Drawing some inspiration from "superhero" stories and fantasies, the Paragon class is meant to represent adventurers who, similar to Sorcerers, have innate magical abilities that make them exceptional in one trait or another. Unlike Sorcerers, the Paragon's powers manifest more like a dragon's breath weapon, in that their abilities are magical but not necessarily reliant on casting spells.
Base Design. The Paragon is designed like a martial class. Similar to the Artificer class, what playstyle a given Paragon has depends on the chosen subclass - with some granting the Extra Attack feature and others gaining different key abilities at level 5 to define their powers.
Noteable Features
Amplified Ability - Player chooses one ability score (other than CON) to define what makes them special. Grants saving throw prof, a unique way to use a B.A., and defines which ability score will interplay with other class features. With the right choices for other features, can make a character that is largely SAD
Fortification - Meant to represent innately tough exteriors or force fields. Plays with the Damage Threshold mechanic to allow the character to stave off weaker attacks
Mighty Boons - Similar to Eldritch Invocations for warlocks. Allows player to customize their abilities and power set to fit their fantasy. Some allow for limited spellcasting without V,S,M components, representing innate magical abilities or physical feats that mimic the effects of spells. Others interact with enhancing more mundane rules for carrying/lifting, Hit Die, and more.
Explosive Strikes - Draws inspiration from the "explosive dice" mechanic from other TTRPG systems and allows certain types of attacks to have devastating potential.
Elevated / Superior / Ascendant Ability - Increases the maximum possible score for the chosen Amplified Ability (although does not increase the score itself) and gives new ways that score interacts with other mechanics
Subclasses
There are four subclasses that I am toying around with
The Juggernaut - meant to be a wreaking ball of destruction and difficult to stop
The Protector - a classic "hero" with abilities which aim to shield others from harm
The Speedster - aims to boost movement Speed and unlock higher potential for performing multiple actions or attacks per turn
The Vessel - a warlock 1/3 caster who is somehow physically/metaphysically bound to a source of extraplanar power, whether it be internal or external to them.
Base Class
Paragon
Whether born with some unique trait or altered by powers beyond their understanding, paragons are those who have been infused with some greater magical power, fortifying their bodies and granting access to supernatural abilities.
Core paragon Traits
Primary Ability
Varies*
Hit Point Die
D10 per Paragon level
Saving Throw Proficiencies
Constitution
Skill Proficiencies
Choose 2: Athletics, Acrobatics, Arcana, History, Intimidation, or Performance
Weapon Proficiencies
Simple and Martial Weapons
Armor Training
Light and Medium armor and Shields
Starting Equipment
WORK IN PROGRESS
*Multiclassing Prerequisite. The primary ability for this class is dependent on that chosen for the Amplify Ability feature at 1st level. Therefore, you can multiclass into paragon as long as you have at least a 13 in one of the listed ability scores for that feature; however, you must choose one of the ability scores you have at least a 13 for that feature.
Paragon Features
Level
Proficiency Bonus
Class Features
Mighty Boons
1
+2
Amplified Ability, Weapon Mastery
0
2
+2
Fortification, Mighty Boons
2
3
+2
Paragon Subclass
3
4
+2
Ability Score Improvement
4
5
+3
Explosive Strikes, Subclass Feature
5
6
+3
Elevated Ability, Ability Score Improvement
5
7
+3
Evasion
6
8
+3
Ability Score Improvement
6
9
+4
Subclass Feature
7
10
+4
WORK IN PROGRESS
7
11
+4
WORK IN PROGRESS
7
12
+4
Ability Score Improvement
8
13
+5
Subclass Feature
8
14
+5
Superior Ability, Ability Score Improvement
8
15
+5
WORK IN PROGRESS
9
16
+5
Ability Score Improvement
9
17
+6
Subclass Feature
9
18
+6
Against All Odds
10
19
+6
Epic Boon
10
20
+6
Ascendant Ability
10
Paragon Class Features
As a paragon, you gain the following class features when you reach the specified paragon levels. These features are listed in the paragon Features table.
Level 1: Amplified Ability
The magical powers which flow through your body have enhanced one of your talents. Choose one of the following ability scores: Strength, Dexterity, Intelligence, Wisdom, or Charisma. You gain proficiency in Saving Throws for the chosen ability, and one of the following traits which corresponds with it.
Strength. On each of your turns, you can take a Bonus Action to make an Unarmed Strike, provided it is used to either Grapple or Shove a creature. Additionally, you count as one size larger when determining your carrying capacity and the size of creature which you can Grapple or Shove.
Dexterity. You can take the Disengage action as a Bonus Action on each of your turns. Additionally, when you roll for initiative, if you are not Surprised you can choose to take a -5 penalty to the roll. If you do, on initiative count 20 of the first round of combat you can move up to your Speed and take one of the following actions: Dash, Disengage, Dodge, Help, Hide, or Utilize.
Intelligence. You can take the Study action as a Bonus Action on each of your turns. When you take this action targeting another creature, make an Intelligence (Investigation) check, contested by the target’s passive Deception. On a success, you can learn whether one of its ability scores of your choice is greater than, less than, or equal to your same ability score.
Wisdom. You can take the Search action as a Bonus Action on each of your turns. Additionally, you gain a bonus to your Passive Perception equal to one third of your paragon level (rounded up). Charisma. You can take the Influence action as a Bonus Action on each of your turns. Additionally, you have advantage on any ability check made as part of this action against creatures within a 10-foot emanation from you. Creatures within this emanation also have Disadvantage on ability checks or saving throws made to resist spells, features, or other effects you create which would impose the Charmed or Frightened conditions.
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 practice weapon drills and change one of those weapon choices.
Level 2: Fortification
You have a knack for staving off damage, whether it be from a toughened exterior or evoking mystical barriers to protect yourself. You gain a Damage Threshold equal to your Constitution modifier.
Level 2: Mighty Boons
Your supernatural gifts begin to manifest in powerful boons which allow you to perform extraordinary feats. You gain one mighty boon of your choice, such as Air Jump. Mighty Boons are described in the “Mighty Boon Options” section.
Prerequisites.If a mighty boon has a prerequisite, you must meet it to acquire that boon. For example, if a boon requires you to be a level 5+ paragon, you can select the boon once you reach paragon level 5.
Replacing and Gaining Mighty Boons. Whenever you gain a paragon level, you can replace one of your mighty boons with another one for which you qualify. You can’t replace a boon if it’s a prerequisite for another boon that you have.
Choosing an option more than once. Some Mighty Boon options can be chosen more than once, and are marked with a (+) next to their name. The effect of choosing each boon more than once is outlined in the options’ descriptions.
Magical abilities, not spells. Like a dragon’s breath weapon or a ghost’s ethereal form, a mighty boon may grant you access to powerful magical abilities which are considered to be a natural extension of yourself. If a chosen boon allows you to cast a spell, doing so does not require verbal, somatic, or material components and the effects are not treated as spells for the Detect Magic or Dispel Magic spells or similar effects. For any spells granted by a Mighty Boon, your spellcasting ability is treated as your chosen Amplified Ability.
When you gain certain paragon levels, you gain more mighty boons of your choice, as shown in the Mighty Boon column of the paragon Features table.
