Paragon
Paragon
Paragon
Damage Resistances cold, fire, lightning, poison Your mouth can't pronounce certain words of
2
Senses truesight 120 ft., passive Perception 13 Abyssal or Infernal, and it infuriates you.
Languages your languages, telepathy 120 ft. 'Demon lords' this, 'devil princes' that. You'll
3
become greater than any of them.
Fiendish Tempest. Your weapon attacks are magical,
and you can attack three times, instead of twice, 4 You don't make deals without a contract.
when you take the attack action on your turn. You admire fiends for their power, not their evil.
5
You're determined to hold onto your morality.
Actions You believe you're damned already; you might as
Wave of Terror (1/day). Each creature of your choice 6
well get something out of it.
within 30 feet of you that can see you must succeed
on a DC 20 Wisdom saving throw or be frightened
of you for 1 minute. At the end of each of its turns,
a frightened creature can repeat the saving throw,
ending the effect on itself on a success.
STR DEX CON INT WIS CHA Saving Throws Wis +4, Cha +3
Senses passive Perception 12
15 (+2) 10 (+0) 12 (+1) 10 (+0) 12 (+1) 14 (+2) Languages Common, one of your choice
Saving Throws Str +4, Con +3 Magic Ward. While wearing light or no armour, the
Senses passive Perception 11 aspirant's AC includes its Intelligence modifier.
Languages Common, one of your choice
Actions
Martial Talent. The aspirant has proficiency with Magic Dart. Ranged spell attack: +4 to hit, range 60
medium armour. ft., one target. Hit: 1d8+2 force damage. This attack
uses your aspirant's Intelligence modifier.
Actions
Barrier (Inspired Action). The aspirant and each allied
Bullrush (Inspired Action). The aspirant moves up to
creature within 5 feet of it gain temporary hit points
its speed towards a creature it can see and makes a
equal to 1d8 + the aspirant's Intelligence modifier.
melee weapon attack against it. On a hit, the target
These temporary hit points last for 1 minute.
is pushed 10 feet away from the aspirant.
12
When you take the Attack action and make a melee weapon You can use your Dexterity score, instead of Strength, to
attack with a light weapon that you're holding in one hand, determine your jump distance for both long jumps and high
you can use a bonus action to make a ranged weapon attack jumps. In addition, you always have a running start when
with a light weapon that you're holding in the other hand. jumping, and you take half as much damage from falling.
Prerequisite: Virtue of Passion If you fall at least 10 feet towards a creature, you can use
You can use your action to sense the emotional state of one your reaction and expend 1 nerve point to make a melee
creature you can see within 30 feet of you. Alternatively, you weapon attack against it. On a hit, you take no damage from
can force that creature to make a Charisma saving throw. On the fall, and the creature must succeed on a Strength saving
a failed save, the creature feels your emotional state, if it can throw or be knocked prone.
feel emotion. The creature knows that the emotions aren't its
own, but feels them as if they were. You learn two languages of your choice. In addition, you can
communicate simple ideas with any creature that can see and
Prerequisite: Virtue of Ascension hear you. The creature doesn't need to share a language with
you, but it must be able to understand at least one language.
You have advantage on Intelligence checks you make to recall
information about creatures of the type you chose at 3rd level.
You also have advantage on Charisma checks you make when You gain proficiency with any three tools of your choice, and
you're interacting with those creatures. you can add half your proficiency bonus, rounded down, to
any ability check you make using a tool that doesn't already
include your proficiency bonus.
You develop a facade, an alternate persona. You decide your
facade's name, appearance, and personality, but it should be
distinctive, and have some signature feature (such as a mask). You can use Quickstep to move immediately after you make
You can adopt or discard your facade as an action. Other an opportunity attack or use your Swift Riposte, even if it isn't
creatures have disadvantage on ability checks to identify you your turn. You still can't use Quickstep if your speed is 0.
and your facade as the same person. In addition, you also
gain proficiency with the disguise kit.
While you can see the night sky, you have advantage on
Wisdom (Survival) checks you make to navigate, and you
Prerequisite: Virtue of Inspiration, Mystical Aspirant always know which way is north. You also gain proficiency
Your aspirant learns one 1st-level spell of your choice from with navigator's tools, and can add double your proficiency
any spell list, which must have a casting time of 1 action. Your bonus to checks you make with them.
aspirant can cast that spell once at its lowest level, using your
Charisma as its spellcasting ability. It can't do so again until it When you use your Quickstep, you can create an opening for
finishes a long rest. another instead of moving. If you do so, one creature of your
choice within 5 feet of the creature you hit can immediately
When you select this flair, choose one of your skill or tool move up to 5 feet without provoking opportunity attacks (no
proficiencies. Your proficiency bonus is doubled for any action required), provided its speed isn't 0.
ability check you make that uses that proficiency. Beginning at 9th level, the creature can move up to 10 feet
You can select this flair multiple times, choosing another when you use this feature, and beginning at 15th level, it can
skill or tool proficiency each time you do. move up to 15 feet when you use this feature.
Prerequisite: Virtue of Passion
When you reduce a creature to 0 hit points and it would die,
you can instead choose to reduce it and any of its nonmagical
Each flair is an expression of a paragon's signature possessions of your choice to a small pile of ashes.
style. At your option, certain flairs might affect your Whenever you reduce a hostile creature to ash using this
character from a roleplaying perspective. A paragon feature, you can regain a number of hit points equal to 2d4 +
with the Caped Crusader flair might always dress in your Charisma modifier. You can't do so again until you finish
a long, elegant cape, and a paragon with the Grand
Performance flair might be prone to telling lengthy
a short or long rest or until you roll for initiative.
tales of their adventures and exploits.