Archon Playtest

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 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.

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
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 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.

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

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.

Heroic Leap

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.

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.

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.

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.

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

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.

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.

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.

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

If you fail a Wisdom or Charisma saving throw, you can spend 1 Hero Point to reroll it with a bonus equal to half your Paragon level. You must use the new roll.

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.

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.

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.

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.

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.

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 unless you have given them reason not to. You can always locate food, shelter, basic supplies, or trustworthy local information through the common people.

You also gain proficiency in the Animal Handling, Insight, and Medicine skills.

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 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 1 minute or until it takes damage.

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 Deception, Persuasion, and Performance skills.

Peerless Athlete

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

5th Level Talents – Greater

Limitless Advance

Prerequisite: Level 5+ Paragon

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

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.

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.

Tactical Cunning

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

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.

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

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.

17th Level Talents – Mythic

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.

In addition, 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 Blindsight and Truesight with a range of 30 feet.

Paragon Subclasses

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

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.

    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 saving throws to avoid or end the Charmed or Frightened conditions.

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.

The Paragon

Artist Credits:
Page 1 - Defiant Strike - Dominik Mayer

Page 4 Archetype of Courage - Willian Murai

Page 6 Setessan Champion - Emrah Elmasli

Theros Soldier - Kimonas Theodossiou

 

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