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 5: Explosive Strikes
Your supernatural abilities empower your attacks. Once per turn, when you roll the maximum value on a damage die for a weapon or unarmed strike, you can reroll that die and add the rolled value to the total. The maximum number of times you can reroll a damage die each time you use this feature is equal to your Proficiency Bonus.
For example, if you rolled a “4” on the damage die for an attack made using a Dagger, you could reroll it. If you scored another “4” on the reroll, you could roll it once again. At level 5, you could potentially reroll this die up to three times.
Level 6: Elevated Ability
The maximum of your chosen Amplified Ability score becomes 23. Additionally, you can add half your Proficiency Bonus (rounded down) to any ability check you make that uses your Amplified Ability, uses a skill proficiency you lack, and that doesn’t otherwise use your Proficiency Bonus.
Level 7: Evasion
When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.
You don’t benefit from this feature if you have the Incapacitated condition.
Level 10: WORK IN PROGRESS
Level 11: WORK IN PROGRESS
Level 14: Superior Ability
The maximum of your chosen Amplified Ability score becomes 25. Additionally, you can add half your Amplified Ability modifier (rounded down) to any saving throw you make which uses an ability other than your chosen Amplified Ability.
Level 15: WORK IN PROGRESS
Level 18: Against All Odds
Your potential power becomes limitless. Your Explosive Strike feature is modified in the following ways:
There is no maximum to the number of damage dice you can reroll each time you use this feature
Each time you would roll a “1” on a damage die rerolled using this feature, you can treat it as a “2” instead.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Level 20: Ascendant Ability
Your chosen Amplified Ability score increases by 4, and its maximum becomes 29. Additionally, once per turn you can replace the ability score used for an ability check, attack roll, or saving throw you make with your Amplified Ability.
Mighty Boon Options
Air Jump
Prerequisite- None
When you make a high jump or long jump as part of your movement on your turn, you can double your jump distance. This additional distance moved does not count against your Speed. You can use this feature a number of times equal to your Amplified Ability score modifier, and you regain all expended uses following a Long Rest.
Afterimage
Prerequisite - Blurred Movement
You can cast Mirror Image without expending a spell slot. Once you do so, you cannot cast the spell this way again until you complete a Short or Long Rest. Additionally, whenever you take the Dash action, you are treated as having an illusory duplicate produced by this spell’s effect until the start of your next turn. If you take this action within the spell’s duration, this duplicate is in addition to those produced by the spell.
If your Speed is reduced, any illusory duplicates produced from this feature disappear and the spell effect ends early.
Arcane Conduit
Prerequisite - None
Your body is naturally able to focus magical energies. When you make a saving throw against a spell or other magical effect, you can choose to take a -5 penalty to the roll. If you do, each creature of your choice within 10 feet of you that is targeted by the same effect can make its saving throw with Advantage. After using this feature, if you succeed on your saving throw the next attack you make before the end of your next turn deals additional Force damage equal to twice your Amplified Ability modifier.
Blurred Movement (+)
Prerequisite: Level 3+ paragon
Your Speed increases by 5 feet while you are not wearing Heavy armor. You can Blur without expending a spell slot. Once you do so, you cannot cast the spell this way again until you complete a Long Rest.
This option can be chosen more than once. For each successive time this option is chosen, your Speed increases an additional 5 feet and you can cast Blur an additional time, regaining all expended uses following a Long Rest.
Bolster
Prerequisite - Level 7+ paragon
When you are dealt damage, you can take a Reaction to expand a Hit Die and add the value rolled to the Damage Threshold granted by your Fortification feature, potentially causing the effect to not deal damage.
Brace
Prerequisite - Level 5+ paragon
Whenever you take the Dodge action, until the start of your next the Damage Threshold granted by your Fortification feature is doubled, and you can add half your Constitution modifier (rounded down) to any Strength or Dexterity saving throw you make.
Catapult Arm
Prerequisite - Amplified Ability (Strength)
The long range of weapons you wield with the Thrown property increases to a number of feet equal to 10 times your Strength score, and the weapon’s normal range is half that value (rounded down).
Chain Attack
Prerequisite- Level 5+ paragon, Amplified Ability (Strength or Dexterity)
If you hit a creature with two or more melee attacks as part of an action on your turn, you may make a single Unarmed Strike against that target as part of the same action. A creature cannot be targeted by this additional attack more than once per turn.
Concussive Shove
Prerequisite - Amplified Ability (Strength)
The maximum distance you can push a creature with a Shove increases by 10 feet. Additionally, whenever you shove a creature Prone (or such a distance that it impacts a surface), it takes Bludgeoning damage equal to 2d6+your Strength modifier.
Elemental Evocation(+)
Prerequisite - None
You learn the Elementalism cantrip. Additionally, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. You learn one of the following cantrips, depending on damage type chosen for this option: Acid Splash, Ray of Frost,, Produce Flame, Shocking Grasp, or Thundercalp. At the DM’s discretion, you may learn a different cantrip of your choice, provided it deals the same damage type as that chosen for this option.
This option can be chosen more than once, each time choosing a different damage type and learning another associated cantrip.
Draining Strike
Prerequisite - None
Once per turn when you hit with a melee weapon attack, you can expend a Hit Die and deal additional damage equal to the value rolled. The damage type is the same as the weapon used to make the attack.
Enduring Evasion (+)
Prerequisite - Level 7+ paragon
Choose either Strength or Constitution. The effect of your Evasion feature affects saving throws made using chosen ability score in addition to Dexterity saving throws. This option can be chosen up to twice, selecting a different ability each time.
Flexible Form
Prerequisite: None
You have advantage on any ability check or saving throw made to end an effect which is causing you to be grappled or restrained. Additionally, you can squeeze through a space as narrow as 1 foot wide, provided you are not wearing armor.
Flight
Prerequisite: Level 5+ paragon
You gain a Fly Speed equal to your Speed and can hover.
Force Veil
Prerequisite: Amplified Ability (Intelligence, Wisdom, or Charisma)
You can cast Mage Armor without expending a spell slot, targeting yourself.
You can also cast Shield once without expending a spell slot using this trait. Once you do so, you cannot cast this spell using this feature again until you finish a Short or Long Rest.
Greater Arcane Conduit
Prerequisite - Level 5+ Paragon, Arcane Conduit
You have advantage on saving throws against the effects of cantrips and spells whose level is less than your Amplified Ability modifier. Additionally, when you succeed on a saving throw against a spell effect, you can use a Reaction to deal 1d10+your Amplified Ability modifier Force damage to the caster if they are within 30 feet of you.
Heavy Draw
Prerequisite: Amplified Ability (Strength)
The Long Range of long bows and short bows that you wield increases by a number of feet equal to 5 times your Strength score. Additionally, whenever you hit with an attack made using such a weapon within its Normal Range, you deal additional damage of the weapon’s type equal to your Strength modifier.
Heightened Hearing
Prerequisite - Amplified Ability (Wisdom)
Whenever you make a Wisdom (Perception) or Wisdom (Insight) check that relies on hearing, you can treat a d20 roll of 9 or lower as a 10. Additionally, you gain Blindsight out to a number of feet equal to your Wisdom score. You cannot benefit from this Blindsight while you have the Deafened condition.
