EEE p.9
A warrior enters the ruined temple, suited in armor once worn by his war champion father and wearing a talisman crafted by his seeress mother. He spies a brazer of white flame, reminiscent of the spirit guide that visits him from time to time.
Stepping into the heart of the labyrinth, a cunning beguiler approaches the minotaur that growls from the shadows. The scoundrel draws a blade and fades into the darkness. “This is the theater of the gods. Let’s give them a good show!”
A noble woman in fine array issues a command that thrums with majesty. “You have refused to bow, and so, you shall fall prostrate!” The giant shudders in obeyance, while the noble’s beloved companion closes in.
Paragons are fated souls, individuals whose destinies line the pages of history and myth. They are persons of influence and resourcefulness, of craft and extraordinary talent. Some paragons have divine blood in their veins, others are born under auspicious stars, and others still have come upon their power through mystical guides or treks to wondrous locations.
In many ways, paragons embody the essence of certain qualities. Hero paragons are bravery, strength, and glory incarnate. Trickster paragons are embodiments of guile, theatrics, and mischief. Sovereign paragons are nobleness, authority, and influence manifest. While each individual paragon is versatile enough to pursue various goals, these core attributes are ever present.*
While developing your paragon character, consider where your awe-inspiring abilities and supernatural gifts come from. Perhaps your birth was prophesied, and when you came into this world, your community performed a sacred rite to bless you. Perhaps you are an ancient champion reincarnated to lead the world through a period of great travesty. Or perhaps you performed some manner of feat that gained you a boon—whether from a god or some other mystical entity. There is something in you that is destined for greatness, and starting with a compelling notion of this will set you on the path to establishing your character.
Give thought as well to your Serendipitous Encounter NPC. Do you want the GM to surprise you with different improvised NPCs based upon your character’s current location and circumstance? Or do you want a recurring NPC with whom you develop a connection? It is also worth conceptualizing what sort of role or tactics you want to take up. When it comes to selecting your wonders, there are many to choose from, ranging from combat and exploration to utility and support to magic and social interaction.
Follow these suggestions to quickly make a paragon. Myth of the Hero: Strength should be your highest ability score, followed by Constitution or Charisma, and take proficiency in Athletics, Intimidation, and Perception. Myth of the Trickster: Dexterity should be your priority, then Charisma, and take proficiency in Acrobatics, Deception, and Stealth. Myth of the Sovereign: Charisma should be your focus, followed by Dexterity or Constitution, and take proficiency in History, Persuasion, and Religion.
Some paragon features provide you innate spells. They follow all the normal spellcasting rules, though you do not (and cannot) use spell slots to cast them. Unless otherwise noted, an innate spell is cast at its lowest possible level.
Your spellcasting ability is Charisma. Your magic comes from some mystical source that calls you to dance with fate—be it a god, a great spirit, or even an inner gift. As a spellcasting focus, you can use a holy symbol or a relic. A relic is a historical object worth at least 10 gp, such as a family heirloom, a talisman, or an ancient scroll. To use the relic in this way, you must hold it in hand or wear it visibly.
Fortune favors your exploits during crucial moments. When you make an ability check, saving throw, or attack roll, you can use Hand of Fate to gain advantage. You can do so only during combat or other situation of immediate danger, and you must declare this choice before making your roll.
Once you use Hand of Fate, you must complete a short or long rest to regain its use.
Beginning at 1st level, you choose a paragon myth: Myth of the Hero, Myth of the Trickster, or Myth of the Sovereign. The myths are detailed below. Your choice grants you features at 1st level, and again at 3rd, 8th, 10th, and 14th level.
You tend to come across individuals who aid you at crucial moments throughout your journeys. Starting at 1st level, you can use Serendipitous Encounter while taking a short or long rest, or during downtime. In doing so, a helpful NPC appears and assists you in some way. Common archetypes for this NPC are a wise man or a seeress, though the GM may provide an NPC that better fits the scenario, even one that is non-humanoid or a spirit.
The NPC provides one of the following:
You are a person of diverse abilities. At 2nd level, increase one of your ability scores by 2, or increase two of your ability scores by 1 each. The maximum to which this benefit can raise a score is 14. You cannot take a feat in place of this ability score increase.
Paragons use their talents and stratagems to overcome all manner of challenges. Their wonders are part extraordinary skill and part supernatural force. Wonders are detailed at the end of the class description.
At 2nd level, you learn two wonders. You learn an additional wonder at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level.
The saving throw DC for your wonders is as follows:
At 3rd level, choose two of your proficiencies (skill or tool), and you gain expertise with them, doubling your proficiency bonus for such checks. You can opt to gain proficiency with a skill or tool instead of gaining expertise.
At 9th level, you receive this benefit once more.
When you reach 4th level, and again at 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. You cannot increase an ability score above 20 using this feature.
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
If you are Myth of the Sovereign, you can choose for your companion to have this feature instead of you.
At 6th level, when you have your Serendipitous Encounter, the NPC presents you with a weapon or imbues a weapon you already possess. This mythic weapon is magical, thus it overcomes resistance and immunity to nonmagical attacks.
If you lose your mythic weapon, during your next Serendipitous Encounter, the NPC presents a new one to you, or at the GM’s discretion, the NPC is able to recover your previous weapon. If you willingly sell or give away your mythic weapon, the NPC does not provide you a new one.
The mythic weapon can be simple or martial, and if it is a weapon with the thrown property, it returns to you immediately after you make a ranged attack with it. In addition, it has one of the following properties of your choice:
Glowing: As a bonus action, you can cause the weapon to glow or stop glowing. The glow can be soft, shedding a 30-foot radius of dim light, or the glow can be strong, shedding a 30-foot radius of bright light and dim light for an additional 30 feet.
