Paragon 5.5e

by imsolost

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Paragon
Core Paragon Traits
Primary Ability   Strength and Charisma
Hit Point Die   D10 per Paragon level
Saving Throw
Proficiencies
  Constitution and Charisma
Skill Proficiencies   Choose 2: Acrobatics, Athletics, History,   Insight, Intimidation, or Persuasion
Weapon Proficiencies   Simple and Martial weapons
Armor Training   Light and Medium armor and Shields
Starting Equipment   Choose A or B: (A) Scale Mail, Shield,   Longsword, Spear, 6 Javelins, Explorer's   Pack, and 11 GP; or (B) 100 GP

Paragons are heroes who have risen beyond the limits of ordinary mortals. Through extraordinary skill, courage, determination, or force of will, they accomplish deeds that others believe impossible. A Paragon does not merely survive impossible odds—they overcome them.

Paragons have no single origin. Some are peerless warriors who have mastered every facet of combat. Others carry the blood of legendary forebears, walk beneath the favor of fate, or bear a destiny no mortal choice could unmake. Whatever the source, a paragon's power manifests itself not through spell or ritual, but through superhuman skill and athleticism, unbreakable will, and a relentless heroic spirit. Some become stalwart protectors who stand between their companions and danger, others commanders whose presence turns a group of adventurers into a force greater than the sum of its parts. What unites them is not where their power comes from, but what they accomplish with it.

Paragons are often drawn to challenges that test the limits of their abilities. Some seek worthy opponents, others defend those who cannot defend themselves, and still others pursue great causes or adventures worthy of their growing legends. Whatever their motivation, Paragons thrive where the odds are long and the stakes are high. They turn impossible challenges into opportunities to prove what they—and those who stand beside them—are capable of achieving.

Becoming a Paragon...

As a Level 1 Character

  • Gain all the traits in the Core Paragon Traits table.
  • Gain the Paragon's level 1 features, which are listed in the Paragon Features table.

As a Multiclass Character

  • Gain the following traits from the Core Paragon Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
  • Gain the Paragon's level 1 features, which are listed in the Paragon Features table.

Paragon Class Features

As a Paragon, you gain the following class features when you reach the specified Paragon levels. These features are listed on the Paragon Features table.

Level 1: Heroic Aspects

Your trials have awakened Heroic Aspects, extraordinary facets of your legendary potential that set you apart from ordinary mortals. You gain one aspect of your choice, such as Peerless Athlete. Aspects are described in the "Heroic Aspect Options" section later in this class's description.

Gaining Aspects. When you reach certain Paragon levels, you gain additional aspects of your choice, as shown in the Heroic Aspects column of the Paragon Features table. You can't pick the same aspect more than once.

    Prerequisites. If an aspect has a prerequisite, you must meet it to learn that aspect.

    Replacing Aspects. Whenever you reach an even-numbered Paragon level, you can replace one of your aspects with another for which you qualify.

Level 1: Heroic Exploits

Legends are made in the moments when the impossible is done. You can perform Heroic Exploits—incredible feats of might, will, and presence, fueled by Hero Points.

Hero Points. You have 2 Hero Points. You gain more as you reach higher levels, as shown in the Hero Points column of the Paragon Features table. You regain all expended Hero Points when you finish a Short or Long Rest.

    Exploits Known. You know two exploits of your choice from the "Heroic Exploit Options" section later in this class's description. You learn additional exploits of your choice when you reach certain Paragon levels, as shown in the Exploits Known column of the Paragon Features table.

    Prerequisites. If an exploit has a prerequisite, you must meet it to learn that exploit.

    Replacing Exploits. Each time you learn a new exploit, you can also replace one exploit you know with a different one for which you qualify.

    Saving Throws. If an exploit requires a saving throw, the DC equals 8 plus your Charisma modifier and your Proficiency Bonus.

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can change the kinds of weapons you chose.

Level 2: Fighting Style

You gain a Fighting Style feat of your choice.

Level 2: Heroic Spirit

When you roll Initiative, you gain Heroic Inspiration. When you expend your Heroic Inspiration to reroll a D20 Test, you gain a bonus to the roll equal to half your Paragon level.