Laser Vision
Prerequisite - None
You are able to produce powerful beams of energy from your eyes. You learn the Eldritch Blast cantrip. You can also cast Color Spray without expending a spell slot. Once you do so, you cannot cast this spell using this feature again until you finish a Short or Long Rest. You cannot cast either spell granted by this feature if you have the Blinded condition.
Magic Absorption
Prerequisite - Level 9+ paragon, Arcane Conduit
As a Magic action, you can touch one creature or object and attempt to end a spell affecting it. Make an ability check using your Amplified Ability. The DC is equal to 13+the spell’s level. On a successful check, the spell ends. If your check’s total exceeds the DC by 5 or more, you can regain a use of one of your Mighty Boons that normally is restored following a Short Rest or a Long Rest. If you fail the check by 5 or more, you take 1d4 Force damage for each level of the spell.
Meteor Impact
Prerequisite - Level 5+ paragon
Whenever you make a High Jump or Standing Long Jump, each creature of your choice within 5 feet of where you land must make a Dexterity saving throw. On a failed save, the creature takes Thunder damage equal to your Amplified Ability modifier.
Additionally, if you would take fall damage as a result of this movement (such as from jumping off of a steep ledge) you can take a Reaction to halve the damage dealt to you (rounded down). If you do, each creature which fails its saving throw against this feature takes an equivalent amount of additional Thunder damage.
Minor Psionics
Prerequisites: Amplified Ability (Intelligence)
You learn the Mage Hand cantrip. The maximum weight (in pounds) that the hand can carry is equal to 20 times your Intelligence Score. You also learn the Message cantrip. Each time you cast it, you can send the same message to a number of creatures within range equal to your Intelligence modifier. Each creature targeted can respond separately, and you can hear all responses.
Natural Expertise (+)
Prerequisite - None
You gain Expertise in one of your skill proficiencies of your choice which uses your Amplified Ability score. This option can be chosen more than once, up to a maximum number of times equal to your Proficiency Bonus.
Optimized Observation
Prerequisite - Amplified Ability (Wisdom)
You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
Overwhelming Mastery (+)
Prerequisite - Amplified Ability (Strength or Charisma)
You gain the ability to use the mastery properties of one additional Simple or Martial weapon of your choice as part of your Weapon Mastery trait. Additionally, choose one of the following weapon mastery properties: Cleave, Push, or Topple. While you wield a weapon chosen as part of your Weapon Mastery trait, you can use a mastery property chosen for this trait in place of the weapon’s normal mastery property.
This option can be chosen more than once. Each time you gain one additional weapon mastery and can choose one additional mastery property listed above.
Predictive Dodge
Prerequisite - Amplified Ability (Intelligence or Wisdom)
You can use your Amplified Ability modifier in place of Dexterity for calculating your unarmored AC and that granted by donning Light or Medium armor.
You can replace the damage type for the additional damage dealt by your Explosive Strike feature with one of your chosen damage types for your Elemental Evocation boon. This additional damage ignores a creature’s Resistance to that damage type, and a creature which takes this damage suffers an additional effect, depending on the damage type, as outlined below:
Acid. The target cannot regain hit points until the start of your next turn
Cold. the target has its movement speed reduced to 0 until the start of your next turn. A creature which is flying safely lands on the ground before having its movement speed reduced.
Fire. The target begins Burning.
Lightning. Up to two other creatures of your choice within 10 feet of the target take Lightning damage equal to your Amplified Ability modifier.
Thunder. The target and each creature within 5 feet it gains the Deafened condition until the start of your next turn. Any affected creature concentrating on a spell or similar effect must immediately make another DC 12 Constitution saving throw, losing concentration following a failed save.
Resonant Weapon
Prerequisite: Amplified Ability (Intelligence, Wisdom, or Charisma)
You learn the Shillelagh cantrip. As part of a Long Rest, you can gradually imbue a weapon in your possession with magical energy, allowing it to resonate with you. Until you use this feature again, you can use the mastery property of the chosen weapon and it can be targeted by your casting of Shilllelagh, regardless of its type.
You can cast Alter Self without expending a spell slot.
Shockwave
Prerequisite: None
You learn the Thunderclap cantrip. You can also cast Thunderwave without expending a spell slot. Once you do so, you cannot cast this spell using this feature again until you finish a Short or Long Rest. You cannot cast either spell granted by this feature if you have the Grappled, Paralyzed, or Restrained conditions.
Superior Stamina
Prerequisite: None
Whenever you would gain a level of exhaustion, make a Constitution saving throw. The DC for this saving throw is 10. On a successful save, you do not gain the level of exhaustion. The DC increases by 2 for each successive time you use this feature and resets to 10 whenever you complete a Long Rest.
Undercutting Mastery (+)
Prerequisite - Amplified Ability (Dexterity, Intelligence, or Wisdom)
You gain the ability to use the mastery properties of one additional Simple or Martial weapon of your choice as part of your Weapon Mastery trait. Additionally, choose one of the following weapon mastery properties: Sap, Slow, or Vex. While you wield a weapon chosen as part of your Weapon Mastery trait, you can use a mastery property chosen for this trait in place of the weapon’s normal mastery property.
This option can be chosen more than once. Each time you gain one additional weapon mastery and can choose one additional mastery property listed above.
Vanishing Vault
Prerequisite - None
As a Bonus Action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your Amplified Ability modifier, and you regain all expended uses when you finish a long rest.
Subclasses
Paragon Subclass: The Juggernaut
Level 3: Enhanced Build
You can add your Amplified Ability modifier to any ability checks and saving throws you make against spells or other effects which would impose the Grappled, Paralysed, Prone, or Restrained conditions on you.
Level 3: Juggernaut’s Charge
When you take the Dash action, if you move at least 10 feet in a straight line you ignore penalties to your Speed from Difficult Terrain and can move through the space of other creatures. Any such creature whose space you move through must succeed a Constitution saving throw or become prone. The DC for this saving throw is 8+your Proficiency Bonus+your Amplified Ability modifier.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn
Level 9: Wrecking Ball
You are adept at laying waste to defensive structures, granting the following traits:
Siege Master. Attacks you make using a melee weapon or unarmed strike deal double damage against objects, structures, and creatures with the Construct type.
Seismic Strikes.When you hit a creature with an attack made using a melee weapon or unarmed strike, you can use this trait to deal an additional 2d4 Thunder damage. These damage dice can be rerolled as part of your Explosive Strike feature. You can use this trait a number of times equal to your Amplified Ability modifier, and regain all expended uses following a Long Rest.
Level 13: Unwavering Inertia
If you move at least 15 feet on a turn without interruption, you are treated as if affected by the Freedom of Movement spell until the start of your following turn.
Level 17: Felling Charge
When you use your Juggernaut’s Charge trait, if you enter the same space as an object or structure whose remaining hit points are less than twice your Amplified Ability score, you destroy the object as you move into its space. For especially large structures, such as a castle wall, at the DMs discretion this trait may allow you to destroy a section of the structure.
