant beacons who illuminate the battlefield. Those that seek to oppose them will see them coming... but it will be the last thing they ever see before the blindness takes them.

Living Light

1st-level Pursuit of Light feature

You learn the light cantrip. You can cast it without any components.

Empowered Attack: Illuminate

3rd-level Pursuit of Light feature

When you apply your Empowered Attack feature against a creature, on a hit, you can grant advantage to the next attack roll against the target made before the start of your next turn.

Active Abilities

Brilliant Burst (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with emitting a brilliant burst of radiance. Creatures within a 10-foot emanation of you must make a Constitution saving throw. On a failed save, a creature takes [PB]d4 radiant damage and becomes Blinded until the start of your next turn. On a successful save, a creature takes half as much damage and is not blinded.

Once a creature makes a saving throw against this ability, they have advantage on subsequent saving throws against it for 24 hours.

Dazzling Dopplerganger (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with forming a shimmering doppleganger of yourself out of light in an unoccupied space you can see within 30 feet of you. At the end of each of your turns, it makes a melee weapon attack against a creature within 5 feet of it using your Active Ability modifier for attack roll, dealing 1d8 + your Active Ability modifier damage on hit. It persists for a number of rounds equal to your proficiency bonus.

It can be attacked. It has an AC of 10 + your Dexterity modifier. If it is hit, it is destroyed, exploding in a burst of light, causing all creatures within 5 feet to make a Constitution saving throw. On a failed save, they become Blinded until the start of your next turn.

You can only have one doppelganger at a time. Creating another one harmlessly dissipates any existing doppelgangers.

Laser Beam (1 or 3 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with firing a brilliant blast of radiance. All creatures in a 30-foot-long, 5-foot-wide line must make a Constitution saving throw. On a failed save, they take [PB]d8 radiant damage. On a successful save, they take half as much damage.


Final Flash (3 Exertion) (Action, 11th-level Required)

You can generate 2 additional Exertion (for a total of 3 Exertion) use the ability as an action. When you do so, it becomes a 120-foot long, 10-foot-wide line, the damage increases by 2d8, and creatures that fail their saving throw become blinded until the start of your next turn.

Light Saber (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with creating a giant sword shaped beam of light and sweeping it in an arc. All creatures within 10 feet in a 180 degree arc around you in a direction of your choice (a half circle) must make a Dexterity saving throw. On failure, they take [PB]d6 + your Active Ability modifier radiant damage. On success, they take half as much damage.

Luminous Transit (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with becoming a flash of light and traveling 30 feet in a straight line in an instant. This movement does not provoke attacks of opportunity. This line can travel in any direction, can pass through spaces occupied by other creatures, and ignores difficult terrain, but cannot travel through any area that is heavily obscured or solid surfaces that block light. This movement does not provoke opportunity attacks. Any creature you pass through must make a Constitution saving throw. On a failed save, it takes [PB]d6 radiant damage. On a successful save, it takes half as much damage.

Prismatic Rays (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with shooting a burst of prismatic rays. You can fire a number of rays up to your proficiency bonus. Each ray must target a different creature you can see within 30 feet of you, and deals [PB]d6 + your Active Ability modifier damage on hit. The rays each deal a different type, selecting from Acid, Cold, Fire, Force, Lightning, Poison or Necrotic damage. Each damage type can only be selected once per use.

Mirage Mirror (1 Exertion)

Active Ability (Bonus Action)

As a bonus action, you can created a duplicate of yourself out of solid light. While you have this mirage, each time a creature targets you with an attack, roll a d20. On an 11 or higher, the attack instead targets the mirage. The mirage has an AC of 10 + your Dexterity modifier and is destroyed if hit.

If not otherwise destroyed, the duplicate fades away after 1 minute. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Revealing Radiance (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with releasing a burst of shimmering light in a 10-foot emanation. Each creature in the area must make a Dexterity saving throw. On a failed save, they take [PB]d4 radiant damage and become shrouded in shimmering light. Until the start of your next turn, a creature shrouded in shimmering light emits an 1-foot aura of dim light, cannot benefit from being invisible or heavily obscured, and attacks against these creatures cannot suffer from disadvantage.