Level 3: Paragon Subclass

You gain a Paragon subclass of your choice. A subclass is a specialization that grants you features at certain Paragon levels. For the rest of your career, you gain each of your subclass's features that are of your Paragon level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Paragon levels 8, 12, and 16.

Paragon Features
Level Proficiency
Bonus
Class Features Exploits
Known
Hero
Points
Heroic
Aspects
1 +2 Heroic Aspects, Heroic Exploits, Weapon Mastery 2 2 1
2 +2 Fighting Style, Heroic Spirit 3 2 2
3 +2 Paragon Subclass 3 2 3
4 +2 Ability Score Improvement 3 2 3
5 +3 Extra Attack 4 3 4
6 +3 Subclass Feature 4 3 4
7 +3 Indomitable Spirit 4 3 5
8 +3 Ability Score Improvement 5 3 5
9 +4 Legendary Resilience 5 4 6
10 +4 Subclass Feature 5 4 6
11 +4 Heroic Exemplar 6 4 7
12 +4 Ability Score Improvement 6 4 7
13 +5 Legendary Resilience 6 5 8
14 +5 Subclass Feature 7 5 8
15 +5 Heroic Defiance 7 5 9
16 +5 Ability Score Improvement 7 5 9
17 +6 Legendary Resilience 8 6 10
18 +6 Moment of Glory 8 6 10
19 +6 Epic Boon 8 6 11
20 +6 Legend Incarnate 9 6 11

Level 5: Extra Attack

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

Level 6: Subclass Feature

You gain a feature from your Paragon subclass.

Level 7: Indomitable Spirit

You can add your Charisma modifier to your Wisdom saving throws, and you have Immunity to the Frightened condition.

Level 8: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 9: Legendary Resilience

Choose one saving throw with which you lack proficiency; you gain proficiency with it. You gain this feature again at Paragon levels 13 and 17.

Level 10: Subclass Feature

You gain a feature from your Paragon subclass.

Level 11: Heroic Exemplar

Your Strength and Charisma scores increase by 2, up to a maximum of 22.

Level 12: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 13: Legendary Resilience

Choose one saving throw with which you lack proficiency; you gain proficiency with it.

Level 14: Subclass Feature

You gain a feature from your Paragon subclass.

Level 15: Heroic Defiance

You ignore the effects of Disadvantage when making D20 Tests.

Level 16: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 17: Legendary Resilience

Choose one saving throw with which you lack proficiency; you gain proficiency with it.

Level 18: Moment of Glory

When you have Advantage on a D20 Test, roll three d20s (instead of two) and use the highest roll.

Level 19: Epic Boon

You gain one Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Legend Incarnate

Your Strength and Charisma scores increase by 2, up to a maximum of 30. You also gain one Epic Boon feat of your choice.

Heroic Exploits

Heroic Exploit options are organized by tier and then alphabetized.

Tier 1 Exploits

Bend Bars, Lift Gates

As a Bonus Action, you can spend 1 Hero Point to accomplish a feat of strength that verges on the superhuman—tear open a rusted portcullis, snap iron manacles, force apart a jammed vault door, or hold up a collapsing ceiling long enough for others to escape. The DM determines the scope of what is possible—the result should be the stuff of legend, not just a difficult task.

Clarion Call

As a Bonus Action, you can spend 1 Hero Point to let out a fierce battle cry to your allies. Choose a number of allies within 30 feet of you up to your Charisma modifier. Each target gains Temporary Hit Points equal to half your Paragon level plus your Charisma modifier and can use its Reaction to move up to its Speed without provoking Opportunity Attacks.

Commanding Presence

As a Bonus Action, you can spend 1 Hero Point to force each creature of your choice within a 30-foot Emanation originating from you to make a Wisdom saving throw. Any creature you or your allies are fighting has Advantage on this save. On a failed save, a creature has the Charmed condition for 10 minutes or until it takes any damage.

Defend the Line

As a Bonus Action, you can spend 1 Hero Point to enter a vigilant stance that lasts until the start of your next turn. While in this stance, you can take one additional Reaction each round, but only one Reaction on each turn. Moreover, creatures provoke an Opportunity Attack from you when they enter your reach.