Paragon Subclass: The Protector
Level 3: Enhanced Fortification
Whether through naturally hardened skin or fields of force you are able to conjure, you are far more sturdy than other creatures. You gain a bonus to the Damage Threshold granted by your Fortification feature by an amount equal to half your Amplified Ability modifier (rounded up).
Level 3: Fighting Style
You gain one of the following Fighting Style feats: Interception or Protection.
Level 3: Heroic Deeds
Whenever you complete a Short or Long Rest, you gain one point of Heroic Inspiration. Additionally, you can now expend a use of your Heroic Inspiration as a Reaction to move up to half your Speed and take one of the following actions:
Heroic Assist. A creature within 5 feet of you may reroll a d20 used for an ability check made this turn.
Heroic Interpose. You become the target of an attack which originally hit a creature within 5 feet of you this turn. If the attack hits you, roll a d20. On a roll of 19 or 20, you are treated as Resistant to the attack’s damage. On a roll of 1 or 2, you are treated as Vulnerable to the attack’s damage.
Heroic Rescue. A creature within 5 feet of you may reroll a d20 used for a saving throw made this turn.
Level 5: Extra Reaction
You can use one additional Reaction every round, but the additional use must be to use your Interception fighting style, your Protection fighting style, or your Heroic Deeds feature.
Level 9: Heightened Heroism
Whenever a d20 is rerolled when you have expended a point of Heroic Inspiration, it can be rerolled up to twice, choosing either value rolled. Any time such a roll would result in a “20,” you immediately regain the expended point.
Level 13: Bulwark Fortification
The bonus to your Damage Threshold granted by your Enhanced Fortification feature increased to be equal to your full Amplified Ability modifier. Additionally, each creature within 10 feet of you is treated as having a Damage Threshold equal to half your Amplified Ability modifier (rounded up). If such a creature already has a Damage Threshold, it instead increases by the same amount.
Level 17: WORK IN PROGRESS
Paragon Subclass: The Speedster
Level 3: Enhanced Movement
You are quick on your feet. You gain the Blurred Movement Mighty Boon option, which does not count against the number of Mighty Boons you have. Each time you gain the Blurred Movement boon, your speed increases by 10 feet instead of 5 feet, and any uses of the Blur spell recharge after you complete a Short or Long Rest.
Level 3: Rapid Maneuvers
You can carefully control quickened movement of your entire body, allowing you to use your Speed to perform certain tasks. At the start of each of your turns, you can reduce your Speed to perform one of the maneuvers listed below during your turn. The amount your Speed is reduced by depends on the chosen maneuver. Your Speed cannot be reduced below 0, and the reduction lasts until the start of your following turn.
Helping Hand (Cost: 10ft). As a Bonus Action, you can use the Help action
Read the Room (Cost: 5ft). As a Bonus Action, you can use the Search or Study action.
Reposition (Cost: 5 ft). As a Bonus Action, you can use the Dash or Disengage action.
Use an Object(Cost: 10/20ft). As a Bonus Action, you can use the Utilize action. If you reduce your speed by 20ft, you can instead take the Magic action as a Bonus Action to use a magic item.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 9: Multitasking
When you use your Rapid Maneuvers feature, you can perform up to two maneuvers as part of the same Bonus Action, reducing your Speed for each as normal. You can choose the same maneuver twice using this feature, but must choose a different associated action to take each time.
Level 13: Rapid Fire Attacks
You are able to release a rapid flurry of attacks on your opponents, granting the following traits.
Two Extra Attacks. You can attack three times instead of once whenever you take the Attack action on your turn.
Whirlwind Attack. You can use an Action on your turn to make an attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. To do so, the attacks must either be made using an Unarmed Strike or while wielding a melee weapon with the Light property.
Level 17: Time in a Bottle
Your speed has been amplified to such that you can feel the fundamental flow of time throughout the planes.You can cast Time Stop without expending a spell slot. When you do so, the number of rounds the spell is active for is equal to your Amplified Ability modifier. Once you have cast a spell this way, you cannot cast that spell again using this feature until you finish a Long Rest. Like your Might Boons, casting this spell does not require verbal, somatic, or material components and the effects are not treated as spells for the Detect Magic or Dispel Magic spells or similar effects. This spell ends early if your Speed is reduced to 0.
Paragon Subclass: The Vessel
The extraplanar energies within you connect you to an otherworldly entity. This could be due to some rift between planes allowing energy to pour from its domain into you, or perhaps you are bound to some creature who swears fealty to this entity.
Level 3: Pact Magic
You augment your combat techniques with the ability to cast spells.
Cantrips. You learn two cantrips of your choice from the Warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
Spell Slots. The Vessel Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a Short or Long rest.
For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.
Prepared Spells of Level 1+. You prepare two 1st-level spells of your choice from the Warlock spell list.
The Prepared Spells column of the Vessel Spellcasting table shows when you learn more Warlock spells of your choice of Level 1+. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new Warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the Warlock spells you know and replace it with another spell from the Warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability. Your chosen Amplified Ability is your spellcasting ability for your Warlock spells, so you use your Amplified Ability whenever a spell refers to your spellcasting ability. In addition, you use your Amplified Ability modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Amplified Ability modifier
Spell attack modifier = your proficiency bonus + your Amplified Ability modifier
Vessel Spellcasting
Paragon Level
Cantrips Known
Prepared Spells
Spell Slots
Slot Level
3
2
2
1
1
4
2
2
1
1
5
2
3
1
1
6
2
3
2
1
7
2
4
2
2
8
2
4
2
2
9
2
5
2
2
10
3
5
2
2
11
3
6
2
2
12
3
6
2
2
13
3
7
2
3
14
3
7
2
3
15
3
8
2
3
16
3
8
2
3
17
3
9
2
3
18
3
9
2
3
19
3
10
2
4
20
3
11
2
4
Level 3: Patron from Beyond
Choose a Patron associated with one of the subclass options available to the Warlock class. You gain the following traits.
Patron’s Gift. You gain one Eldritch Invocation from the Warlock class. Each time you gain a level in paragon, you can replace this Eldritch Invocation with another. If the chosen option has a listed level prerequisite, you can use one third of your paragon level (rounded up) for determining if you meet the prerequisite.
Patron’s Spells. Look at the table of spells granted by your chosen Patron’s subclass for the Warlock class at Level 3. Both of the listed Level 1 spell options are always prepared for you. When you reach paragon levels 7, 13, and 19, you may choose one spell from the table for which you have the necessary Slot Level, which is thereafter always prepared for you. At these levels, you may also replace one spell prepared this way with another from the table.
Level 5: Explosive Cantrips
The damage die for cantrips that you cast can be rerolled using your Explosive Strikes feature in the same way as for a weapon attack or Unarmed strike.
Level 5: Otherworldly Might
The extraplanar energies which suffuse your body augment your natural abilities, granting the following traits.
Amplified Might. You can use your Amplified Ability score (or its modifier when applicable) in place of Strength for determining your carrying capacity, the distance you can jump, and the amount of weight you can push, drag or lift. If your chosen Amplified Ability is Strength, then the associated values listed above are doubled for you.
Eldritch Augmentation. Spells you cast which have a range of Self are treated like a Mighty Boon in that casting the spell does not require verbal, somatic, or material components and the effects are not treated as spells for the Detect Magic or Dispel Magic spells or similar effects. Spells which have a costly material component are not affected by this feature.