Radiant Wings (1+ Exertion)

Active Ability (Bonus Action, Supernatural)

As a bonus action, you can expend 1 or more Exertion to form radiant wings of light until the start of your next turn. While you have these wings, you emit 20-feet of bright light, and an additional 20-feet of dim light, and, when you would normally fall, you can instead hover in place (you can still choose to fall if you wish, descending safely at 60 feet per round). The wings last for a number of turns equal to the Exertion generated.

Shimmering Strike (1 Exertion)

Active Ability (Attack, Supernatural)

When you take the ATtack action on your turn, you can replace one of your attacks by infusing your weapon with glittering radiance. Make a melee weapon attack. On hit, the target takes [PB]d8 + your Active Ability modifier radiant damage, and the target is marketed with shimmering lights that grant next attack against the creature before the end of your next turn gains advantage. On miss, the target takes half as much damage and is not marked.

Pursuit of Light Talents

Dancing Doppleganger (Prerequisite: Dazzling Doppleganger)

While you have a doppleganger active created by Dazzling Doppleganger you can do any of the following as a bonus action:

  • Dodge. Have your Doppleganger dodge, giving all attacks against it disadvantage until the start of your next turn.
  • Move. Move your Doppleganger up to 30 feet, moving in any direction you could normally move.
  • Provoke. Force a creature within 5 feet of it to make a Wisdom saving throw. On a failed save, it uses its reaction to attack your Doppleganger.

Feisty Clones (Prerequisite: Mirage Mirror)

While you have a duplicate from Mirage Mirror, each time you damage another creature with a weapon attack or active ability, the target takes 1d4 radiant damage from the duplicates mirrored attack.


Illusory Lights

You learn the dancing lights and minor illusion cantrips. Your Active Ability modifier is your spellcasting ability for these spells.


Light Bending (Prerequisite: 7th-level Paragon)

You gain the ability to cast invisibility without requiring any components or spell slots. Once you cast it this way, you cannot cast it again until you complete a short or long rest.


Lingering Blindness

When you use a Pursuit of Light Active Ability that blinds the target until the start of your next turn, the condition instead lasts until the end of your next turn.


Supernova (Prerequisite: Burning Burst and Brilliant Burst active abilities, 11th level Paragon)

Your Brilliant Burst gains the following Empowered version:

  • Supernova (3 Exertion) (Action, 11th-level Required). You can generate 2 additional Exertion (for a total of 3 Exertion) to use the ability as an action. When you do so, it increases to a 20-foot emanation, and the damage becomes 5d6 radiant damage and 5d6 fire damage. When your proficiency bonus increases, the size of the emanation increases by 5 feet (to 25 feet at 13th level, and 30 feet at 17th level) and the number of d6 damage dice for radiant and fire both increase by 1 (to 6d6 at 13th level, and 7d6 at 17th level).

Once you empower your Brilliant Burst in this way, you cannot empower it again until you complete a long rest.


General Paragon Talents

Adamantine Fists

Your unarmed strikes made using the Attack action deal 1d8 bludgeoning damage. Unarmed strikes made otherwise deal 1d4 bludgeoning damage, increasing to 1d6 at 5th level, and 1d8 at 11th level. Your unarmed strikes are considered an adamantine weapon for the purpose of overcoming resistance.

Additionally, whenever your unarmed strikes hits an object, the hit is a critical hit.


Adrenaline Junkie (Prerequisite: 18th level)

You can use Adrenaline Rush again after completing a short rest, in addition to after a long rest.


Defensive Perfection (Prerequisite: 12th level)

You can select another saving throw proficiency from Perfect Defense.


Empowered Strikes (Prerequisite: 5th level)

The damage of your melee weapon attacks, unarmed strikes, and Active Abilities becomes magical for the purposes of overcoming resistance to bludgeoning, piercing, and slashing daamge from nonmagical attacks.


