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, etc.)
- If you are using starting wealth, you have 4d6 in funds.
Level | Proficiency Bonus |
Features | Cantrips Known |
---|---|---|---|
1st | +2 | Time Clusters, Refined Senses, Fractured Armor | 2 |
2nd | +2 | Esper Calibration, Force Extraction | 2 |
3rd | +2 | Overcharged, Asclepius, Subclasses | 2 |
4th | +2 | Ability Score Improvement | 3 |
5th | +3 | Extra Attack, Fractured Armor Improvement | 3 |
6th | +3 | Time Control | 3 |
7th | +3 | Schrödinger's cat | 3 |
8th | +3 | Ability Score Improvement | 3 |
9th | +4 | Fractured Armor Improvement | 3 |
10th | +4 | Unstable Mind, Time Control | 4 |
11th | +4 | Timed Reality Marble | 4 |
12th | +4 | Ability Score Improvement | 4 |
13th | +5 | Extra Attack | 4 |
14th | +5 | Reverse Theory | 4 |
15th | +5 | Timeless Body, Time Control | 4 |
16th | +5 | Ability Score Improvement | 4 |
17th | +6 | Seal of Time | 5 |
18th | +6 | Fractured Mind, Event Horizon | 5 |
19th | +6 | Ability Score Improvement | 5 |
20th | +6 | Reality Marble, Time Control | 5 |
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
Spellcasting[edit]
Grasping from space and time you feel the power pulling you in.
Cantrips[edit]
At 1st level, you know 2 cantrips of your choice from the Wizard, Warlock, and Cleric spell lists. You learn additional Wizard, Warlock, or Cleric cantrips of your choice at higher levels.
Spell Slots[edit]
The Paradox table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Paradox spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher[edit]
You know three 1st level spells of your choice from the Wizard, Warlock, and Cleric spell list. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the two List of Spells you know and replace it with another spell from the Wizard, Warlock, or Cleric spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability[edit]
Intelligence is your spellcasting ability for your Paradox spells, as the strength of your spells is reliant on your ability to effectively control the forces you wield. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Paradox spell you cast and when making an attack roll with one:
- Spell save DC = 8 + your proficiency modifier + your Intelligence modifier
- Spell attack modifier = your proficiency modifier + your Intelligence modifier
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.) You would need to do research to know about the creatures resistances and weaknesses. At level 12, you gain the the knowledge immediate.
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.)
Subclasses[edit]
Parallax[edit]
Your mind has traveled through timelines you slowly start to lose sight of reality. You start finding these little glimpses of light, touching these show you past events.
- Time Echoes
- At 3rd level, you develop a trait for finding past events. The time lapse for you to find these event clusters is 4 hours(in game time). You now do an additional +1 to your attack rolls and a +2 to damage rolls.
- Empowered Fractures
- At 6th level, you feel the worlds being connected at the tip of your fingers but also feel "Spatial Cracks" within the world, when using any spell attack you do an additional 1d6.
- Shattered Mind
At 10th level, your experience in the fall of multiple timelines has made your mind frail. You find that it's hard to focus on anything, your mind is almost always elsewhere. You cannot be Charmed, Feared, Deafened, and be put unconscious.
- Calibration
- At 14th level, Before you take the Attack action with a spell you can choose to create "Configuration" to your spells. When you do this you make two separate ranged attack rolls. These attacks count as if you only made a single attack roll. This feature can be use a number of times equal to your Intelligence modifier (a minimum of one). You regain any expended uses when you finish a long rest.
- Event Horizon
- At 18th level, your base movement speed increases by 10 feet passive. You gain advantage in all Intelligence based ability checks. On your turn, Fuse two high-energy particles and artificially create an event horizon and after a certain time it explodes within a 30ft radius, unit are killed instantly if their max hit points are below 50, nothing happens if it's above. You can increase the size of the explosion by an additional 30ft by expending some hit points but it doesn't kill units with higher hit points than 101. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target as shown on the Event Horizon Effects table. Once you use this feature, you can’t use it again until you finish a long rest.
Psychotic Berserker[edit]
You have fortified your mind and body.
