Base Class: Fighter
"As the mercenary entered the tavern a quiet ran across everyone's face. A low beat could be heard as the hearts of the patrons ran in sync, waiting for them to speak. They were intimidating, charming, and everyone in the room knew of their capabilities. As words finally exited the warrior's lips, they told romantic tales of their travels, their battles, and all the encounters in between." - Renovar, Bard of the Grey Gate
The warriors described as Paragons have been some of the most influential individuals the bards have ever sung of. These errant knights, sell-swords, and warlords are charming, cunning, and mighty. They spread tales of their exploits, their adventures, and their abilities. Many Paragons could not be seen without a bard at their side, finding that someone would need to put such tales into song. And the songs sing true, these adventurers have a panache near unseen by many, and as others learn of their tales, alliances form. As many of these warriors grew older, it was found that through the use of their charm and esoteric bodily motions, they had unlocked an ancient magic within themselves. The sheer force of will of a Paragon has seen many a battle, and even some of the lesser fighters who use their charm in this way might someday find themselves transcribed as living legends into Renovar's Poems
Silver-Tongued
Beginning when you choose this subclass at 3rd level, your mastery of battle and panache have allowed you to manipulate and maneuver your opponents like no other. On your turn, you may take a bonus action to Taunt a creature, make a Charisma(intimidation) or Charisma(Persuasion) check against the wisdom(insight) check of a creature that can hear you. If the creature fails the check they are under the effects of the Bane spell until the end of your next turn. You may use your Taunt a number of times equal to double your proficiency bonus per long rest and regain 1 expended Taunt each time you roll a 20 on a d20 test.
Additionally, if you make a melee attack against a creature on your turn, that creature can't make opportunity attacks against you for the rest of your turn.
Resolute Presence
As a Paragon, your mere physical presence reinforces your word. Your charm is enhanced by your will. You may add your Constitution Modifier to all Charisma ability checks.
Revered Warrior
At 7th level, through the tales of your exploits, you have made quite a name for yourself. As you grow in renown the myths become fact, proving yourself as a powerful opponent against near any foe that may dare face you. You now deal an additional 1d6 Psychic damage on all attacks made against the target of your Taunt.
Supernatural Will
At 10th level, your willpower is a magical force in and of itself, reinforcing your mind and exalting the weight of your word. You now have advantage on saving throws against the Charmed condition, as well as all Enchantment Spells. In addition to this, when making a charisma ability check, you can treat a d20 roll of 9 or lower as a 10.
Fate Wielder
At 15th level, Your name now truly evokes the spirit of a Paragon, and your existance itself evokes powerful magic which can turn the tides of fate. As an action, you may yell a Battle-Cry, inspiring your allies to fight with the same fervor as you. For the duration all allies within 120 ft. are under the effects of the Bless spell, the Battle-Cry's effect last for a minute or until you are incapacitated. You may use this feature once per long rest, or you may expend 4 uses of your Second Wind to do so again.
In addition to this, you no longer Bane the target of your Taunt, rather, they are now Frightened of you until the end of your next turn.
Legendary
At 18th level, you have truly become a Paragon, a living legend. The mastery of your physical and mystical being rivals that of the most legendary of monsters and beings alike. At the end of another creature's turn, you may emulate a Legendary Action and expend one of your uses of action surge to take an action and bonus action.
Additionally, when you expend a use of Indomitable to gain a bonus to a saving throw, you instead automatically succeed the save.







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