Paradox (5e Class)

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Paradox[edit]

A human faces multiple orcs as they charge him. Suddenly they're looking the opposite way, the human forms a fractured space in front of them and fires an unstable vortex at them and destroys the orcs molecules one by one. An elf faces a tsunami as it approaches her party. She leers at the water and lifts her hand up then down, transporting her party to an empty plane, it's cold.

As a Paradox your powers are beyond comprehension. Time and Space bend to your will, but will damage your mind. You will need a strong will and mind to become one, even then it's a lot on the mortal body. Use fragments of the past as your weapon and support your party or disorient the enemy.

Creating a Paradox[edit]

What made you to become a Paradox? Did the gods do this to punish you for messing with time, did you just want to see your loved ones, or did you want to change the future or past. Whatever the reason when playing as a Paradox, you can have any personality just make sure that there's a clear driving force for you character(Being crazy is not a personality it's mental stability).

Quick Build

You can make a Paradox quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Far Traveler(http://dnd5e.wikidot.com/background:far-traveler) background. Third for roleplaying purposes your character must hold something dear to them, like a photo or an item of sorts.

Class Features

As a Paradox you gain the following class features.

Hit Points

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

Proficiencies

Armor: Fracture Armor
Weapons: Synths
Tools: Alchemist Supplies
Saving Throws: Constitution, Intelligence, and Dexterity
Skills: Choose 4 from Acrobatics, Athletics, Deception, Insight, Investigation, Perception, Stealth, Survival.

Equipment

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

  • Fractured Armor
  • (a) Synths(2) or (b) Melee Weapon
  • Personal Possession of the Past(Ex. Broke sword, jar of ashes, burnt photo.)
  • If you are using starting wealth, you have 4d6 in funds.

Table: The Paradox

Level Proficiency
Bonus
Features
1st +2 Time Clusters, Refined Senses, Fractured Armor
2nd +2 Esper Calibration, Force Extraction
3rd +2 Overcharged, Asclepius
4th +2 Ability Score Improvement
5th +3 Extra Attack, Fractured Armor Improvement
6th +3 Time Control
7th +3 Schrödinger's cat
8th +3 Ability Score Improvement
9th +4 Fractured Armor Improvement
10th +4 Unstable Mind, Time Control
11th +4 Timed Reality Marble
12th +4 Ability Score Improvement
13th +5 Extra Attack
14th +5 Reverse Theory
15th +5 Timeless Body, Time Control
16th +5 Ability Score Improvement
17th +6 Seal of Time
18th +6 Fractured Mind
19th +6 Ability Score Improvement
20th +6 Reality Marble, Time Control

Paradox Features[edit]

Time Clusters, Refined Senses, Fractured Armor[edit]

Starting at level 1, you gain Time Clusters, Refined Senses, Fractured Armor Improvement.

Time Clusters

As you throw a hand gesture of your choice, you fire three projectiles each dealing 1d6 (Every 5 levels the damage is increased by 1d6)

Refined Sense

You become proficient in Insight.

Fractured Armor

You gain +2 armor class

Esper Calibration, Force Extraction[edit]

At 2nd level you gain the following abilities

Esper Calibration

As you become more adept with your powers you can ride your designated weapon or synth increasing your speed by 15ft.

Force Extraction

As you fight monsters you are inclined to grab a sample from each special species only once.(You must have at least hit them once to gain the knowledge.) As you are informed on the creatures resistances.

Overcharged, Asclepius[edit]

At 3rd level you gain the following abilities

Overcharged

You feel as if you forgot something but you cluster have become more powerful. (Deal an extra d6 when you attack with an Overcharged.)

Asclepius

You can use your synths to scan and heal you or your allies (2d6 increases per 3 levels.)

Ability Score Improvement[edit]

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, Fracture Armor Improvement[edit]

At 5th level, you gain one more attack and increase you ac +2.

Time Control[edit]

At level 6 you feel the power course through you. Once per long rest, you are able to cast one spell that you know without expending a spell slot. (You gained the ability to cast one additional spell at 10th, 15th, 20th)

Schrödinger's cat[edit]

At 7th level, you fire a erratic spell that goes everywhere. (Roll a 1d100 if it's lower than 50 then you hit yourself with the spell if it's higher than 50 then you hit your target.) The spells can be any of the paradox spells

Fractured Armor Improvement[edit]

Gain +2 to your ac.

