The Paragon Class

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The Paragon

Paragon

Flavor Text

Flavour 1

Flavour 2

Quick Build

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

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the Paragon as one of your classes.

Ability Score Minimum. In order to multiclass, you must have at least a 13 in Intelligence to take a level in this class, or to take a level in another class if you are already an Paragon.

Proficiencies Gained. If Paragon isn't your initial class, you gain two skill proficiencies from the Paragon list when you take your first level in this class.

The Paragon
Level Proficiency Bonus Features Willpower Die
1st +2 Willpower, Humble Origins 1d4
2nd +2 Fighting Style, Actions Speak Louder 1d4
3rd +2 Heroic Title 1d4
4th +2 Ability Score Increase 1d4
5th +3 Extra Attack, Advanced Willpower 1d6
6th +3 Heroic Title Feature 1d6
7th +3 Those who Help Others 1d6
8th +3 Ability Score Increase 1d6
9th +4 Heroic Title Feature 1d6
10th +4 Words of Affirmation, A Hero's Renown 1d6
11th +4 Tag Team Maneuver 1d8
12th +4 Ability Score Increase 1d8
13th +5 Heroic Title Feature 1d8
14th +5 Determined Mind 1d8
15th +5 Legendary Resistance 1d8
16th +5 Ability Score Increase 1d8
17th +6 Heroic Title Feature 1d10
18th +6 Beyond All Limits 1d10
19th +6 Ability Score Increase 1d10
20th +6 Legendary Action 1d10

Class Features

As a paragon, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per paragon level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paragon level after 1st

Proficiencies


  • Armor: Light armor, medium armor, heavy armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: none

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from skills Athletics, Investigation, History, Medicine, Survival, Perception, Intimidation, Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain shirt or (b) scale mail
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a Longbow and quiver of 20 arrows or (b) four javelins
  • (a) a dungeoneer's pack or (b) an explorer's pack

Willpower

At 1st level, you can draw from your immense will which imbues your attacks with emotional power. This ability is represented by a pool of dice called Willpower Dice. You have a number of Willpower Die equal to your proficiency bonus and recover all dice when you finish a short or long rest.

Some of your paragon features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Willpower Save DC = 8 + your proficiency bonus +

your Charisma modifier

Forceful Blade. You imbue your weapon with an intimidating aura. When you hit a target with a weapon attack, you can expend 1 Willpower Die to imbue an intimidating aura. The attack deals extra damage equal to a roll of your Willpower Die and you push the target up to 10 feet away from you.

Graceful Blade. Your weapon radiates a benevolent energy as your strike. As a bonus action or as a part of taking the Help action, you can expend and roll 1 Willpower Die. Before you finish a short or long rest, you can add the Willpower Die result to one saving throw made by a creature you can see within 30 feet of you. You can add the result after the creature has rolled but before it learns the results of the roll.

Humble Origins

Also at 1st level, like all heroes you have come from humble beginnings, grounded and stoic you better understand the motivations others.

When a Charisma ability check is made against you that check has a penalty equal to your Charisma modifier.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Actions Speak Louder

Also at 2nd level, when you take the attack action on your turn you can use the Help action as a bonus action. Additionally, if your Help action aids an ally in attacking a creature successfully, you can add your Willpower Die to the attack's damage roll.

Heroic Title

At 3rd level, you have delved into your talents, surpassing the ordinary. A Heroic Title embodies your ideals and abilities as a paragon. Your title choice grants you features at 3rd level and then again at 6th, 9th, 13th, and 17th level.

Ability Score Increase

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. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Advanced Willpower

Also at 5th level, as you gain power your will also grows in step. You gain access to the following features;

Feinting Blade. You obscure your weapon, surprising your foe and cutting down their defences. When you hit a creature with a weapon attack, you can expend and roll 1 Willpower Die, reducing the targets armor class by the result until the start of its next turn.

Taunting Blade. As you strike your opponent you also strike at their insecurities. When you hit a creature with a weapon attack you can expend 1 Willpower Die to force that creature to make a Wisdom saving throw. On a failed save, that creature must use its next turn to attack you and cannot make reactions until the start of your next turn.

Those who Help Others

At 7th level, those who help others must also learn to help themselves. When you are hit by an attack or when you and only you are forced to make a saving throw, you can add a roll of your Willpower Die to your AC against that attack or to your saving throw, potentially turning a hit into a miss or a failure into a success. You can use this feature once per turn.

Words of Affirmation

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

A Hero's Renown

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

Tag Team Maneuver

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

Determined Mind

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

Legendary Resistance

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

Beyond All Limits

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

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

This superhuman state lasts for 1 minute, and ends early if you are reduced to 0 hit points or die. Once you use this feature, you can’t use it again until you finish a long rest.

