The Paragon Class - GM Binder

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The Paragon

Paragon
Flavor Text

Flavour 1
Flavour 2
Quick Build
You can make a Paragon quickly by following these
suggestions. First, put your highest ability score in Strength
or Dexterity, followed by Charisma. Second, choose the
soldier background from the Player's Handbook.

Optional Rule: Multiclassing


If your group uses the optional rule on multiclassing in the
Player's Handbook, here's what you need to know if you
choose the Paragon as one of your classes.
Ability Score Minimum. In order to multiclass, you must
have at least a 13 in Intelligence to take a level in this class,
or to take a level in another class if you are already an
Paragon.
Proficiencies Gained. If Paragon isn't your initial class, you
gain two skill proficiencies from the Paragon list when you
take your first level in this class.

2
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Class Features
The Paragon As a paragon, you gain the following class features

Proficiency Willpower Hit Points


Level Bonus Features Die Hit Dice: 1d10 per paragon level
Willpower, Humble Hit Points at 1st Level: 10 + your Constitution modifier
1st +2 1d4 Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
Origins
modifier per paragon level after 1st
Fighting Style, Actions
2nd +2 1d4
Speak Louder Proficiencies
Armor: Light armor, medium armor, heavy armor, shields
3rd +2 Heroic Title 1d4
Weapons: Simple weapons, martial weapons
4th +2 Ability Score Increase 1d4 Tools: none

5th +3
Extra Attack, Advanced
1d6 Saving Throws: Constitution, Charisma
Willpower Skills: Choose two from skills Athletics, Investigation,
6th +3 Heroic Title Feature 1d6 History, Medicine, Survival, Perception, Intimidation,
Persuasion.
7th +3 Those who Help Others 1d6
Equipment
8th +3 Ability Score Increase 1d6 You start with the following equipment, in addition to the
9th +4 Heroic Title Feature 1d6 equipment granted by your background:

Words of Affirmation, A (a) chain shirt or (b) scale mail


10th +4 1d6
Hero's Renown (a) a martial weapon and a shield or (b) two martial
weapons
11th +4 Tag Team Maneuver 1d8
(a) a Longbow and quiver of 20 arrows or (b) four javelins
12th +4 Ability Score Increase 1d8 (a) a dungeoneer's pack or (b) an explorer's pack
13th +5 Heroic Title Feature 1d8
14th +5 Determined Mind 1d8
15th +5 Legendary Resistance 1d8
16th +5 Ability Score Increase 1d8
17th +6 Heroic Title Feature 1d10
18th +6 Beyond All Limits 1d10
19th +6 Ability Score Increase 1d10
20th +6 Legendary Action 1d10

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Willpower Unarmed Fighting
At 1st level, you can draw from your immense will which Your unarmed strikes can deal bludgeoning damage equal to
imbues your attacks with emotional power. This ability is 1d6 + your Strength modifier on a hit. If you aren't wielding
represented by a pool of dice called Willpower Dice. You have any weapons or a shield when you make the attack roll, the
a number of Willpower Die equal to your proficiency bonus d6 becomes a d8. At the start of each of your turns, you can
and recover all dice when you finish a short or long rest. deal 1d4 bludgeoning damage to one creature grappled by
Some of your paragon features require your target to make a you.
saving throw to resist the feature's effects. The saving throw
DC is calculated as follows: Actions Speak Louder
Also at 2nd level, when you take the attack action on your
Willpower Save DC = 8 + your proficiency bonus + turn you can use the Help action as a bonus action.
your Charisma modifier Additionally, if your Help action aids an ally in attacking a
creature successfully, you can add your Willpower Die to the
Forceful Blade. You imbue your weapon with an intimidating attack's damage roll.
aura. When you hit a target with a weapon attack, you can
expend 1 Willpower Die to imbue an intimidating aura. The Heroic Title
attack deals extra damage equal to a roll of your Willpower
At 3rd level, you have delved into your talents, surpassing the
Die and you push the target up to 10 feet away from you.
ordinary. A Heroic Title embodies your ideals and abilities as
Graceful Blade. Your weapon radiates a benevolent energy
a paragon. Your title choice grants you features at 3rd level
as your strike. As a bonus action or as a part of taking the
and then again at 6th, 9th, 13th, and 17th level.
Help action, you can expend and roll 1 Willpower Die. Before
you finish a short or long rest, you can add the Willpower Die
result to one saving throw made by a creature you can see
Ability Score Increase
within 30 feet of you. You can add the result after the creature When you reach 4th level, and again at 8th, 12th, 16th, and
has rolled but before it learns the results of the roll. 19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
Humble Origins 1. As normal, you can't increase an ability score above 20
using this feature.
Also at 1st level, like all heroes you have come from humble
beginnings, grounded and stoic you better understand the
motivations others.
Extra Attack
When a Charisma ability check is made against you that Beginning at 5th level, you can attack twice, instead of once,
check has a penalty equal to your Charisma modifier. whenever you take the Attack action on your turn.

