Base Class: Cleric
Restriction: Adept (Water) Background only
The Paragon draws upon the power of elemental water, and as such, only those with a natural affinity for water magic have the aptitude to excel as a Paragon.
A Paragon is the foremost healer among Adepts, drawing on the soothing and restorative power of water. While they would prefer healing to fighting, their magical ice attacks are formidable, and should not be underestimated.
Domain Spells
1st-level Paragon feature
You gain domain spells at the cleric levels listed in the Paragon Spells table. See the Divine Domain class feature for how domain spells work.
| CLERIC LEVEL | SPELLS |
|---|---|
|
1st |
|
|
3rd |
Freezing Smite, Misty Step |
|
5th |
|
|
7th |
|
|
9th |
Disciple of Mercury
At 1st level, you learn one additional cleric cantrip of your choice. You also gain proficiency in the Arcana skill.
Channel Divinity: Healing Rain
Starting at 2nd level, you can use your Channel Divinity to heal with soothing rainfall.
As an action, you call a gentle rain that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
Reinvigorating Mist
Beginning at 6th level, the healing spells you cast on others are accompanied by a soothing mist that affects nearby allies. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you may have a different creature within 10 feet of the target regain hit points equal to 2 + the spell’s level.
Chilling Strike
8th-level Paragon feature
You gain the ability to infuse your weapon strikes with chilling cold. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Potent Healer
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
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