Heroic Intervention

When an ally within 30 feet of you is hit by an attack, you can take a Reaction and spend 1 Hero Point to move up to your Speed toward that ally without provoking Opportunity Attacks. If you end this movement within 5 feet of the ally, you swap places with them and are hit by the attack instead. Halve the attack's damage against you.

Inspire Greatness

When an ally within 30 feet of you fails an ability check or saving throw, you can take a Reaction and spend 1 Hero Point to add your Charisma modifier to the roll, potentially turning failure into a success.

Lead the Attack

When you hit a creature with a Melee weapon or Unarmed Strike, you can spend 1 Hero Point to create an opening for your allies. Until the start of your next turn, your allies' attack rolls against the target have Advantage.

Nerves of Steel

At the start of your turn, you can spend 1 Hero Point to remove the Charmed or Frightened condition from yourself.

Seize the Initiative

When you roll Initiative, you can spend 1 Hero Point to give yourself and all allies within 30 feet of you Advantage on that Initiative roll.

Titan's Step

As a Bonus Action, you can spend 1 Hero Point to jump a number of feet up to your Speed. Until the end of the turn, you take no damage from falling.

Tier 2 Exploits

Bear the Heavens

Prerequisite: Level 5+ Paragon

As a Bonus Action, you can spend 1 Hero Point to push yourself beyond mortal limits. For 10 minutes, you have Advantage on Strength checks and Strength saving throws, and you can push, drag, or lift any creature or object up to one size larger than you, regardless of weight.

Boundless Endurance

Prerequisite: Level 11+ Paragon

As a Bonus Action, you can spend 1 Hero Point to push through wounds, exhaustion, and hardship that would break any other warrior. Your Exhaustion level, if any, decreases by 1. If you are Bloodied, you regain Hit Points equal to your Paragon level.

Cast Off the Chains

Prerequisite: Level 5+ Paragon

As a Bonus Action, you can spend 1 Hero Point to immediately end every effect on yourself that is reducing your Speed or causing you to be Grappled or Restrained. Moreover, you automatically escape from nonmagical restraints, such as manacles or rope.

Defy the Blow

Prerequisite: Level 5+ Paragon

When you take damage, you can take a Reaction and spend 1 Hero Point to shrug off the blow as though it were nothing. Reduce the damage taken by an amount equal to twice your Paragon level.

Heroic Effort

Prerequisite: Level 5+ Paragon

If you fail an ability check or saving throw, you can spend 1 Hero Point to reroll it with Advantage. You must use the new roll.

Mountain Hammer

Prerequisite: Level 5+ Paragon

When you hit a creature with a Melee weapon or Unarmed Strike, you can spend 1 Hero Point to land a blow with the force of a falling mountain. Push the target up to 20 feet away from you, and you can give the target the Prone condition.

One Against Many

Prerequisite: Level 5+ Paragon

When you take the Attack action, you can spend 1 Hero Point to cut through a crowd in a single, decisive motion. Instead of making your normal number of attacks, make one attack with a Melee weapon. Apply the attack's result—including any effects of that attack—against each enemy within 5 feet of you. Roll damage once and apply it to each target hit.

Rally the Fallen

Prerequisite: Level 5+ Paragon

As a Bonus Action, you can spend 1 Hero Point to bolster the resolve of a Bloodied ally within 30 feet of you. The ally regains Hit Points equal to your Paragon level plus your Charisma modifier. If the ally has the Prone condition, it can use its Reaction to right itself, provided its Speed isn't 0.

Reduce to Rubble

Prerequisite: Level 5+ Paragon

When you hit a nonmagical object or structure with a Melee weapon or Unarmed Strike, you can spend 1 Hero Point to demolish a 5-foot cube section of it. The demolished section is completely destroyed—reduced to rubble and debris—regardless of its material or construction. The debris created fills the space and counts as Difficult Terrain until cleared.

Stand Against the Tide

Prerequisite: Level 5+ Paragon

As a Bonus Action, you can spend 1 Hero Point to become an immovable bulwark until the start of your next turn. For the duration, you cannot be forced to have the Prone condition or moved against your will.

Moreover, any enemy that starts its turn within your reach, or that enters your reach for the first time on a turn, must succeed on a Strength saving throw or have its Speed reduced to 0 until the end of the current turn.

