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Become a Patron!
Paragon
\pagebreak ##### 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 aspect 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 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 1: Heroic Exploits Your legendary spirit allows you to perform Heroic Exploits—incredible feats of strength, skill, and athleticism 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.*** Whenever you gain a Paragon level, you can 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 Strength or Charisma modifier (your choice) 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: Paragon Talents Your trials have honed you toward legend, granting you Paragon Talents—exceptional skills, legendary training, and other manifestations of heroic potential. You gain two talents of your choice, detailed in the "Paragon Talent Options" section later in this class's description. ***Prerequisites.*** If a talent has a prerequisite, you must meet it to learn that talent. ***Gaining Talents.*** When you reach certain Paragon levels, you gain additional talents of your choice, as shown in the Paragon Talents column of the Paragon Features table. ***Replacing Talents.*** Whenever you gain a Paragon level, you can replace one of your talents with another for which you qualify. #### 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. \pagebreakNum
##### Paragon Features | Level | Proficiency
Bonus | Class Features | Exploits
Known | Hero
Points | Paragon
Talents | |:---:|:---:|---|:---:|:---:|:---:| | 1 | +2 | Heroic Spirit, Heroic Exploits, Weapon Mastery | 2 | 2 | — | | 2 | +2 | Fighting Style, Paragon Talents | 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 Will | 4 | 3 | 5 | | 8 | +3 | Ability Score Improvement | 5 | 3 | 5 | | 9 | +4 | — | 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 | — | 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 | — | 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 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. #### 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 Will 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 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 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 18: Moment of Glory When you have Advantage on a D20 Test, roll three d20s (instead of two) and use the highest roll. \pagebreakNum #### 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. ## Paragon Talent Options Paragon Talent options are organized by level and then alphabetized. ### 1st Level Talents – Lesser #### 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 12 plus your Strength modifier and all damage you take is reduced by 2. #### Champion of the People Common folk see you as one of their own and you fit in among them with ease. You can find a place to hide, rest, or recuperate among commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. You also gain proficiency in two of the following skills of your choice: Animal Handling, Insight, Medicine, or Performance. #### Heroic Destiny You have Advantage on Death Saving Throws, and any Critical Hit against you becomes a normal hit. #### Imposing Presence You have Advantage on Charisma (Intimidation and Persuasion) checks. When you succeed on such a check, the target is Charmed or Frightened (your choice) for 1 minute or until it takes damage. #### Keen Senses You have Advantage on any ability check you make as part of the Search or Study action. When you take the Search or Study action, you can 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. #### Lightning Reflexes You have Advantage on Initiative rolls and Dexterity saving throws. \columnbreak #### 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. The common folk make every effort to accommodate you and avoid your displeasure, and people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. You also gain proficiency in two of the following skills of your choice: Deception, Intimidation, Persuasion, or Performance. #### Peerless Athlete You gain proficiency and Expertise in the Acrobatics and Athletics skills. #### Primal Pathfinder You can't become lost except by magical means. You always know which way is north, and you perfectly remember the geography, settlements, and notable landmarks of places you've visited. You also gain proficiency in two of the following skills of your choice: Athletics, Nature, Stealth, or Survival. #### Seeker of Knowledge When you attempt to learn or recall a piece of lore, if you do not know the information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. The DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, giving you a natural destination for your next quest. You also gain proficiency in two of the following skills of your choice: Arcana, History, Nature, or Religion. #### 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. Moreover, creatures must choose Strength when making saving throws against your Unarmed Strikes. ### 5th Level Talents – Greater #### Boundless Endurance *Prerequisite: Level 5+ Paragon* You can't have more than 5 levels of Exhaustion, and all penalties you suffer from Exhaustion are halved. In addition, when you spend one or more Hit Point Dice to regain Hit Points, you can instead use the highest number possible for each die. #### Glorious Victory *Prerequisite: Level 5+ Paragon* When you score a Critical Hit or reduce an enemy to 0 Hit Points, you gain Heroic