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View Full Version : D&D 5e/Next Paragon Paths [WIP]



Yakk
2021-11-03, 11:15 AM
The goal is to make T3 and T4 non-spellcasters a bit more epic in nature.

To this end, I am adding a "Paragon Path" you start at level 9 that adds increasingly supernatural capabilities to the character. Each one has a narrative justification for it (even if vague), and that one justification attempts to be the foundation for the thematically related abilities.

While the abilities are useful in combat, I am making a conscious decision to make them heavy on the utility and defensive front.

The classes chosen are those that are basically physical in their heroics.

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Paragon Paths

Starting at level 9, a Fighter, Barbarian, Rogue, Monk, Ranger or Paladin may choose a Paragon Path. They gain additional abilities at level 12, 16 and 19 depending on the path.

A Paragon Path can be the result of adventures already undertaken, development of the character, or a hidden fact about the character's backstory that has manifested.

Characters can delay starting their Paragon Path. If a character reaches 9th level in two of the above classes, they instead gain the 12th level feature of their first Paragon Path.

At level 9 you gain a Paragon d4. This increases to d6 at level 12, d8 at level 16 and d10 at level 19. Various Paragon path features will use it.

Paragon of Might

You are an exemplar of strength and durability. Through training, innate skill, or experience your might is transcending mortal bounds.

Characters who are Paragon's of Might can add their Paragon die to Strength and Constitution ability checks and saving throws. In addition, their carrying capacity doubles.

At 12th level, they can Shove or Grab creatures 2 sizes larger than them, and once on their turn when they hit a creature they can Grab (if they can have a hand free) or Shove them after the attack.

Starting at 16th level, their attacks deal double damage to objects and constructs. As a reaction to a melee attack or any attack that deals Bludgeoning damage they can attempt an opposed Strength(Athletics) roll; if their roll beats the attack roll, the attack can be redirected to a creature of their choice within both 10' of the Paragon of Might and range of the attack, or made to miss. In addition, the first constitution bonus levels of exhaustion are ignored by the Paragon (the first above this acts as the first level of exhaustion for the purpose of penalties, etc), and the Paragon removes 2 levels on every long rest.

When you reach 19th level, as an action the Paragon of Might may suffer a level of exhaustion to increase their Strength to 30 for 1 minute. In addition, whenever the Paragon takes damage, they roll their Paragon die and reduce the damage taken by that much.

Paragon of Speed

You are an exemplar of dexterity and speed. Through training, innate skill, or experience your speed is transcending mortal bounds.

Characters who are Paragons of Speed can add their Paragon die to Dexterity ability checks and saving throws, their AC when a creature makes an attack on them as part of a reaction, and to Wisdom(Perception) ability checks. In addition, their movement speed and jumping distance doubles.

At 12th level once in a given turn as a reaction to being hit by an attack, they can roll Dexterity(Acrobatics) with a DC equal to the attack roll. If successful, the attack misses, and they can move up to their speed, and their attack rolls on the target are made at advantage until the end of their next turn. If this check fails, they regain their reaction (but cannot use this ability again until the turn ends). In addition, whenever they make a Dexterity attack, saving throw or ability check and do not already add their proficiency bonus, they instead add 1/2 (rounded up) their proficiency bonus. If they already add their proficiency bonus, they add +1 additional.

Starting at 16th level, a Paragon of Speed can expend their reaction to move up to their speed. If they wish to do this in response to an action before another action completes (spell, attack, etc) in order to avoid it or for other reasons, they must pass a DC 30 dexterity check. They cannot do this again until they complete a short rest.

When you reach 19th level, as an action a Paragon of Speed can move 10 times their movement speed. If they do this again before completing a short rest, they suffer a level of exhaustion. While moving this fast, they are hard to see; until the end of their next turn, they are considered lightly obscured, attacks on them are at disadvantage, and they have advantage on all saving throws. If the effect deals reduced damage on a successful saving throw, they suffer that damage on a failed saving throw, and suffer no damage on a successful saving throw.

Dragonblooded

Your blood runs with the power of a true dragon. Either you have been blessed by a dragon, stolen a dragon's power (bathed in its blood, ate its heart), or dragon blood in your ancestors is manifesting.

Dragons are associated with an elemental aspect. When you start the Dragonblooded Paragon Path, select Toxins, Fire, Cold, or Storm.

If you choose Toxins, you become immune to both Poison and Acid, immune to the Poisoned Condition, and resistant to Necrotic damage.

