Paragon (5e Class)

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Paragon[edit]

Fluff Text 1[edit]

Fluff Text 2[edit]

Create Your Paragon[edit]

Quick Build

Class Features

As a Paragon you gain the following class features.

Hit Points

Hit Dice: 1d8 per Paragon level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Paragon level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Depends of your Paragon Heritage.
Skills: Choose any two

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Paragon

Level Proficiency
Bonus
Features Exalted Aspects
1st +2 Race Exemplar, Paragon Heritage -
2nd +2 Exalted Aspects 2
3rd +2 Bloodline Strength, Paragon Heritage Feature 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack 3
6th +3 Instinctive Insight 3
7th +3 Virtuoso 3
8th +3 Ability Score Improvement 3
9th +4 Paragon Heritage Feature 3
10th +4 Exalted Aspects Improvement, Inspiring Exemplar 4
11th +4 Masterful Ability 4
12th +4 Ability Score Improvement 4
13th +5 Paragon Heritage Feature 4
14th +5 Exalted Aspects Improvement 5
15th +5 Indomitable Resistance 5
16th +5 Ability Score Improvement 5
17th +6 Paragon Heritage Feature 5
18th +6 Exalted Aspects Improvement 6
19th +6 Ability Score Improvement 6
20th +6 Exemplar 6

Racial Paradigm[edit]

Starting at 1st level, you are seen as a perfect specimen of your race. Your people look at you as a living legend, treating you with deference and respect– and sometimes envy- due to your seemingly supernatural presence. You have advantage on Charisma checks made against members of your own race.

In addition, you have advantage on all Intelligence checks made to recall information, histories or legends about your own race.

Paragon Heritage[edit]

At 1st level, you choose one heritage. You gain features at 1st level, and again at 3rd, 5th, 9th, 13th and 17th levels.

Exalted Aspects[edit]

At 2nd level, you gain start to show the greatness of the race you represent through specific aspects. These aspects are manifestations of the collective aspirations and ideas of what means to be a true member of that particular race.

Dormant Aspects

You know a number of aspects equal to half your level in this class (rounded down). Regardless of the number of aspects you have, you can only have a specific number of manifested aspects.

Manifesting Aspects

You can manifest two minor aspects from the exalted aspects list. You gain more aspects as you gain levels in this class, as shown in the aspects table. You can change the manifested aspects during a long rest.

Major Aspects

You can have one major aspect at 2nd level, gaining one more at 10th level, 14th level and 18th levels.

Bloodline Strength[edit]

At 3rd level, you can give yourself advantage in all checks and saving throws made with one of the ability scores improved by your racial bonus. This bonus lasts for 10 minutes, and you can't do it again until you finish a short or a long rest.

Ability Score Improvement[edit]

When you reach 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Instinctive Insight[edit]

Starting at 6th level, your add half your proficiency bonus to any checks made using an ability score in which you had an racial bonus, if you don't already add your proficiency bonus in checks with it.

Virtuoso[edit]

Starting at 7th level, you gain more control over the power of your heritage. As an action, you can change one of your manifested aspects.

In addition, you can choose a member of the same race as yours, or a member from a hybrid race (like a half-elf if you are an elf), to share one of your exalted aspects. The target must be within 30 feet of you, and the aspect keeps manifested on the target until your next rest.

You can use this feature a number of times equal to your Charisma modifier, being unable to do it again until you finish a long rest.

Inspiring Paradigm[edit]

At 10th level, seeing you can be comforting for your peers. The attitude of any member of your race always shift one step towards your direction until you take any aggressive action towards it (a hostile creature becomes indifferent; an indifferent becomes friendly).

Masterful Ability[edit]

Starting at 11th level, your racial traits have been developed to perfection. Choose two ability scores in which you have gained a racial bonus. Whenever you make an ability check using the chosen ability scores, you can add your proficiency bonus. This bonus is cumulative with the one given by your Instinctive Insight feature.