Guiding: As an action, you speak the name of a person, place, or object that you have personally seen before. The weapon gently pulls in the direction of the named target for 10 minutes, after which you must complete a long rest to regain the use of this property. This property is a divination effect and does not function if the target is on a different plane than you.
Mutable: As a bonus action, you can alter the weapon or revert it to its original form. The altered weapon can either shrink to Tiny size (reducing its damage to 1) or be disguised with an illusion, which includes all sensory effects, but does not change its general size. For example, a sword appears as a bundle of kindling, an axe appears as a broom, or a flail appears as a rope.
From 13th level onward, the Serendipitous Encounter NPC has an ability check modifier of +14 and a maximum spell level of 5th (spell save DC 17).
Once you reach 18th level, your good fortune has risen to legendary proportions. When you use Hand of Fate, roll a third d20, and choose one of the results.
At 20th level, your might and illustriousness reach the threshold of the Divine. Choose three of the following benefits:
You are a champion of legend, capable of exploits that put you face to face with wondrous beasts, mighty giants, and horrific fiends. Approach the mouth of the cave, summon your courage, and enter, for inside awaits the treasure you seek.
At 1st level, you gain the following benefits:
Also starting at 1st level, whenever you use Hand of Fate, you gain temporary hit points equal to 1d8 + your Charisma modifier. At 7th-level paragon, this increases to 2d8 + your Charisma modifier. At 15th-level paragon, this increases to 3d8 + your Charisma modifier.
By 3rd level, you advance in physical defense. You have proficiency with Constitution saving throws, and whenever you succeed on a Constitution saving throw for half damage, you take no damage instead.
At 3rd level, you learn a wonder. This is in addition to the number of wonders known as shown on the paragon class features table.
At 8th level, when you have your Serendipitous Encounter, the NPC enhances your Mythic Weapon. It now provides a +1 bonus to attack and damage rolls made with it. If the weapon already has this property or if you no longer possess your Mythic Weapon, you can choose a different weapon to receive the enhancement.
Moreover, your Mythic Weapon gains an additional property based on its type, which you can use once per long rest.
Glowing: As a bonus action, the weapon’s glow deepens. For 1 minute, its damage type becomes radiant, and the first attack you hit with during this time deals an additional 2d8 radiant damage.
Guiding: As a bonus action, the weapon hones in on foes for 1 minute. During this time, whenever you miss on an attack roll, your next attack roll against that target gains advantage.
Mutable: As a bonus action, the weapon reshapes to your will for 10 minutes. Its damage type becomes your choice of bludgeoning, piercing, or slashing, and it gains the thrown (range 60/180) property.
Upon attaining 10th level, whenever you use Hand of Fate to gain advantage on an attack roll, you score a critical hit if you hit the target, and if you miss, you deal half damage.
At 14th level, you gain a superior toughness, as though a bronzen sculpture of some legendary champion. Whenever you take bludgeoning, piercing, or slashing damage, the amount of damage is reduced by 4.
Life is a joke played upon mortals by the gods, and the trick is to be in on it. Yours is the spirit of fox and coyote, raven and owl. You balance along the razor’s edge, with a spring in your step and a grin on your lips.
Beginning at 1st level, you possess an astounding amount of precision and versatility with weapons. You treat all one-handed melee weapons as having the finesse property. When you make a melee attack with a one-handed weapon, you treat the weapon as having 1d10 damage. This feature does not function if you are two-weapon fighting or using a shield, nor does it function with reach weapons or improvised weapons.
Starting at 1st level, while you are wearing no armor and not using a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Also at 1st level, whenever you use Hand of Fate, you gain one additional action that you must use before the end of your next turn. This action can be used only to Dash, Disengage, Dodge, Hide, or attempt to escape a grapple or other restraining effect.
Alternatively, you can expend Hand of Fate to take this additional action immediately, even during another creature’s turn.
When you reach 3rd level, your agility advances to a heightened state. You gain the following benefits.
At 3rd level, you learn a wonder. This is in addition to the number of wonders known as shown on the paragon class features table.
At 8th level, your speed increases by an additional 10 feet.
Upon attaining 10th level, whenever you use Hand of Fate, the additional action you gain can be used to make one attack or use a wonder with an activation of 1 action or 1 bonus action.
At 14th level, foes that cross you find you no easier to strike than leaves on the wind. Whenever you roll an initiative check, you impose disadvantage on all attack rolls made against you until an attack hits you. During this time, whenever a creature misses you with an attack roll, its turn immediately ends.
You are a leader who wields potent tactics and a dynamic persona. You understand people, and you know how to aid, motivate, command, and even exploit. Whether you were born with status or you fought to rise above a lowly beginning, you know your destiny is glorious.
Starting at 1st level, your words have the extraordinary ability to elevate friends and subjugate adversaries. Twice per long rest, you can innately cast a spell, choosing from the following list each time you cast: Bane, Bless, Command, Healing Word. Somatic and material components are not required.
Starting at 7th-level paragon, you cast these spells as 3rd-level spells, and at 15th-level paragon, you cast these spells as 5th-level spells.
From 1st level onward, whenever you use Hand of Fate on an initiative check, you and all allies within 120 feet that can hear you gain advantage on attack rolls and saving throws during the first round of combat. You cannot use this feature if you are surprised.
Also at 1st level, you learn two languages of choice.
Beginning at 3rd level, you gain a special companion. This person can be a sworn defender, a trusted friend, or a family member. Your companion uses their own actions, and in initiative, they take their turn directly before or after yours. They act according to their own nature and try to protect you to the best of their abilities (you the player control the companion).