Extended Training

You can select 1 additional active ability from any Pursuit you have selected.


Mystic Arts

You can use your Intelligence, Wisdom, or Charisma modifier as your Active Ability modifier to calculate the DC and damage (where applicable) in place of your Strength or Dexterity modifier for all Active Abilities with the 'Supernatural' tag.


Fired Up

When you are hit by a critical strike from a hostile creature that is a CR of at least 1/4, your stacks of Exertion are decreased by 1. Once this occurs, it cannot occur again until the start of your next turn.


Victory Rush

When you score a critical hit with a weapon attack against a hostile creature that is a CR of at least 1/4, your stacks of Exertion are decreased by 1. Once this occurs, it cannot occur again until the start of your next turn.


Weapon Training

You gain proficiency with martial weapons.

Multiclassing

Ability Score Minimum: Two of Strength 13, Dexterity 13, or Constitution 13.

When you gain a level in this class when it is not your starting class, you gain the following proficiencies:


  • Armor: light armor, medium armor, shields
  • Weapons: simple weapons

Paragon Feats

Endless Pursuit

Prerequisite: Paragon

You are ceaseless in your pursuit of perfection. You gain the following benefits:

  • Ability Score Increase. Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
  • Talented. You gain one additional Paragon Talent you otherwise have the prerequisites for.

Diligent Training

Prerequisite: Paragon

Your tireless training allows you to push yourself beyond the limit. You gain the following benefits:

  • Ability Score Increase. Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
  • Exertion Training. Your Exertion Limit increases by 1.

Paragon Items

+1 Heroes' Bracers

Wondrous Item, Rare (requires attunement by a Paragon)

While wearing these bracers, you gain a +1 bonus to your melee weapon attack rolls (this replaces any bonus from a melee weapon might grant, unless that bonus is higher, in which case this has no effect) and the saving throw DCs of your Active Abilities

In addition, your maximum stacks of Exertion increase by 1. You cannot benefit from more than one item that increases your maximum stacks of Exertion.

+2 Heroes' Bracers

Wondrous Item, Very Rare (requires attunement by a Paragon)

While wearing these bracers, you gain a +2 bonus to your melee weapon attack rolls (this replaces any bonus from a melee weapon might grant, unless that bonus is higher, in which case this has no effect) and the saving throw DCs of your Active Abilities

In addition, your maximum stacks of Exertion increase by 2. You cannot benefit from more than one item that increases your maximum stacks of Exertion.

+3 Heroes' Bracers

Wondrous Item, Legendary (requires attunement by a Paragon)

While wearing these bracers, you gain a +3 bonus to your melee weapon attack rolls (this replaces any bonus from a melee weapon might grant, unless that bonus is higher, in which case this has no effect) and the saving throw DCs of your Active Abilities

In addition, your maximum stacks of Exertion increase by 3. You cannot benefit from more than one item that increases your maximum stacks of Exertion.

Appendix A: Active Feats

The following are new Active Feats. These expand on the Active Feats found in Kibbles' Compendium of Legends and Legacies.

Double Team

Prerequisite: 4th level

You excel at setting up tactical coordination with your teammates to take down your foes. You gain the following features:

  • Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1 to a maximum of 20.
  • Exploit Opportunity. When an ally scores a critical hit against a creature within 5 feet of you, you gain advantage on your next attack roll against that creature made before the end of your next turn.
  • You gain the Tactical Coordination special attack (below).
Tactical Coordination

Active Ability (Attack)

When you take the attack action on your turn, you can allow an ally to also make a coordinated weapon attack with their reaction against the same target with advantage. If both attacks hit, the target takes 2d6 additional damage (of a damage type from either attack). The number of d6 increases by one when your proficiency bonus increases (with the total number of 2d6 equaling your proficiency bonus).

Once you use this attack ability, you cannot use it again until you complete a short or long rest.