In addition, you can treat any d20 roll of 9 or lower as a 10 for these ability checks.

Indomitable Resistance[edit]

At 15th level, whenever you make a saving throw that allow you to half the damage on a failed save using the saving throw you are proficient with, you take no damage on a success and only half damage on a failed save.

Exemplar[edit]

At 20th level, you become the quintessencial member of your race. Choose two of your racial scores in which you gain racial bonus. Both scores increase by 4. Your maximum for those scores is now 24.

Heritages[edit]

Draconic[edit]

Saving Throws

Starting at 1st level, you gain proficiency in the Constitution and Charisma saving throw.

Treasure Hoarder

Starting at 1st level, you have a natural talent to detect the most valuable pieces of treasure you find. You can determine the value of any gem, art piece or magical item after analyzing it for 1 minute. In addition, you can cast the spell identify as a ritual.

Draconic Transformation

Starting at 1st level, your body start to become more and more draconic. You gain the following benefits:

  • Your scales thicken. While not wearing armor, your AC equals 13 + your Constitution modifier.
  • You gain the following natural weapons:
Maws. You can make a bite attack with your maws against a target within 5 feet, dealing 1d8 + your Strength modifier slashing damage. The damage increases to 1d10 at 9th level and to 1d12 at 17th level.
Tail. You can strike with your tail, dealing 1d6 + your Strength modifier damage, and with a reach of 10 feet. The damage increases to 1d8 at 9th level and to 1d10 at 17th level.
Claws. You can make a melee weapon attack with your claws, dealing 1d4 + your Strength modifier damage. When you take the Attack action and make an attack with your claw, you can use your bonus action to perform one additional claw attack. The damage increases to 1d6 at 9th level.
Draconic Growth

At 3rd level, you are considered to be one size larger for the purposes of determining your carrying capacity and the weight you can push, drag or lift.

Dragon's Breath

Starting at 3rd level, choose between one of the following breath shapes: a 5 by 30-foot line or a 15-foot cone. As an action, you can exhale the powerful breath attack. Each creature within the area must make a saving throw against a DC equal 8 + your proficiency bonus + your Constitution modifier, taking 2d6 damage on a failed save, or half as much on a successful one. The damage type is the same from the one related to your dragonborn type. This damage increases to 3d6 at 3rd level, 4d6 at 7th level, 5d6 at 13th level and 6d6 at 17th level.

In addition, whenever you use your breath attack given from your racial trait, you can choose to spend one use of this feature and add the damage to your breath attack damage.

You can use this feature twice, regaining the ability to do so when you finish a short rest or a long rest.

Multiattack

Starting at 5th level, you have honed your instincts while using your natural weapons. While you are not wielding weapons or a shield, you can use your action on your turn, to make one attack with your maw and either two attacks with your claws.

Wings

You gain gliding wings. At 5th level, as a reaction to falling, while you are not prone, or after a high jump, you can spread your wings and glide, slowing your rate of descent to 20 feet in each round. While descending in that manner, you can move 40 feet to any horizontal direction.

Starting at 13th level, your wings become strong enough to carry your body during flight. You can fly with this wings at a speed equal to your movement speed.

Frightful Presence

At 9th level, you gain the ability of your ancestors, to instill fear with your presence. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

You can replace your attack with your maws while multiattacking by your frightful presence.

Blindsense

Starting at 13th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Buffeting Wings

At 13th level, you can use your action to beat your wings to push away your enemies. Each creature within 10 feet of the dragon must succeed on a DC equal to your Dragon's Breath DC or take 2d6 + your Strength modifier bludgeoning damage and be knocked prone. You can then use your bonus action to fly up to half your flying speed.

Legendary Dragon

When you reach the 17th level, you fully embody the greatness of your draconic ancestors. In each of your turns, you can use your bonus action to perform one of the following actions:

In addition, when you finish a long rest, you gain one use of the Legendary Resistance trait, allowing you to, when failing a saving throw, to choose to succeed instead.

