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Paragon

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.

Ambition and Fate

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.

Living Avatars*

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.*

Creating a Paragon

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.

Quick Build

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.

hit dice: d8 per paragon level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per paragon level after 1st.
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons and one martial weapon of choice
tools:
saving throws: Wisdom, Charisma
skills: One Charisma skill and choose any other two
starting equipment:
You start with the following equipment, in addition to the equipment from your background:
  • (a) chain mail, (b) scale mail, (c) leather, or (d) a holy symbol
  • (a) a shield or (b) a simple weapon
  • a martial weapon
  • (a) a dungeoneer’s pack, (b) an explorer’s pack, or (c) a scholar’s pack
spellcasting:

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.

class features:

Hand of Fate

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.

Paragon Myth

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.

Serendipitous Encounter

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:

  • Gives information or clues helpful to your current situation
  • Makes an ability check with a +8 bonus
  • Casts one spell of 2nd level or lower (spell save DC 14)
  • Gives you a helpful item
While you typically choose when the Serendipitous Encounter occurs, the GM may opt for the NPC to appear at a more opportune moment.
Once you use Serendipitous Encounter, you must gain another level of paragon before you can use it again.

Well Rounded

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.

Wondercraft

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:

Wondercraft DC = 8 + your proficiency bonus + your Charisma modifier

Expert Skills

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.

Ability Score Improvement

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.

Extra Attack

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.

Mythic Weapon

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.

Improved Aid

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).

Paragon Grandeur

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.

Demigod

At 20th level, your might and illustriousness reach the threshold of the Divine. Choose three of the following benefits:

  • Increase two of your ability scores by 2 each. Your maximum for those scores is now 24.
  • You can use Hand of Fate an additional time per short or long rest.
  • Once per long rest, you can perform a miraculous deed, innately casting one of the following spells: Death Ward, Geas, or Heroes' Feast.
  • Your Serendipitous Encounter NPC appears, presenting you with an incredible gift—a very rare magic item.
  • You have advantage on saving throws against spells and other magical effects.
At the moment of your choosing, your soul permanently passes on from your mortal life. Choose one of the following options:
  • Your soul arrives directly at the realm of the god with whom you were most aligned, and you become an exarch of that god.
  • Your soul ascends to the sky and becomes a star constellation that people look to for auguries and auspices.
  • Your soul enters your most prized possession, and it becomes a sentient artifact.

subclass options:

Myth of the Hero

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.

Heroic Warrior

At 1st level, you gain the following benefits:

  • You have proficiency with heavy armor and all martial weapons.
  • Spears and tridents you wield deal 1d8 damage. They gain the reach and versatile (1d10) properties.
  • Battleaxes and warhammers you wield deal 1d10 damage. They gain the thrown (range 20/60) and versatile (1d12) properties.

Heroic Hand of Fate

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.

Aegis of Fortitude

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.

Bonus Wonder

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.

Mythic Enhancement

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.

Hand of Destruction

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.

Bronzen Champion

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.

Myth of the Trickster

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.

Spry Combatant

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.

Unarmored Defense

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.

Sly Hand of Fate

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.

Nimbleness

When you reach 3rd level, your agility advances to a heightened state. You gain the following benefits.

  • Your speed increases by 10 feet while you are wearing light armor or no armor.
  • You have proficiency with Dexterity saving throws.

Bonus Wonder

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.

Increased Nimbleness

At 8th level, your speed increases by an additional 10 feet.

Hand of Cunning

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.

Autumn Leaves

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.

Myth of the Sovereign

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.

Majestic Decree

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.

Lordly Hand of Fate

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.

Esteem of Learning

Also at 1st level, you learn two languages of choice.

Paragon Companion

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.

Companion Bonus Features

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.

Resolute Bond

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.

Hand of Majesty

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.

Transcendent Grace

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.

The Devoted

Tiny humanoid (any race), any alignment
Armor Class: 17 (scale mail, shield)
Hit Points: 16hp (3d8+3)
Speed: as race ft

STR

15 +2

DEX

12 +1

CON

13 +1

INT

10 +0

WIS

12 +1

CHA

12 +1

Saving Throws: Str +4, Con +3
Skills: Athletics +4, Persuasion +3
Senses: passive Perception 11
Languages: as race

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.