Fighting Style Advanced Willpower


At 2nd level, you adopt a particular style of fighting as your Also at 5th level, as you gain power your will also grows in
specialty. Choose one of the following options. You can't take step. You gain access to the following features;
a Fighting Style option more than once, even if you later get
Feinting Blade. You obscure your weapon, surprising your
to choose again.
foe and cutting down their defences. When you hit a creature
Archery with a weapon attack, you can expend and roll 1 Willpower
Die, reducing the targets armor class by the result until the
You gain a +2 bonus to attack rolls you make with ranged
start of its next turn.
weapons.
Taunting Blade. As you strike your opponent you also strike
Dueling at their insecurities. When you hit a creature with a weapon
attack you can expend 1 Willpower Die to force that creature
When you are wielding a melee weapon in one hand and no
to make a Wisdom saving throw. On a failed save, that
other weapons, you gain a +2 bonus to damage rolls with that
creature must use its next turn to attack you and cannot
weapon.
make reactions until the start of your next turn.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you
Those who Help Others
make with a melee weapon that you are wielding with two At 7th level, those who help others must also learn to help
hands, you can reroll the die and must use the new roll, even themselves. When you are hit by an attack or when you and
if the new roll is a 1 or a 2. The weapon must have the two- only you are forced to make a saving throw, you can add a roll
handed or versatile property for you to gain this benefit. of your Willpower Die to your AC against that attack or to
your saving throw, potentially turning a hit into a miss or a
Two-Weapon Fighting failure into a success. You can use this feature once per turn.
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.

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Words of Affirmation
At 10th level, you have an inspiring presence, allowing your
allies to better understand you and your tactics. When you
use Actions Speak Louder, the range of your Help action
increases to 30 feet and the creature you're helping can
immediately move up to 15 feet.

A Hero's Renown
Also at 10th level, your feats and adventures have sculpted
you into a proud warrior, granting you an idolised presence.
You can add a roll of your Willpower Die to any Charisma
ability check you make.

Tag Team Maneuver


At 11th level, you understand that sometimes the best offense
is more offense. When you use your Actions Speak Louder
feature the creature you helped can make a single weapon
attack against a creature within range in addition to moving.

Determined Mind
At 14th level, your will in unshakeable and protects your mind
from those who would seek to compromise it. You can add a
roll of your Willpower Die to any saving throw you make to
resist being charmed or frightened.

Legendary Resistance
At 15th level, your willpower has become so unfathomable
you can overcome almost anything. If you fail a saving throw,
you can choose to succeed instead. Once you use this feature,
you can’t use it again until you finish a long rest.

Beyond All Limits


At 18th level, as a bonus action, you can remove all you inner
limiters to achieve a state beyond what is normally possible.
You gain the following boons while in this state;

You can attack three times when you take the attack
action.
Your walking speed is doubled.
You regain any spent Willpower Dice.

This superhuman state lasts for 1 minute, and ends early if


you are reduced to 0 hit points or die. Once you use this
feature, you can’t use it again until you finish a long rest.