Legendary Action

Beginning at 20th level, your battle talent has reached legendary status.

You can take a special action called a legendary action, outside of your turn by using your reaction. Only one action can be used and only at the end of another creature's turn. You can't use this feature while incapacitated or otherwise unable to take actions. If surprised, you can't use this feature until after your first turn in the combat.

Once you have used this feature you cannot use it again until you have finished a long rest.

Heroic Title

The Prodigy

Natural Talent

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

Competitive Streak

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

Sheer Will

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

Brilliance

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

Willful Blade

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

Training from Hell

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

Echo of the Soul

At 17th level, putting on a flashy display, you perform your ultimate attack. You break the earth beneath your foe as masses of light gather around you, creating an colossal ethereal weapon. A truly frightening demonstration for all those who oppose you.

As an action, you can force a creature within range to make a Dexterity saving throw. On a failed save that creature takes 6d10 radiant damage or half as much on a successful save. A number of allies up to your Charisma modifier can lend your their strength, allowing them to roll 1d10 and add it to the damage of this attack.

Additionally, hostile creatures within 30 feet that saw this attack must make a Wisdom saving throw. On a failed save, they are frightened of you until the start of your next turn. You can use this feature once and regain all uses upon finishing a long rest.

The Mentalist

Sixth Sense

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

Hypnotist

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

Attacks made using this feature count as your own for your Actions Speak Louder feature.

Thought Reader

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

Freind of a Friend

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

You can use this feature once and regain all uses upon finishing a long rest.

Precognition

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

Brain Invader

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

The Lionheart

Bonus Proficiency

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

Banner Lord

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

Red Banner. You direct an ally within 30ft. to strike. The target can use its reaction to make one weapon attack against a creature in range, on a hit they add your Willpower die to the attack's damage roll.

Blue Banner. You rally your allies to regroup. Allies within 60ft. can use their reaction to move up to their movement speed towards you. This movement does not provoke attacks from other creatures.

Yellow Banner. You warn an ally within 30ft. to brace. The target adds your Charisma modifier to their AC until the start of their next turn.

You can use this feature a number of times equal to your Charisma modifier and regain all uses upon finishing a long rest.

Soldiers Emblem

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

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

Vanguards Charge

At 9th level, as a lionheart in combat you you lead from the front. After you end your turn on the first round of combat, attacks against you by creatures with a lower initiative than you are made at disadvantage until the start of your next turn.

Vanguards Glory

At 13th level, when a creature comes within range you can use your reaction to make a melee weapon attack against them.

Legendary Banner

At 17th level, the true potential of soldiers are revealed by their commander. As a bonus action, you can raise a Legendary banner to have an ally within 30 feet of you immediately take an action, treating it as an action it would take on its turn.

Once you use this feature, you can't use it again until you finish a long rest.

The Mentor

Learned

At 3rd level, those who come to teach have much to share. You learn one language and gain proficiency in one ability check of your choice.

Squire

Also at 3rd level, you have taken on a squire that is friendly to you and your companions, and obeys your commands. The squire uses the commoner's statistics, with the following changes:

  • It knows the language you chose from your Learned feature and it has proficiency with all armor and weapons you have proficiency with.
  • It uses your proficiency bonus for attack rolls and saving throws it makes.
  • It gains an additional number of hit points equal to your paragon level.
  • At the start of each of its turns, it gains a number of temporary hit points equal to your paragon level plus your Charisma modifier (minimum of 1 temporary hit point).
  • You can treat any attack it makes as if it were your own for the purposes of any features from your class, race, or other sources.
  • When it would die, it can drop to 1 hit point instead and fall unconscious until you finish a short or long rest, or you expend 1 Willpower Die as an action to restore all its hit points.

While in combat with you, it shares your initiative and acts on your turn. As a bonus action, you can give it a command which it follows to the best of its abilities until 1 minute passes or you command it again. If you are incapacitated, your Squire can take any action of its choice. At the end of a long rest, your squire can find and follow a one-way path to you or you can resurrect it.

Follow the Leader

At 6th level, your Squire's experience fighting alongside you has given them an instinctual understanding of how to take advantage of openings you create. When you use your Actions Speak Louder to help your squire, you can target one additional creature with the feature.

Together we Stand

At 9th level, When you and a creature within 5 feet of you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, both you and that creature take no damage if either of you succeed. Moreover, your squire also gains this feature.

Mentor's Pride

At 13th level, your job as a mentor is to pull out all the potential in your squire. When your squire is forced to make a saving throw you can use your reaction to add a roll of your Willpower Die to the roll.

