Paradigm (5e Class)

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Paradigm[edit]

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On the vast canvas of the multiverse, the Paradigms shone, legendary entities whose deeds were echoes that reverberated among the stars. Each Paradigm personified a universal virtue, standing as living archetypes that transcended the boundaries of reality.Each Paradigm, a constellation of virtues unto itself, transcended dimensional limitations, their influence a beacon that illuminated the very fabric of the multiverse. Together, the Paradigms were the epitome of excellence, a perennial reminder that, even in the vastness of the cosmos, certain principles were immutable and eternal.

Prestige Class: The Paradigm[edit]

The paradigms are mortals who have committed feats that not even the gods have been able to commit, authentic paragons of the best values that their world can offer. Its existence transcends reality and time, a state outside of any logical explanation.

With convictions stronger than adamantine and a determination superior to any being in existence, the paradigms will fulfill their duty of being the guardians of their values, no matter how dark the night is, the paradigms will be the stars that illuminate the skies.

Prerequisites[edit]

In order to advance as an Paradigm, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):

  • at least two or more statistics in 20 or more.
  • 20th Level character.

Only those who have reached the pinnacle of mortal would have the qualifications to have the title of the Paradigm.

  • Defining Moment.

On your path, you must have done a feat that can only be considered a divine act, something that surpasses mortality in all its limits, and even with that great feat, you realize that it is still not enough to achieve your goal.

Class Features[edit]

Class Features

As a Paradigm you gain the following class features.

Hit Points

Hit Dice: 1d10 per Paradigm level
Hit Points per Level: 1d10 (or 6) + Constitution modifier per Paradigm level

Proficiencies

Armor: None
Weapons: None
Tools: 3 Artisan’s Tools of your choice.
Saving Throws: Constitution, Charisma.
Skills: 6 of your choice.

Table: The Paradigm

Level Proficiency
Bonus
Features
21st +7
22nd +7
23rd +7
24th +7
25th +8
26th +8
27th +8
28th +8 }
29th +9
30th +9

Spell progression[edit]

As you take the paradigm path, needing to be more perfect than mortal perfection, your arcane control must also progress to rival divinity. The following tables will show your spell progression. If you are not a spellcaster of any kind, ignore this part.

Full Caster Table[edit]

paradigm Level cantrips known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th
21th 8 5 5 4 4 3 3 2 2 1 1 - -
22th 8 6 6 5 5 4 4 2 2 1 1 - -
23th 9 7 7 6 6 5 5 3 3 1 1 - -
24th 9 8 8 7 7 6 6 3 3 2 1 - -
25th 10 9 9 8 8 7 7 4 4 2 1 1 -
26th 10 10 10 9 9 7 7 4 4 3 1 1 -
27th 11 11 11 10 10 8 8 5 5 3 2 1 -
28th 11 12 12 11 11 8 8 5 5 3 2 1 -
29th 12 13 13 12 12 9 9 6 6 4 2 1 1
30th 12 14 14 12 12 10 10 6 6 4 2 1 1

Half Caster Table[edit]

Paradigm Level Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
21th 5 4 3 3 3 2 1 - - -
22th 5 4 3 3 3 2 1 - - -
23th 5 4 3 3 3 2 1 1 - -
24th 6 5 4 4 3 2 1 1 - -
25th 6 5 4 4 4 2 1 1 1 -
26th 6 5 4 4 4 2 1 1 1 -
27th 7 6 5 5 4 2 1 1 1 1
28th 7 6 5 5 4 3 1 1 1 1
29th 7 6 5 5 5 3 2 1 1 1
30th 8 7 6 6 5 3 2 2 1 1

Because a caster half's spell list only goes up to 5th spell level, you can choose to continue with a spell list that relates to your initial spell list. An example of this could be the case of a paladin who could take the cleric spell list, or a ranger who could take the druid spell list.

Third Caster Table[edit]

Paradigm Level Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th
21th 4 4 3 3 2 1 - -
22th 4 4 3 3 3 2 - -
23th 4 4 3 3 3 2 - -
24th 5 5 4 4 3 2 - -
25th 5 5 4 4 4 2 1 -
26th 5 5 4 4 4 2 1 -
27th 5 6 5 5 4 2 1 -
28th 6 6 5 5 4 3 1 -
29th 6 6 5 5 5 3 2 1
30th 6 7 6 6 5 3 2 1

Above Laws or Logic[edit]

By beginning your path as a Paradigm, you have surpassed the mortal limits of your very existence, being something that not even the gods can understand. At 21st level, you have two turns instead of one. you gain an extra turn at 29th level.