Dwarven[edit]

Saving Throws

Starting at 1st level, you gain proficiency in saving throws depending on your sub-race, as follows:

Hill Dwarf. Strength and Constitution

Mountain Dwarf. Charisma and Constitution

Dwarvencraft

Starting at 3rd level, you learn how to craft marvelous creations of stone and metal, and enchant them with dwarven magic. You can choose up to two items to enchant, over the course of a long rest. Any creature can use the items created by this feature, but only dwarfs are able to attune to them. As you gain levels in this class, you can create additional dwarvencraft items: a additional 1 at 5th, 9th, 13th and 17th levels.

Some items have a level prerequisite, which means that you must be of that level to create the dwarvencraft. You must also have smith's tools at hand and the item to be enchanted (in the case of armors, shields and weapons).

3rd level. Sending Stone, +1 Weapon (axes and hammers only), Adamantine Weapon

5th level. Stone of Good Luck, Adamantine Armor

9th level. Stone of Controlling Earth Elementals, +2 Weapon (axe and hammers only), +1 Armor, +1 Shield

13th level. Belt of Dwarvenkind, 3 Weapon (axe and hammers only), +2 Armor, +2 Shield

17th level. Dwarven Thrower, Dwarven Plate, Giantslayer, +3 Armor, +3 Shield

Dwarven Warrior

At 5th level, whenever you use a weapon enchanted by your Dwarvencraft feature, you can attack twice, instead of once, when you take the Attack action on your turn.

Magical Resistance

Dwarfs are notoriously resistant to magic. Starting at 9th level, you have resistance to the damage caused by spells and advantage on saving throws made to resist the effects of spells and magical effects.

Elvish[edit]

Saving Throws

Starting at 1st level, you gain proficiency in saving throws depending on your sub-race, as follows:

Dark Elf. Charisma and Dexterity

High Elf. Intelligence and Dexterity

Wooden Elf. Wisdom and Strength

Spellcasting

You have a natural talent for magic, being able to draw from your racial lineage of great spellcasters to generate powerful magical effects.

Spellcasting Ability
Each elf have a specific type of spellcasting ability, depending on its subrace. High elfs spellcasting ability is Intelligence; dark elfs spellcasting ability is Charisma; and wooden elfs spellcasting ability is Wisdom.
Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice. The spell list depend on your subrace: sorcerer spell list for high elfs; warlock spell list for dark elfs; and druid spell list for wooden elfs. At higher levels, you learn additional elf cantrips of your choice, as shown in the Cantrips Known column of the Elf table.
When you gain a level in this class, you can replace one of the elf cantrips you know with another cantrip from the elf spell list.
Preparing and Casting Spells
The Elf table shows how many spell slots you have to cast your elf spells. To cast one of your elf spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of elf spells that are available for you to cast, choosing from the elf spell list. When you do so, choose a number of elf spells equal to your Spellcasting modifier + half your elf level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level elf, you have four 1st-level and two 2nd-level spell slots. With an Spellcasting ability of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of elf spells requires time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Spell save DC = 8 + your proficiency bonus + your Spellcasting modifier
Spell attack modifier = your proficiency bonus + your Spellcasting modifier
Ritual Casting
You can cast an elf spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Bonus Proficiencies

At 3rd level, you gain proficiencies depending on your subrace:

Dark Elf. Stealth

High Elf. Arcana

Wooden Elf. Survival

If you already have this proficiency, you gain proficiency with one other type of skill of your choice.

Magical Skirmisher

When you reach the 3rd level, you can use your bonus action to imbue your weapons with a spell you know of 1st-level or higher, expending a spell slot and spell components as though you cast the spell normally.

You can only imbue spells with a duration of instantaneous. You also can imbue the weapon with pure arcane energy, expending no spell slot, but allowing your attacks with this weapon to deal an additional 1d6 damage on a hit. Choose this damage from the following: acid, cold, fire, lighting or thunder. If you do not hit or make an attack on this turn, the weapon remains imbued, so long as you maintain concentration on it.