Legendary Action
Beginning at 20th level, your battle talent has reached
legendary status.
You can take a special action called a legendary action,
outside of your turn by using your reaction. Only one action
can be used and only at the end of another creature's turn.
You can't use this feature while incapacitated or otherwise
unable to take actions. If surprised, you can't use this feature
until after your first turn in the combat.
Once you have used this feature you cannot use it again until
you have finished a long rest.

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Heroic Title
The Prodigy
Natural Talent
At 3rd level, born a natural prodigy, you have the prowess to
pick up a hobby and excel with little to no practice. You gain
proficiency with one artisans tools of your choice.

Competitive Streak
Also at 3rd level, when a creature you can see rolls a 20 on an
attack roll or saving throw, you regain one Willpower Die.

Sheer Will
Additionally at 3rd level, as a bonus action, you can expend
and roll a Willpower die to gain temporary hit points equal to
the roll plus your Charisma modifier.

Brilliance
At 6th level, your willpower shines out inspiring others. When
you use your Sheer Will feature you can grant a willing
creature within 10 feet an equal amount of temporary hit
points.

Willful Blade
At 9th level, you elevate your skill in combat with sheer
willpower. The first time you hit a creature on your turn with
a weapon attack, you can add a roll of your Willpower Die to
the damage roll.

Training from Hell


At 13th level, you have shed blood, sweat and tears,
undergoing training that has refined your body. You gain
resistance to non-magical bludgeoning, piercing, and slashing
damage.

Echo of the Soul


At 17th level, putting on a flashy display, you perform your
ultimate attack. You break the earth beneath your foe as
masses of light gather around you, creating an colossal
ethereal weapon. A truly frightening demonstration for all
those who oppose you.
As an action, you can force a creature within range to make a
Dexterity saving throw. On a failed save that creature takes
6d10 radiant damage or half as much on a successful save. A
number of allies up to your Charisma modifier can lend your
their strength, allowing them to roll 1d10 and add it to the
damage of this attack.
Additionally, hostile creatures within 30 feet that saw this
attack must make a Wisdom saving throw. On a failed save,
they are frightened of you until the start of your next turn. You
can use this feature once and regain all uses upon finishing a
long rest.

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The Mentalist
Sixth Sense
At 3rd level, awakening your third eye you can see what most
other can't. You can see into the Ethereal plane up to 30ft.
from you.

Hypnotist
Also 3rd level, as an action, you can expend 1 Willpower Die
to hypnotise the mind of a willing creature within 10 feet of
you. As part of that same action using that creatures body,
you can make 1 action as if you where that creature as long
as the creature is willing, after you have taken this action you
lose control of that creatures mind.
Attacks made using this feature count as your own for your
Actions Speak Louder feature.

Thought Reader
At 6th level, your training grants you no only the insight to
understand the minds inner workings but even to peer into
the very thoughts of creatures around you. You can cast the
detect thoughts spell without material components once per
short rest.

Freind of a Friend
At 9th level, mastering your own mind you can project images
of yourself into reality. As an action, you can cast the mirror
image spell using Charisma as your spellcasting modifier.
When you do this you create a number of dulicates equal to
your Charisma modifier rather than 3. The number required
to change an attack to target one of your duplicates remains
at 6 until you have less than 3 duplicates.
You can use this feature once and regain all uses upon
finishing a long rest.

Precognition
At 13th level, you can peer into the depths of the near future
and foretell whats to come. You can intervene against
misfortune, but after seeing this future it sets it in stone. As a
bonus action, you can expend a Willpower Die, to force a
creature you can see within 60 feet to make an Intelligence
saving throw. On a failed save, you learn the next action that
creature will make. If it is an attack roll or an ability that will
force a saving throw, you can roll that Willpower Die and
reduce the attack roll or increase that saving throw by the
result. On a successful save you only learn of that creatures
next action.

Brain Invader
At 17th level, your prowess over the mind has reached its
peak, allowing you to dominate lesser minds under the force
of your own. You can use your Hypnotist feature on unwilling
creatures. When you do so that creature can try to resist your
influence by rolling an Intelligence saving throw. On a
successful save they shake off the influence of your will but
take psychic damage equal to 3 rolls of you Willpower Die.