Fleeting Steps

Prerequisite: 4th level and a movement speed of 35 feet or more.

You can accomplish mythical feats of speed. You gain the following benefits:

  • Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Side Step. When you pass a Dexterity saving throw and your movement speed isn't 0, you can move 5 feet without provoking opportunity attacks.
  • Gain the Accelerated Step special ability (below).
Accelerated Step

Active Ability (Special)

You can perform a feat of astounding speed. You can do one of the following on your turn:

  • Escape a grapple or restrained automatically.
  • Become Invisible until the end of your turn.
  • Treat your movement as teleportation, as long as there is a path you could travel between you and your destination.
  • Afterimage. Generate one mirror image (as per the mirror image spell) until the start of your turn.
  • Double your movement speed until the end of your turn.

Once you use this feature, you cannot use it again until you complete a short or long rest. You can use the feature again before completing a long rest by taking a level of exhaustion.

Karmic Fighting

Prerequisite: 4th level

You are a master of the mysterious flow of karmic fighting, capable of deflecting and returning damage to its source.

  • Ability Score Increase. Increase your Constitution or Wisdom ability score by 1, to a maximum of 20.
  • Cyclical Violence. When you are hit by a critical strike, you gain advantage on your next attack roll against the creature that hit you before the end of your next turn.
  • You gain the Karmic Cycle special ability (below).
Karmic Cycle

Active Ability (Reaction, Supernatural)

As a reaction to taking damage from a hostile creature, you can gain resistance to that instance of damage and store an amount equal to the damage taken after resistance (up to a maximum of 5 × your proficiency bonus). Until the end of your next turn, when you hit a creature with a melee attack, you can add that damage as a bonus to the damage roll.

Once you use this attack ability, you cannot use it again until you complete a short or long rest.

Thundering Blows

Prerequisite: 4th level

You gain the ability to unleash your attacks in a powerful shockwave.

  • Ability Score Increase. Increase your Strength or Constitution by 1, to a maximum of 20.
  • Reverberating Blows. Once per turn, when you make a melee weapon attack, you can pick a second target within 5 feet of the first target. On hit, the second target takes Thunder damage equal to your Strength modifier.
  • You gain the Shockwave Strike special attack (below).
Explosive Shockwave

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with a shockwave that affects all creatures in a 15 foot cone. Each creature in the area must make a Constitution saving throw. On failure, they take 2d6 + your Strength modifier Thunder damage and are knocked backwards 10 feet. On success, they take half as much damage and are not knocked back. The number of d8 increases by one when your proficiency bonus increases (with the total number of d8s equaling your proficiency bonus).

Once you use this attack ability, you cannot use it again until you complete a short or long rest.

Team Spirit

Prerequisite: 4th level

You gain the ability to lead others and inspire others to action more effectively:

  • Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1 to a maximum of 20.
  • Team Inspiration. If you have Inspiration, you can expend that Inspiration on an allied creature's roll that could benefit from Inspiration to allow them to reroll.
  • Gain the Rallying Presence special ability (below).
Rallying Presence

Active Ability (Attack)

When you take the Attack action on your turn, you can replace one of your attacks with an inspiring command that allows an allied creature to move up to half of its movement speed without provoking attacks of opportunity and make a single weapon attack as its reaction. This attack can occur before or after the movement. The allied creature also gains 2d6 Temporary Hit pPints.

The number of d6 increases by one when your proficiency bonus increases (with the total number of d6 equaling your proficiency bonus).

Once you use this attack ability, you cannot use it again until you complete a short or long rest.

Wind Cutter

Prerequisite: 4th level

  • Ability Score Increase. Increase your Strength or Constitution by 1, to a maximum of 20.
  • Parry Projectile. As a reaction to being hit by a ranged weapon attack, you can use your reaction to slash it, reducing the damage from it by your proficiency bonus.
  • You gain the Wind Cleave special attack (below).
Wind Cleave

Active Ability (Attack, Supernatural)

When you take the Attack action on your turn, you can replace one of your attacks with an overhand cleave that releases a slash of wind. Each creature in a 15-foot long, 5-foot wide line must make a Dexterity saving throw. On failure, they take 2d8 slashing damage damage. On success, they take half as much damage.The number of d8 increases by one when your proficiency bonus increases (with the total number of d8s equaling your proficiency bonus).