Actions

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.

The Scoundrel

Tiny humanoid (any race), any alignment
Armor Class: 15 (chain shirt)
Hit Points: 16 (3d8 + 3)
Speed: as race + 5 ft

STR

12 +1

DEX

15 +2

CON

12 +1

INT

8 -1

WIS

12 +1

CHA

15 +2

Saving Throws: Dex +4, Cha +4
Skills: Deception +4, Stealth +4
Senses: passive Perception 11
Languages: as race

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.

Actions

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.

The Sentinel

Tiny humanoid (any race), any alignment
Armor Class: 15 (scale mail)
Hit Points: 16 (3d8 + 3)
Speed: as race ft

STR

14 +2

DEX

13 +1

CON

12 +1

INT

12 +1

WIS

15 +2

CHA

8 -1

Saving Throws: Con +3, Wis +4
Skills: Perception +6, Survival +4
Senses: passive Perception 16
Languages: as race

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.

Actions

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.

Wonders

With wonders, you can create a variety of different effects, from cunning maneuvers to rushes of magic. The rules governing wonders are as follows:

  • In order to learn and use a wonder, you must meet its prerequisites.
  • You cannot affect a target with multiple wonders on a single attack.
  • If a wonder’s effect depends on the target’s CR, and the target does not have a CR, use its level instead.
  • Some wonders are noted as [epic]. Epic wonders have 3 stages that take place across 3 successive rounds (ending at the start of your fourth consecutive turn). If you do not spend the noted action on your turn for the current round’s effect, the epic wonder immediately ends.
  • You cannot have two epic wonders active simultaneously. If you use a second one, the first one immediately ends.
  • When you gain a level in paragon, you can choose one of your wonders and replace it with another for which you meet the prerequisites.











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 Wonders

Battle Leader

 

Prerequisite: 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 Time

 

You 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.
The GM may rule that this skill check influences the onset of the battle, perhaps entering into a social interaction or skill encounter.
You must complete a long rest to regain the use of buy time.



Cat’s Claw

 

As 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 have advantage on your next melee attack roll against the creature this turn, and if you use a onehanded weapon, this attack deals an additional 1d6 damage per two paragon levels you have.

  • You steal an object from the creature. The object must be no larger than a one-handed weapon to you, and the target must not be actively using it.

You cannot use cat’s claw against the same target again until you complete a short or long rest.



Dominion of the Eminent

 

Prerequisite: 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.
You must complete a short or long rest to regain the use of dominion of the eminent.



Fell the Foe

 

Prerequisite: 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.



Kismet

 

You learn the cantrips Guidance and Resistance. You can cast them at a range of 30 feet.



Labyrinth Adept

 

You are adept with the ways of mystifying mazes and wilderness tangles. You gain the following benefits:

  • You have advantage on saving throws against traps and environmental hazards, and they have disadvantage on attack rolls against you.

  • You have advantage on ability checks made to navigate or find your way.

  • Once per short rest as an action, you can set a 5-footradius magical trap on a surface you can see within 30 feet of you. This trap lasts until it is triggered or you use this wonder again. As an action, you can deactivate the trap if it is within 5 feet of you. It is a camouflaged device or a faint glyph, with a search DC equal to your wondercraft DC. If a creature touches the trap, moves into the trap’s space, or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 1d6 force damage per two paragon levels you have (minimum 2d6) and is knocked prone. On a successful save, the creature takes half damage and is not knocked prone. You can designate certain creatures or kinds of creatures that do not trigger the trap, and you can also choose to have the trap sound a loud alarm when it is triggered, audible up to 2,000 feet.



Mounted Paragon

 

You 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:

  • You have advantage on saving throws to remain mounted.

  • If an effect would move you against your will while you are mounted, you can make a DC 10 Dexterity saving throw to ignore the forced movement and remain mounted.

  • While you are controlling a mount, it has advantage on saving throws.

At 5th-level paragon, you can innately cast the spell Find Steed once per long rest.