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The Lionheart
Bonus Proficiency
When you choose this heroic title at 3rd level, you gain
proficiency in one of the following skills of your choice:
Athletics, History, Insight, Performance, or Persuasion.

Banner Lord
Also at 3rd level, your skills leading on the battlefield are
channeled through banners. You can raise a banner by
replacing one of your attacks during the attack action as long
as you have a free hand. You can raise the following banners;

Red Banner. You direct an ally within 30ft. to strike. The


target can use its reaction to make one weapon attack against
a creature in range, on a hit they add your Willpower die to
the attack's damage roll.
Blue Banner. You rally your allies to regroup. Allies within
60ft. can use their reaction to move up to their movement
speed towards you. This movement does not provoke attacks
from other creatures.
Yellow Banner. You warn an ally within 30ft. to brace. The
target adds your Charisma modifier to their AC until the start
of their next turn.

You can use this feature a number of times equal to your


Charisma modifier and regain all uses upon finishing a long
rest.

Soldiers Emblem
At 6th level, you soldiers emblem has come to represent your
skill in leading your allies and boosts their morale. Your
emblem serves as a personal display of allegiance. Choose a
design that is meaningful to your character, such as a family
crest, a national flag, or a holy symbol. As long as your
emblem is visible on your person, you can add 1 roll of your
Willpower Die to the following rolls;

The initiative of you and your allies.


Saving throws you make to resist the effects of an allies'
feature or spell.
Saving throws your allies make to end or avoid being
charmed or frightened, provided that ally is within 10 feet
of you.

Vanguards Charge
At 9th level, as a lionheart in combat you you lead from the
front. After you end your turn on the first round of combat,
attacks against you by creatures with a lower initiative than
you are made at disadvantage until the start of your next turn.
Vanguards Glory
At 13th level, when a creature comes within range you can
use your reaction to make a melee weapon attack against
them.

Legendary Banner
At 17th level, the true potential of soldiers are revealed by
their commander. As a bonus action, you can raise a
Legendary banner to have an ally within 30 feet of you
immediately take an action, treating it as an action it would
take on its turn.
Once you use this feature, you can't use it again until you
finish a long rest.

8
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The Mentor
Learned While in combat with you, it shares your initiative and acts on
At 3rd level, those who come to teach have much to share.
your turn. As a bonus action, you can give it a command
You learn one language and gain proficiency in one ability which it follows to the best of its abilities until 1 minute
check of your choice. passes or you command it again. If you are incapacitated,
your Squire can take any action of its choice. At the end of a
Squire long rest, your squire can find and follow a one-way path to
Also at 3rd level, you have taken on a squire that is friendly to
you or you can resurrect it.
you and your companions, and obeys your commands. The
squire uses the commoner's statistics, with the following Follow the Leader
changes:
At 6th level, your Squire's experience fighting alongside you
It knows the language you chose from your Learned has given them an instinctual understanding of how to take
feature and it has proficiency with all armor and weapons advantage of openings you create. When you use your Actions
you have proficiency with. Speak Louder to help your squire, you can target one
It uses your proficiency bonus for attack rolls and saving additional creature with the feature.
throws it makes.
It gains an additional number of hit points equal to your Together we Stand
paragon level. At 9th level, When you and a creature within 5 feet of you are
At the start of each of its turns, it gains a number of subjected to an Effect that allows you to make a Dexterity
temporary hit points equal to your paragon level plus your saving throw to take only half damage, both you and that
Charisma modifier (minimum of 1 temporary hit point). creature take no damage if either of you succeed. Moreover,
You can treat any attack it makes as if it were your own for your squire also gains this feature.
the purposes of any features from your class, race, or
other sources. Mentor's Pride
When it would die, it can drop to 1 hit point instead and At 13th level, your job as a mentor is to pull out all the
fall unconscious until you finish a short or long rest, or potential in your squire. When your squire is forced to make a
you expend 1 Willpower Die as an action to restore all its saving throw you can use your reaction to add a roll of your
hit points. Willpower Die to the roll.