When making an attack with a imbued weapon, treat it as a normal attack. On a hit, the spell is released, centered on the target. If the spell requires an attack roll, the spell automatically hits. Line and cone spells are cast in the direction the attack was made against the target, in a straight line.

Imbued Weapon

At 5th level, you can channel your magic through your racial weapons. You can spend 8 hours infusing magic into one weapon that you are proficient with through your racial trait. You can use this weapon as a spellcasting focus for your elf spells.

Whenever you cast a spell through this weapon, you can add a bonus equal to your Dexterity modifier to the damage roll of the spell. If the spell affects multiple creatures, one creature of your choice takes the bonus damage.

Natural Movement

At 9th level, you can move with swiftness trough your natural environment. When moving through forests (if high or wood elf) or caverns (if drow) you have advantage on your Dexterity (Stealth) checks.

In addition, you add your Dexterity modifier to your Strength (Athletics) checks when you are in these environments.

Arcane Eye

At 13th level, you are at all times under the effect of the detect magic spell.

Arcane Arrow

At 17th level, you can create a arrow made of pure arcane energy from a bow or crossbow you are proficient with. Choose either acid, cold, fire, lighting or thunder. You deal damage from the chosen type, instead of the regular damage of your bow, and the damage is considered magical.

In addition, you can spend one spell slot to make a ranged spell attack against an opponent within range. On a hit, you deal damage equal to 3d8 from the chosen damage type, instead of the regular damage type of your bow, plus 1d8 for each level above 1st your spell slot have.

Gnome[edit]

Saving Throws

Starting at 1st level, you gain proficiency in saving throws depending on your sub-race, as follows:

Forest Gnome. Intelligence and Dexterity

Rock Gnome. Intelligence and Constitution

Inquisitive Mind

Starting at 1st level, you embody the curiousness and hunger for knowledge of your gnomish heritage. Choose one Intelligence related skill or tool proficiency. Whenever you make a check with this skill, you can treat a result of 9 or lower as a 10 or as your paragon level + your Intelligence modifier, whichever is higher. You can choose more skills at 3rd, 5th, 9th, 13th and 17th levels.

Discovery

In addition, your curiosity give you an impressive ability to learn new things. You can spend 8 hours with someone who know a tool proficiency, skill proficiency, cantrip, language, weapon proficiency, armor proficiency or spell with the ritual descriptor of 1st-level, learning from it. You can have only one discovery at the same time, and learning a new one will make you lose access to a previous one, erasing it from your memory. You can have two discoveries at the same time at 9th level, and the highest ritual level increases to 2nd-level, and three discoveries at the same time at 17th level, with the highest ritual level increasing to 3rd-level.

Bonus Proficiencies

At 3rd level, you gain proficiencies depending on your subrace:

Forest Gnome. Nature

Rock Gnome. Choose one tool of choice.

If you already have this proficiency, you gain proficiency with one other type of skill of your choice.

Gnome Magic
Gnome Spellcasting
Paragon
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

When you reach 3rd level, you learn how to use spells.

Cantrips
You learn two cantrips of your choice from the wizard spell list, if you are a rock gnome, or from the bard spell list, if you are a forest gnome. You learn an additional gnome cantrip of your choice at 10th level.
Spell Slots
The Path of the Gnome Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know three 1st-level gnome spells of your choice. The Spells Known column of the Gnome spellcasting table shows when you learn more gnome spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the gnome spells he know with another spell of your choice from the wizard spell list, if you are a rock gnome, or from the bard spell list, if you are a forest gnome. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for the gnome spells, since you learn this power through research and study. You use your Intelligence whenever a spell refers to his spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a gnome spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Innovations

At 5th level, you gain insight in one of the fields you are specialized in. You have a number of innovations equal to your proficiency bonus. Each innovation is related to one proficiency you have from Inquisitive Mind feature. You can't choose the same innovation twice, unless specified in contrary.