Titan's Throw

Prerequisite: Level 5+ Paragon

As a Bonus Action, you can spend 1 Hero Point to throw a creature Grappled by you to an unoccupied space you can see within a number of feet equal to ten times your Proficiency Bonus.

If, at the end of this movement, the creature isn't on a surface or liquid that can support it, the creature falls, taking damage as normal and landing Prone.

Tier 3 Exploits

Aura of Authority

Prerequisite: Level 11+ Paragon

As a Bonus Action, you can spend 1 Hero Point to project an aura of heroic authority. Choose a number of allies within 30 feet of you up to your Charisma modifier. Until the start of your next turn, each chosen ally has Advantage on D20 Tests.

Cast Down the Tyrant

Prerequisite: Level 11+ Paragon

As a Bonus Action, you can spend 1 Hero Point to force one creature you can see to kneel before your overwhelming presence. It must make a Charisma saving throw. On a failed save, the target has the Prone condition, and has the Frightened condition until the start of your next turn. While Frightened in this way, the target's Speed is 0.

Defy the Possible

Prerequisite: Level 11+ Paragon

As an action, you can spend 1 Hero Point to perform an act of physical force that defies the possible—running through a brick wall, hurling a wagon-sized boulder, shattering a magical barrier with your bare hands. This Exploit lets you accomplish feats of strength just beyond the reach of mortal capability; it cannot accomplish things that are wholly absurd (you can't move a mountain or lasso the moon). The DM decides what falls within this exploit's scope.

Lion-Hearted Roar

Prerequisite: Level 11+ Paragon

As a Bonus Action, you can spend 1 Hero Point to unleash a roar of heroic dominance. Each enemy within a 30-foot Emanation originating from you must make a Wisdom saving throw. On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of its turns, a Frightened target repeats the save, ending the condition on itself on a success.

Move Like the Wind

Prerequisite: Level 11+ Paragon

As a Bonus Action, you can spend 1 Hero Point to fly a number of feet up to twice your Speed. This movement does not provoke Opportunity Attacks.

Relentless Determination

Prerequisite: Level 11+ Paragon

If you start your turn with the Incapacitated condition, you can spend 1 Hero Point to end every effect on yourself giving you that condition. You can't use the exploit if you have 0 Hit Points.

Stand Against the Storm

Prerequisite: Level 11+ Paragon

When you are forced to make a saving throw, you can take a Reaction and spend 1 Hero Point to shield yourself and your allies from the danger you face. You and all allies within 10 feet of you have Advantage on saving throws against the triggering effect. If the triggering effect deals damage, you and your allies within 10 feet of you also have Resistance to that damage.

Throw Back the Horde

Prerequisite: Level 11+ Paragon

As a Bonus Action, you can spend 1 Hero Point to release a shockwave of physical force in a 15-foot Emanation. Each creature of your choice in the area must succeed on a Strength saving throw or be pushed 15 feet away from you and have the Prone condition. Any creature that fails its saving throw takes Bludgeoning damage equal to half your Paragon level plus your Strength modifier.

Tier 4 Exploits

Avatar of Dread

Prerequisite: Level 17+ Paragon

As a Bonus Action, you can spend 1 Hero Point to radiate an aura of dread in a 10-foot Emanation for 1 minute. The aura is inactive while you are Incapacitated.

Enemies within the aura have Disadvantage on saving throws to avoid or end the Frightened condition.

Whenever an enemy enters the aura or starts its turn there, it must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn. A creature makes this save only once per turn.

Dance of Steel

Prerequisite: Level 17+ Paragon

When you take the Attack action, you can spend 1 Hero Point to become a whirlwind of blood and steel, striking down foe after foe in the space of a single heartbeat. Make up to four additional attacks as part of that action. If you do, each attack you make this turn must target a different creature.

Force the Battle

Prerequisite: Level 17+ Paragon

As a Bonus Action, you can spend 1 Hero Point to control the space around you in a 10-foot Emanation for 1 minute. The Emanation is inactive while you are Incapacitated.

Whenever an enemy enters the Emanation or starts its turn there, it must succeed on a Strength saving throw or have the Prone condition. A creature makes this save only once per turn.

Enemies within the Emanation have Disadvantage on attack rolls against targets other than you.