Knighthood
At 17th level, a promise fulfilled, your squire has lived up to
their potential and has graduated to being a knight. Your
squire now uses the knight statblock (Basic Rules, pg. 163)
retaining the additional benefits from your Squire feature.
Additionally, your knight gains 2 Willpower dice that they can
use for the following features; Forceful Blade, Graceful
Blade, Feinting Blade, or Taunting Blade.
Further Disaster
The Fortune Teller At 9th level, your visions of the future grow concerning. You
gain the following features that you can use for your Crystal
Aura Reading Ball feature;
At 3rd level, you have awakened the ability to see a creatures
aura granting you insights into their character. You can as a A Sudden Combustion. You predict a violent burst of flames.
bonus action, hone in on a creature and learn the following Choose a point or object with 60ft. of you that you can see. At
pieces of information; the start of your next turn you expend 1 Willpower die and
every creature within 20ft. of that area take lightning damage
You learn the creature's alignment. equal to double the result of the roll. Creatures within the
You learn the creatures current mood. area feel immense heat radiating from the area.
You learn if the creature is suffering from the effects of a
A Surprising Deluge. You predict a flash flood. Choose a
spell or disease. point with 60ft. of you that you can see. At the start of your
You can use this feature a number of times equal to your next turn you expend 1 Willpower die and every creature
Charisma modifier and regain all uses upon finishing a long within 15ft. of that area takes cold damage equal to the result
rest. and are pushed 10 feet away from you. Creatures within the
area feel the ground become wet and muddy.
Crystal Ball
Also at 3rd level, you channel your clairvoyant abilities Imminent Danger
through the medium of a crystal ball. You can wield a crystal At 13th level, the dangers you can see are closer than one
ball in your off-hand, this crystal ball can be made of any might expect. When a creature moves into the area of one of
crystal or glass and must cost at least 1gp. While wielding your foretold events or attacks a creature while within the
your crystal ball you can replace one of your attacks during area you can as a reaction, trigger the event early.
your attack action to foretell a coming event.
Cataclysmic Events
A bolt from the heavens. You predict the fall of lightning. At 17th level, the events your capable of foreseeing have
Choose an area within 60ft. of you that you can see. At the become wild and dangerous. The range of your foretold
start of your next turn you expend 1 Willpower die and every events from your Crystal Ball feature are doubled.
creature within 20ft. of that area take lightning damage equal Additionally, you can cast the earthquake spell once per long
to triple the result of the roll. Creatures within the area feel rest, Charisma is your spell casting ability for this spell.
their hair stand on end.
A gust from the east. You predict a powerful gale. Choose an
area within 60ft. of you that you can see. At the start of your
next turn you expend 1 Willpower die and every creature
within 30ft. that area takes slashing damage equal to the
result and is push in a direction of your choice. Creatures
within the area feel the wind pick up speed dramatically.
A danger from below. You predict a rupturing quake.
Choose an area within 60ft. of you that you can see. At the
start of your next turn you expend 1 Willpower die and every
creature within 15ft. of that area takes force damage equal to
the result and are knocked prone. Creatures within the area
feel the ground become unstable.

When you foretell an event using this feature is counts as


hitting a creature to fulfil your Actions Speak Louder feature.

Forewarning
At 6th level, your predictions allow you to protect yourself and
your allies from future dangers. When you use your actions
Speak Louder Feature the target creature has resistance to a
damage type of your choice until the end of their next turn.
Additionally, your allies have resistance to the damage caused
by your Crystal Ball feature.