Awakening of purpose[edit]

at the 22nd level, when an individual seeks to follow the path of the Paradigms and transcend their mortal nature, they face the "Awakening of Purpose." This choice involves carefully weighing the fundamental virtues and deciding which aspect of transcendence he wishes to embody. Choose one of your purposes from Radiant Hope, The Eternal Perseverance, The Unbreakable Will, The Absolute Ingenuity, The Indomitable Force, or The Impenetrable Fortress. you again obtain more characteristics of your chosen purpose at the 25th, 28th and 30th level.

Ability Score Increase[edit]

When you reach 4th level, and again at 23rd, and 27 level, you can increase one ability score of your choice by 4, or you can increase two ability scores of your choice by 2. You can't increase an ability score above 30 using this feature.

Multiattack/Multispell[edit]

Upon reaching 24th level, you can make an additional weapon attack. Alternatively, you can cast an additional spell for each action you take. you gain an additional attack or spell at 29th level.

Epic Ascendancy[edit]

When you reach 26th level as a paradigm, you can take up to 5 extra legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. You regain all spent legendary actions at the start of each of your turns until the spell ends.

  • Attack. You make up to one weapon attack.
  • Cantrip. You cast a cantrip from among the cantrips that you know.
  • Movement. You move up to your walking speed. Other creatures can still make opportunity attacks against you while you move in this manner.
  • Extra bonus action. You may immediately take another bonus action. You lose this bonus action if you do not use it right away.
  • Cast a spell (Costs 2 Actions). You cast a spell with a casting time of one action from among the spells you know using one of your spell slots.
  • Recover reaction (Costs 2 Actions). You gain one additional temporary reaction, which you can use until the start of your next turn.
  • Use a class feature (Costs 2 Actions). You use one of your class features that you can normally use by using an action.
  • Extra action (Costs 3 Actions). You may immediately take another action. You lose this action if you do not use it right away.
  • Legendary Resistance (5/Long Rest). If you fail a saving throw, it can choose to succeed instead.

The Radiant Hope[edit]

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Source: Nimox Design

At the crossroads of the darkest ages, the Paradigm of Radiant Hope rises magnificently, a hero forged in the crucible of the most prevailing need. "In the firmament of adversity, each act of hope is a constellation that defies the darkness, illuminating the horizon with the promise of a new dawn." Each step of his journey is a blaze of light that defies the darkness, and his heart beats to the beat of hope, a melody that resonates in the endless night. In the midst of adversity, his eyes are twinkling stars, reflecting the promise of a new dawn in every gesture of compassion and every act of solidarity. This hero, imbued with the radiance of Radiant Hope, not only lights his own path, but stands as the torch that guides others through the storm, inspiring the unwavering belief that even in the darkest of times, the The radiance of hope persists, forging a brighter tomorrow for all.

In his existence, a cosmic epic is revealed where this hero stands as the guardian of the eternal flame, the custodian of a future where hope prevails over desolation. "True greatness is achieved in the fight against darkness, where every act of hope is a plea against oblivion." His actions resonate like epic verses, each noble gesture writing a chapter in the history of Eldoria, where the Paradigm of Radiant Hope becomes the very embodiment of light in the darkness. Under his shining mantle, darkness dissolves and the hearts of those who have lost all hope are fanned by the flame of belief.

To become a Paradigm of Radiant Hope requires more than mere physical strength or extraordinary abilities. It is a journey that begins in the heart, where the spark of hope burns unquenchable. The true essence of this path lies in the ability to cultivate a tireless belief in a better future, even in the darkest hours. Empathy and compassion are the wings that allow us to rise above despair, and courage is the sword that clears obstructed paths. It takes the will to be a lighthouse in the midst of the storm, radiating light when others only see shadows. Those destined to become Paradigms of Radiant Hope must embrace the belief that in every act of kindness and every flash of compassion lies the foundation of a new dawn, and it is that belief that elevates them to the status of guardians. of the eternal flame.

The Sun of Hope[edit]

You are the sun that illuminates the hearts of those for whom you chose to be their beacon of eternal hope. At 22nd level, your light extends across an entire 10-mile terrain, you are aware of all the creatures that inhabit your continent and you have omniscient vision throughout your illuminated terrain. All of your passive and active abilities now have a range equal to your Radiant Terrain. Also, once per round free action (while you are out of combat) you can appear anywhere your light reaches. Within your radiant terrain you will obtain a bonus to all your rolls equal to the number of people to whom your light has reached, in addition to the fact that these creatures will also obtain a bonus to all your rolls that are equal to your charisma or wisdom modifier (your choice)

The Lightbringer[edit]

Your connection with the light has reached an almost divine pinnacle, making it so that your flames of hope cannot be denied. At level 22, you get the following benefits:

  • you gain immunity to radiant and necrotic damage. Any resistance to any damage you already possess becomes immunity as well.
  • All damage you deal becomes radiant, and if it was already radiant damage, add 20d10 radiant damage to these attacks and an additional bonus to attack, damage, and your save DC equal to your attack or spellcasting modifier (your choice).
  • Choose between wisdom and charisma. All skill checks and saving throws count as a natural 20.
  • You ignore any damage reduction methods as long as the damage is radiant. Also, those who attack do not benefit from any effect that makes them avoid your attacks.
  • Your light cannot be manipulated in any way and dispels any type of darkness.