Once you use this attack ability, you cannot use it again until you complete a short or long rest.

Living Shields

Prerequisite: 4th level

Mastery of the battlefield revolves around improvisation and adaptation.

  • Ability Score Increase. Increase your Strength or Constitution by 1, to a maximum of 20.
  • Reposition. On your turn when you are grappling a creature your size or smaller, you can move your grappled target up to 10 feet (around you), without expending any movement. While the creature is between you and the source of an attack, you can treat the creature as an equipped shield.
Body Block

Active Ability (Reaction)

As a reaction to taking damage while you are grappling a creature your size or smaller, you can halve the damage and cause the creature you are grappling to take an equal amount of damage. If this damage reduces the creature you are grappling to 0 hit points, you take any additional overflow damage.

Once you use this attack ability, you cannot use it again until you complete a short or long rest.

Wild Fighting

Prerequisite: 4th level

You fight with everything you have, willing to trade your flesh for that of your enemies. You gain the following abilities:

  • Ability Score Increase. Increase your Constitution modifier by 1 to a maximum of 20.
  • Wild Brawling. Once per turn, when you miss a melee weapon attack against a creature within 5 feet of you, you can recklessly throw yourself into the attack, dealing damage equal to your Constitution modifier to both you and the target.
  • You gain the Headbutt special attack (below)
Headbutt

Active Ability (Attack)

When you take the Attack action on your turn, you can replace one of your attacks by bashing your head into the head of a creature within 5 feet of you. Make an unarmed strike. If the attack hits, both you and the target take damage equal to your Constitution modifier and become Dazed. The target must make a Constitution saving throwing. On failure, it is stunned until the start of your next turn.

Once the attack hits, you cannot use it again until you complete a short or long rest, lest you get brain damage.

2024 Conversion

When playing this in 2024, make the following changes:

  • Subclasses. Move the subclasses and their 1st Level Feature to Level 3.
  • Pursuits. Remove the 3rd level feature of the Pursuits (this is replaced with the Weapon Mastery Feature).
  • Try Harder. When using Try Harder, you only gain a stack of Exertion if you succeed the ability check.
  • Adamantine Fists. Your unarmed strike gains the Weapon Mastery property Push, Topple, or Graze (your choice). Once selected it retains that property, but you can change it whenever you finish a Long Rest, changing it to another one of those options.
  • Weapon Masteries. Add the following Weapon Mastery Feature:
Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Quarterstaffs and Spears. If you have the Adamantine Fists Talent, you can select those as one of your options.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Clubs and Light Hammers.

  • Epic Boon. At 19th level, replace your final Ability Score increase with the following feature:
Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.

5e++

Variant Martial Progression

If using Paragon with Variant Martial Progression, it gains 2/3 Martial Progression (like a Warden).

While this might sound weird, Paragon scales better than most martial classes, both in power and choices, and thus does not need Variant Martial Progression to the extent that the classes its designed for do.

Changelog

v0.9

  • Wild Charge nerfed slightly. It passes through low CR creatures, but they don't automatically fail.
  • Alchemical Origin added.
  • Pursuit of Presence added.
  • Pursuit of Water added.

Gifted

  • Generated Energy psi limit is changed to being 2 until 3rd level, at which point it becomes equal to your Exertion limit. This is a slight nerf compared to it being Exertion Limit + 1. It has to start at 2 because you don't originally have anything else to spend it on rather than replacing exertion, but it didn't need to remain at Exertion + 1, since Exertion Limit has been buffed since that subclass was originally written, and it scales too well with Rampant Power and various burst damage cases.