Net Caster

 

You are trained in unique fighting techniques that utilize the net, gaining the following benefits:

  • You gain proficiency with the net.

  • You can draw a net as part of the action used to attack with it.

  • Double the thrown range of nets you wield.

  • Once per short rest, you can make a net attack as a bonus action.



Paragon Healer

 

Prerequisite: 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.

  • Regain hit points equal to 1d8 + your Charisma modifier

  • Cured of poison (the poisoned condition and any ongoing poison damage)

At 7th-level paragon:

  • Regain hit points equal to 3d8 + your Charisma modifier

  • Cured of poison, disease, blindness, deafness, paralysis, or petrification

At 15th-level paragon:

  • Regain hit points equal to 5d8 + your Charisma modifier

  • Cured of poison, disease, blindness, deafness, paralysis, or petrification

  • End a reduction to maximum hit points or an ability score

  • Cured of one ongoing effect that a successful save can end

You must complete a long rest to regain the use of paragon healer



Sage of Lore

 

Your knowledge is vast, due to extensive studies as well as a connection to the spirits of sages. You gain the following benefits:

  • Choose two of the following skills: Arcana, History, Nature, Religion. You gain proficiency in them, or if you already have proficiency in a chosen skill, you gain expertise in it.

  • You make Intelligence checks to remember information or lore as a bonus action instead of an action.

  • You can innately cast the spell Comprehend Languages once per long rest, and at 9th-level paragon, you can innately cast the spell Legend Lore once per long rest.



Satyr’s Ploy

 

Prerequisite: 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.
You must complete a short or long rest to regain the use of satyr’s ploy.



Shadowflash

 

Prerequisite: 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 Lynx

 

Prerequisite: 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.
You can make two attacks at 7th-level paragon and three attacks at 15th-level paragon.
You must complete a short or long rest to regain the use of springing lynx.



Strength of Giants

 

Prerequisite: 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:

  • Your Strength score increases by 4.

  • You have advantage on Strength checks and saving throws.

  • Your melee reach increases by 5 feet.

  • You can make one additional attack on the next Attack action you take before the end of the wonder.

You must complete a short or long rest to regain the use of strength of giants.



Uncanny Deflection

 

Prerequisite: 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.
The amount of damage deflected increases to 3d8 + your Dexterity modifier at 7th-level paragon and to 5d8 + your Dexterity modifier at 15th-level paragon.
You must complete a long rest to regain the use of uncanny deflection.



Well-Timed Misdirection

 

You 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.
You must complete a short or long rest to regain the use of well-timed misdirection.



3rd-Level Wonders

Against the Cyclops

 

Prerequisite: 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.
Incorporeal creatures and creatures with more than two eyes are immune to against the cyclops.
You must complete a short or long rest to regain the use of against the cyclops.



Fade into the Mist

 

Prerequisite: 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:

  • You can Hide as a bonus action

  • Once per short rest as an action, you can create a 15-foot radius cloud of mist, centered on you. The mist spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a moderate or stronger wind disperses it.



Flaming Spears

 

Prerequisite: 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.
You must complete a short or long rest to regain the use of flaming spears.



Force of Nature

 

Prerequisite: 3rd-level paragon

You can innately cast the spells Gust of Wind and Thunderwave each once per long rest. Somatic 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 4th-level spells.



Griffon’s Might

 

Prerequisite: 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.
You must complete a long rest to regain the use of griffon’s might.



Hawkeye

 

Prerequisite: Proficiency in Perception, 3rd-level paragon

As a bonus action, your sight becomes supernaturally keen for 10 minutes. You gain the following benefits:

  • You have advantage on Perception checks.

  • You can see invisible creatures and objects.

  • You can see normally through lightly-obscured and heavily-obscured areas, even those created by magic.

  • Targets gain no benefit against you from having half cover or three-quarters cover.

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 Roar

 

Prerequisite: 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.
Each enemy within 60 feet of you that can hear you must make a Wisdom saving throw. A creature that fails uses its reaction (if available) to move 10 feet away from you, which provokes opportunity attacks. Creatures immune to the frightened condition are unaffected.
You must complete a short or long rest to regain the use of lion’s roar.