Arcana, Nature or Religion. You learn two cantrips of your choice from the wizard’s (Arcana), druid's (Nature) or cleric's (Religion) spell list. Your casting modifier for these cantrips is Intelligence.

Advanced (9th-level). choosing a innovation in the same field twice will give you access to one of the following options: 3 1st-level spells, 1 1st-level and 1 2nd-level spell, or 1 3rd level spell, from the same spell list you got your cantrips. You can cast one of these spells without spending a spell slot once, at the lowest level, being unable to do it again until you finish a short or a long rest. These spells are added to your spell list.

History.

Investigation.

Intellectual Proficiency. Choose one of the following benefits:

  • Choose one skill. You become proficient with it and you can use your Intelligence modifier in all checks made with this skill, instead of the normal ability modifier.
  • Choose one weapon. You become proficient with it and you can use your Intelligence modifier, instead of Strength or Dexterity for your attack and damage rolls with it.
  • Choose one light or medium armor. You gain proficiency with it and you add your Intelligence modifier, instead of your Dexterity, to your AC while wearing it.

Halfling[edit]

Saving Throws

Starting at 1st level, you gain proficiency in saving throws depending on your sub-race, as follows:

Lightfoot Halfling. Dexterity and Charisma

Stout Halfling. Strength and Constitution

Mythical Luck

At 1st level, you gain number of lucky points equal to your half level in this class (rounded up). You can use the legendary lucky of halflings in your favor. Whenever you or a creature within 60 feet must make an ability check, attack roll or saving throw, you can use your reaction and spend 1 lucky point to force that creature to reroll the d20, after the result of the roll is known, but before the outcome is determined. You can rerroll a die that have already been re-rolled while using this feature.

You regain all your lucky points after finishing a short or a long rest.

Great Thrower

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. When you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Dodgy Target

At 3rd level, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to cause that attack to target a different creature within range, using the same roll. If there's no creature within range, the attack misses. Once you use this feature, you can’t do so again until you finish a short or long rest.

Legendary Bravery

Starting at 3rd level, you become immune to the frightened condition. In addition, any friendly creature within 10 feet of you have advantage on checks and saving throws to avoid this condition.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion

Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are 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.

Stroke of Luck

At 13th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

You can use this feature once, and regain your ability to do so after finishing a long rest. You can use this twice between long rests at 17th level.

Bend Fate

At 17th level, things seem to always go your way. Once in each of your turns, when you fail an ability check or attack roll, you can reroll the check.

In addition, if you don't have used this feature on your turn, you can use it as a reaction to reroll a failed saving throw, or to force an hostile creature that hits you with an attack or wins a contested ability check to reroll its check.

Human[edit]

Saving Throws

Starting at 1st level, you gain proficiency in one good saving throw and one bad saving throw, as shown bellow:

Race of Destiny

Adaptable and versatile, humans are the race with most presence in the world, and some attribute this to the fact that they have a great fate to fulfill. Starting at 1st level, you gain four destiny dice, which are d8s. A Destiny die is expended when you use it. The size of your dice increase to a d10 at 9th level and to a d12 at 17th level.

You can spend one of your dice and add the number rolled to your AC, attack roll, damage roll, saving throw (if you have proficiency in it) or skill check (if you are proficient in it).

At 3rd level, you can add the bonus to the attack roll or the save DC of your spells you learn from the Arcane Dilettante feature.

You gain one additional die at 9th and 17th levels. You regain your expended dice when you finish a short or a long rest.

Arcane Dilettante

Starting at 3rd level, you gain insight into the inner works of magic. Choose one of the following classes: artificer, bard, cleric, druid, paladin, ranger, sorcerer, warlock or wizard. You gain the ability to cast spells from the chosen list by spending your destiny dice. You can replace your chosen list after a long rest.

To cast a spell from that list, you must both have it prepared and you must spend a number of dice equal to 1 + the level of the spell. You can prepare a number of spells from the chosen list equal to your proficiency bonus, and the spells must be from a level you are able to cast spells.