Level 9: Rejuvenation
While you are Bloodied, you regain a number of Hit Points equal to your Amplified Ability modifier at the start of each of your turns. You do not regain Hit Points this way if you have the Incapacitated condition or have taken damage since the end of your last turn. Additionally, when you expend Hit Dice to regain Hit Points as part of a Short Rest, you regain an additional number of Hit Points equal to your paragon level.
Level 13: WORK IN PROGRESS
Level 17: Explosive Spell
The damage die for a Level 1+ spell you cast can be rerolled using your Explosive Strikes feature in the same way as for a weapon attack or Unarmed Strike. Once you use this feature, you cannot use it again until you complete a Long Rest.
Drawing some inspiration from "superhero" stories and fantasies, the Paragon class is meant to represent adventurers who, similar to Sorcerers, have innate magical abilities that make them exceptional in one trait or another. Unlike Sorcerers, the Paragon's powers manifest more like a dragon's breath weapon, in that their abilities are magical but not necessarily reliant on casting spells.
Base Design. The Paragon is designed like a martial class. Similar to the Artificer class, what playstyle a given Paragon has depends on the chosen subclass - with some granting the Extra Attack feature and others gaining different key abilities at level 5 to define their powers.
Noteable Features
Subclasses
There are four subclasses that I am toying around with
Base Class
Paragon
Whether born with some unique trait or altered by powers beyond their understanding, paragons are those who have been infused with some greater magical power, fortifying their bodies and granting access to supernatural abilities.
Core paragon Traits
Primary Ability
Varies*
Hit Point Die
D10 per Paragon level
Saving Throw Proficiencies
Constitution
Skill Proficiencies
Choose 2: Athletics, Acrobatics, Arcana, History, Intimidation, or Performance
Weapon Proficiencies
Simple and Martial Weapons
Armor Training
Light and Medium armor and Shields
Starting Equipment
*Multiclassing Prerequisite. The primary ability for this class is dependent on that chosen for the Amplify Ability feature at 1st level. Therefore, you can multiclass into paragon as long as you have at least a 13 in one of the listed ability scores for that feature; however, you must choose one of the ability scores you have at least a 13 for that feature.
Paragon Features
Level
Proficiency Bonus
Class Features
Mighty Boons
1
+2
Amplified Ability, Weapon Mastery
0
2
+2
Fortification, Mighty Boons
2
3
+2
Paragon Subclass
3
4
+2
Ability Score Improvement
4
5
+3
Explosive Strikes, Subclass Feature
5
6
+3
Elevated Ability, Ability Score Improvement
5
7
+3
Evasion
6
8
+3
Ability Score Improvement
6
9
+4
Subclass Feature
7
10
+4
7
11
+4
7
12
+4
Ability Score Improvement
8
13
+5
Subclass Feature
8
14
+5
Superior Ability, Ability Score Improvement
8
15
+5
9
16
+5
Ability Score Improvement
9
17
+6
Subclass Feature
9
18
+6
Against All Odds
10
19
+6
Epic Boon
10
20
+6
Ascendant Ability
10
Paragon Class Features
As a paragon, you gain the following class features when you reach the specified paragon levels. These features are listed in the paragon Features table.
Level 1: Amplified Ability
The magical powers which flow through your body have enhanced one of your talents. Choose one of the following ability scores: Strength, Dexterity, Intelligence, Wisdom, or Charisma. You gain proficiency in Saving Throws for the chosen ability, and one of the following traits which corresponds with it.
Strength. On each of your turns, you can take a Bonus Action to make an Unarmed Strike, provided it is used to either Grapple or Shove a creature. Additionally, you count as one size larger when determining your carrying capacity and the size of creature which you can Grapple or Shove.
Dexterity. You can take the Disengage action as a Bonus Action on each of your turns. Additionally, when you roll for initiative, if you are not Surprised you can choose to take a -5 penalty to the roll. If you do, on initiative count 20 of the first round of combat you can move up to your Speed and take one of the following actions: Dash, Disengage, Dodge, Help, Hide, or Utilize.
Intelligence. You can take the Study action as a Bonus Action on each of your turns. When you take this action targeting another creature, make an Intelligence (Investigation) check, contested by the target’s passive Deception. On a success, you can learn whether one of its ability scores of your choice is greater than, less than, or equal to your same ability score.
Wisdom. You can take the Search action as a Bonus Action on each of your turns. Additionally, you gain a bonus to your Passive Perception equal to one third of your paragon level (rounded up).
Charisma. You can take the Influence action as a Bonus Action on each of your turns. Additionally, you have advantage on any ability check made as part of this action against creatures within a 10-foot emanation from you. Creatures within this emanation also have Disadvantage on ability checks or saving throws made to resist spells, features, or other effects you create which would impose the Charmed or Frightened conditions.
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 practice weapon drills and change one of those weapon choices.
Level 2: Fortification
You have a knack for staving off damage, whether it be from a toughened exterior or evoking mystical barriers to protect yourself. You gain a Damage Threshold equal to your Constitution modifier.
Level 2: Mighty Boons
Your supernatural gifts begin to manifest in powerful boons which allow you to perform extraordinary feats. You gain one mighty boon of your choice, such as Air Jump. Mighty Boons are described in the “Mighty Boon Options” section.
Prerequisites. If a mighty boon has a prerequisite, you must meet it to acquire that boon. For example, if a boon requires you to be a level 5+ paragon, you can select the boon once you reach paragon level 5.
Replacing and Gaining Mighty Boons. Whenever you gain a paragon level, you can replace one of your mighty boons with another one for which you qualify. You can’t replace a boon if it’s a prerequisite for another boon that you have.
Choosing an option more than once. Some Mighty Boon options can be chosen more than once, and are marked with a (+) next to their name. The effect of choosing each boon more than once is outlined in the options’ descriptions.
Magical abilities, not spells. Like a dragon’s breath weapon or a ghost’s ethereal form, a mighty boon may grant you access to powerful magical abilities which are considered to be a natural extension of yourself. If a chosen boon allows you to cast a spell, doing so does not require verbal, somatic, or material components and the effects are not treated as spells for the Detect Magic or Dispel Magic spells or similar effects. For any spells granted by a Mighty Boon, your spellcasting ability is treated as your chosen Amplified Ability.
When you gain certain paragon levels, you gain more mighty boons of your choice, as shown in the Mighty Boon column of the paragon Features table.
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 5: Explosive Strikes
Your supernatural abilities empower your attacks. Once per turn, when you roll the maximum value on a damage die for a weapon or unarmed strike, you can reroll that die and add the rolled value to the total. The maximum number of times you can reroll a damage die each time you use this feature is equal to your Proficiency Bonus.
For example, if you rolled a “4” on the damage die for an attack made using a Dagger, you could reroll it. If you scored another “4” on the reroll, you could roll it once again. At level 5, you could potentially reroll this die up to three times.
Level 6: Elevated Ability
The maximum of your chosen Amplified Ability score becomes 23. Additionally, you can add half your Proficiency Bonus (rounded down) to any ability check you make that uses your Amplified Ability, uses a skill proficiency you lack, and that doesn’t otherwise use your Proficiency Bonus.
