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 |
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