Paragon (5e Class)
Paragon[edit]
Creating a Paragon[edit]
Class Features
As a Paragon you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Paragon level
Hit Points at 1st Level: 8 + 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: Choose one: Herbalism Kit, Calligrapher’s Tools, or Tinker’s Tools
Saving Throws: Wisdom, Constitution
Skills: Choose two from Arcana, Insight, Medicine, Perception, Religion, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Quarterstaff or (b) Mace
- (a) light crossbow with 20 bolts or (b) a simple melee weapon
- (a) Holy symbol or (b) Ritual focus
- (a) explorer’s pack or (b) scholar’s pack
Level | Proficiency Bonus |
Features | Vessels Known | Vessel Capacity |
---|---|---|---|---|
1st | +2 | Empty Core, Channel Vessel | 1 | 1 |
2nd | +2 | Unnatural Calm | 1 | 2 |
3rd | +2 | Void Domain | 2 | 2 |
4th | +2 | Ability Score Improvement, Ability Score Improvement | 2 | 2 |
5th | +3 | Void Field | 2 | 3 |
6th | +3 | Void Domain Feature | 2 | 3 |
7th | +3 | Psychic Overflow | 3 | 3 |
8th | +3 | Ability Score Improvement, Ability Score Improvement | 3 | 3 |
9th | +4 | Internal Echo | 3 | 4 |
10th | +4 | Void Domain Feature | 3 | 4 |
11th | +4 | Silent Mind | 3 | 4 |
12th | +4 | Ability Score Improvement, Ability Score Improvement | 3 | 4 |
13th | +5 | Vessel Reconfiguration | 4 | 4 |
14th | +5 | Void Domain Feature | 4 | 4 |
15th | +5 | Psychic Reversal | 4 | 5 |
16th | +5 | Ability Score Improvement, Ability Score Improvement | 4 | 5 |
17th | +6 | Void Domain Feature | 4 | 5 |
18th | +6 | Total Emptiness | 5 | 5 |
19th | +6 | Ability Score Improvement, Ability Score Improvement | 5 | 5 |
20th | +6 | Avatar of the Void | 5 | 6 |
Vessel Slots[edit]
You do not cast spells in a traditional way. Instead, you channel abstract forces, referred to as Vessels. You begin knowing one Vessel at 1st level. You learn more as indicated by the "Vessels Known" column. You can "hold" a number of Vessels equal to your Vessel Capacity at once, and you can Channel a Vessel as an action or bonus action (your choice per use).
Each Vessel provides a persistent magical or psychic effect, lasting until you are incapacitated, dismiss it, or activate another. You can only have one active Vessel at a time unless otherwise noted.
Empty Core[edit]
You are not a being filled with power — you are shaped to contain it. You are immune to being possessed and gain advantage on saving throws against the charmed and frightened conditions.
Channel Vessel[edit]
As an action (or bonus action, starting at level 5), you can activate a Vessel you know. While active, the Vessel grants you a passive or active effect. You may only have one Vessel active at a time. Switching requires re-channeling.
You can use this ability a number of times equal to your Vessel Capacity. You regain all uses on a long rest.
Unnatural Calm[edit]
At 2nd level, when you fail a Wisdom saving throw, you can choose to succeed instead. You can use this feature once per long rest.
Void Domain[edit]
At 3rd level You choose a Void Domain that reflects the origin of your emptiness and purpose. You gain features of your Void Domain at this level and levels 6, 10, 14, and 17.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.
Void Field[edit]
Starting at 5th Level, you gain the ability to create a small pocket of the void around you. As an action, you can create a Void Field that lasts for 1 minute (concentration). The field is a 15-foot radius centered on you. While inside the field, creatures have disadvantage on Wisdom saving throws and any ability checks or attack rolls that rely on sight. Additionally, creatures in the field can't regain hit points unless they succeed on a Charisma saving throw at the start of their turn.
Psychic Overflow[edit]
At 7th level, When you activate a Vessel, you may release a shockwave of energy. All creatures of your choice within 10 feet must make a Wisdom saving throw (DC = 8 + your proficiency + your Wisdom mod) or be disoriented (disadvantage on next attack roll or saving throw) until the start of your next turn. You can use this a number of times equal to your Wisdom modifier per long rest.
Internal Echo[edit]
At level 9 You gain proficiency in one saving throw of your choice. Once per short rest, you can reroll a failed Intelligence, Wisdom, or Charisma saving throw.
Vessel Reconfiguration[edit]
Starting at level 11 When you finish a long rest, you may replace one of your known Vessels with another from the Vessel list.
Psychic Reversal[edit]
At levels 15 Once per long rest, when you would take psychic or force damage, you may instead absorb it. You take no damage and regain Vessel capacity equal to half the damage (rounded down, to a max of 3).
Total Emptiness[edit]
At level 18 You may have two Vessels active at once. When you channel a new one, you choose which of the two to replace. If both would conflict, one is automatically suppressed.
Arcane Boon[edit]
At 18th level you gain an arcane boon, augmenting yourself with formulaic magic. You gain one of the following.
Archmage[edit]
At level 20 You become a walking manifestation of the void. For 1 minute, you gain the following benefits:
- You may have up to three Vessels active simultaneously.
- You are immune to all psychic damage and mind-altering effects.
- You can teleport up to 30 feet as a bonus action (no line of sight required).
You may use this ability once per long rest.
Vessel Optionen[edit]
Vessel of Shadows[edit]
You gain the ability to move in complete silence. While this Vessel is active, you have advantage on Stealth checks, and you can attempt to hide even if you are only lightly obscured.
Vessel of the Void[edit]
You can manipulate the void energy around you, creating an aura of void around you. Any creature that starts its turn within 5 feet of you takes 1d6 psychic damage. Additionally, your melee weapon attacks deal an extra 1d6 psychic damage while this Vessel is active.