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:

  1. Bee Swarm: Bees emerge from the object, buzzing and stinging in a 5-foot radius. Each creature in the area must succeed on a Dexterity saving throw or take 1d6 poison damage per two paragon levels you have (minimum 2d6) and suffer disadvantage on its next attack roll before the end of the wonder.

  2. Crackling Blast: Searing, crackling embers burst from the object in a 5-foot radius. Each creature in the area takes 1d8 fire damage per two paragon levels you have (minimum 2d8), or half damage on a successful Dexterity saving throw.

  3. Shrieker: The object erupts with a piercing shriek in a 5-foot radius. Each creature in the area must succeed on a Constitution saving throw or be deafened and stunned until the end of your next turn.

  4. Tanglefoot: Sticky strands burst from the object in a 5-foot radius. Each creature in the area must succeed on a Dexterity saving throw or be restrained until the end of the wonder. As an action, a restrained creature can attempt to escape with a Strength (Athletics) or Dexterity (Acrobatics) check.

You must complete a long rest to regain the use of madcap tricks.



Muddle Conviction

 

Prerequisite: 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.
You must complete a short or long rest to regain the use of muddle conviction.



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 Salvo

 

Prerequisite: 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.
If a target has an alignment opposed to yours on one axis or more, it also takes 1d8 psychic damage per two paragon levels you have on a failed save. Opposed alignments are: good/evil, law/chaos, true neutral/fully nonneutral.
Creatures with no alignment (unaligned) are unaffected by philosopher’s salvo.
You must complete a long rest to regain the use of philosopher’s salvo.



Royal Guardian

 

Prerequisite: 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.
Starting at 7th-level paragon, you cast these spells as 3rd-level spells, and at 15th-level paragon, you cast them as 4th-level spells.



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 Wonders

Bolt of the Storm God

 

Prerequisite: 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.
At 7th-level paragon, the damage increases to 6d6, and at 15th-level paragon, the damage increases to 8d6.
You must complete a short or long rest to regain the use of bolt of the storm god.



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.



Doomsayer

 

Prerequisite: 5th-level paragon

You can innately cast the spells Bestow Curse and Doomful Duress as 3rd-level spells each once per long rest.
At 15th-level paragon, you cast them as 5th-level spells.



Giver of Splendid Gifts

 

Prerequisite: 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.
The first time the adversary takes damage before the end of the wonder, the damage increases by 2d12 radiant damage.
If you or an ally slays or otherwise neutralizes the adversary before the wonder ends, the gods bestow a boon that lasts for 24 hours: You or an ally of your choice deals an additional 1d6 radiant damage on all damage rolls.

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 Masks

 

Prerequisite: Myth of the Trickster, 5th-level paragon

You can use mystical subterfuge to mask your appearance and your attacks. You gain the following benefits:

  • You can innately cast the spell Disguise Self at will.

  • After you cast disguise self, the first melee weapon attack you make has advantage and deals an additional 1d6 damage on a hit.
    This effect does not function against creatures that are not susceptible to visual illusions, such as those with blindsight or truesight.



Wheel of Fate

 

Prerequisite: 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:

  1. The Skull: You take 4d8 necrotic damage, which cannot be reduced in any way. The next non-critical hit you score within 1 hour becomes a critical hit.

  2. The Tome: Choose any 1st-level spell and any 2nd-level spell. You immediately cast them both as innate spells (disregard their normal casting times). Components are not required.

  3. The Witch: You immediately cast Doomful Duress as an innate 3rd-level spell. Components are not required. You then become frightened, as though always within line of sight of the source of your fear, but you can move normally. The frightened condition lasts for 24 hours or until the third time you deal damage to an enemy.

  4. The Tower: For 1 minute, you cannot leave or be moved from your current space by any means, you cannot make melee attacks, and you have three-quarters cover against all attacks and effects.

  5. The Sword: You immediately cast Spiritual Weapon as an innate 4th-level spell. Components are not required. You can begin using the spiritual weapon’s bonus action this turn.

  6. The Inferno: You and all creatures within 60 feet of you take 3d8 fire damage. Evil-aligned creatures take double damage, which cannot be reduced in any way*.