10
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The Spellblade
Arcane Knowhow
At 3rd level, you gain proficiency with the arcana skill and can
Magic Resistance
At 9th level, harnessing the power of the weave has hardened
double your proficiency bonus for arcana ability checks.
you against its magic. You have advantage on saving throws
Spell Sword against spells and other magical effects.
Also at 3rd level, you have trained to harness magic into a
formidable weapon gaining the following benefits;
Will over Weave
At 13th level, your will affects the weave itself granting you a
You learn 2 cantrips from the wizard spell list. You use form of authority over it. When a creature you can see
Charisma as your spell casting modifier. attempts to cast a spell you can use your reaction to expend a
You can use a nonmagical weapon as a spell casting focus. willpower die to intervene, forcing to caster to make an
You learn an additional wizard cantrip each time you gain Intelligence saving throw. On a failed save, the creature’s spell
a new feature from this class. fails and has no effect.

Additionally, when you make the attack action, while you use Beloved by Mana
a weapon as a spell casting focus, you can make a weapon At 17th level, you are beloved by magic itself empowering you
attack replacing the weapon damage with the effect of the further. You gain the following benefits;
cantrip. If the cantrip imposes a saving throw, a hit counts as
a failed save. Cantrips cast in this way they are treated as if Your cantrips damage die increase by one step (1d6 to 1d8
you are level 1 and are weapon attacks. for example) to a maximum of d12.
You gain resistance to damage dealt by a spells and other
Arcane Surge magical effects.
At 6th level, you have learned to better channel your will When you make a cantrip weapon attack from your Spell
through your magic blade. When you make a cantrip weapon Sword feature your attacks score a critical hit on a roll of
attack from your Spell Sword feature you can expend 1 19 or 20.
Willpower die to have the cantrip cast at your current
Paragon level. Cantrips that hit multiple times can only target
one creature and on a hit it counts as a hit for each attack in
that casting.

11
The Nightwatch
Superior Darkvision
Beginning at 3rd level, you gain darkvision out to a range of
60 feet. If you already have darkvision from your race, its
range increases by 30 feet. Additionally, creature you use the
help action on gain darkvision equal to your own until the end
of their next turn.

Supernatural Slayer
Also at 3rd level, the nightwatch hunts those who call
darkness there home. You gain the following benefits;

You can cast the protection from evil and good spell
without expending a spell slot. You can do so once, and
you regain the ability to do so after finishing a long rest.
When you attack a creature with a weapon attack you can
expend a Willpower Die to deal additional fire damage
equal to the result and force the creature to make a
Constitution saving throw. On a failed save, the creature
losses all damage resistances they have for 1 minute.
You have advantage on Wisdom (Survival) checks to track,
locate, or identify the presence of Hags, Undead, and
Lycanthropes.

Supernatural Dampening
At 6th level, your ability to weaken your quarry improves.
When a creature has their resistances removed by your
Supernatural Slayer feature gain the following effects;

The creature is always treated as if they are in daylight.


The creature has disadvantage on spell attack rolls.
The creature cannot regain hit points.

Cloak of Shadows
At 9th level, you have learned to use the cover of darkness to
your advantage. While in dim light or darkness creature that
rely on darkvision to see you have disadvantage on their
attack rolls against you. Moreover, creature you use the Help
action on also gain this feature until the start of your next
turn.

Dark Escape
At 13th level, when you are hit by a weapon attack you can
use your reaction to shroud the area 15 feet around you in
magical darkness until the start of your next turn and
immediately move up to 30 feet.

Strike out against the Night


At 17th level, those who inhabit the dark tremble at the glint
of your blades steel. As an action, you make a weapon attack
against a creature within range, on a hit this attack deals an
additional 10d10 fire damage. If the Creature has their
resistances removed by your Supernatural Slayer feature this
counts as a critical hit.
You can use this feature once and regain all uses upon
finishing a long rest.

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Shake Conviction
The Revolutionary At 13th level, your words sap the confidence and competence
of others. When a creature that you can see within 60 feet of
Silver Tongue you that can hear you makes an attack roll, you can use your
Starting at 3rd level, you gain proficiency in one of the reaction to expend one Willpower Die and subtracting the
following skills of your choice: Deception, intimidation, or result from the creature’s roll. If this causes the attack to miss
Persuasion. Additionally, you can double your proficiency the creature must roll a Wisdom saving throw. On a failed
bonus for the chosen ability check. save it falls under the effect of your Mutiny feature.