Symbiotic

  • Spirit Animal cannot be resummoned while in Battle Transformation.
  • Internal Symbiot's healing factor only applies while bloodied (to prevent spamming short rests to full hit points).
  • Sentient Weapon can only be a sentient melee weapon.
  • Focused Transformation wording changed so it always grants 2 Battle Transformations, regardless if you spend Exertion on it or not (to make it better work with Indefatigueable).

Pursuit of Mind

  • Added Control the Flow

Talents

  • Adamantine Fists is now only makes your unarmed strike 1d8 when attacking with your Attack action, and subsequent ones are 1d4 (scaling up at higher levels). This is to control the power of things that let you make a bonus action unarmed strike, like various feats.
  • Analytic Abilities now does not include Charisma, as that has been moved to Power of Presence from the Pursuit of Presence.
  • Unstoppable Momentum added to Pursuit of Strength

Items

  • Added 'You cannot benefit from more than one item that increases your maximum stacks of Exertion.' to all the Heroic Bracers so prevent Paragons from attuning to 3 × the Heroic Bracers to boost the Exertion further. I honestly don't know if that was RAW as is, but I'd rather people just don't as magic item stacking rules are complicated.

Changelog v1.0

General

  • # of Active Abilities reduced by 1. Starting at level 8, you get one every other level (instead of starting at 10th level). Puts just a little more pressure on selection.
  • Diligent Training removed and made a feat (this is an alternative to the original Exertion Limit nerf). Brings down the maximum exertion without more investment, and it being a feat means it competes with AMF options which effectively do the same thing.
  • Perfected Defense now just lets you pick any ability score to gain saving throw proficiency in. It was getting too messy with too many Pursuits that effectively overlapped.

Pursuits

  • Pursuit passive ability nerf. All of the 3rd level passive features changed to say 'Once per turn, when you hit a creature with a melee weapon attack as part of the Attack action '...and do not replace the attack with an active ability', removing their interaction with active abilities that make attack rolls. Originally there were no attack roll active abilities; when they were added this interaction was tolerated, but ultimately has to be removed since it makes them too good. This gives more reasons to actually use Exerted Attack -> Attack rather than just always replacing it with yet another active ability.
  • Pursuit passive ability nerf two. Added 'This cannot stack with another Pursuit ability.' to all of the passive pursuit abilities, meaning you have to pick one to apply the attack, you cannot apply multiple. This was always the intended interaction, this just clarifies it.
  • Pursuit of Shadow added.
  • Pursuit of Light added.

Talents

  • Added the Mystic Arts talent, allowing you to use Int/Wis/Cha for all 'supernatural' tagged active abilities.

Augmented

  • Iron Shell upgrade added. This upgrade is 'too good', so it comes with a minor drawback of lowering your speed, making it something to consider rather than an automatic way to play Augmented.

Symbiotic

  • Battle Transformation → Natural Weapon now uses your Active Ability modifier regardless of form (this can be Strength, Dexterity, or other attributes based on your Talents).
  • Perfected Transformations reduced the temporary hit points you can get from generating exertion from half your Paragon level to your Constitution modifier. This capstone is not as limited as the others, and cannot be as quite over the top. 10 Temporary Hit Points combined with resistance resulted in substantial durability. 5 will still be very good, particularly when potentially having resistance.

Pursuit of Strength

  • Miniature Might talent added against my better judgement, since for some reason people are trying to play this Pursuit on gnomes and it doesn't really work on them since they are too small to grapple a lot of things.

Pursuit of Speed

  • After Images made a bonus action (rather than an attack), and now only creates 1 image.

Pursuit of Endurance

  • Unyielding Endurance was made 1/short rest, since it otherwise allows a Paragon to blow all of their hit dice in a single fight.
  • Headbutt no longer refunds the Exertion spent if you miss.
  • Headbutt is now restricted to Large or smaller targets.
  • Power Through active ability added
  • Shield Ricochet talent added due to popular demand for this rather strange mechanic.