Purifying Light[edit]

The sun of hope that radiates light of salvation within your heart purifies those who still carry hope in their hearts and burns those who conspire against hope. Upon reaching level 25 your light obtains the following qualities:

The mercy of hope[edit]
  • All friendly creatures (including you) that are being affected by curses, benign spells, stat or hit point reduction or other adverse effects are completely healed when they enter your territory and are bathed in the light of the hope.
  • whenever they are under your light they will gain your same damage immunities and status effects
  • will recover half of their hit points at the beginning of each of their turns. In the event that the healing provided exceeds the target's maximum health, the residual healing will become temporary hit points that will accumulate up to twice the hit points of the affected creature.
  • Any missing limbs of an allied creature will regenerate instantly while within your light. The regeneration will be seen as first the missing limb is generated again as translucent golden light, while gradually becoming the normal limb.
the purge of the hopeless[edit]

Any creature which has an evil alignment or that you consider your enemy will be affected by the following effects while within your illuminated terrain:

  • You will receive radiant damage equal to the damage you deal to your allies
  • Your damage against these enemies will be doubled.
  • will have a penalty to all his rolls, his AC and his DC equal to your level + your damage or spellcasting modifier (your choice)

Heirs of the True Light[edit]

At 28th level, you reached such a level of ascension in the light of hope, that you can gift fragments of your true light to those of pure heart. You can gift class abilities that you possess to creatures allied to you and that have the same alignment as you. The creature must meet the necessary requirements to use it, such as the level or statistics necessary to obtain this ability. Alternatively, you can also choose to offer some different type of benefit that your DM feels you are capable of imparting. You can only give it one characteristic per creature and you can give a benefit to a number of creatures equal to your level.

Additionally, you can choose a single creature that you and your DM agree on, and give it a large portion of your power. This creature can gain a number of characteristics and abilities equal to half your level.

Paragon of Hope[edit]

At the 28th level, those who carry hope in their hearts will never die. When a creature allied to you and that has been in your light at least once in its life dies, its body will disintegrate in a flash of intense light and it will be reborn within your illuminated terrain (you choose its resurrection location). This resurrection counts as the True Resurrection spell and you can use this benefit a number of times equal to your proficiency bonus.

Additionally, whenever your hit points are reduced to 0, you can choose to have it drop you to 1 hit point. You can use this benefit a number of times equal to your level. your soul cannot be divided, fragmented, destroyed or manipulated by any means, also nothing can imprison or expel your soul against your will, making you immune in turn to the effects that would kill you instantly

The End of the True Sun[edit]

You reached the epitome of your power as the embodiment of hope itself, becoming the sun that illuminated the heart of your entire world, but just because your power reached its limit does not mean it is your limit. The hope that lives in you is infinite, an energy that is greater than you, and you can use the infinite power of hope, in exchange for the maximum price, your own life. At 30th level, as a legendary action, free action, or in response to being killed, you can transcend to the form of true hope, gaining the following benefits for your next 10 minutes:

  • All your hit points will regenerate and your maximum hit points will increase equal to 10 times your maximum amount of life.
  • you get 3 additional turns and 5 more legendary actions
  • Triple the damage you deal to any enemy
  • you become immune to all types of damage and status effects
  • Your radiant terrain extends around the entire world and at the beginning of each of your turns, everyone you consider enemies within your illuminated terrain will receive an attack from you. This attack is unstoppable.
  • All your limited-use abilities will have unlimited uses while the transformation is active.

When the minute duration of this ability ends, you will die due to excessive use of your light, disappearing in a flash of radiant light. You cannot be revived by any means other than using the wish spell with a 12th level spell slot.

The Eternal Perseverance[edit]

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Source: FredFraiche on X

Difficult things take a long time, impossible things take a little longer, so demonstrated the first paradigm of Eternal Perseverance, the mortal who refused to die and bled the gods who had taken everything from him, many labeled it as something impossible, something that would never happen, but that mortal taught us this: "Permanence, perseverance and persistence in spite of all obstacles, discouragements and impossibilities: that is what distinguishes the strong souls from the weak ones". Since that feat, other possessors of Eternal Perseverance were born, warriors who remain faithful to their ideals and no matter how much they were destroyed they never abandoned their values, living under the motto "The only fight that is lost is the one that is abandoned"

You reached that spark, your long path has forged you with unmatched courage and perseverance, despite everything you lost in the way, there were surely times when you simply wanted to throw in the towel, give up, say that there is no point in continuing trying and that it is impossible, but despite all those doubts you decided to get up one more day to fight, then one more hour, one more minute and then another second... despite carrying your mistakes and the things you lost you continued Go ahead, because stay on the floor wasn't going to change that, you got up and hit the wall again and again, until your hands bled and you used that pain as fuel for the end you managed to break it, that was your Eternal Perseverance... the one that shines like gold in your darkest moments.