If you choose Fire, you become immune to Fire and resistant to Cold. If you choose Cold, you become immune to Cold and resistant to Fire.

If you choose Storm, you become immune to Lighting damage and resistant to Thunder damage and your jumping distance is increased 10 fold.

Once on your turn when you deal damage, you can roll your Paragon die and add damage of a type you are immune to from this Path to the damage you deal. In addition, you can add your Paragon die to all saving throws and Charisma(Intimidation) checks.

At 12th level, you become immune to fear. When you score a critical hit, or succeed at a DC 15 charisma(intimidation) check as an action, creatures of your choice who can see you within 60' must make a DC 8 + charisma modifier + proficiency wisdom save or become frightened of you for 1 minute. They can repeat this save at the end of each of their turns, ending the effect on a success. If a creature saves against this effect, witnesses you failing to activate it as an action, or the effect ends, they become immune to it for the next 24 hours.

Starting at 16th level, you gain a manifestation of the dragon. Pick one.

Body: Your size increases to Large. Your skin grows scales, and when not wearing armor your AC is equal to 15 plus your constitution and up to 2 points of dexterity bonus, and you gain 2 HP per level.

Flight: You grow wings, and gain a fly speed equal to your speed +30 feet and can hover.

Soul: You can add your Paragon die to an ability check or attack roll you are not already adding it to after you roll but before the results are determined. You can do this a number of times equal to your proficiency bonus before completing a short or long rest.

Starting at 19th level, you gain an additional manifestation. Either pick one from the 16h level list, or:

Summon: Select a young dragon type whose breath weapon damage matches your immunites. As an action, you can summon the a spirit that takes that form for 1 hour. Once you have done this, you cannot do it again until you have completed a long rest.

Incarnate: Select a young dragon type whose breath weapon damage matches your immunites. As an action, you can polymorph (as the spell) into that creature form for 1 hour, ending it as an action. Once you have done this, you cannot do it again until you have completed a long rest.

Auora: Your Paragon die increases in size to 1d12. At the start of your turn, all creatures of your choice within 10' must make a constitution saving throw (DC 20) or suffer your Paragon die in damage that matches one of your immunities. You add your Paragon die elemental damage on every instance of damage you do, not just once on your turn. Whenever a creature hits you with a melee attack, they take your Paragon die in damage that matches one of your immunities.

Demigod

Your nature is partially divine. Either you have been blessed by a divine power, have stolen divine power, or divine blood in your ancestors is manifesting.

When you start down this Paragon Path, all of your attributes increase by 2, and your attribute maximum becomes 22 instead of 20. Critical hits on you are now treated as normal hits, and whenever you regain HP, you add your Paragon die to the amount you heal.

At 12th level, you gain magic resistance (advantage on saving throws against spells), and resistance from one of your choice of bludgeoning, slashing or piercing damage. Select a Divine Domain; as an action you can pick a Divine Domain spell, then roll your Paragon die. If you exceed the level of the spell, you cause the effect of the spell. For every time you use this ability you gain a -1 penalty on further rolls until you complete a long rest.

Starting at 16th level you no longer die if you fail 3 death saving throws, and if you stabilize you regain 1 HP immediately (plus your Paragon die due to the level 9 feature).

Creatures who swear loyalty to you and you accept that loyalty become followers. If you can perceive the follower or are otherwise aware of them you can expend a reaction to add your paragon die to an attack roll, ability check, or saving throw they make.

When you reach 19th level, you can choose to listen to the prayers followers. You can hear them on any plane and over any distance; if they pray for aid as they attempt a task, you are aware of them doing the task. When a follower dies, you can roll your Paragon die to heal that much damage, lose a level of exhaustion, and remove an effect on yourself (including poison, spells, being restrained or grabbed, etc). Finally, you gain the benefits of a long rest whenever you take a short rest, and you can gain the benefits of a short rest as an action once before completing a long rest.

Chosen One

Fate itself has chosen you for a purpose. While nothing is certain, the thread of your destiny is being pulled towards greatness.

When you enter this Path, you can use your Paragon die as a hand of fate. As a reaction to any attack, saving throw, damage roll, or ability check that you can see, hear or are otherwise aware of, you can add or subtract a roll of your Paragon die from the roll. You can continue to do this until you roll the maximum value of the Paragon die, after which you have to complete a short rest to do it again.

At 12th level TODO

Starting at 16th level TODO

When you reach 19th level TODO

Survivor

You have lived through things that should have killed you, and will again. Be it grit or some unknown power, you have become very difficult to kill.

TODO