Inspiration. #### Limitless Advance *Prerequisite: Level 5+ Paragon* Your Speed increases by 10 feet, your jump distance is doubled, and you ignore Difficult Terrain. \pagebreakNum #### 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. #### Mountain Breaker *Prerequisite: Level 5+ Paragon* The Bludgeoning, Piercing, and Slashing damage you deal always ignores Resistance. In addition, you deal double damage to objects and structures. #### Piercing Gaze *Prerequisite: Level 5+ Paragon* You have Advantage on Wisdom (Perception) checks. In addition, you can see normally in Dim Light and Darkness — both magical and nonmagical — within 120 feet of yourself. #### Silver Tongue *Prerequisite: Level 5+ Paragon* When you make a Charisma check, you can treat a d20 roll of 9 or lower as a 10. Moreover, you can take the Influence action as a Bonus Action. #### Tactical Superiority *Prerequisite: Level 5+ Paragon* When you hit a target with a Versatile 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 Help, Search, Study, or Utilize action as a Bonus Action. ### 11th Level Talents – Heroic #### Brave the Elements *Prerequisite: Level 11+ Paragon* You have Resistance to Acid, Cold, Fire, Lightning, and Thunder damage. #### Enduring Vitality *Prerequisite: Level 11+ Paragon* You can remove one of the following conditions from yourself at the end of each of your turns: Blinded, Deafened, Paralyzed, Poisoned, or Stunned. #### Immortal Legacy *Prerequisite: Level 11+ Paragon* You can't be aged magically, and you cease visibly aging. In addition, you can attune to up to four magic items at once. #### 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. #### Magic Resistance *Prerequisite: Level 11+ Paragon* You have Advantage on saving throws against spells and other magical effects. #### Pursuit of Legend *Prerequisite: Level 11+ Paragon* At the start of your turn, you can expend your Heroic Inspiration to regain one expended Hero Point. #### Unyielding Spirit *Prerequisite: Level 11+ Paragon* 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. ### 17th Level Talents – Mythic #### 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. #### Immortal Fortitude *Prerequisite: Level 17+ Paragon* At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point. #### Imperious Majesty *Prerequisite: Level 17+ Paragon* You radiate an aura of regal authority in a 30-foot Emanation. Allies within the aura have Immunity to the Frightened condition. Moreover, you ignore other creatures' Immunity to the Frightened condition while they are within the aura. #### 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 Truesight with a range of 30 feet. #### Unbreakable Body *Prerequisite: Level 17+ Paragon* When you're subjected to an effect that allows you to make a Strength, Dexterity, 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. \pagebreakNum #### Unstoppable Force *Prerequisite: Level 17+ Paragon* 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 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. In addition, 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. \columnbreak #### 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. ***Rally!*** The ally ends the Charmed or Frightened condition on itself. #### Level 3: Rousing Presence Whenever you expend your Heroic Inspiration, each Bloodied ally within 30 feet of you regains Hit Points equal to your Paragon level plus your Charisma modifier. #### 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. In addition, your allies within a 30-foot Emanation originating from you have Advantage on Intelligence, Wisdom, and Charisma saving throws. #### 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 Warrior) *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 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 When you expend your Heroic Inspiration, you gain a number of Temporary Hit Points equal to your Paragon level plus your Charisma modifier. In addition, you have Resistance to Bludgeoning, Piercing, and Slashing damage while you are Bloodied. \pagebreakNum #### Level 6: Battle Cunning After you take the Attack action, you can take the Dodge, Dash, or Disengage action as a Bonus Action. #### Level 10: Battleborn Instinct You have Advantage on ability checks and saving throws you make during combat. #### 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. ## 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 should be beyond you — 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's possible, but it should never be merely difficult — it should be the kind of feat storytellers repeat for generations. #### Charge to Glory As a Bonus Action, you can spend 1 Hero Point to move up to your Speed in a straight line without provoking Opportunity Attacks. You can move through other creature's spaces during this movement. Moreover, you have Advantage on the next attack roll you make before the end of the turn. #### Overwhelming 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. On a failed save, a creature has the Charmed condition for 1 minute or until it takes any damage. #### Fortune's Favor When you make a D20 Test, you can spend 1 Hero Point to give yourself Advantage on the roll. #### Heroic Intervention When an ally within 30 feet of you would be 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 become the target of the attack instead. #### 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. #### 