Unstable Mind[edit]

At 10th level, you become more unstable, slowly losing the grasp of the situation then everything becomes clear. You begin to feel like you can create a whole new world within your mind. Within this world, all of you spells are amplified, adding an extra die roll to your attacks(Ex. Time clusters at level 10 would be 6d6 instead of 5d6)

Timed Reality Marble[edit]

Upon reaching 11th level, you can create a plane based off of your cognition. This plane can only last up to 5 minutes. The range to catch targets would be a 30ft radius. In this world fragments of your past can be shown, voices start to fade in and out. Depending on your character, you mind can be fragile like glass or hard as iron. Motifs like that would appear within the Reality Marble.

Extra Attack[edit]

You gain another attack.

Reverse Theory[edit]

Upon casting Reverse Circle, Reverse Stigma, and Force Finger and calling a reverse theory they gain the following

Reverse Circle

You now appear above the target and fire the energy of whatever spell you choose

Reverse Stigma

You can change the way a target faces.

Force Finger

You can now stick the ball of energy on a target, after their turn they would have to roll a Str DC 15 to get it off or take 4d6.

Timeless Body[edit]

Your body seems to be aging backwards or maybe forwards?

Seal of Time[edit]

Once per long rest, you are able to cast three spells that you know without expending a spell slot.

Fractured Mind[edit]

You're becoming more obese with your goal, losing sight of what's an ally or foe sometimes even. You become aloof and break habits to create new ones. You feel a great surge of power coming from your mind. Inside of your reality in your head you can now cause buffs and debuffs to whatever is in your reality, be it friend or foe.

Reality Marble[edit]

Perfection, you created a world to where everything is clear to you. In the Reality Marble you can now cast Distortion and Rupture to deal 20d6 bludgeon damage and 20d6 necrotic damage.

Paradox Spell List[edit]

Cantrip

Time Cluster (3d6 and adds 1d6 every five levels)

1st Level

Force Finger, Reverse Circle, Mind Break(listed above)(Mind break is a DC 14 con saving throw or the target goes insane)

2nd Level

Phase Shift, Void Light, Particle Shot(Phase shift allows you to teleport up to 70 feet in any direction) (void light works as a blinding light that stuns regular creatures and burns undead and creatures of the underdark for 4d4 fire damage ) (particle shot fires a bolt of energy that does 2d12 piercing damage and the target must succeed on a DC 16 con saving throw or start to bleed)

3rd Level

Gravity Compression, Void Crash(gravity compression causes all flying creatures to enter freefall, and any creature smaller than medium and to succeed a DC 12dex saving throw or be knocked prone) (void crash, a pure outburst of time and space, this attack deals out 5d8 but before you must roll a d100. If the number is lower than a 55, the attack destabilizes and fails.)

4th Level

Moon Breaker(a massive crack appears in the sky, and the sound from this attack causes deafening for 1d6 days if the DC 14 check is failed)

5th Level

Psionic Break, Gravity Field(psionic break, a crack in reality appears behind your target, sucking them in and dealing 4d12 on a failed save of DC 14 dex) (gravity field, this attack has a DC 17 dex saving throw on all flying creatures or die on impact of hitting the ground)

6th Level

Particle Accelerator(a rush of energy is released in the victims body, making them both extremely fast but losing 3/4 of their current health as a result)

7th Level

Void Breaker, Dark Matter Combustion(void breaker, a massive break in time causes every target in a 20 foot radius to be dragged into it unless they succeed on a DC 18 con saving throw or take 5d12 damage) (dark matter combustion, this dark magic spell will set off one fireball on the target for how evil their alignment is, Ex, good 2 fireballs, neutral 3 fireballs, and evil 4 fireballs)

8th Level

Dimension Fracture(dimension fracture, everything makes sense now, every parallel dimension can be bent to your will and used as weapons for your own uses. These weapons deal 7d8 damage per hit)

9th Level

Mementos(mementos, the most powerful spell a spell slinger can learn, other than wish. This spell crushes any targets mental stability, making them insane, blind, deaf, and confused. The target must also succeed on a DC 17 con saving throw or their very mind is split and they die)


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