Choose one of the following companion stat blocks. This provides the base statistics:
The Devoted: Strong with higher AC and a feature that allows them to resist lethal damage once per day.
The Sentinel: Fast and dexterous who allows both of you to disaengage as a bonus action.
The Scoundrel: Perceptive and ranged who allows both of you to never be surprised.
Next, choose a humanoid race for your companion. They have all the associated racial traits except Ability Score Increase. If the race typically gains a feat, the companion instead gains a Companion Bonus Feature of choice.
Your companion is proficient with simple weapons, light armor, medium armor, and anything shown in the stat block. Their proficiency bonus begins at +2 at 3rd level (already included), and it increases as yours does.
For each paragon level you have above 3rd, your companion’s maximum hit points increase by 1d8 (or 5) + their Constitution modifier. Their number of hit dice equals your paragon level. The companion cannot gain class levels.
Whenever you receive the Ability Score Improvement paragon class feature, your companion’s own scores also improve: increase one score by 2 or two scores by 1, to a maximum score of 20. Alternatively, one of their scores increases by 1, and they gain a Companion Bonus Feature of choice.
Your companion follows the same death and dying rules as a player character. If they die or you wish to switch companions, you can gain a new one at a time the GM deems appropriate.
Defender: Whenever the companion sees another creature being attacked, the companion can use a reaction to impose disadvantage on the attack. The companion must be within 5 feet of the creature and using a shield.
Mystical Protection: The companion gains resistance to one damage type other than bludgeoning, piercing, or slashing.
Savage: The companion can gain advantage on melee weapon attack rolls during their turn, but they grant advantage to all attack rolls made against them until the start of their next turn.Skillful: The companion gains proficiency with any three skills or tools.
Vigorous: The companion gains proficiency with any two saving throws.
Weapons Training: The companion gains proficiency with all martial weapons.
Well-Armored: The companion gains proficiency with heavy armor and shields.
At 8th level, the bond between you and your companion deepens. You inspire a tremendous resolve within them, adding your Charisma modifier to all saving throws they make.
Upon attaining 10th level, whenever you use Hand of Fate you can innately cast the spell bane, bless, command, or healing word as a 3rd-level spell (no action required). At 15th-level paragon, you cast this as a 5th-level spell.
At 14th level, your majesty and grace can overcome afflictions, even death. Once per long rest, you can innately cast a spell from the following list: Lesser Restoration, Greater Restoration, Revivify. Material components are not required, and the somatic component is a kiss to the forehead.
Tenacious Bond (1/Long Rest). If the companion drops to 0 hit points but is not killed outright, they instead drop to 1 hit point. If you can see and hear each other, they can confer this benefit to you instead.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target, Hit: 1d8 + 2 slashing damage, or 1d10 + 2 slashing damage if used with two hands.
Javeling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target, Hit: 1d6 + 2 piercing damage.
Scoundrel Maneuvers. The scoundrel has a +5 foot bonus to speed and can Disengage as a bonus action. As long as you can see and hear each other, you can also Disengage as a bonus action.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. hit: 1d6 + 2 piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. hit: 1d6 + 2 piercing damage.
Vigilant Sentinel. The sentinel’s proficiency bonus is doubled for Perception checks (already included). The sentinel cannot be surprised, and neither can you as long as you can see or hear each other.
Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. hit: 1d10 + 2 piercing damage.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. hit: 1d8 + 1 piercing damage.
With wonders, you can create a variety of different effects, from cunning maneuvers to rushes of magic. The rules governing wonders are as follows:
2nd-Level Wonders | Other Prereq. | Regain |
|---|---|---|
| Battle Leader | Sovereign | at will |
| Buy Time | — | long rest |
| Cat’s Claw | — | short rest per target |
| Dominion of the Eminent | Sovereign | short rest |
| Fell the Foe | Hero | at will |
| Kismet | — | at will |
| Labyrinth Adept | — | passive + short rest |
| Mounted Paragon | — | passive + long rest |
| Net Caster | — | passive + short rest |
| Paragon Healer | Proficiency in Medicine | long rest |
| Sage of Lore | — | passive + long rest |
| Satyr’s Ploy | Proficiency in Acrobatics | short rest |
| Shadowflash | Trickster | at will |
| Springing Lynx | Trickster | short rest |
| Strength of Giants | Hero | short rest |
| Uncanny Deflection | Proficiency in Acrobatics | long rest |
| Well-Timed Misdirection | — | short rest |
3rd-Level Wonders | Other Prereq. | Regain |
| Against the Cyclops | — | short rest |
| Fade into the Mist | Trickster | always + short rest |
| Flaming Spears | Hero | long rest |
| Force of Nature | — | long rest |
| Griffon’s Might | — | long rest |