Peerless Under Heaven

Prerequisite: Level 17+ Paragon

When you make an ability check, you can spend 1 Hero Point before rolling. If you do, treat the d20 roll as a 20.

Reshape the World

Prerequisite: Level 17+ Paragon

Over the course of 1 hour, you can spend 1 Hero Point to channel your physical might into the world itself—redirecting a river, raising an earthen rampart, collapsing a cliff face, carving a mountain pass, or draining a marsh. The scale of the feat should be permanent and legendary, the kind of change future maps are redrawn to reflect, but it cannot reshape something on the scale of a mountain range or redirect an ocean. The DM determines the exact scope.

Sunder the Mountain

Prerequisite: Level 17+ Paragon

As an action, you can spend 1 Hero Point to bring down what should never fall—collapse a fortress wall, topple a siege tower, or shear away a cliff's face. Choose a nonmagical object or structure within reach. A 10-foot cube of it is instantly destroyed, regardless of material or construction. The debris created fills the area and counts as Difficult Terrain until cleared.

Unstoppable Charge

Prerequisite: Level 17+ Paragon

As a Bonus Action, you can spend 1 Hero Point to move up to twice your Speed in a straight line. You can move through occupied spaces during this movement. Objects and barriers that aren't magically reinforced are smashed aside if they could reasonably be destroyed by your passage.

Each enemy whose space you move through during this movement must succeed on a Strength saving throw or have the Prone condition.

Voice That Shakes the World

Prerequisite: Level 17+ Paragon

As a Bonus Action, you can spend 1 Hero Point to let out a war cry that carries for a mile, even through solid stone. Each ally who hears you and who lacks Heroic Inspiration gains it.

    Also, you can end every effect causing those allies to have the Charmed, Frightened, or Paralyzed conditions.

Heroic Aspect Options

Heroic Aspect options are organized by tier and alphabetized.

Tier 1 Aspects

Blood of Heroes

The blood of heroes courses through your veins. You gain one Origin feat of your choice.

Bronze Skin

While you aren't wearing armor, your base Armor Class equals 13 plus your Strength modifier and any Critical Hit against you becomes a normal hit.

Champion of the People

Common folk see you as one of their own and you fit in among them with ease. They instinctively trust you and have a Friendly attitude towards you unless you have given them reason not to. You can always find food, shelter, basic supplies, or trustworthy local information through the common people.

You also gain proficiency in the Insight and Medicine skills.

Far-Wanderer

You always know which way is north, and you can perfectly recall the geography, settlements, and notable landmarks of any place you've visited. You don't have Disadvantage on Wisdom (Perception or Survival) checks while traveling at a Fast pace, and you have Advantage on such checks while traveling at a Normal pace. Moreover, your party can travel at a Fast pace regardless of terrain.

You also gain proficiency in the Nature and Survival skills.

Hunter's Instinct

You can take the Search or Study action as a Bonus Action. When you take the Search or Study action, choose a creature you can see; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.

Noble Bearing

Thanks to your noble presence, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. People of high birth treat you as a member of the same social sphere, and you can secure an audience with a local noble or official if you need to.

You also gain proficiency in the Persuasion and Performance skills.

Peerless Athlete

You gain proficiency and Expertise in the Acrobatics and Athletics skills.

Titan's Grasp

You count as one size larger when determining your carrying capacity, and you can Grapple and Shove creatures up to two sizes larger than you.

In addition, creatures must choose Strength when making saving throws against your Unarmed Strikes.

Tier 2 Aspects

Enduring Vitality

Prerequisite: Level 5+ Paragon

At the end of each of your turns, you can remove the Blinded, Deafened, or Poisoned condition from yourself.

Glorious Victory

Prerequisite: Level 5+ Paragon

When you score a Critical Hit or reduce an enemy to 0 Hit Points, you gain Heroic Inspiration.

Imposing Presence

Prerequisite: Level 5+ Paragon

You have Advantage on any ability check you make as part of the Influence action. When you succeed on such a check, the target is Charmed or Frightened (your choice) for 10 minutes or until it takes damage.

Limitless Advance

Prerequisite: Level 5+ Paragon

Your Speed increases by 10 feet, your jump distance is doubled, and your movement is unaffected by Difficult Terrain.

