Base Class: Fighter
You are a breed apart. You possess powers that make you superhuman, even godlike, compared to most mortals. You may be blessed by the gods, enchanted by ancient and mysterious rites, empowered by destiny and fate, or born to an otherwise unknown race of super beings.
Nigh-Invulnerable (3rd level Paragon ability)
Instead of any other calculation available to you, you may use an AC of 12 + your Constitution modifier + half your proficiency bonus (round down).
As a reaction you can reduce the damage you suffer from a single source by 1d8 + your fighter level. You may do this a number of times equal to half your proficiency modifier (round down) per long or short rest.
More Powerful Than A Lightning Rail Engine (3rd level Paragon ability)
You possess great strength, unrivalled among mortals of your race. Your supernatural strength provides these benefits:
- Increase the damage from your unarmed strikes by 1d4
- Advantage on Strength checks
- Double your jumping distances
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
As an action, you can pick up and throw large objects as weapons. Your level determines how large of an object you can throw. The size of the object determines the damage it inflicts and the diameter of the area subject to that damage. You can throw the object up to 80 feet and any target within the area indicated below can make a Dexterity saving throw against a DC of 8 + your Strength modifier + your proficiency bonus to take half damage.
Level Object Size Area Damage
3 Large rock / small furniture 5 ft 2d8 + your Strength modifier
3 Large furniture 10 ft 2d8 + your Strength modifier
3 Small boulder 5 ft 3d8 + your Strength modifier
7 Small wagon 10 ft 3d8 + your Strength modifier
7 Large boulder 5 ft 4d8 + your Strength modifier
10 Large wagon 15 ft 4d8 + your Strength modifier
15 Huge boulder 10 ft 6d8 + your Strength modifier
Supernatural Might (7th level Paragon ability)
Over the course of a short or log rest, you can draw upon your innate reserves of mystical energy to empower your attacks. When so empowered your unarmed strikes count as magical for the purpose of overcoming resistances and immunities to nonmagical attacks and damage. Further you gain a bonus to hit and damage with your unarmed strikes equal to one-half of your proficiency bonus (round down). This effect lasts until you die or until you remove it during another long or short rest. When this ability is active it counts as an attuned magical item.
Supernatural Power I (7th level Paragon ability)
Choose one of the following abilities:
Leap Wizard Towers In A Single Bound. As a bonus action, you gain a fly speed of 40 feet. At the end of any turn in which you used this fly speed, you cease to fly and immediately fall to the ground.
Faster Than A Speeding Arrow. You may use the Dash action as a bonus action. Increase your walking speed by 30 feet until the end of your turn when you use the Dash action.
Supernatural Power II (10th level Paragon ability)
You may choose one of the abilities below or one of the abilities available with Supernatural Power I.
Cold Breath. Your breathe out a blast of freezing air. All creatures in a 30-foot cone take 6d8 cold damage or half damage on a successful Constitution saving throw against a DC of 8 + your Strength modifier + your proficiency bonus. A creature failing the saving throw must then also make a Strength saving throw against the same DC or be paralyzed, having been trapped in ice. A paralyzed creature can repeat the Strength saving throw at the end of each of their turns to end the effect. Once you have used this ability, you cannot use it again until after a long rest.
Golden Lasso. As an action you manifest a lasso of golden light and throw it at a target within 30 feet. The target must make a Dexterity saving throw against a DC equal to 8 + your Strength modifier + your proficiency bonus or become grappled. As long as the target is grappled they are also restrained. The target can attempt to escape the grapple as an action against the same DC as the saving throw. The lasso disappears if you are not holding it with at least one hand, if the target makes its saving throw, the grapple of the target ends or if you die or fall unconscious. Once you have used this ability a number of times equal to half (round down) your proficiency bonus, you cannot use it again until after a long rest.
Heat Vision. As an action you fire twin beams of pure heat from your eyes. Make a ranged spell attack with a ranged of 900 feet, inflicting a number of d6s of fire damage on a hit equal to twice your proficiency bonus. When choosing this ability, choose one of Intelligence, Wisdom, or Charisma to act as your spellcasting attribute for this attack. Once you have used this ability a number of times equal to half (round down) your proficiency bonus, you cannot use it again until after a long rest.
Lightning Strike. As an action you call down a bolt of lightning to strike from high above. You take no damage but any target within 10 feet of you takes a number of d12 lightning damage equal to your proficiency bonus. This damage is reduced to half with a successful Dexterity saving throw with a DC equal to 8 + your Strength modifier + your proficicency bonus. Once you have used this ability a number of times equal to half (round down) your proficiency bonus, you cannot use it again until after a long rest.
Thunder Bolts. As an action, you can create and throw a javelin made of lightning. This javelin inflict 3d8 + your Strength modifier lightning damage and has double the range of a usual javelin. The javelin disappears after the attack.
Supernatural Power III (15th level Paragon ability)
You may choose the ability below or one of those available with Supernatural Power I or II.
Flight. You gain a fly speed of 60 feet. If you had previously chosen the Leap Wizard Towers In A Single Bound ability, you can choose to remove that ability and replace it with another chosen from Supernatural Power I or II.
Ultimate Effort (18th level Paragon ability)
When you fail a saving throw or ability check you can choose to instead succeed. Alternatively, you can double the damage from a single attack. Either use of this ability inflicts two levels of exhaustion that cannot be prevented or removed by any means other than rest.
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