| Hawkeye | Proficiency in Perception | long rest |
| Howl of the Alpha Wolf [epic] | Sovereign | long rest |
| Lion’s Roar | Proficiency in Intimidation | long rest |
| Madcap Tricks [epic] | Trickster | long rest |
| Muddle Conviction | Sovereign | short rest |
| Mythic Song [epic] | Proficiency in Performance | long rest |
| Owl of Night’s Lament [epic] | Trickster | long rest |
| Philosopher’s Salvo | Proficiency in Religion | long rest |
| Royal Guardian | Sovereign | long rest |
| Through the Flames [epic] | Hero | long rest |
| Tread the Path of Blades [epic] | — | long rest |
| Vanguard [epic] | Hero | long rest |
5th-Level Wonders | Other Prereq. | Regain |
| Bolt of the Storm God | — | short rest |
| Confront the Minotaur [epic] | — | long rest |
| Doomsayer | — | long rest |
| Giver of Splendid Gifts | — | long rest |
| Let the Gods Behold [epic] | Sovereign | long rest |
| Master of Masks | Trickster | at will |
| Wheel of Fate | — | long rest |
| The Whirlwind Descends [epic] | Hero | long rest |
7th-Level Wonders | Other Prereq. | Regain |
| Awaken the Ancestors [epic] | Hero | long rest |
| Gallant Doyen [epic] | Sovereign | long rest |
| Knowledge of the Planes | Proficiency in Arcana | short rest + long rest |
| New Moon Fox [epic] | Trickster | long rest |
| Oracle | — | long rest |
| Relic Wielder | — | passive |
9th-Level Wonders | Other Prereq. | Regain |
| Astral Crown | Sovereign | long rest |
| Spirit of the Great Wyrm [epic] | Hero | long rest |
| Temple Keeper | Proficiency in Religion | passive |
| Veil of Dreams [epic] | Trickster | long rest |
11th-Level Wonders | Other Prereq. | Regain |
| Chimera Assault [epic] | Hero | long rest |
| Quicksilver Phantom [epic] | Trickster | long rest |
| Rings of Radiance [epic] | Sovereign | long rest |
| Vicissitude of the Sphinx [epic] | — | long rest |
13th-Level Wonders | Other Prereq. | Regain |
| Journeys Unnumbered | — | passive + long rest |
| Meteor Charge | Hero | short rest |
| Slipstream Rover | Trickster | always + short rest |
| Subjugate the Foes | Sovereign | short rest |
15th-Level Wonders | Other Prereq. | Regain |
| Divine Blood | — | long rest |
| Gambit of Comedy and Tragedy [epic] | Trickster | long rest |
| Legend of the Dragon Slayer [epic] | Hero | long rest |
| Victory is at Hand [epic] | Sovereign | long res |
2nd-Level WondersBattle LeaderPrerequisite: Myth of the Sovereign Your tactics and encouraging words rouse allies during battle. As an action, choose an ally within 120 feet of you that can hear you. The allied creature can spend its reaction to move up to 5 feet and make a weapon attack. If the allied creature is your companion, add your Charisma modifier to the attack roll. Buy TimeYou must use buy time at the start of a combat encounter (before the first combatant takes its turn) and only if you are not surprised. Make a Charisma (Deception) check to bluff your foes, a Charisma (Intimidation) check to halt them, or a Charisma (Persuasion) check to parley with them. The GM designates an enemy (typically a leader) that can see and hear you, and the creature makes a contested Wisdom (Insight) check. If you win the contest, you and your allies can use this moment to position yourselves, each character moving up to their speed. Either you or one ally that can hear you can take an action in addition to moving. Cat’s ClawAs a bonus action, you can make a Dexterity (Sleight of Hand) check contested by the Wisdom (Perception) check of a creature within 5 feet of you. If you win the contest, choose one or both of the following options:
You cannot use cat’s claw against the same target again until you complete a short or long rest. Dominion of the EminentPrerequisite: Myth of the Sovereign As an action, you speak a phrase of dominion and enter a regal stance that lasts for 1 minute. For the duration of the wonder, whenever an enemy would move into a space within 15 feet of you, it must make a Wisdom saving throw. On a failed save, it cannot move closer to you on the current turn. On a successful save, it is unaffected this turn. Fell the FoePrerequisite: Myth of the Hero Use this wonder when you hit a Large or smaller creature with a melee weapon or thrown weapon. As a bonus action, make a Strength (Athletics) check contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. Your check has disadvantage if you are using a thrown weapon and the target is in your long range. If you win the contest, you can push the target 5 feet away from you or knock it prone. You can use this wonder against Huge creatures starting at 7th-level paragon and against Gargantuan creatures starting at 15th-level paragon. KismetLabyrinth AdeptYou are adept with the ways of mystifying mazes and wilderness tangles. You gain the following benefits:
Mounted ParagonYou are adept in the ways of riding and maneuvering mounts. You gain the following benefits when you are mounted, as long as you are not incapacitated:
At 5th-level paragon, you can innately cast the spell Find Steed once per long rest. Net CasterYou are trained in unique fighting techniques that utilize the net, gaining the following benefits:
Paragon HealerPrerequisite: Proficiency in Medicine As an action, apply up to two of the following options to yourself or a creature within your reach. You cannot use this wonder on an undead or construct.