Level 7: Evasion
When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.
You don’t benefit from this feature if you have the Incapacitated condition.
Level 10: WORK IN PROGRESS
Level 11: WORK IN PROGRESS
Level 14: Superior Ability
The maximum of your chosen Amplified Ability score becomes 25. Additionally, you can add half your Amplified Ability modifier (rounded down) to any saving throw you make which uses an ability other than your chosen Amplified Ability.
Level 15: WORK IN PROGRESS
Level 18: Against All Odds
Your potential power becomes limitless. Your Explosive Strike feature is modified in the following ways:
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Level 20: Ascendant Ability
Your chosen Amplified Ability score increases by 4, and its maximum becomes 29. Additionally, once per turn you can replace the ability score used for an ability check, attack roll, or saving throw you make with your Amplified Ability.
Mighty Boon Options
Air Jump
Prerequisite- None
When you make a high jump or long jump as part of your movement on your turn, you can double your jump distance. This additional distance moved does not count against your Speed. You can use this feature a number of times equal to your Amplified Ability score modifier, and you regain all expended uses following a Long Rest.
Afterimage
Prerequisite - Blurred Movement
You can cast Mirror Image without expending a spell slot. Once you do so, you cannot cast the spell this way again until you complete a Short or Long Rest. Additionally, whenever you take the Dash action, you are treated as having an illusory duplicate produced by this spell’s effect until the start of your next turn. If you take this action within the spell’s duration, this duplicate is in addition to those produced by the spell.
If your Speed is reduced, any illusory duplicates produced from this feature disappear and the spell effect ends early.
Arcane Conduit
Prerequisite - None
Your body is naturally able to focus magical energies. When you make a saving throw against a spell or other magical effect, you can choose to take a -5 penalty to the roll. If you do, each creature of your choice within 10 feet of you that is targeted by the same effect can make its saving throw with Advantage. After using this feature, if you succeed on your saving throw the next attack you make before the end of your next turn deals additional Force damage equal to twice your Amplified Ability modifier.
Blurred Movement (+)
Prerequisite: Level 3+ paragon
Your Speed increases by 5 feet while you are not wearing Heavy armor. You can Blur without expending a spell slot. Once you do so, you cannot cast the spell this way again until you complete a Long Rest.
This option can be chosen more than once. For each successive time this option is chosen, your Speed increases an additional 5 feet and you can cast Blur an additional time, regaining all expended uses following a Long Rest.
Bolster
Prerequisite - Level 7+ paragon
When you are dealt damage, you can take a Reaction to expand a Hit Die and add the value rolled to the Damage Threshold granted by your Fortification feature, potentially causing the effect to not deal damage.
Brace
Prerequisite - Level 5+ paragon
Whenever you take the Dodge action, until the start of your next the Damage Threshold granted by your Fortification feature is doubled, and you can add half your Constitution modifier (rounded down) to any Strength or Dexterity saving throw you make.
Catapult Arm
Prerequisite - Amplified Ability (Strength)
The long range of weapons you wield with the Thrown property increases to a number of feet equal to 10 times your Strength score, and the weapon’s normal range is half that value (rounded down).
Chain Attack
Prerequisite - Level 5+ paragon, Amplified Ability (Strength or Dexterity)
If you hit a creature with two or more melee attacks as part of an action on your turn, you may make a single Unarmed Strike against that target as part of the same action. A creature cannot be targeted by this additional attack more than once per turn.
Concussive Shove
Prerequisite - Amplified Ability (Strength)
The maximum distance you can push a creature with a Shove increases by 10 feet. Additionally, whenever you shove a creature Prone (or such a distance that it impacts a surface), it takes Bludgeoning damage equal to 2d6+your Strength modifier.
Elemental Evocation(+)
Prerequisite - None
You learn the Elementalism cantrip. Additionally, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. You learn one of the following cantrips, depending on damage type chosen for this option: Acid Splash, Ray of Frost,, Produce Flame, Shocking Grasp, or Thundercalp. At the DM’s discretion, you may learn a different cantrip of your choice, provided it deals the same damage type as that chosen for this option.
This option can be chosen more than once, each time choosing a different damage type and learning another associated cantrip.
Draining Strike
Prerequisite - None
Once per turn when you hit with a melee weapon attack, you can expend a Hit Die and deal additional damage equal to the value rolled. The damage type is the same as the weapon used to make the attack.
Enduring Evasion (+)
Prerequisite - Level 7+ paragon
Choose either Strength or Constitution. The effect of your Evasion feature affects saving throws made using chosen ability score in addition to Dexterity saving throws. This option can be chosen up to twice, selecting a different ability each time.
Flexible Form
Prerequisite: None
You have advantage on any ability check or saving throw made to end an effect which is causing you to be grappled or restrained. Additionally, you can squeeze through a space as narrow as 1 foot wide, provided you are not wearing armor.
Flight
Prerequisite: Level 5+ paragon
You gain a Fly Speed equal to your Speed and can hover.
Force Veil
Prerequisite: Amplified Ability (Intelligence, Wisdom, or Charisma)
You can cast Mage Armor without expending a spell slot, targeting yourself.
You can also cast Shield once without expending a spell slot using this trait. Once you do so, you cannot cast this spell using this feature again until you finish a Short or Long Rest.
Greater Arcane Conduit
Prerequisite - Level 5+ Paragon, Arcane Conduit
You have advantage on saving throws against the effects of cantrips and spells whose level is less than your Amplified Ability modifier. Additionally, when you succeed on a saving throw against a spell effect, you can use a Reaction to deal 1d10+your Amplified Ability modifier Force damage to the caster if they are within 30 feet of you.
Heavy Draw
Prerequisite: Amplified Ability (Strength)
The Long Range of long bows and short bows that you wield increases by a number of feet equal to 5 times your Strength score. Additionally, whenever you hit with an attack made using such a weapon within its Normal Range, you deal additional damage of the weapon’s type equal to your Strength modifier.
Heightened Hearing
Prerequisite - Amplified Ability (Wisdom)
Whenever you make a Wisdom (Perception) or Wisdom (Insight) check that relies on hearing, you can treat a d20 roll of 9 or lower as a 10. Additionally, you gain Blindsight out to a number of feet equal to your Wisdom score. You cannot benefit from this Blindsight while you have the Deafened condition.
Laser Vision
Prerequisite - None
You are able to produce powerful beams of energy from your eyes. You learn the Eldritch Blast cantrip. You can also cast Color Spray without expending a spell slot. Once you do so, you cannot cast this spell using this feature again until you finish a Short or Long Rest. You cannot cast either spell granted by this feature if you have the Blinded condition.
Magic Absorption
Prerequisite - Level 9+ paragon, Arcane Conduit
As a Magic action, you can touch one creature or object and attempt to end a spell affecting it. Make an ability check using your Amplified Ability. The DC is equal to 13+the spell’s level. On a successful check, the spell ends. If your check’s total exceeds the DC by 5 or more, you can regain a use of one of your Mighty Boons that normally is restored following a Short Rest or a Long Rest. If you fail the check by 5 or more, you take 1d4 Force damage for each level of the spell.