  7. The Divine Flame: A lit Torch of Celestial Flame, Lesser appears in your hand, and you can immediately attune to it. It remains for up to 1 hour. You can immediately take an additional action.

  8. The Star: You teleport to any unoccupied space you can see. You are immune to falling damage this turn. Upon arriving at your destination, each enemy within 10 feet of you takes 4d6 radiant damage, and you can immediately take an additional action.

  9. The Candle: After 1d4 rounds, you gain the benefits of a short rest. You can spend no more than half your hit dice when you do. You gain the benefits of Dodge until the start of your next turn.

  10. The Monster: You transform into a Troll for 1 hour or until you are reduced to 0 hit points. This effect otherwise functions as though the spell Polymorph. You can immediately take an additional action.

  11. The Abyss: You are transported to the depths of a nightmarish realm for 1d4 rounds. While there, you take 1d12 psychic damage at the end of each of your turns. Upon returning to the space you left, you tap into the wisdom known by an ancestor of yours. Choose a 1st-level or 2nd-level class feature from any class in which you have no levels (excluding Pact Magic or Spellcasting). You gain the feature for 24 hours. It functions as though you had the minimum class level for the feature.

  12. The Celestial Eye: The spell Foresight is cast upon you by a god or spirit sage, with a duration of 10 minutes.

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 Wonders

Awaken 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 Planes

 

Prerequisite: 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.
You must complete a short or long rest to regain the use of knowledge of the planes.
At 15th-level paragon, you can also innately cast the spell Conjure Elemental once per long rest.



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:
The target has disadvantage on Dexterity saving throws, while you gain advantage on them.
The target cannot make more than one attack on its turn, while you can make an additional attack when you take the Attack action.
The target’s speed is halved, while your speed increases by an amount equal to half the target’s speed (including all modes of movement).

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.



Oracle

 

Prerequisite: 7th-level paragon

You can innately cast the spells Augury and Divination each once per long rest.



Relic Wielder

 

Prerequisite: 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).
You ignore the class requirements of any magic item whose properties you have identified. For the purpose of spell scrolls, you must succeed on spellcasting ability checks to cast spells of 3rd level and higher.



9th-Level Wonders

Astral Crown

 

Prerequisite: 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:

  • Once per long rest as an action, you gain blindsight and truesight out to 60 feet for 1 minute.

  • Once per long rest as an action, you can send a short telepathic message to any creature with whom you are personally familiar, even if it is on another plane. Your message can include the sights and sounds you are currently perceiving. The recipient can respond to you in the same fashion.

  • Once per long rest as an action, you call to the celestial realms and summon a griffon or pegasus, which appears in an unoccupied space within 120 feet of you. It is your ally and has a bonus to AC and saving throws equal to your Charisma modifier. In initiative, it takes its turn directly before or after yours. The summoned creature remains for 1 hour or until you dismiss it as a bonus action or it is reduced to 0 hit points.



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 Keeper

 

Prerequisite: 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.
The rite that bonds you as the temple keeper provides the following benefits:

  • You have resistance to necrotic and radiant damage.

  • You can innately cast the spells Commune and Sanctuary each once per long rest.



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.
An unconscious creature wakes up if it takes damage or if someone uses an action to slap it awake. Creatures immune to the charmed condition are unaffected by veil of dreams.

You must complete a long rest to regain the use of veil of dreams.



11th-Level Wonders

Chimera 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


LevelProficiency BonusFeaturesWonders Known
1+2Hand of Fate, Paragon Myth, Serendipitous Encounter
2+2Well Rounded, Wondercraft2
3+2Expert Skills, Myth Feature3
4+2Ability Score Improvement3
5+3Extra Attack4
6+3Mythic Weapon4
7+35
8+3Ability Score Improvement, Myth Feature5
9+4Expert Skills6
10+4Myth Feature6
11+47
12+4Ability Score Improvement7
13+5Improved Aid8
14+5Myth Feature8
15+59
16+5Ability Score Improvement9
17+610
18+6Paragon Grandeur10
19+6Ability Score Improvement11
20+6Demigod11

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