The maximum level of the spell you can cast with this feature depends on your Paragon level: 1st-level spells at 3rd Paragon level; 2nd-level spells at 5th; 3rd-level spells at 9th; 4th-level spells at 13th; and 5th-level spells at 5th Paragon level.

You can use this feature three times, and regain your uses of it after finishing a long rest.

Adaptable Proficiency

Starting at 3rd level, you excel in adapting to whatever circumstance you may find yourself into. Whenever you finish a long rest, you can choose two skills, weapons, suit of armor, shield, language or tool in any combination of two, to become proficient with. You are considered proficient with it until your next long rest.

Starting at 5th level, you can also learn a cantrip with this ability.

Skilled Versatility

At 5th level, your ability to adapt develop even further. You gain a bonus of +1, to be applied to the technique you have learned from your adaptable proficiency feature. This bonus increase to +2 at 9th level and +3 at 15th level, and it is applied as follows:

  • Cantrips: You add the bonus to either the attack roll or the save DC of the cantrip.
  • Skills and tools: You add the bonus to all checks with the chosen skill or tool.
  • Language: You add the bonus to all Charisma and Wisdom (Insight) checks interacting with a creature that speaks the chosen language.
  • Weapons: You add the bonus to your attacks and damage rolls with the weapon (not cumulative magic bonuses or bonus from paragon class features). In addition, you can make one additional attack with the weapon, as a bonus action.
  • Armors and shield: You add the bonus to your AC (not cumulative magic bonuses or bonus from paragon class features).

In addition, you can replace your chosen proficiency from Adaptable Proficiency as an action on your turn. Once you do this, you can't do it again until you complete a long rest.

Quick Exchange

At 9th level, you can use your action to replace any spell from your prepared spells on your Arcane Dilettante feature as an action. Once you use this, you can't do it again until you finish a long rest.

Ability Versatility

Starting at 9th level, choose one ability score. That ability score increase in 2, up to a maximum of 20. Whenever you finish a long rest, you can choose to replace the chosen ability score increase for another one.

If your campaign allow the use of Feats, you can replace the increase in ability score for learning a Feat instead.

Overcome Fate

Starting at 13th level, when you are reduced to 0 hit points, you can choose to be reduced to 1 hit point instead. You can use this feature once, and regain your uses of it after finishing a long rest unless you spend 1 destiny die.

Legendary Destiny

Starting at 17th level, when you roll initiative and have no destiny dice remaining, you regain 1 destiny die.

Orc[edit]

Saving Throws

Starting at 1st level, you gain proficiency in the Strength and Constitution saving throw.

Brutal Strikes

Starting at 1st level, whenever you hit a creature with a melee weapon attack, you deal additional 1d4 damage. This additional damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level and 1d12 at 17th level.

Extra Proficiencies

At 3rd level, you gain proficiency in medium armor and in martial melee weapons with the heavy, two-handed or versatile properties. In addition, you become proficient with the Athletics and Intimidation skills.

Ancestral Fury

Starting at 3rd level, you can enter into a murderous rage, as bonus action. You gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • As a bonus action you can make one additional melee weapon attack. On a hit, you deal damage equal to your brutal strike damage die + your weapon's damage die, without adding your Strength modifier.
  • Once during your fury, if you are reduced to 0 hit points, you can be reduced to 1 hit points instead and immediately use your reaction to make one attack against a creature in range.
  • Whenever you take damage, you can use your reaction to halve the damage taken.

If you are able to cast spells, you can't cast them or concentrate on them while in fury.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

You can do this twice, increasing to three times at 9th level and four times at 17th level. Once you spend all uses of this feature, you can't use it again until you finish a long rest.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Empowering Strike

At 9th level, you become stronger with each impactful strike from your weapon. When either you hit a target with a melee weapon without the light or finesse properties, you can generate one of the following effects:

• You deal additional damage equal to the damage die of your weapon. • You gain a number of temporary hit points equal the damage die of your weapon. As normal, these temporary hit points are not cumulative and lasts until your next rest.