Vessel of Restoration[edit]
You tap into the Void to heal wounds. As long as this Vessel is active, at the end of each of your turns, you regain hit points equal to your Wisdom modifier (minimum of 1). You can use this Vessel to sustain yourself or an ally.
Vessel of Foresight[edit]
You gain a glimpse into the future. While this Vessel is active, you can use your reaction to impose disadvantage on an attack roll against you. You can use this ability a number of times equal to your Wisdom modifier (minimum of once).
Vessel of the Abyss[edit]
The power of the Abyss fills your body with a dark force. When you hit a creature with an attack, you can force the creature to make a Constitution saving throw or take 2d6 necrotic damage. On a successful save, the creature takes half the damage.
Vessel of the Mind[edit]
You gain the ability to read the thoughts of those around you. While this Vessel is active, you can cast detect thoughts at will without expending a spell slot, though it only works on creatures within 30 feet of you.
Vessel of Binding[edit]
You can suppress the will of others around you. As long as this Vessel is active, creatures within 10 feet of you that make an attack against you must succeed on a Wisdom saving throw or have disadvantage on the attack roll.
Vessel of the Tempest[edit]
You call upon the storm's fury to aid you in battle. While this Vessel is active, you can deal 1d6 lightning damage to any creature within 5 feet of you when you take damage.
Vessel of Time[edit]
You can manipulate small moments of time. As long as this Vessel is active, once per turn you can use your reaction to grant yourself or an ally within 30 feet advantage on a saving throw or attack roll.
Void Domains[edit]
Hollow Echo[edit]
You are a vessel of silence and absence, wielding the power of forgotten sounds and thoughts.
Echo Drain[edit]
At 3rd Level, you gain the ability Echo Drain. As a bonus action, you can force a creature within 30 feet to make a Charisma saving throw. On a failure, it becomes silenced (as the Silence spell) until the start of your next turn. You can use this ability a number of times equal to your proficiency bonus per long rest.
Lingering Silence[edit]
At 6th Level, creatures within your Void Field have disadvantage on concentration checks and cannot speak arcane words to cast spells with verbal components.
Thoughtless Void[edit]
At 10th Level, you gain resistance to psychic damage. Additionally, once per long rest, when you would be charmed or frightened, you can instead become emotionless for 1 minute. While emotionless, you are immune to the charmed, frightened, and confused conditions.
Collapse the Echo[edit]
Starting at level 14. As an action, you unleash a wave of absolute silence in a 30-foot radius around you. All sounds are suppressed, and creatures within the area must make a Constitution saving throw or be stunned until the end of your next turn. You can use this ability once per long rest.
Echo of the Void[edit]
At 17th Level, as an action, you can force all creatures within a 60-foot radius to make a Wisdom saving throw. On a failed save, they are frightened for 1 minute and cannot hear anything (including speech or sounds) until they succeed on their saving throw at the end of their turn. Once per long rest.
Hunger of the Hollow[edit]
The void within you is a consuming force. It devours, absorbs, and leaves nothing behind.
Leeching Grasp[edit]
At 3rd Level, you gain Leeching Grasp. When you deal necrotic damage, you regain hit points equal to half the damage dealt once per turn. This increases to full damage at 10th level when used in your Void Field.
Devour Essence[edit]
At 6th Level, Once per short rest, when a creature within 60 feet dies, you can use your reaction to absorb its fading essence. Regain one expended Vessel feature or a 2nd-level spell slot (if applicable).
Abyssal Maw[edit]
At 10th Level, As a bonus action, summon a temporary maw of void energy within 10 feet. It lasts for 1 minute, and you use your bonus action each round to attack. The maw deals necrotic damage scaling with level. Enemies it kills can't be resurrected without a Wish spell.
Consume Reality[edit]
At 14th Level, You create a sphere of unraveling void in a 20-foot radius for 1 minute (concentration). Creatures inside the sphere must succeed on Constitution saving throws each turn or lose 1 action or reaction (your choice). The area counts as difficult terrain. You can use this ability once per long rest.
'Hunger Unleashed[edit]
At 17th Level, When you reduce a creature to 0 hit points, you can use your reaction to consume its remaining energy. You can immediately take another action on your turn. This ability can only be used once per short rest.
Mirrorless Self[edit]
TYour void is introspective—empty identity, erased past. You reflect nothing and become unknowable.
Faceless Form[edit]
At 3rd Level, you gain Faceless Form. You can cast Disguise Self at will, and creatures have disadvantage on Insight checks against you. You are immune to effects that detect alignment or read surface thoughts.
Unseen Reflection[edit]
At 6th Level, You can turn invisible as a reaction when targeted by a creature’s attack or harmful spell (once per short rest). The invisibility lasts until the end of your next turn or until you attack or cast a spell.
'False Persona[edit]
At 10th Level, You can craft a new identity during a long rest. For the next 7 days, magical means treat you as that identity (including True Seeing, Scrying, etc.).
Identity Erasure[edit]
Starting at level 14, Once per long rest, you can target a creature within 60 feet. It must succeed on a Wisdom saving throw or lose all proficiencies and features (but not HP or spellcasting) for 1 minute, as its sense of self unravels.
'Void’s Embrace[edit]
At 17th Level, You can cast Greater Invisibility on yourself at will. While invisible, creatures have disadvantage on any attack rolls against you. Additionally, you can make a Wisdom (Insight) check to discern the true intentions of creatures within 30 feet of you. You gain advantage on this check if the creature is within your Void Field.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into this class, you must meet these prerequisites: Wis 16
Proficiencies. When you multiclass into the class, you gain one of the following proficiencies: Herbalism Kit, Calligrapher’s Tools, or Tinker’s Tools
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