Martyr of Perseverance[edit]

At level 22th, you are the proof that perseverance overcomes any adversity, adapting to any damage received, since you must persevere in the face of any circumstance. When you receive 2 or more times a type of damage from any attack, you gain resistance to that type of damage, if you already have resistance, you gain immunity to that damage. If you have immunity to that type of damage, you can choose to heal yourself hit points equal to the damage dealt, or return the same damage to the person who hurt you. All of these benefits last until the end of the fight or you are killed.

Immortal Perseverance[edit]

It's ok if you can't lift the heaviest metal, lifting your own weight once you fall to get up is more than enough, death waits for that moment where you don't get up to take you, but your Perseverance makes no matter how much death puts its claws on you, your courage will lift you once again. At 22th level, if you fail 3 death saving throws, your body will ignite from the glow of your soul roaring that this is not over and you will rise again as if you had just finished a long rest in your next turn and for each time you die and come back, you gain a +5 bonus to everything (stats, AC, saving and attack rolls, etc). . If you die outside of battle, your body will take a full day to recover. You can do this a number of times equal to your paradigm level.

Consistency Can Move Mountains[edit]

Your relentless path has made your mere presence alter reality itself, making you capable of resisting the impossible no matter what happens, because your perseverance is capable of moving mountains. At 25th level, each time you fail an attack roll against an enemy or a spell, you gain +5 attack and damage against that creature. In case the creature has immunity to the damage you inflict, after you hit 4 attacks this immunity will be reduced to resistance. If the target has resistance to your damage, it will be reduced and will receive normal damage. If the target has no resistance, it will become vulnerable to your damage. If it is vulnerable, your damage is quadrupled. These benefits only apply to you.

Undeniable and Unbreakable[edit]

You have become the paragon of the enduring example that if you want you can achieve anything, making even the gods useless before your great demonstration of what true resistance is. At 28th level, you become immune to all status effects, and for each failed saving throw, you gain a +3 bonus to all saving throws. In addition, your legendary resistance is incredibly improved, making it possible for you to use it an indefinite number of times a day and these no longer cost you legendary actions, although they are still under the same requirements.

True Pereverance[edit]

You have reached the highest point of perseverance, one that eclipses the gods themselves, because you are the true embodiment of what perseverance is. At 30th level, you become immortal, making it impossible for you to age even by magical means. You also become immune to any reduction in maximum hit points, stats, AC, or CR. you gain the ability to negate immortals, completely negating any effects that would cause them to avoid their end. Finally, all benefits of this class can be applied to all your allies within a 100-foot range centered on you, resurrection and legendary resistances do not apply.

The Unbreakable Will[edit]

from the deepest sufferings, from the worst known ailments, even the worst destinies were not enough to break the paradigm of unbreakable will, it is the one who remained standing from the worst wounds, the one who crawled, was destroyed, humiliated and hated that being who made the gods themselves tremble after maintaining his will in every defeat, every fall and, above all, every loss.

Few are those that can be a feat done by those worldly mortals from whom nothing was expected, demonstrating that destiny is not written and that it cannot hold you back, nor your purpose, much less your will.

The requirement to be a paradigm of will is to have broken your chains so that you are not tied to destiny because you do not want to be anyone else but you, and no one will decide your path, thanks to that your will is respected by everyone who listens. his name for the vast seas of the multiverse.

Will Stronger Than Steel[edit]

Your will went from being the fuel that moves you to being a universal law, an immutable fact, making you overcome the most impossible situations, and the most abominable monstrosities that seek to break you. At level 22, you gain the following benefits:

  • You become completely immune to Frightened, Charmed, and any effects that affect your psyche. Any creatures that attempt to use these effects on you will be affected by the ability, as if they had targeted themselves. This immunity cannot be reduced by any means, being one of the only things that will always be impossible to change for the paradigms of absolute ingenuity.
  • No adversity will hold you back, making you immune to any environmental effect no matter how extreme. This reaches the point where you can be existing in absolute void, able to bend the elements of the elemental planes, or not be affected by the shadowfell miasma. You will obtain all these resistances when you are in extreme environments, and they will stay with you forever.
  • choose a statistic. Whenever you make a roll with this statistic, you will count on having obtained a natural 20. this does not apply to attack rolls. You can take an additional stat at 28th level.