You can use this energy a number of times equal to your Constitution modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Indomitable Pursuer

Starting at 13th level, you can use your reaction when you end your movement within 30 feet of a creature to move up to your movement speed towards it, without provoking opportunity attacks. You must end your movement closer to the creature than when you started.

Mighty Strikes

At 17th level, you can use your action to perform a single and powerful strike with a melee weapon while using your strength. Roll this attack with advantage, and on a hit, you deal double damage.

In addition, on a critical hit you multiply your damage die by 3, instead of 2.

Tiefling[edit]

Saving Throws

Starting at 1st level, you gain proficiency in the Constitution and Charisma saving throw.

Essence Absorption

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Hellfire

At 1st level, you can coat yourself with diabolic flames. You can use this hellfire in the following manners:

  • You can use your hellfire to make a spell attack (melee or ranged) using your Charisma as spellcasting ability, against an opponent within 5 feet per proficiency bonus point you have. On a hit, you deal damage equal to 1d4 + your Charisma modifier. The damage die increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.
  • Whenever you make an attack with your hellfire, you can make a second attack as a bonus action.
Devilish Transformation

Starting at 3rd level, whenever you finish a short or a long rest, you can assume a demonic form. This form lasts until the end of your next rest, and give some benefits depending on the assumed form.

Beguiler Form

Your appearance becomes uncannily pretty, and your traits always appear to be more attractive for the standards of the humanoid you are interacting to. You gain the following benefits:

  • You gain advantage in all Charisma checks you make against humanoids.
  • Once in each of your turns, you can use your action to make a humanoid within 30 feet to make a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature is charmed for 1 minute, or until you use this ability on another creature. After succeeding this saving throw, a creature is immune to this feature for the next 24 hours.
  • You gain proficiency in Persuasion and Deception, you don't already have it.

Destroyer Form

You become monstrous, with big horns, tail and devilish wings. Scales cover all your body and you exhale a constant odor of sulfur. You gain the following benefits:

  • While wearing light or no armor, you gain a fly speed equal to your movement speed.
  • You gain natural weapons. They are considered weapons, and have the following properties: Claws, 1d4 slashing damage, light. Horns, 1d8 piercing damage. Tail, 1d4 bludgeoning damage, reach. Whenever you make an attack with a natural weapon, you can use your bonus action to add your hellfire damage.
Penetrating Flames

Starting at 5th level, your tiefling racial spells and your hellfire feature ignore resistance to fire damage. In addition, every time you deal fire damage, all creatures of your choice within 10 feet of the creature you hit with your hellfire take fire damage equal to your Charisma modifier.

Improved Innate Casting

Starting at 9th level, your innate casting spells recharge on a short or a long rest, instead of only on a long rest. In addition, the spell is considered to be casted with a spell slot with a level equal to a 1/4 of your level in this class.

Hierarchy Ascension

At 13th level, you start to gaining command over the forces of hell. You can spend 10 minutes performing a summoning ritual, which can be done as part of a short rest. Doing so allow you to summon a Fiend (Devil) with a CR equal to your proficiency bonus. The fiend will fight alongside you, attacking any creatures that are hostile to you. It is friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics.

After 1 hour, the fiend returns to hell, and you can't use this ability again until you finish a long rest.

Infernal Contract

At 17th level, you learn how to fulfill the desires of a creature in exchange of a favor or the creature's soul. You can't have more than one contract at the same time. You gain the following benefits for stroking a contract:

  • You can grant a wish to a willing creature, using your action. The creature decide the nature of the wish. After granting the wish, the creature is under the effect of the spell geas, carrying out a specific service you decide. After stroking a contract with a creature, you can't do it again with the same creature for the next 10 years.
  • Alternatively, you can claim the soul of the creature, after the creature dies. The death of the creature can't be cause directly or indirectly by you, and doing so breaks the contract. While you have a creature under contract, you can ask for a nightly sacrifice to enhance your powers. Doing so grant's you the benefits of enhance ability when you finish a long rest, until your next short or long rest.
  • A creature whose soul is under your possession can be resurrected by anything lesser than a true resurrection or a wish spell. You can live for additional 10 years for each hit die the creature's whose soul you possesses had, and while consuming a soul, you ignore all the effects of old age. You can also consume the soul to fuel magical abilities. You can spend one soul to cast infernal calling, being unable to do it again until you finish a long rest.