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. #### Unbreakable 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. #### Voice of Authority As a Bonus Action, you can spend 1 Hero Point to issue a clarion call 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. ### 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 drag, lift, or push any creature or object up to one size larger than you, regardless of weight. #### 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. #### Defend the Line *Prerequisite: Level 5+ Paragon* 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 no more than one per turn. Moreover, any creature you hit with an Opportunity Attack has the Prone condition. #### Heroic Leap *Prerequisite: Level 5+ Paragon* 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. #### Immortal Endurance *Prerequisite: Level 5+ Paragon* When you are reduced to 0 Hit Points, you can spend 1 Hero Point to drop to 1 Hit Point instead. You then gain a number of Temporary Hit Points equal to your Paragon level. \pagebreakNum #### Lion-Hearted Roar *Prerequisite: Level 5+ 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 until the start of your next turn. #### 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. The target reels as if struck by something far larger than you — until the start of your next turn, its Speed is halved, it can't take Reactions, and it can take an action or a Bonus Action on its turn, but not both. #### 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 a single attack with a Melee weapon and apply its result — including any Mastery property you're using with that weapon — 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 half 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 by this demolition 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. #### The Art of War *Prerequisite: Level 5+ Paragon* 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. #### Titan's Throw *Prerequisite: Level 5+ Paragon* As a Bonus Action, you can spend 1 Hero Point to throw a creature Grappled by you. Move that creature to an unoccupied space you can see within 30 feet of yourself. 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 #### 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, the target's Speed is reduced to 0. #### Force of Will *Prerequisite: Level 11+ Paragon* At the start of your turn, you can spend 1 Hero Point to end any number of curses, spells, or magical effects on yourself. #### Glorious Presence *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. #### Limit Break *Prerequisite: Level 11+ Paragon* As a Bonus 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 warhorse, 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. #### Move Like the Wind *Prerequisite: Level 11+ Paragon* As a Bonus Action, you can spend 1 Hero Point to gain a Fly Speed equal to twice your Speed until the end of the turn. #### Spellbreaker *Prerequisite: Level 11+ Paragon* When you hit a creature with a Melee weapon or Unarmed Strike, you can spend 1 Hero Point to disrupt the magical forces empowering or protecting that creature. Choose one of the following effects: ***Dispel.*** End one spell of your choice that is currently affecting the target. ***Sever.*** The target loses Concentration if it is Concentrating on a spell. ***Suppress.*** The target can't cast spells other than cantrips until the start of your next turn. \pagebreakNum #### 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 30 feet of you have Advantage on saving throws against the triggering effect. If the triggering effect deals damage, you and your allies within 30 feet of you also have Resistance to that damage. #### Tenacious Resolve *Prerequisite: Level 11+ Paragon* If you start your turn with the Incapacitated condition, you can spend 1 Hero Point (no action required) to end every effect on yourself giving you that condition. If you have 0 Hit Points, you regain 1 Hit Point. #### 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. #### Unyielding Vigor *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, you remove any reduction to your ability scores or Hit Point maximum, and you regain Hit Points equal to your Paragon level. ### Tier 4 Exploits #### Avatar of Dread *Prerequisite: Level 17+ Paragon* As a Bonus Action, you can spend 1 Hero Point to become an aspect of terror for 1 minute, gaining the following benefits: ***Aura of Dread.*** You are surrounded by an aura of dread in a 10-foot Emanation. Enemies in the Emanation have Disadvantage on saving throws to avoid or end the Frightened condition. ***Terrifying Strike.*** Once per turn when you hit a creature with a Melee weapon or Unarmed Strike, the target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. A Frightened creature can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. #### 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. \columnbreak #### 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. 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. #### 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* Over the course of 1 minute, 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 you can see within 30 feet of you. 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 gains Heroic Inspiration. Also, you can end every effect causing those allies to have the Charmed, Frightened, or Paralyzed conditions. \pagebreakNum
The Paragon
**Artist Credits:**
Page 1 - [*Defiant Strike - Dominik Mayer*](#p1)