Knighthood

At 17th level, a promise fulfilled, your squire has lived up to their potential and has graduated to being a knight. Your squire now uses the knight statblock (Basic Rules, pg. 163) retaining the additional benefits from your Squire feature.

Additionally, your knight gains 2 Willpower dice that they can use for the following features; Forceful Blade, Graceful Blade, Feinting Blade, or Taunting Blade.

The Fortune Teller

Aura Reading

At 3rd level, you have awakened the ability to see a creatures aura granting you insights into their character. You can as a bonus action, hone in on a creature and learn the following pieces of information;

  • You learn the creature's alignment.
  • You learn the creatures current mood.
  • You learn if the creature is suffering from the effects of a spell or disease.

You can use this feature a number of times equal to your Charisma modifier and regain all uses upon finishing a long rest.

Crystal Ball

Also at 3rd level, you channel your clairvoyant abilities through the medium of a crystal ball. You can wield a crystal ball in your off-hand, this crystal ball can be made of any crystal or glass and must cost at least 1gp. While wielding your crystal ball you can replace one of your attacks during your attack action to foretell a coming event.

A bolt from the heavens. You predict the fall of lightning. Choose an area within 60ft. of you that you can see. At the start of your next turn you expend 1 Willpower die and every creature within 20ft. of that area take lightning damage equal to triple the result of the roll. Creatures within the area feel their hair stand on end.

A gust from the east. You predict a powerful gale. Choose an area within 60ft. of you that you can see. At the start of your next turn you expend 1 Willpower die and every creature within 30ft. that area takes slashing damage equal to the result and is push in a direction of your choice. Creatures within the area feel the wind pick up speed dramatically.

A danger from below. You predict a rupturing quake. Choose an area within 60ft. of you that you can see. At the start of your next turn you expend 1 Willpower die and every creature within 15ft. of that area takes force damage equal to the result and are knocked prone. Creatures within the area feel the ground become unstable.

When you foretell an event using this feature is counts as hitting a creature to fulfil your Actions Speak Louder feature.

Forewarning

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

Additionally, your allies have resistance to the damage caused by your Crystal Ball feature.

Further Disaster

At 9th level, your visions of the future grow concerning. You gain the following features that you can use for your Crystal Ball feature;

A Sudden Combustion. You predict a violent burst of flames. Choose a point or object with 60ft. of you that you can see. At the start of your next turn you expend 1 Willpower die and every creature within 20ft. of that area take lightning damage equal to double the result of the roll. Creatures within the area feel immense heat radiating from the area.

A Surprising Deluge. You predict a flash flood. Choose a point with 60ft. of you that you can see. At the start of your next turn you expend 1 Willpower die and every creature within 15ft. of that area takes cold damage equal to the result and are pushed 10 feet away from you. Creatures within the area feel the ground become wet and muddy.

Imminent Danger

At 13th level, the dangers you can see are closer than one might expect. When a creature moves into the area of one of your foretold events or attacks a creature while within the area you can as a reaction, trigger the event early.

Cataclysmic Events

At 17th level, the events your capable of foreseeing have become wild and dangerous. The range of your foretold events from your Crystal Ball feature are doubled.

Additionally, you can cast the earthquake spell once per long rest, Charisma is your spell casting ability for this spell.

The Spellblade

Arcane Knowhow

At 3rd level, you gain proficiency with the arcana skill and can double your proficiency bonus for arcana ability checks.

Spell Sword

Also at 3rd level, you have trained to harness magic into a formidable weapon gaining the following benefits;

  • You learn 2 cantrips from the wizard spell list. You use Charisma as your spell casting modifier.
  • You can use a nonmagical weapon as a spell casting focus.
  • You learn an additional wizard cantrip each time you gain a new feature from this class.

Additionally, when you make the attack action, while you use a weapon as a spell casting focus, you can make a weapon attack replacing the weapon damage with the effect of the cantrip. If the cantrip imposes a saving throw, a hit counts as a failed save. Cantrips cast in this way they are treated as if you are level 1 and are weapon attacks.

Arcane Surge

At 6th level, you have learned to better channel your will through your magic blade. When you make a cantrip weapon attack from your Spell Sword feature you can expend 1 Willpower die to have the cantrip cast at your current Paragon level. Cantrips that hit multiple times can only target one creature and on a hit it counts as a hit for each attack in that casting.

Magic Resistance

At 9th level, harnessing the power of the weave has hardened you against its magic. You have advantage on saving throws against spells and other magical effects.

Will over Weave

At 13th level, your will affects the weave itself granting you a form of authority over it. When a creature you can see attempts to cast a spell you can use your reaction to expend a willpower die to intervene, forcing to caster to make an Intelligence saving throw. On a failed save, the creature’s spell fails and has no effect.