Transcendental Determination[edit]

Making your will unbreakable is not achieved only by enduring the worst that the world has to destroy you, it is a path that begins from the heart, since in it you protect the dreams that drive you to transcend in order to fulfill them, making it impossible you can fall in combat. At level 22, you have access to the state of determination. You can activate this state as an additional action, obtaining the following benefits:

  • you get a +2 for each attack hit, or a +4 if this attack is magical, this bonus will apply to all your rolls, including damage rolls. This accumulates indefinitely.
  • as a free action on each of your turns, you can completely nullify a creature's action.
  • all your damage rolls take 25d12 additional damage

You can use the state of determination a number of times equal to your proficiency bonus.

Improved Determination[edit]

Your determination has become almost unstoppable, because no one can destroy your dreams. Now when you are determined, you get the following benefits:

  • you get a bonus to all your rolls equal to your willpower. This bonus will increase or decrease at the DM's discretion, as it represents your character's determination based on the current situation.
  • As a free action, you can make yourself or another creature succeed on a roll that makes
  • Enemies cannot benefit from advantage or impose disadvantage on any roll related to you. Whenever you have an advantage on a roll, roll 4 dice instead of 2.
  • you get an additional multi attack/multi casting

The Will of Creation[edit]

Through the willpower that you have forged in all your journeys that you have had, it has given you the ability to shape reality using your will. At 25th level, you gain the ability to create objects or even life by shaping the creation with your will. You can create anything, but your limit is to create any creature with a CR less than 20, a wonderful legendary level item. Alternatively, you can create more knowledge to help you through your hardships, which allows you to take another subclass of any class you have other than the Paradigm, but you can only have one subclass using this benefit. The duration of the creation of what you want may vary at the discretion of your DM.

Dominant will[edit]

Your will has come to dominate everything that tries to subdue you, making you almost unstoppable. At 28th level, you become immune to all status effects, gain resistance to all damage, and can take a single characteristic from another paradigm subclass other than Absolute Wits if you are not a full caster. In addition, your ac increases equal to your will bonus, you get an additional multiattack/multicasting.

Manifestation of the True Determination[edit]

Beginning at 30th level, If they kill you, you can cast the true resurrection spell on yourself and gain the benefits of your state of determination and you gain the following effects;

  • You become proficient with all saving throws, and your proficiency bonus is doubled for with the saving throws that you are already proficient in
  • You have immunity to all damage.
  • all your score and maximum increases by 10.
  • You have advantage against all the alignments that differs from you.
  • You can add your higher modifier to all of your saving throws
  • You can add your higher modifier to all attack rolls and damage rolls
  • You can cast at will the wish spell.

When you use this feature, you can't do so again for 1 month from the next dawn.


The Absolute Ingenuity[edit]

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Source: Angle on Pinterest

In the darkest times or in the most confusing times, those are born who have the ability to see beyond, to have the means and the tricks to reveal the means, to seek the impossible paths and over time break our understanding with the greatest feats. Incredible visions of man and gods, surpassing the limits of mind, time and space to become one with energy, based on understanding and extension, proclaim their place as a paradigm of absolute ingenuity.

Stories tell that the first paradigm of ingenuity managed to see beyond the veil of immortality, overcoming death, leaving the gods behind, escaping time and surprising the unmatched weight of reality.

To be a paradigm of absolute ingenuity, you must have impossible achievements where even the greatest minds would have difficulty understanding your being; you must aim for infinite growth because excellence is not enough.

Special requirements[edit]
  • Being A Full Caster.Knowledge beyond mortality can only be achieved by those who dedicated their lives to the search for this.

More Expert than Immortals[edit]

To transcend mortal knowledge you must first master it in its absoluteness. When you start at level 22, you gain the following benefits:

  • You gain proficiency with all skills, tools and games. If you already have proficiency with a skill, you gain expertise with that skill. In case you already have expertise with a skill, whenever you need to make a check with that skill, you have an automatic success without needing to roll the dice. all
  • All of your spells are cast with advantage, and enemies have disadvantage on all saving throws against spells you cast. Additionally, your spells cannot be dispelled by any means
  • Choose a list of spells from a class other than yours. you can use their spells as if they were your class. you gain another additional spell list at level 25, and at level 30 you have access to all spell lists.

The Book of the All Connoisseur[edit]

As you fused yourself with mana, your spellbook transformed in the process. Full of magical power and arcane knowledge, it now harbors all the secrets of the Weave.

Your spellbook becomes a magical object of strange powers that only you know how to unravel. At level 22, your spellbook is permanently under the effects of the following spells: alarm, arcane lock, illusory script and magic mouth. The alarm only triggers if someone that you do not allow touches or reads your spellbook. The arcane lock is not suppressed with the use of the knock spell. The illusory script makes it to where if someone were to read your spellbook it would just be utter nonsense. The magic mouth states a message, within the limits of the spell, of your choice when the book is opened.