At 7th-level paragon:
At 15th-level paragon:
You must complete a long rest to regain the use of paragon healer Sage of LoreYour knowledge is vast, due to extensive studies as well as a connection to the spirits of sages. You gain the following benefits:
Satyr’s PloyPrerequisite: Proficiency in Acrobatics You can use this wonder as a reaction when a creature you can see moves into a space within 5 feet of you. The target must succeed on a Dexterity saving throw or fall prone. Whether the save succeeds or fails, you then make a melee weapon attack against the target and move up to half your speed without provoking opportunity attacks. ShadowflashPrerequisite: Myth of the Trickster As a bonus action, you enter a stance that lasts until the end of your next turn. During this time, when a creature you can see within 30 feet of you moves without disengaging, you can use your reaction to make a weapon attack against it. If you are wielding a melee weapon, however, the target must be within your reach. Springing LynxPrerequisite: Myth of the Trickster As a bonus action, you invoke the prowess of a hunting cat. Until the end of your next turn, you gain a climbing speed equal to your walking speed, and your jumping distance triples. During this time, whenever you take the Dash action, you can also make one melee weapon attack at any point during your movement. Strength of GiantsPrerequisite: Myth of the Hero As a bonus action, you invoke the might of a giant. Until the end of your next turn, you gain the following benefits:
You must complete a short or long rest to regain the use of strength of giants. Uncanny DeflectionPrerequisite: Proficiency in Acrobatics You can use this wonder as a reaction when you take damage from a source you can see within 60 feet of you. Prevent an amount of the damage equal to 1d8 + your Dexterity modifier, and deal the amount of prevented damage to its source. The damage type is unchanged. Well-Timed MisdirectionYou can use this wonder as a reaction when an enemy you can see attacks you. This reaction can be taken after you know the attack roll result but before damage is rolled. Make a Charisma (Deception) check. If the result is greater than the enemy’s attack roll, the attack misses you or you can redirect the attack to a creature within 5 feet of you (the attack roll remains the same). Well-timed misdirection does not function against critical hits. 3rd-Level WondersAgainst the CyclopsPrerequisite: 3rd-level paragon You can use this wonder when you hit a creature you can see with a melee weapon attack. The target must succeed on a Dexterity saving throw or be blinded until the end of your next turn. The target is instead permanently blinded if its CR is 2 lower than your paragon level or below. The creature recovers its sight with any effect that cures the blinded condition or if it regains hit points from regeneration. Fade into the MistPrerequisite: Myth of the Trickster, 3rd-level paragon You are a skirmisher and ambusher who is able to call up obscuring mists. You gain the following benefits:
Flaming SpearsPrerequisite: Myth of the Hero, 3rd-level paragon You call upon the power of a mighty entity—a god, a great spirit, or a star of fate—and your thrown weapons ignite with spiritual energy. As an action, make two ranged attacks using thrown weapons. You can draw the weapons as part of this action, and you do not suffer disadvantage for attacking at long range. Each attack deals an additional 1d6 fire or radiant damage. The additional damage increases to 2d6 at 7th-level paragon and to 3d6 at 15th-level paragon. Force of NaturePrerequisite: 3rd-level paragon You can innately cast the spells Gust of Wind and Thunderwave each once per long rest. Somatic components are not required. Griffon’s MightPrerequisite: 3rd-level paragon As a bonus action, you invoke the spirit of the griffon. For 1 minute, you have a flying speed equal to your walking speed, and your melee weapon attacks deal an additional 1d6 damage. HawkeyePrerequisite: Proficiency in Perception, 3rd-level paragon As a bonus action, your sight becomes supernaturally keen for 10 minutes. You gain the following benefits:
You must complete a long rest to regain the use of hawkeye. Howl of the Alpha Wolf [epic]Prerequisite: Myth of the Sovereign, 3rd-level paragon You give a great battle cry and close in on your target like the alpha of a wolfpack. 1st Round: As an action, you shout a battle cry. Each ally within 60 feet of you that can hear you can spend its reaction to move up to its speed. You move up to your speed and make a melee weapon attack (two attacks if you have Extra Attack). This attack has advantage if an ally is within 5 feet of the target. 2nd and 3rd Rounds: As an action, make a melee weapon attack (two attacks if you have Extra Attack). This attack has advantage if an ally is within 5 feet of the target. If you hit a Large or smaller creature, it must succeed on a Strength saving throw or fall prone. For the duration of the wonder, whenever the target stands up, it provokes opportunity attacks unless it disengages. You must complete a long rest to regain the use of howl of the alpha wolf. Lion’s RoarPrerequisite: Proficiency in Intimidation, 3rd-level paragon As an action, you give a tremendous shout that invigorates allies and causes foes to jump back. You and all allies within 60 feet of you that can hear you can each make a saving throw against an ongoing effect that has a repeated saving throw at the end of one’s turn. Madcap Tricks [epic]Prerequisite: Myth of the Trickster, 3rd-level paragon No one knows how you produce such peculiar tricks, and like any good magician, you never tell. 1st, 2nd, and 3rd Rounds: As an action, you produce a tiny object and throw it up to 30 feet. Roll 1d4:
You must complete a long rest to regain the use of madcap tricks. Muddle ConvictionPrerequisite: Myth of the Sovereign, 3rd-level paragon As an action, choose one creature within 60 feet of you that can see and hear you. The target must make a Wisdom saving throw. On a failed save, it cannot take hostile actions against you or your allies for 1 minute, or if the target’s CR is 1/3 your paragon level or lower, it changes its loyalty and becomes your ally for 1 hour. Either effect ends if you or an ally takes a hostile action against the target. Creatures immune to the charmed condition are unaffected. Mythic Song [epic]Prerequisite: Proficiency in Performance or a musical instrument, 3rd-level paragon You sing or play a wondrous song that a legendary bard once composed. You cannot use this wonder on an undead or construct. 1st Round: As an action, you or one creature within 30 feet of you that can hear you regains 1d6 hit points per two paragon levels you have (minimum 2d6) + your Charisma modifier. 