Mutiny Heart of Rebellion


Also at 3rd level, you can brandish your silvered words At 17th level, an idea sparks a wildfire. When using your
against foes. You can use the Help action to help a creature Mutiny feature you can target up to an additional a number of
hostile to you, and if you do you can expend one Willpower creatures equal to your Charisma modifier (minimum of 1).
Die to say a one-word command and force it to make a
Wisdom saving throw. On a failed save, it follows the
command on its turn as if under the effects of the command
spell.

Relentless Morale
At 6th level, success breeds morale. When a creature fails the
saving throw from your Mutiny feature you regain the
expended Willpower Die.
Additionally, when you use your Mutiny feature you may
attempt to inspire rebellion in the heart of your enemy
instead of giving a command. The target must succeed a
Charisma saving throw or fall under the effects of the crown
of madness spell until the start of your next turn.

Voice of the People


At 9th level, you can use the Help action in place of any attack
made with the Attack action.

13
The Primal
3
At 3rd level,

3
Also at 3rd level,

6
At 6th level,

9
At 9th level,

13
At 13th level,

17
At 17th level,

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Addit
point

The Cultist
Additionally, you learn the animate dead spell, it counts as a
Eldertongue Paragon Spell for you and you use Charisma as your
Starting at 3rd level, you gain access to the unearthly Spellcasting modifier. The spell is altered in the following
language of Eldertongue. Eldertongue sounds like madding ways;
gibberish to any sane creature, but a creature under the
effects of a madness-inducing spell (i.e. crown of madness, You can cast this spell at 2nd level once per long rest.
etc) or cursed can understand it perfectly. You can expend Willpower Dice to upcast this spell with
each die expended raising the level by 1 to a maximum of
Burden 1/4 your Paragon level.
Also at 3rd level, when you use the Help action you impart When you gain this feature Choose a creature type,
forbidden knowledge and power. The creature you help has instead of undead the spell creates creatures of the
all damage they inflict is changed to either necrotic or radiant creature type chosen instead (using the zombie or
damage, are immune to the charmed and frightened skeleton statblock)
condition, and can only communicate in Eldertongue until
the start of your next turn.
Reverence
At 9th level, your faith bends the mind. Creatures with the
Dark Will creature type you choose in your Dark Will feature can
At 6th level, as you gain power your will twists towards darker communicate with you in Eldertongue even if they do not
purposes. You gain access to the following feature; know the language as long as they have at least 3
Intelligence.
Ritual Blade. You twist malefic energies around your Additionally, creatures summoned by your Dark Will feature
weapon. When you hit a creature with a weapon attack, you deal additional necrotic or radiant damage equal to a roll of
can expend and roll 1 Willpower Die, turning your weapon your Willpower Die.
damage to necrotic or radiant and forcing that creature to
make a Charisma saving throw. On a failed save, you regain Dark Bulwark
hit points equal to the amount of weapon damage dealt as At 13th level, the cult must survive. Creatures you summon
you siphon their souls energy. through your Dark Will feature are resistant to all damage
and you can expend a Willpower die to do one of the
following;

Increase the result of a saving throw from one of your


summons.
Restore hit points to all summoned creatures.
Cabal
At 17th level, the cult must thrive. Creatures you summon
using your Dark Will feature gain the following benefits;

Creatures can understand and speak in Common and


Eldertongue.
Creatures learn the disguise self spell and can cast it at
will.
Creatures now have 10 Intelligence and are able to carry
out more complex tasks, act as individuals, and make
decisions they believe will allow them to carry out their
orders.

Additionally, you can implore your deity's aid. As an action,


you sacrifice all your summoned creatures loosing any
Willpower Dice you would have gained, describe the
assistance you seek, and roll percentile dice. If you roll a
number equal to or lower than your paragon level plus the
number of sacrifices, your deity intervenes. The DM chooses
the nature of the intervention; the effect of any cleric spell or
cleric domain spell would be appropriate. If your deity
intervenes, you can't use this feature again for 7 days.
Otherwise, you can use it again after you finish a long rest.

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