But at level 30, your spellbook has been bathed in your essence and arcane energy for so long that it has slowly been transformed into something more than just a book. It's you, or at least part of you. Your spellbook can be absorbed inside your body without any harm when you wish, and it becomes indetectable when in that state. Furthermore, your spellbook becomes an Artifact level object with 2 minor beneficial properties and 2 major beneficial properties. In addition, you can use it as an Arcane Focus and can cast any spell without material components worth of 400 gold or less.

While using this book as your spell focus, you can have a number of spellcasting spells with concentration equal to your spellcasting modifier at the same time without having to make a constitution (concentration) saving throw even if you are forced to. At level 30th, you can concentrate on an unlimited number of spells.

You can also cast only one spell at a time infinitely. The infinite spell will last indefinitely and will not consume any more spell slots while you are focused on this spell. The infinite spell will not consume your actions on your next turns either.


Infinite Intellect[edit]

On your path through absolute knowledge, you have managed to break the barrier of mortality both in body and mind, since the limited mortal consciousness is limited in comparison to yours, which can rival the divine. At 25th level, your intelligence, wisdom, and charisma statistics rise to 30 if they are no longer 30, and if you already have a statistic at 30, you add a +5 to all rolls made with that statistic. From now on you have no limit on any of the three aforementioned statistics and as long as you have the ability to increase ability points, these three statistics will increase by 2.

In addition to this poison, choose 6 lvl1, 5 lvl2, 4 lvl3, 2 lvl4 and 1 lvl5 spells from your spell list. Now you can use these three spells at will. In case one of the chosen spells is a casting time of an action, additional action or reaction, you can use it as a free action, but only one per turn

Arcane Emperor[edit]

In your search to overcome the impossible, you have made the infinite a finite concept, achieving the ability to overcome the impossibility. At 25th level, you gain the following benefits:

  • All your damage from your magic will be force damage, it will overcome any type of immunity, reduction or denial of damage and your targets will always be vulnerable to your damage type.
  • you ignore any status effect immunity of your target and also your target cannot benefit from any type of advantage against any of your effects (by advantage I mean some type of benefit such as raising its normal ac with the shield spell or having advantage on your spell saving throws.)
  • As a free action, you gain complete knowledge of your enemy's capabilities. This means that the DM has to show you everything your opponent has, including the items he carries, his name, and also some of his history.

Absolute Knowledge[edit]

Your mind has reached such a level of transcendence that it is beyond the concept of time, being able to understand in its absoluteness everything that has happened throughout existence. At the 28th level, you have complete knowledge about all the events that have happened and are currently happening, both on the material plane and on all planes. This also shows you all creatures that have a power greater than mortality, making you know who and where all creatures with a CR of 20 or more are (this includes all gods). Choose between wisdom, charisma, or intelligence. Any skill check and saving throw made with the chosen statistic counts as a natural 20 without needing to make the roll.

Timeless Conclave[edit]

The mind of the Paradigm of Absolute Ingenuity displays its mastery, creating the "Timeless Conclave". This unique power transcends the boundaries of reality, allowing you to know the existence of other Paradigms and establish direct communication with them. In this ethereal space you design as you wish, outside the limitations of time and space, the Paradigms can meet and exchange ideas. This Conclave becomes a timeless haven where brilliant minds converge to shape the collective destiny of their respective worlds.

Transcendence of True Wit[edit]

By reaching the 30th level, the mind of the Paradigm of Absolute Ingenuity has achieved an elevation that transcends the limits of conventional understanding. In a cognitive ecstasy, your perception unfolds beyond the restrictions of known reality. It becomes a beacon of intellect that illuminates the vastnesses of knowledge, unraveling cosmic secrets and connecting with the fundamental essences of the universe. This state of transcendence not only grants him an understanding beyond words, but his mere presence radiates an aura of wisdom that influences reality itself. you get the following benefits:

  • Now, all your spell attacks hit without needing to make a roll and your enemies will always fail their saving throw against your spells. This can only be negated by the use of legendary resistance, and this will allow them to roll with disadvantage to your spells.
  • all spells that make you roll dice to calculate the result always get their maximum number (example: instead of rolling 1d10, it is an automatic 10.)
  • You now have the ability to cast any spell on your spell list without having it prepared, but you still have the same spell slots and you can also create a spell almost instantly and cast it on the same turn. This requires you to tell your DM what the spell does and he or she will decide what the level of the spell will be.
  • Your spellcasting modifier is doubled, subsequently making your spell CR as well, and you can add your spellcasting to all your spells

The Indomitable Force[edit]

To become a Paradigm of Unyielding Strength, one must possess more than an imposing physique; it requires a will that defies the fiercest storms and a spirit that stands unbroken in the face of adversity. The path to such mastery involves confronting challenges that tear at the very fabric of resilience, forging a character that refuses to yield to the most relentless trials.