Meteor Impact
Prerequisite - Level 5+ paragon
Whenever you make a High Jump or Standing Long Jump, each creature of your choice within 5 feet of where you land must make a Dexterity saving throw. On a failed save, the creature takes Thunder damage equal to your Amplified Ability modifier.
Additionally, if you would take fall damage as a result of this movement (such as from jumping off of a steep ledge) you can take a Reaction to halve the damage dealt to you (rounded down). If you do, each creature which fails its saving throw against this feature takes an equivalent amount of additional Thunder damage.
Minor Psionics
Prerequisites: Amplified Ability (Intelligence)
You learn the Mage Hand cantrip. The maximum weight (in pounds) that the hand can carry is equal to 20 times your Intelligence Score. You also learn the Message cantrip. Each time you cast it, you can send the same message to a number of creatures within range equal to your Intelligence modifier. Each creature targeted can respond separately, and you can hear all responses.
Natural Expertise (+)
Prerequisite - None
You gain Expertise in one of your skill proficiencies of your choice which uses your Amplified Ability score. This option can be chosen more than once, up to a maximum number of times equal to your Proficiency Bonus.
Optimized Observation
Prerequisite - Amplified Ability (Wisdom)
You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
Overwhelming Mastery (+)
Prerequisite - Amplified Ability (Strength or Charisma)
You gain the ability to use the mastery properties of one additional Simple or Martial weapon of your choice as part of your Weapon Mastery trait. Additionally, choose one of the following weapon mastery properties: Cleave, Push, or Topple. While you wield a weapon chosen as part of your Weapon Mastery trait, you can use a mastery property chosen for this trait in place of the weapon’s normal mastery property.
This option can be chosen more than once. Each time you gain one additional weapon mastery and can choose one additional mastery property listed above.
Predictive Dodge
Prerequisite - Amplified Ability (Intelligence or Wisdom)
You can use your Amplified Ability modifier in place of Dexterity for calculating your unarmored AC and that granted by donning Light or Medium armor.
Primal Strikes
Prerequisite - Level 5+ paragon, Elemental Evocation
You can replace the damage type for the additional damage dealt by your Explosive Strike feature with one of your chosen damage types for your Elemental Evocation boon. This additional damage ignores a creature’s Resistance to that damage type, and a creature which takes this damage suffers an additional effect, depending on the damage type, as outlined below:
Acid. The target cannot regain hit points until the start of your next turn
Cold. the target has its movement speed reduced to 0 until the start of your next turn. A creature which is flying safely lands on the ground before having its movement speed reduced.
Fire. The target begins Burning.
Lightning. Up to two other creatures of your choice within 10 feet of the target take Lightning damage equal to your Amplified Ability modifier.
Thunder. The target and each creature within 5 feet it gains the Deafened condition until the start of your next turn. Any affected creature concentrating on a spell or similar effect must immediately make another DC 12 Constitution saving throw, losing concentration following a failed save.
Resonant Weapon
Prerequisite: Amplified Ability (Intelligence, Wisdom, or Charisma)
You learn the Shillelagh cantrip. As part of a Long Rest, you can gradually imbue a weapon in your possession with magical energy, allowing it to resonate with you. Until you use this feature again, you can use the mastery property of the chosen weapon and it can be targeted by your casting of Shilllelagh, regardless of its type.
Shapeshifter
Prerequisite: Level 5+ paragon, Amplified Ability (Charisma)
You can cast Alter Self without expending a spell slot.
Shockwave
Prerequisite: None
You learn the Thunderclap cantrip. You can also cast Thunderwave without expending a spell slot. Once you do so, you cannot cast this spell using this feature again until you finish a Short or Long Rest. You cannot cast either spell granted by this feature if you have the Grappled, Paralyzed, or Restrained conditions.
Superior Stamina
Prerequisite: None
Whenever you would gain a level of exhaustion, make a Constitution saving throw. The DC for this saving throw is 10. On a successful save, you do not gain the level of exhaustion. The DC increases by 2 for each successive time you use this feature and resets to 10 whenever you complete a Long Rest.
Undercutting Mastery (+)
Prerequisite - Amplified Ability (Dexterity, Intelligence, or Wisdom)
You gain the ability to use the mastery properties of one additional Simple or Martial weapon of your choice as part of your Weapon Mastery trait. Additionally, choose one of the following weapon mastery properties: Sap, Slow, or Vex. While you wield a weapon chosen as part of your Weapon Mastery trait, you can use a mastery property chosen for this trait in place of the weapon’s normal mastery property.
This option can be chosen more than once. Each time you gain one additional weapon mastery and can choose one additional mastery property listed above.
Vanishing Vault
Prerequisite - None
As a Bonus Action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your Amplified Ability modifier, and you regain all expended uses when you finish a long rest.
Subclasses
Paragon Subclass: The Juggernaut
Level 3: Enhanced Build
You can add your Amplified Ability modifier to any ability checks and saving throws you make against spells or other effects which would impose the Grappled, Paralysed, Prone, or Restrained conditions on you.
Level 3: Juggernaut’s Charge
When you take the Dash action, if you move at least 10 feet in a straight line you ignore penalties to your Speed from Difficult Terrain and can move through the space of other creatures. Any such creature whose space you move through must succeed a Constitution saving throw or become prone. The DC for this saving throw is 8+your Proficiency Bonus+your Amplified Ability modifier.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn
Level 9: Wrecking Ball
You are adept at laying waste to defensive structures, granting the following traits:
Siege Master. Attacks you make using a melee weapon or unarmed strike deal double damage against objects, structures, and creatures with the Construct type.
Seismic Strikes. When you hit a creature with an attack made using a melee weapon or unarmed strike, you can use this trait to deal an additional 2d4 Thunder damage. These damage dice can be rerolled as part of your Explosive Strike feature. You can use this trait a number of times equal to your Amplified Ability modifier, and regain all expended uses following a Long Rest.
Level 13: Unwavering Inertia
If you move at least 15 feet on a turn without interruption, you are treated as if affected by the Freedom of Movement spell until the start of your following turn.
Level 17: Felling Charge
When you use your Juggernaut’s Charge trait, if you enter the same space as an object or structure whose remaining hit points are less than twice your Amplified Ability score, you destroy the object as you move into its space. For especially large structures, such as a castle wall, at the DMs discretion this trait may allow you to destroy a section of the structure.
Paragon Subclass: The Protector
Level 3: Enhanced Fortification
Whether through naturally hardened skin or fields of force you are able to conjure, you are far more sturdy than other creatures. You gain a bonus to the Damage Threshold granted by your Fortification feature by an amount equal to half your Amplified Ability modifier (rounded up).
Level 3: Fighting Style
You gain one of the following Fighting Style feats: Interception or Protection.
Level 3: Heroic Deeds
Whenever you complete a Short or Long Rest, you gain one point of Heroic Inspiration. Additionally, you can now expend a use of your Heroic Inspiration as a Reaction to move up to half your Speed and take one of the following actions:
Heroic Assist. A creature within 5 feet of you may reroll a d20 used for an ability check made this turn.
Heroic Interpose. You become the target of an attack which originally hit a creature within 5 feet of you this turn. If the attack hits you, roll a d20. On a roll of 19 or 20, you are treated as Resistant to the attack’s damage. On a roll of 1 or 2, you are treated as Vulnerable to the attack’s damage.