Pursuit of Lightning

  • Charged Strike damage increased to d8 now still denies reactions on a hit, even if they pass their saving throw. This makes it more comparable to Overwhelming Blow.
  • Building Charge talent added.

Pursuit of Blades

  • Style Mastery talent moved to having a 5th-level prerequisite.
  • Wind Slash nerfed against (and buffed). Its back to a # of blades equal to your Proficiency bonus and scales with proficiency in damage... but now cannot target the same creature with more than one blade. Ya'll would not stop spamming this crap.
  • Omnislash added for people that want ultimate single target power (...and it really is broken, but is far more limited).
  • Lethal Slash added to give them a consistent single target pure damage ability. Based on Iaido, but didn't want to make too specific.

Pursuit of Fire

  • Burning Burst no longer uses burning hands as a basis.
  • Fire Burst ranged reduced from 60 feet to 40 feet.
  • Ember Eyes added.

Pursuit of Water

  • Frozen Javelin reduced to 2d6 + mod (from 2d8 + mod).
  • Riptide Rush pulls along small or Larger creatues only.
  • Frost Barrier reduced drastically (from 2d6 + mod to 2d4), since it was just a much more powerful version of Brace (which ends at the start of your turn and doesn't reflect damage).

Kibbles-ism Glossary

While this class is completely compatible with 5e 2014 and easy to use with D&D 2024, it contains a few elements that are drawn from 5e++ that merit a glossary here at the end, even if they are probably things that are widely understood in the 5e homebrew community at this point from their various uses.

Bloodied

A creature is Bloodied when its current hit points are less than half of its maximum hit points. It does not inherently do anything on its own, but can serve as a condition or trigger for some abilities.

Burning (Condition)

  • A burning creature takes 1d4 fire damage at the start of each of their turns; the source of Burning may define how much damage they take, replacing the 1d4 with the listed damage.
  • The burning creature sheds bright light in a 15 foot radius, and dim light for an additional 15 feet.
  • The burning creature or someone within 5 feet of it can use their action to douse the fire, ending the condition. Being doused in water ends the condition automatically.

Dazed (Condition)

  • A dazed creature can only do one of the following: move, take its action, or take a bonus action. It cannot take reactions.

Spells

There's a bunch of spells here that aren't included in the class document, but they are available under the KRD for free. You can find them in the Spell Compendium or Generic Elemental Spells.

You can find links to those documents here: https://www.kthomebrew.com/krd

Foundry Module

Available on Patreon (part of the Playtest Packet module)

Credits

Designer: KibblesTasty


Editor: Does it look like it had an editor? It will, eventually, be edited. Preferably after I stop changing things every update so I don't immediately bork the editing up.


Art: All art is property of KibblesTasty, drawn by Gery Adrytia, Trung Tin Shinji, Alifka Hammam, or Rendhy W Permana (will be credited individually in later drafts)


Made possible by the support of the patrons on Patreon (https://www.patreon.com/KibblesTasty). Thank you for your support.

License

5e SRD Content

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at:

https://dnd.wizards.com/resources/systemsreference-document.


The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at: https:// creativecommons.org/licenses/by/4.0/legalcode

Creative Commons Usage

The text material of the Classes of this document is licensed Creative Commons Attribution 4.0 International License (“CCBY-4.0”). No art contained in the document is included under this license. Any items credited to another source are available for use under the licenses of the content they are credited to only. You are free to use this content in any manner permitted by that license as long as you include an attribution, an example of which follows:

Includes content from Kibbles’ Paragon by KibblesTasty Homebrew LLC and available at https://www.kthomebrew.com/.

The Kibbles’ Paragon is licensed under the Creative Commons Attribution 4.0 International License (CC-BY-4.0) available at https://creativecommons.org/licenses/by/4.0/legalcode.


Kibbles’ Paragon is part of the KRD (Kibbles’ Reference Document) and is compatible with D&D 5e, Kibbles’ 5e++, and any 5e Compatible system.

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