Those who seek to reach such a pinnacle must embrace the philosophy that each challenge is an opportunity to grow stronger, each failure is a lesson propelling forward, and each limit is an illusion worthy of defiance. Unyielding Strength resides not only in musculature but in the unwavering conviction that resonates in every fiber of being.

The aspirant to Paradigm of Unyielding Strength boldly declares: "I am the one who rises as the strongest being in existence, a force that defies the very essence of time. I am the storm that breaks the chains of weakness, the flame that burns with the intensity of a thousand suns. In my being, unyielding will rises as an eternal roar, announcing that I am more than muscles and bones; I am the very essence of unbreakable fortitude."

Legend speaks of the first Paradigm of Unyielding Strength, believed to have been a barbarian who became the epitome of the most powerful barbarians in all of reality. It is said that these paradigms transcend mortality, surpassing even the gods in power.

Mastery of Ancestral Weapons[edit]

You master the art of war so that weapons become extensions of your own being. at level 22, You gain additional advantages on attack rolls, and your attack and damage modifier is doubled with any weapon. Additionally, you can use your Strength modifier instead of your Dexterity modifier for attack and damage rolls with melee weapons. Your attacks become so fluid and precise that you ignore any type of damage reduction.

Unleash the Primordial Force[edit]

At 22th level, As an ultimate act of defiance, you immerse yourself in the very essence of the Indomitable Force. For 1 minute, you gain immunity to adverse conditions, resistance to all types of damage,you double your maximum hit points and and you can cross any type of structure or barrier, being completely unstoppable. structures are automatically broken, any creature that stands in your way will take 80d12 +10 times your damage modifier, and any magical barrier (force wall or prismatic wall included) cannot hold you back either and your movement speed is quintupled. Your size becomes huge, the damage dice of all your attacks are tripled. For every 5 attacks hit on the same target, you reduce the critical chance by 1, and if you reduce that target's critical chance to 0, all your attacks are instantly critical, the damage of these attacks is quintupled and the chance is reset afterward.

Instakill[edit]

You are implacable with the weak, since they are no longer a challenge to the one who stands above all. At 22th level, you can instantly reduce any creature with a Challenge Rating equal to or lower than your character level to 0 when you hit an attack. Additionally, you make two extra attacks per attack action. this increases to 3 at 27th level, and 4 at 30th level.

You can use this transformation a number of times equal to your proficiency modifier.

Warlord[edit]

Your superiority in power has made you an unstoppable and unstoppable enemy, since no matter what the number is, everyone will fall to the strongest. At 25th level, all creatures within range of the weapons they have will receive 2 attacks from you that automatically hit at the beginning of their round, in addition to all attacks hit during the course of combat giving you +1 to attack and damage, and reduces the AC and any bonuses used for saving throws by -1 for each enemy you hit with a hit. From now on, all your Strength, Constitution, and Dexterity saving throws are a natural 20.

Paragon of Combat[edit]

You have adapted to more efficiently use the essence of pure power that runs through your veins, becoming the personification of annihilation. at level 25, While you are in your transformation, you gain a reaction that allows you to give an attack to any attack directed towards you (magic included) which will cause the attack to be deflected back to the one who generated it, receiving their own attack plus the damage of an attack of yours. Additionally, for each critical hit, you can make an additional attack on an enemy that is within the range of your attacks, but this will stop as soon as the attack roll does not result in a critical.

Above All[edit]

Nothing and no one rises above you, and not even the gods will be able to survive your attacks. At 28th level, as long as you are in your transformation, your attack action makes the same number of attacks to all enemies within the range of your attacks. As a free action, you can become absolutely immune to all negative effects and damage for one turn, and you can do this up to 3 times while transformed. Your attacks cancel immortality, making it so that if someone has immunity to instant death effects like your instakill characteristic, You don't kill her instantly, but you deal double damage. You can use without any of the restrictions the legendary action to attack, but it still requires you to spend the uses of legendary actions.

The Strongest[edit]

at level 28th, All your critical attacks deal maximum damage, and on top of that they sever a limb from the target and your size is now gargantuan. Additionally, you gain 2 epic boons of your choice and 2 additional feat at this level.

I AM THE ONE WHO RISES ABOVE ALL[edit]

Being the pinnacle of strength is something trivial, so you became something that transcends even the maximum attainable by the gods, being a being far from any comprehension. At level 30 your strength, dexterity and constitution statistics reach their maximum point, this being a 30, and a bonus to all rolls of these statistics equal to +10. All your attacks hit without needing to make the attack roll and you deal additional damage equal to your maximum hit points.