2nd Round: As an action, you or one creature within 30 feet of you that can hear you becomes greatly inspired. Within 1 hour, the target can reroll one ability check, saving throw, or attack roll. 3rd Round: As an action, you innately cast the spell Heroism or Lesser Restoration, at a range of 30 feet. The somatic and verbal components are your singing or playing of the song. Special: You can use the three options in any order, though only once each. You must complete a long rest to regain the use of mythic song. Owl of Night’s Lament [epic]Prerequisite: Myth of the Trickster, 3rd-level paragon You invoke the spirit of a ghost owl that haunts those who are doomed to a tragic fate. 1st Round: As a bonus action, you enter a ghostly state. For the duration of the wonder, when you are in dim light or darkness, you are invisible (along with objects you are wearing or carrying). In addition, your movements make no sound unless you choose so, and you have blindsight out to 30 feet. 2nd Round: As a bonus action, you can call out to one creature within 30 feet of you that can hear you. The target must make a Wisdom saving throw. On a failed save, you command the target: drop what it is holding, run away as far as possible, or fall prone. On its next turn, it performs the command and does nothing else. If your command is directly harmful to the target, it instead does nothing on its turn. 3rd Round: As a bonus action, you can fly up to your walking speed. Special: You can use the three options in any order, though only once each. You must complete a long rest to regain the use of owl of night’s lament. Philosopher’s SalvoPrerequisite: Proficiency in Religion, 3rd-level paragon As an action, you issue profound philosophical or religious declarations. Choose any number of creatures within 30 feet of you that can hear you. Each target must make a Wisdom saving throw. On a failed save, a target cannot take actions on its next turn, or if the target’s CR is 1/3 your paragon level or lower, it loses the will to fight for 24 hours. It cannot take hostile actions during this time, though if it is subjected to a hostile action, its will to fight returns. Royal GuardianPrerequisite: Myth of the Sovereign, 3rd-level paragon You can innately cast the spells Shield of Faith and Shining Smite each once per long rest. Somatic components are not required. The range of this casting of branding smite is you or your companion within 60 feet of you. Through the Flames [epic]Prerequisite: Myth of the Hero, 3rd-level paragon You endure the most dire of ordeals, contending with fate as you withstand punishment that would annihilate most mortals. 1st Round: As a bonus action, you regain 1d6 hit points per two paragon levels you have (minimum 2d6), and you reduce your exhaustion by 1 level. 2nd Round: As a bonus action, you regain the use of Hand of Fate. 3rd Round: As a bonus action, you gain resistance to all damage until the start of your next turn. You must complete a long rest to regain the use of through the flames. Tread the Path of Blades [epic]Prerequisite: 3rd-level paragon You have passed the threshold into the realm of peril, and you flit through gauntlets that would slash others to ribbons. You can use the bonus actions of this wonder even if you are incapacitated, as long as you are conscious. 1st Round: As a bonus action, you enter a state of preternatural agility. For the duration of the wonder, you are immune to the grappled, paralyzed, restrained, and stunned conditions. Furthermore, your movement does not provoke opportunity attacks, and you cannot inadvertently trigger traps or environmental hazards. 2nd and 3rd Rounds: As a bonus action, move up to your speed. The next time an attack would hit you before the start of your next turn, make a Dexterity (Acrobatics) check, and you can use the result in place of your AC. You must complete a long rest to regain the use of tread the path of blades. Vanguard [epic]Prerequisite: Myth of the Hero, 3rd-level paragon You are the vanguard, the brave, the hero who stares down terrors that others hesitate to face. 1st Round: As an action, move up to your speed and make a melee weapon attack (two attacks if you have Extra Attack). Whether you hit or miss, the target has disadvantage on attack rolls against creatures other than you for the duration of the wonder. 2nd Round: As an action, make a melee weapon attack (two attacks if you have Extra Attack). The next time the target takes a hostile action against you before the end of the wonder, you can make a melee weapon attack against it as a reaction. 3rd Round: As an action, make a melee weapon attack (two attacks if you have Extra Attack). On a hit, the target must make a Constitution saving throw. On a failed save, it deals the minimum amount on all damage rolls until the start of your next turn. You must complete a long rest to regain the use of vanguard. 5th-Level WondersBolt of the Storm GodPrerequisite: 5th-level paragon You call out to a god, who sends down a magical bolt that crackles with divine rebuke. As an action, choose a creature you can see within 120 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 4d6 lightning damage and is stunned until the end of your next turn. On a successful save, it takes half damage and is not stunned. Confront the Minotaur [epic]Prerequisite: 5th-level paragon You face the terrible monstrosity that waits to devour you, relying on all your courage and wit to win through. 1st Round: As a bonus action, choose an enemy that is within 60 feet of you. You must be able to hear or see each other. You and the enemy make contested Charisma (Intimidation) checks. If you win the contest, the next noncritical hit you score against the enemy becomes a critical hit. If you do not win the contest, you and the enemy each deal an additional 1d8 damage to the other on damage rolls for the duration of the wonder. 2nd and 3rd Rounds: As a bonus action, make a melee weapon attack against a creature within 5 feet of you. After your attack, the creature can spend its reaction to make a melee weapon attack against you. You must complete a long rest to regain the use of confront the minotaur. DoomsayerPrerequisite: 5th-level paragon You can innately cast the spells Bestow Curse and Doomful Duress as 3rd-level spells each once per long rest. Giver of Splendid GiftsPrerequisite: 5th-level paragon Once per long rest, you can perform a 10-minute ritual that allows you to share wondrous gifts. Choose one of the following options. It requires the noted material component, which is not consumed. Ambrosia (serving vessels worth at least 100 gp): You innately cast Create Food and Water, though you produce exquisite food and drink that last for up to 24 hours. A creature who consumes a serving of this meal is cured of any magical aging effect, and it has advantage on death saving throws until it finishes a long rest. Anointing Oil (an oil vessel worth at least 250 gp): You anoint up to 3 creatures, each of which receives the benefits of the spell Bless or Enhance Ability for 1 hour. Concentration is not required. Mystical Rings (one or two fine rings worth at least 250 gp each): You bless up to 2 rings, turning each one into an uncommon magic ring of your choice. Upon blessing a ring, you or a willing creature within 5 feet can attune to it. A creature cannot be attuned to more than 1 ring you bless in this way. After 1 hour, the magic fades from the rings. Let the Gods Behold [epic]Prerequisite: Myth of the Sovereign, 5th-level paragon You call out to the gods, aiming to win their divine favor. You can only use this wonder on the first turn you take during initiative. 1st Round: As a bonus action, a creature is chosen at random from among all enemies you and your allies can see (excluding creatures below CR 1). This is the target the gods have chosen as the adversary. 2nd and 3rd Rounds: As a bonus action, choose yourself or an ally you can see. Until the start of your next turn, the target’s speed increases by 20 feet, and it has advantage on its next attack roll. You must complete a long rest to regain the use of let the gods behold. Master of MasksPrerequisite: Myth of the Trickster, 5th-level paragon You can use mystical subterfuge to mask your appearance and your attacks. You gain the following benefits:
Wheel of FatePrerequisite: 5th-level paragon You set the wheel of fate into motion, facing whatever luck comes your way. You can only use this wonder during combat or other situation of immediate danger. As an action, roll 1d12:
You must complete a long rest to regain the use of wheel of fate. The Whirlwind Descends [epic]Prerequisite: Myth of the Hero, 5th-level paragon You invoke a furious whirlwind that empowers you and batters your foes. 1st Round: As an action, move up to your speed without provoking opportunity attacks. During this movement, you can make a melee weapon attack at up to three different creatures. Each attack deals an additional 1d6 damage. 2nd Round: As an action, extreme winds sweep around you, out to 20 feet in all directions. Each Large or smaller creature of your choice in this area must succeed on a Strength saving throw or take 4d6 bludgeoning damage and be moved up to 15 feet in a horizontal direction you choose. 3rd Round: As an action, make a melee weapon attack at each creature of your choice within 10 feet of you. You must complete a long rest to regain the use of the whirlwind descends. 7th-Level WondersAwaken the Ancestors [epic]Prerequisite: Myth of the Hero, 7th-level paragon You call out to some of your greatest ancestors, whose spirits empower you. 1st Round: As a bonus action, you invoke the warrior. For the duration of the wonder, your weapon attacks deal an additional 1d10 damage, and whenever you hit a creature with a weapon attack, it must succeed on a Strength saving throw or its speed is reduced to 0 until the start of your next turn. 2nd Round: As a bonus action, you invoke the shaman. For the duration of the wonder, your melee weapons gain the thrown (60/180) property, and whenever you deal damage, you can change the type to cold, fire, lightning, or thunder. 3rd Round: As a bonus action, you invoke the legendary hero. Make a weapon attack. If this attack hits, the target must succeed on a Strength saving throw or drop whatever it is holding. If this attack misses, it deals half damage. Special: You can use the three options in any order, though only once each. You must complete a long rest to regain the use of awaken the ancestors. Gallant Doyen [epic]Prerequisite: Myth of the Sovereign, 7th-level paragon You lead bravely, inciting great morale in your allies and disorienting your foes. 1st Round: As an action, choose one creature you can see. Until the start of your next turn, you and all allies that can hear you have a bonus to attack rolls against the target equal to your Charisma modifier. You then make two weapon attacks. 2nd Round: As an action, you emanate an aura of gallantry. Each enemy within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature has disadvantage on attack rolls until the end of the wonder, and during this time, it cannot cast spells other than cantrips nor use any option that has a recharge roll. 3rd Round: As an action, choose yourself or an ally that can hear you. The chosen target gains temporary hit points equal to 3d8 + your Charisma modifier and can make two weapon attacks or cast a cantrip. If you choose an ally, it must spend its reaction in order to make the attacks or cast the cantrip. You must complete a long rest to regain the use of gallant doyen. Knowledge of the PlanesPrerequisite: Proficiency in Arcana, 7th-level paragon You can use this wonder as a reaction when you take acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage. You gain resistance to all the listed damage types until the end of your next turn. New Moon Fox [epic]Prerequisite: Myth of the Trickster, 7th-level paragon The essence of the new moon makes you an avatar of subterfuge. 1st Round: As a bonus action, target a creature you can see within 5 feet of you. The target must succeed on a Charisma saving throw or you steal its grace for the duration of the wonder: 2nd Round: As a bonus action, you attempt to steal helpful magic from a creature you can see within 5 feet of you. The target must make a Charisma saving throw. On a failed save, any beneficial spells of 4th level or lower currently affecting the target are transferred from it to you. If such a spell requires concentration, you must maintain the concentration. If the target has no such spell for you to steal, it takes 4d6 psychic damage on a failed save. 3rd Round: As a bonus action, you attempt to destabilize a creature you can see within 5 feet of you. The target must make a Dexterity saving throw. On a failed save, all attack rolls made against the creature have advantage until the start of your next turn. Special: You can use the three options in any order, though only once each. You must complete a long rest to regain the use of new moon fox. OraclePrerequisite: 7th-level paragon You can innately cast the spells Augury and Divination each once per long rest. Relic WielderPrerequisite: 7th-level paragon You can innately cast the spells Detect Magic and Identify, though you must cast them as rituals (even if you normally cannot cast rituals). 9th-Level WondersAstral CrownPrerequisite: Myth of the Sovereign, 9th-level paragon You are the bearer of a divine spark, a star-blessed soul able to manifest majestic gifts. You gain the following benefits:
Spirit of the Great Wyrm [epic]Prerequisite: Myth of the Hero, 9th-level paragon You invoke the might of a terrifying dragon. Your eyes glow like molten metal, your voice crackles with power, and spectral dragon wings stretch from your back. 1st Round: As an action, you strike terror into the hearts of your foes. Each creature of your choice within 60 feet of you must succeed on a Wisdom saving throw or become frightened of you for the duration of the wonder. A creature’s speed becomes 0 feet while frightened in this way. It can repeat the saving throw at the end of each of its turns, ending the frightened effect on itself on a success. 2nd Round: As an action, you gain a 40-foot flying speed for the duration of the wonder. You then move up to your speed. At any point along this movement, you unleash a breath attack in a 60-foot cone. Each creature in this area must make a Dexterity saving throw, taking 7d8 fire or lightning damage on a failed save, or half damage on a successful one. 3rd Round: As an action, you make three melee weapon attacks. Special: You can use the three options in any order, though only once each. You must complete a long rest to regain the use of spirit of the great wyrm. Temple KeeperPrerequisite: Proficiency in Religion, 9th-level paragon You become the head of a temple, leading it through times of calm and times of crisis. This temple can be a long established one whose order wishes for you to be its leader, or it can be one newly constructed by those who believe in you. You have the final say over the temple’s style and its religious-philosophical orientation. The order of the temple includes a 5th-level cleric and two acolytes who live on its grounds and guard it, and pilgrims journey to the location from time to time.