Racial Traits[edit]

Minor Aspects[edit]

Supernatural Health

Prerequisitie: racial bonus to Constitution

You are immune to contracting any disease.

Armor Afinity

Prerequisite: dwarf

You ignore Strength requirements for armors and you don't suffer disadvantage on Dexterity (Stealth) checks for wearing armors.

Nimble

Prerequisite: dwarf or small sized race

You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. In addition, your walking speed increases by 5 feet.

Clever Worker

Prerequisite: gnome

You can spend 2 hours of your long rest practicing with an artisan's tool. Until your next long rest, you can add your Intelligence modifier as a bonus with all checks made with that tool.

Armor Specialist

Prerequisite: Armor proficiency as a racial trait

Whenever you use a suit of armor you learned how to use through a racial trait, you gain +1 bonus to your AC while wearing it.

Twinkle Toes

Prerequisite: 6th-level, racial Dexterity bonus

You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

Weapon Specialist

Prerequisite: Weapon proficiency as a racial trait

Whenever you use a weapon you learned how to use through a racial trait, you gain +1 bonus to attack and damage rolls with it.

Woodland Companion

Prerequisite: 6th-level, elf or halfling

When you finish a long rest, you can cast find familiar once, with the following differences:

  • You can also summon a sprite, in addition to the normal shapes of familiar.
  • Your familiar has a number of additional hit points equal to your level in this class.
  • As a bonus action, you can command the familiar to make a single attack.

Major Aspects[edit]

Energy Control

Prerequisite: dragonborn, tiefling choose one damage type: acid, cold, fire, poison or lightning. You add 1 to one damage die roll when you deal damage from the chosen type.

Beguiler's Maks

Prerequisite: 6th-level, tiefling You can cast disguise self at will, without spending spell slots.

Solid Stance

Prerequisite: 10th-level, dwarf

You can use your Constitution instead of Strength when making Strength checks and saving throws. In addition, you can use your reaction to give yourself advantage when making any check against an effect that would knock you prone.

Faery Step

Prerequisite: 6th-level, elf or gnome (forest)

You can use your bonus action to teleport to any unoccupied space you can see within 15 feet.

Innate Marksman

Prerequisite: 10th-level, elf or halfling You add 2 to your damage rolls with ranged weapons.

Natural Climber

Prerequisite: halfling or dwarf

Climbing doesn't cost you extra movement. In addition, you have advantage in all checks made to climb.

Supernatural Instincts

Prerequisite: 10th-level, elf or dragonborn

You have advantage on initiative rolls. In addition, you can’t be surprised, provided you aren't incapacitated.

Magical Resilience

Prerequisite: The ability to cast at least one spell as a trait

You have advantage on saving throws made to keep concentration on spells.

Race Exemplar

Prerequisite: 14th-level

Choose one of your ability scores, in which you have gained a racial bonus in. Both the score and the score maximum for that ability increase in 1.

Elemental Bite

Prerequisite: 14th-level, Draconic Heritage

Your bite attacks deal 2d6 additional damage. The damage type is the same of your breath attack damage type.

Paragon Superiority

Prerequisite: 10th-level

Choose one of your ability scores in which you gain racial bonuses. That ability score becomes 18, if it is lower.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the paragon class, you must meet these prerequisites: 13 in all ability scores your race have racial bonus in.

Proficiencies. When you multiclass into the paragon class, you gain the following proficiencies: light armor, simple weapons.

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