Beloved by Mana

At 17th level, you are beloved by magic itself empowering you further. You gain the following benefits;

  • Your cantrips damage die increase by one step (1d6 to 1d8 for example) to a maximum of d12.
  • You gain resistance to damage dealt by a spells and other magical effects.
  • When you make a cantrip weapon attack from your Spell Sword feature your attacks score a critical hit on a roll of 19 or 20.

The Nightwatch

Superior Darkvision

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

Supernatural Slayer

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

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

Supernatural Dampening

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

  • The creature is always treated as if they are in daylight.
  • The creature has disadvantage on spell attack rolls.
  • The creature cannot regain hit points.

Cloak of Shadows

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

Dark Escape

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

Strike out against the Night

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

You can use this feature once and regain all uses upon finishing a long rest.

The Revolutionary

Silver Tongue

Starting at 3rd level, you gain proficiency in one of the following skills of your choice: Deception, intimidation, or Persuasion. Additionally, you can double your proficiency bonus for the chosen ability check.

Mutiny

Also at 3rd level, you can brandish your silvered words against foes. You can use the Help action to help a creature hostile to you, and if you do you can expend one Willpower Die to say a one-word command and force it to make a Wisdom saving throw. On a failed save, it follows the command on its turn as if under the effects of the command spell.

Relentless Morale

At 6th level, success breeds morale. When a creature fails the saving throw from your Mutiny feature you regain the expended Willpower Die.

Additionally, when you use your Mutiny feature you may attempt to inspire rebellion in the heart of your enemy instead of giving a command. The target must succeed a Charisma saving throw or fall under the effects of the crown of madness spell until the start of your next turn.

Voice of the People

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

Shake Conviction

At 13th level, your words sap the confidence and competence of others. When a creature that you can see within 60 feet of you that can hear you makes an attack roll, you can use your reaction to expend one Willpower Die and subtracting the result from the creature’s roll. If this causes the attack to miss the creature must roll a Wisdom saving throw. On a failed save it falls under the effect of your Mutiny feature.

Heart of Rebellion

At 17th level, an idea sparks a wildfire. When using your Mutiny feature you can target up to an additional a number of creatures equal to your Charisma modifier (minimum of 1).

The Primal

3

At 3rd level,

3

Also at 3rd level,

6

At 6th level,

9

At 9th level,

13

At 13th level,

17

At 17th level,

The Cultist

Eldertongue

Starting at 3rd level, you gain access to the unearthly language of Eldertongue. Eldertongue sounds like madding gibberish to any sane creature, but a creature under the effects of a madness-inducing spell (i.e. crown of madness, etc) or cursed can understand it perfectly.

Burden

Also at 3rd level, when you use the Help action you impart forbidden knowledge and power. The creature you help has all damage they inflict is changed to either necrotic or radiant damage, are immune to the charmed and frightened condition, and can only communicate in Eldertongue until the start of your next turn.

Dark Will

At 6th level, as you gain power your will twists towards darker purposes. You gain access to the following feature;

Ritual Blade. You twist malefic energies around your weapon. When you hit a creature with a weapon attack, you can expend and roll 1 Willpower Die, turning your weapon damage to necrotic or radiant and forcing that creature to make a Charisma saving throw. On a failed save, you regain hit points equal to the amount of weapon damage dealt as you siphon their souls energy.

Additionally, you learn the animate dead spell, it counts as a Paragon Spell for you and you use Charisma as your Spellcasting modifier. The spell is altered in the following ways;

  • You can cast this spell at 2nd level once per long rest.
  • You can expend Willpower Dice to upcast this spell with each die expended raising the level by 1 to a maximum of 1/4 your Paragon level.
  • When you gain this feature Choose a creature type, instead of undead the spell creates creatures of the creature type chosen instead (using the zombie or skeleton statblock)

Reverence

At 9th level, your faith bends the mind. Creatures with the creature type you choose in your Dark Will feature can communicate with you in Eldertongue even if they do not know the language as long as they have at least 3 Intelligence.

Additionally, creatures summoned by your Dark Will feature deal additional necrotic or radiant damage equal to a roll of your Willpower Die.

Dark Bulwark

At 13th level, the cult must survive. Creatures you summon through your Dark Will feature are resistant to all damage and you can expend a Willpower die to do one of the following;

  • Increase the result of a saving throw from one of your summons.
  • Restore hit points to all summoned creatures.

Additionally, when a summoned creature is reduced to 0 hit points you regain 1 Willpower Die.

Cabal

At 17th level, the cult must thrive. Creatures you summon using your Dark Will feature gain the following benefits;

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

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

 

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