Heroic Rescue. A creature within 5 feet of you may reroll a d20 used for a saving throw made this turn.
Level 5: Extra Reaction
You can use one additional Reaction every round, but the additional use must be to use your Interception fighting style, your Protection fighting style, or your Heroic Deeds feature.
Level 9: Heightened Heroism
Whenever a d20 is rerolled when you have expended a point of Heroic Inspiration, it can be rerolled up to twice, choosing either value rolled. Any time such a roll would result in a “20,” you immediately regain the expended point.
Level 13: Bulwark Fortification
The bonus to your Damage Threshold granted by your Enhanced Fortification feature increased to be equal to your full Amplified Ability modifier. Additionally, each creature within 10 feet of you is treated as having a Damage Threshold equal to half your Amplified Ability modifier (rounded up). If such a creature already has a Damage Threshold, it instead increases by the same amount.
Level 17: WORK IN PROGRESS
Paragon Subclass: The Speedster
Level 3: Enhanced Movement
You are quick on your feet. You gain the Blurred Movement Mighty Boon option, which does not count against the number of Mighty Boons you have. Each time you gain the Blurred Movement boon, your speed increases by 10 feet instead of 5 feet, and any uses of the Blur spell recharge after you complete a Short or Long Rest.
Level 3: Rapid Maneuvers
You can carefully control quickened movement of your entire body, allowing you to use your Speed to perform certain tasks. At the start of each of your turns, you can reduce your Speed to perform one of the maneuvers listed below during your turn. The amount your Speed is reduced by depends on the chosen maneuver. Your Speed cannot be reduced below 0, and the reduction lasts until the start of your following turn.
Helping Hand (Cost: 10ft). As a Bonus Action, you can use the Help action
Read the Room (Cost: 5ft). As a Bonus Action, you can use the Search or Study action.
Reposition (Cost: 5 ft). As a Bonus Action, you can use the Dash or Disengage action.
Use an Object(Cost: 10/20ft). As a Bonus Action, you can use the Utilize action. If you reduce your speed by 20ft, you can instead take the Magic action as a Bonus Action to use a magic item.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 9: Multitasking
When you use your Rapid Maneuvers feature, you can perform up to two maneuvers as part of the same Bonus Action, reducing your Speed for each as normal. You can choose the same maneuver twice using this feature, but must choose a different associated action to take each time.
Level 13: Rapid Fire Attacks
You are able to release a rapid flurry of attacks on your opponents, granting the following traits.
Two Extra Attacks. You can attack three times instead of once whenever you take the Attack action on your turn.
Whirlwind Attack. You can use an Action on your turn to make an attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. To do so, the attacks must either be made using an Unarmed Strike or while wielding a melee weapon with the Light property.
Level 17: Time in a Bottle
Your speed has been amplified to such that you can feel the fundamental flow of time throughout the planes. You can cast Time Stop without expending a spell slot. When you do so, the number of rounds the spell is active for is equal to your Amplified Ability modifier. Once you have cast a spell this way, you cannot cast that spell again using this feature until you finish a Long Rest. Like your Might Boons, casting this spell does not require verbal, somatic, or material components and the effects are not treated as spells for the Detect Magic or Dispel Magic spells or similar effects. This spell ends early if your Speed is reduced to 0.
Paragon Subclass: The Vessel
The extraplanar energies within you connect you to an otherworldly entity. This could be due to some rift between planes allowing energy to pour from its domain into you, or perhaps you are bound to some creature who swears fealty to this entity.
Level 3: Pact Magic
You augment your combat techniques with the ability to cast spells.
Cantrips. You learn two cantrips of your choice from the Warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
Spell Slots. The Vessel Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a Short or Long rest.
For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.
Prepared Spells of Level 1+. You prepare two 1st-level spells of your choice from the Warlock spell list.
The Prepared Spells column of the Vessel Spellcasting table shows when you learn more Warlock spells of your choice of Level 1+. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new Warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the Warlock spells you know and replace it with another spell from the Warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability. Your chosen Amplified Ability is your spellcasting ability for your Warlock spells, so you use your Amplified Ability whenever a spell refers to your spellcasting ability. In addition, you use your Amplified Ability modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Amplified Ability modifier
Spell attack modifier = your proficiency bonus + your Amplified Ability modifier
Vessel Spellcasting
Paragon Level
Cantrips Known
Prepared Spells
Spell Slots
Slot Level
3
2
2
1
1
4
2
2
1
1
5
2
3
1
1
6
2
3
2
1
7
2
4
2
2
8
2
4
2
2
9
2
5
2
2
10
3
5
2
2
11
3
6
2
2
12
3
6
2
2
13
3
7
2
3
14
3
7
2
3
15
3
8
2
3
16
3
8
2
3
17
3
9
2
3
18
3
9
2
3
19
3
10
2
4
20
3
11
2
4
Level 3: Patron from Beyond
Choose a Patron associated with one of the subclass options available to the Warlock class. You gain the following traits.
Patron’s Gift. You gain one Eldritch Invocation from the Warlock class. Each time you gain a level in paragon, you can replace this Eldritch Invocation with another. If the chosen option has a listed level prerequisite, you can use one third of your paragon level (rounded up) for determining if you meet the prerequisite.
Patron’s Spells. Look at the table of spells granted by your chosen Patron’s subclass for the Warlock class at Level 3. Both of the listed Level 1 spell options are always prepared for you. When you reach paragon levels 7, 13, and 19, you may choose one spell from the table for which you have the necessary Slot Level, which is thereafter always prepared for you. At these levels, you may also replace one spell prepared this way with another from the table.
Level 5: Explosive Cantrips
The damage die for cantrips that you cast can be rerolled using your Explosive Strikes feature in the same way as for a weapon attack or Unarmed strike.
Level 5: Otherworldly Might
The extraplanar energies which suffuse your body augment your natural abilities, granting the following traits.
Amplified Might. You can use your Amplified Ability score (or its modifier when applicable) in place of Strength for determining your carrying capacity, the distance you can jump, and the amount of weight you can push, drag or lift. If your chosen Amplified Ability is Strength, then the associated values listed above are doubled for you.
Eldritch Augmentation. Spells you cast which have a range of Self are treated like a Mighty Boon in that casting the spell does not require verbal, somatic, or material components and the effects are not treated as spells for the Detect Magic or Dispel Magic spells or similar effects. Spells which have a costly material component are not affected by this feature.
Level 9: Rejuvenation
While you are Bloodied, you regain a number of Hit Points equal to your Amplified Ability modifier at the start of each of your turns. You do not regain Hit Points this way if you have the Incapacitated condition or have taken damage since the end of your last turn. Additionally, when you expend Hit Dice to regain Hit Points as part of a Short Rest, you regain an additional number of Hit Points equal to your paragon level.
Level 13: WORK IN PROGRESS
Level 17: Explosive Spell
The damage die for a Level 1+ spell you cast can be rerolled using your Explosive Strikes feature in the same way as for a weapon attack or Unarmed Strike. Once you use this feature, you cannot use it again until you complete a Long Rest.
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