Veil of Dreams [epic]Prerequisite: Myth of the Trickster, 9th-level paragon With a sweep of your arm, you draw out an expanding veil of supernatural dreams. 1st, 2nd, and 3rd Rounds: As an action, you send out a wave of magical sleep. Choose any number of creatures you can see within 10 feet of you. Each target must succeed on a Wisdom saving throw or fall unconscious for the duration of the wonder. An unconscious creature that fails this save for a second time remains unconscious for 1 hour (independent of the duration of the wonder). An unconscious creature that fails this save for a third time remains unconscious for 24 hours. You must complete a long rest to regain the use of veil of dreams. 11th-Level WondersChimera Assault [epic]Prerequisite: Myth of the Hero, 11th-level paragon You make a series of strikes empowered by the spirit of a triheaded mythical beast. 1st Round: As an action, you invoke the ram. Make two melee weapon attacks. On a hit, the target must make a Strength saving throw. On a failed save, the target falls prone, or if it was already prone, it cannot stand up on its next turn. 2nd Round: As an action, you invoke the lion. Make two melee weapon attacks. On a hit, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of your next turn, or if it was already frightened, it cannot take any hostile actions on its next turn. 3rd Round: As an action, you invoke the dragon. Make a melee weapon attack against each creature of your choice within 15 feet of you. A creature hit by one of these attacks takes an additional 3d6 fire or lightning damage. Special: You can use the three options in any order, though only once each. You must complete a long rest to regain the use of chimera assault. Quicksilver Phantom [epic]Prerequisite: Myth of the Trickster, 11th-level paragon A shimmer ripples across your body, and you take on a dreamlike aspect—silvery, fluent, and eerie. 1st Round: As a bonus action, you enter the quicksilver phantom state. For the duration of the wonder, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. If you are inside an object or creature when the wonder ends, you take 2d10 force damage and are shunted to the nearest unoccupied space. 2nd Round: As a bonus action, you innately cast the spell Phantasmal Killer. The spell’s duration is independent of the wonder. 3rd Round: As a bonus action, move up to your speed and innately cast the spell mirror image. The spell’s duration is independent of the wonder. Special: You can use the three options in any order, though only once each. You must complete a long rest to regain the use of quicksilver phantom. Rings of Radiance [epic]Prerequisite: Myth of the Sovereign, 11th-level paragon A disc of white-gold brilliance expands from you, rotating gracefully as it invigorates your allies and sears your foes. 1st, 2nd, and 3rd Rounds: As an action, you evoke an instantaneous ring of magical light around yourself, which reaches out to 5 feet from you in all directions. If your companion is within 120 feet of you and you can see them, a similar ring forms around them as well. You and each living ally within the light regains 4d8 hit points. Each enemy within the light takes 4d8 radiant damage, or half damage on a successful Dexterity saving throw. The effects do not double for a creature in multiple rings. You must complete a long rest to regain the use of rings of radiance. Vicissitude of the Sphinx [epic]Prerequisite: 11th-level paragon Your voice booms like thunder, issuing doomful decrees against your foes. 1st Round: As an action, you emit a magical roar that affects all creatures of your choice within 60 feet of you. Each creature must make a Constitution saving throw. On a failed save, a creature takes 8d6 thunder damage and has disadvantage on the next attack roll and the next saving throw it makes before the end of this wonder. On a successful save, a creature takes half damage and suffers no other effect. 2nd Round: As an action, you give a magical decree that affects all creatures of your choice within 60 feet of you. Each creature must make a Wisdom saving throw. On a failed save, a creature is frightened until the end of your next turn. If a creature fails this saving throw by 5 or more, it is paralyzed as long as it is frightened. 3rd Round: As an action, you fly up to 60 feet, and you can make three weapon attacks at any points throughout this movement. You must complete a long rest to regain the use of vicissitude of the sphinx. 13th-Level Wonders |
| Level | Proficiency Bonus | Features | Wonders Known |
|---|---|---|---|
| 1 | +2 | Hand of Fate, Paragon Myth, Serendipitous Encounter | — |
| 2 | +2 | Well Rounded, Wondercraft | 2 |
| 3 | +2 | Expert Skills, Myth Feature | 3 |
| 4 | +2 | Ability Score Improvement | 3 |
| 5 | +3 | Extra Attack | 4 |
| 6 | +3 | Mythic Weapon | 4 |
| 7 | +3 | — | 5 |
| 8 | +3 | Ability Score Improvement, Myth Feature | 5 |
| 9 | +4 | Expert Skills | 6 |
| 10 | +4 | Myth Feature | 6 |
| 11 | +4 | — | 7 |
| 12 | +4 | Ability Score Improvement | 7 |
| 13 | +5 | Improved Aid | 8 |
| 14 | +5 | Myth Feature | 8 |
| 15 | +5 | — | 9 |
| 16 | +5 | Ability Score Improvement | 9 |
| 17 | +6 | — | 10 |
| 18 | +6 | Paragon Grandeur | 10 |
| 19 | +6 | Ability Score Improvement | 11 |
| 20 | +6 | Demigod | 11 |
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