Luck of Heroes

Prerequisite: Level 5+ Paragon

You can add half your Proficiency Bonus to any ability check or saving throw you make that does not already include your Proficiency Bonus.

Master of Arms

Prerequisite: Level 5+ Paragon

You gain a bonus to the damage rolls of your weapon attacks equal to half your Proficiency Bonus.

You also gain one Fighting Style feat of your choice.

Master of Tactics

Prerequisite: Level 5+ Paragon

When you hit a target with a Melee weapon, you can activate the Sap or Slow mastery property in addition to a different mastery property you're using with that weapon.

In addition, you can take the Disengage, Help, or Utilize action as a Bonus Action.

Piercing Gaze

Prerequisite: Level 5+ Paragon

You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself.

You also have Advantage on Wisdom (Perception) checks.

Tier 3 Aspects

Brave the Elements

Prerequisite: Level 11+ Paragon

You have Resistance to Cold, Fire, and Lightning damage. In addition, you always succeed on saving throws against Environmental Hazards.

Font of Heroism

Prerequisite: Level 11+ Paragon

When you expend your Heroic Inspiration, you regain one expended Hero Point.

Immortal Legacy

Prerequisite: Level 11+ Paragon

When you finish a Short or Long Rest, you can cast Death Ward on yourself using Charisma as your spellcasting ability. Also, you can't be aged magically, and you cease visibly aging.

Immovable Object

Prerequisite: Level 11+ Paragon

You can't be forced to have the Prone condition or moved against your will unless you have the Incapacitated condition.

Juggernaut

Prerequisite: Level 11+ Paragon

When you use the Grapple or Shove option for your Unarmed Strike, you can use that option twice instead of once. You can use this benefit only once per turn.

In addition, you count as Large whenever it would be beneficial to you to do so. This does not change your space.

Master of Skills

Prerequisite: Level 11+ Paragon

You gain Expertise in two of your skill proficiencies of your choice. Whenever you make an ability check using either of those skills, you can treat a d20 roll of 9 or lower as a 10.

Unbreakable Body

Prerequisite: Level 11+ Paragon

When you're subjected to an effect that allows you to make a Strength or Constitution 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.

Unyielding Spirit

Prerequisite: Level 11+ Paragon

You have Advantage on saving throws you make during your turn. Moreover, if an effect allows you to make a saving throw at the end of your turn, you can make the saving throw at the start of your turn instead.

Tier 4 Aspects

Boundless Stride

Prerequisite: Level 17+ Paragon

Your Speed increases by 10 feet, and you can move along vertical surfaces and across liquids on your turn without falling during the movement.

In addition, you can perform the Titan's Step exploit without spending a Hero Point.

Godlike Stature

Prerequisite: Level 17+ Paragon

You count as Huge whenever it would be beneficial to you to do so. This does not change your space.

In addition, creatures have Disadvantage on their saving throws against your Unarmed Strikes.

Imperious Majesty

Prerequisite: Level 17+ Paragon

You radiate an aura of regal authority in a 30-foot Emanation. The aura is inactive while you have the Incapacitated condition.

Allies within the aura have Immunity to the Frightened condition. While an enemy is within the aura, its Immunity to the Frightened condition (if any) instead grants it Advantage on saving throws to avoid or end that condition.

Paragon of Battle

Prerequisite: Level 17+ Paragon

No attack roll can have Advantage against you unless you have the Incapacitated condition.

Sight Beyond Sight

Prerequisite: Level 17+ Paragon

You have Blindsight and Truesight with a range of 30 feet.

Unstoppable Force

Prerequisite: Level 17+ Paragon

While you aren't Incapacitated, your Speed can't be reduced and you have Immunity to the Grappled and Restrained conditions.

Paragon Subclasses

A Paragon subclass is a specialization that grants you features at certain levels, as specified in the subclass. This section presents the Aegis, Archon, and Glorybringer subclasses.

Aegis (The Protector)

Stand Between Peril and Those You Protect

Aegis are living shields—heroes who place themselves between calamity and those who cannot defend themselves, and simply refuse to move. Where other warriors find their glory in the killing blow, an Aegis finds theirs in the blow they deny. Aegis serve as guardians, bodyguards, and sworn protectors of causes greater than themselves.