The Impenetrable Fortress[edit]

In the recesses of time, the Paradigm of Absolute Fortitude rises—a saga woven with threads of unyielding resistance. Forged in the crucible of despair, these warriors emerge as pillars against the fiercest storms in history. Their origin is an enigma, but their mission is clear: to challenge the predetermined path.

In the halls of legend, it is whispered that the first Paradigm of the Impenetrable Fortress and the Paradigm of Absolute Ingenuity walked together through the shadows of adversity. Their destinies are said to have intertwined like threads in a cosmic tapestry, facing challenges that would make even the gods falter. An unfathomable ingenuity and an impenetrable strength, an alliance that defied the very laws of existence. Were they guardians of humanity, architects of an uncertain future or simply fellow travelers in the whirlwind of history? Rumors persist, woven into the mysterious plot of heroes who rise when the world trembles.

They are martial artisans transcending the mundane, channeling the essence of existence in every movement. Each strike echoes their own immortality, unleashing waves of energy that defy cosmic laws. Their postures challenge physical reality, rooting them in the earth while gracefully withstanding unimaginable assaults.


Body Beyond Perfection[edit]

In your quest to prevail over the advercity to come, your body has had to adapt to reaching above perfection itself, all in order to refuse impermanence. At level 22, as your body adapts, you gain the following benefits:

  • Your bodily features are perfected and altered, making you incredibly beautiful, allowing you to use your constitution modifier for charisma checks, due to your inhuman beauty.
  • Your maximum hit points are tripled, dice rolls to calculate your hit point increase will always obtain a maximum result and you gain 100 hit points each time you level up.
  • Your movement speed is quintupled and you can take a complete movement action once per turn without spending your action. Additionally, you no longer generate an attack of opportunity by moving.
  • you gain resistance to all types of damage, and if you already have resistance it becomes immunity. In case you have immunity to some type of damage, you begin to have absorption of that type of damage

Undefeatable[edit]

When the battle enters its peak moment, you become the martyr of eternal resistance, empowering yourself beyond comprehension. At 22nd level, you can enter on undefeatable state to boost yourself for 1 minute as a bonus action, which gives you the following benefits:

  • at the start of your turn, you regenerate 1/4 of your maximum hit points and any missing limbs
  • Your maximum hit points and statistics cannot be reduced by any means.
  • On each of your turns you get a bonus action and action.
  • your ca increases equal to 2 times your constitution bonus.
  • you gain a bonus to your attack rolls, saves, and checks of all your stats equal to your constitution modifier.

you can use this benefits a number of times equal to you constitution modifier

Eternal Prevalence[edit]

Your existence has long forgotten what the embrace of death is, because death fears you. At 25th level, you no longer age and your body molds to your youthful appearance, and you cannot be aged by any means. your soul cannot be divided, fragmented, destroyed or manipulated by any means, also nothing can imprison or expel your soul against your will. You become immune to effects that would instantly kill you if you are reduced to 0 hit points. When you are reduced to 0 hit points you can continue conscious and fighting, only failing 6 death rolls will you die, and attacks received no longer cause you to fail a death roll, meaning that only by failing the roll can you die.

Vitality Beyond Divinity[edit]

The vitality that your being reached such a level that it would be enough to completely saturate the entire Shadowfell with just this one, making those who see it directly find a pillar of pure infinite energy that stands like a beacon. At 25th level, you are immune to effects that would deny hit point healing, regardless of the duration of any effect inflicted on you, it will only last one turn if you want, and you become immune to all diseases, curses, or ailments of any kind against your will. Lastly, any Constitution roll you make counts as a natural 20.

Undeniable Existence[edit]

your existence has become another law of reality which cannot be denied. At 28th level, when you are in undefeatable state, you gain these additional benefits:

  • you regain all your missing hit points and your maximum life is tripled while the ability is active
  • You become absolutely immune to all damage and status effects, and can only take damage with a natural 20 on an attack, but this will not count as a critical attack, only as a normal attack.
  • all your modifiers or bonuses are doubled
  • you gain use of 3 extra legendary actions per turn

DEATH WILL HAVE ME WHEN I WANT IT[edit]

Your will will deny the cold embrace of the end when only you dictate it, because you are a fortress that only you can rule. At 28th level, you add your constitution and proficiency modifier to your death saving throws. Additionally, if you fail all 6 rolls, you can decide to recover 1 hit point, denying your own death. You can use this benefit a number of times equal to your constitution.

True Immortal Fortress[edit]

You have reached the epitome of true resistance, being something more difficult to kill than even the gods. Upon reaching level 30, you will always be under the effects of undefeatable state.

Additionally, if you die, you will revive in perfect condition after 1d6+4 days in perfect condition. When you use this benefit, you will not be able to use it for 1 month.

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-3rd level spell list->

5th Level

<!-3rd level spell list->

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