Level 3: Golden Aegis

While you are not wearing Heavy armor, all damage you take is reduced by an amount equal to 2 plus half your Paragon level.

Level 3: Formation Tactics

While you are wielding a Shield, allies within 5 feet of you have Half Cover. You also gain the Protection or Interception Fighting Style feat.

Level 6: Vigilant Defense

You can take up to two Reactions each round, but only one Reaction on each turn. Moreover, enemies provoke Opportunity Attacks from you when they move 5 feet or more while within your reach.

Level 10: Relentless Retribution

You can attack twice instead of once whenever you make an Opportunity Attack. Moreover, whenever you take a Reaction that isn't making an Opportunity Attack or casting a spell, you can make one attack with a Melee weapon or Unarmed Strike as part of that Reaction.

Level 14: Eternal Defender

You can take up to three Reactions each round, but only one Reaction on each turn. In addition, you can perform the Heroic Intervention exploit without spending a Hero Point.

Archon (The Commander)

Lead Heroes to Victory Through Command

Archons are natural leaders whose presence transforms allies into a disciplined, coordinated force—a gesture sends a warrior charging forward, a single word rallies the fallen back to their feet. Archons serve as generals, warlords, and captains, some commanding armies and others leading a handful of companions who become legends together.

Level 3: Battlefront Leader

When you take the Attack action, you can forgo one of your attacks to command one ally within 30 feet of you. The ally can immediately use its Reaction to carry out one of the following commands of your choice.

Strike! The ally makes one attack with a weapon or Unarmed Strike.

    Move! The ally moves up to half its Speed without provoking Opportunity Attacks.

    Endure! The ally gains Temporary Hit Points equal to half your Paragon level plus your Charisma modifier.

Level 3: Rousing Presence

When you expend your Heroic Inspiration, each Bloodied ally within 30 feet of you who lacks Heroic Inspiration gains it.

Level 6: Clarion Commander

When you use Battlefront Leader, you can command up to two allies instead of one. You can give both allies the same command or a different command to each ally.

Moreover, when you use Battlefront Leader to issue a command to an ally, you can end one effect on the creature causing it to have the Charmed or Frightened condition.

Level 10: Lead From the Front

Your allies have Advantage on attack rolls against any enemy within 5 feet of you. In addition, you can use Battlefront Leader without forgoing an attack.

Level 14: Legendary Commander

When you use Battlefront Leader, you can target up to three allies instead of two. Moreover, when you use Battlefront Leader to issue a command to an ally, you can instead issue two different commands to that ally. The ally gains the benefits of both commands as part of the same Reaction.

Glorybringer (The Champion)

Conquer Through Unmatched Martial Prowess

Glorybringers are martial prodigies who measure their legend in the foes they've bested and the battles they've won. They train relentlessly, seeking ever greater tests of strength and skill. Glorybringers serve as soldiers, champions, and adventurers, and are most alive in the crucible of combat against a worthy enemy.

Level 3: Martial Prowess

You can make an Unarmed Strike as a Bonus Action. You must choose the Grapple or Shove option if you are holding a weapon or a Shield when you make this Unarmed Strike.

When a target fails its saving throw against your Unarmed Strike, you can deal Bludgeoning damage to it equal to half your Paragon level plus your Strength modifier.

Level 3: Enduring Tenacity

After you take damage, you can take a Reaction to gain a number Temporary Hit Points equal to your Paragon level plus your Charisma modifier.

Level 6: Battle Cunning

After you take the Attack action, you can take the Dodge, Dash, or Disengage action as a Bonus Action. You can't use this feature while you are wearing Heavy armor.

Level 6: Legendary Athlete

You gain the Peerless Athlete aspect. This aspect doesn't count against your number of aspects known. If you already know it, you instead gain a different Tier 1 aspect of your choice.

You can no longer replace the Peerless Athlete aspect.

Level 10: Battleborn Instinct

During combat, you can perform one Heroic Exploit on each of your turns without spending Hero Points on it.

Level 14: Martial Supremacy

When you take the Attack action, you can also take the Dodge, Dash, or Disengage action as part of that action. You can't use this feature while you are wearing Heavy armor.

 

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