- Berserker Status
- Beginning at 3rd level, your experiences with battles has harden you mind and steel your body. You start to find a way to make yourself more sturdy with your time breaking abilities. You have also become more physical with your fighting style, using your fist and empowering them. When you take damage, you can use your reaction to become resistant to that type of damage until the end of your next turn. You can use this feature a number of times equal to your Constitution modifier (a minimum of one). You regain any expended uses when you finish a long rest.
- Particle Storm
- At 6th level, when not in combat you build up armor that takes a hit. When armor is broken you create an explosion around you dealing 3d6.
- High Impact
- At 10th level, when you score a critical hit with a you do an additional 1d12.
- Level Headed
- At 14th level, You have more control over your powers and nullify the following "Schrödinger's cat" and "Fractured Mind". You keep the benefits.
- Dimensional Beatdown
- At 18th level, your critical hits do triple damage instead of double the damage die.
Lifeweaver[edit]
A man of who's obese with the medical field and saving lives.
- Asclepius, the First Step
- You attacks now deal holy damage
- Beginning at 3rd level, as Bonus Action you can use Asclepius, when you do this that creature gains a number of hit points equal to 1d8 + your Intelligence modifier (a minimum of one). This feature has effect on undead. In addition you gain proficiency in Medicine. If you are already proficient in this skill, you add double your Proficiency Bonus to checks you make with it instead. You regain any expended uses when you finish a long rest.
- Rejuvenation
- At 6th level, If a downed creature is within 5 feet of you. You can use your reaction and cast Asclepius to immediately downed creature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of one). You regain any expended uses when you finish a long rest.
- Enhanced Healing
- Beginning at 10th level, you now have increased healing. You gain 1d12 + your Wisdom modifier (a minimum of one) of temporary hit points.
- Inhibit Pain Receptors
- Beginning at 14th level, as a Bonus action you cast on to a creature and end a negative condition of your choosing. This feature has no effect on undead or constructs. You regain any expended uses when you finish a short or long rest.
- Emergency Medical Procedure
- Beginning at 18th level, you can reconstruct any body part on you or any creature. This has a cooldown of 14 days.
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 25 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 Void Drift, Stigma Field and calling a reverse theory they gain the following
- Reverse Void Drift
Destroy the ground behind you and send shards time behind you.
- Reverse Stigma Field
Place a mark on a target and record their last position.
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
- Void Drift (You now appear above the target and fire the energy of whatever spell you choose)
- 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.)
- Stigma Field(You can change the way a target faces.)
- Mind Break(Mind break is a DC 14 con saving throw or the target goes insane.)
- 2nd Level
- Phase Shift(Phase shift allows you to teleport up to 70 feet in any direction.)
- Void Light(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(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.)
Parallax Spell List[edit]
- 3rd Level
- Gravity Compression(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(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
- Moonlight 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 (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 (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(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 (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.)
- Event Horizon(The end times. On your turn, Fuse two high-energy particles and artificially create an event horizon and after a certain time it explodes within a 30ft radius, unit are killed instantly if their max hit points are below 50, nothing happens if it's above. You can increase the size of the explosion by an additional 30ft by expending some hit points but it doesn't kill units with higher hit points than 101. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target as shown on the Event Horizon Effects table. Once you use this feature, you can’t use it again until you finish a long rest.)
Psychotic Berserker Spell List (In Progress)[edit]
- 3rd Level
- Gravity Compression(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(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
- Moonlight 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 (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 (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(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 (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.)
- Stasis(Summon a copy of yourself and close off 30-60ft. When attacking your alter ego does the same as you. Burst an energy by intersecting with each other then do multi-hit attacks that do 6d12 physical damage. After that, cause continuous explosions by performing numerous intersecting charges that do 2d12 physical damage.)
Lifeweaver Spell List(In Progress)[edit]
- 3rd Level
- Gravity Compression(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(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
- Moonlight 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 (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 (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(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 (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.)
- Event Horizon(The end times. On your turn, Fuse two high-energy particles and artificially create an event horizon and after a certain time it explodes within a 30ft radius, unit are killed instantly if their max hit points are below 50, nothing happens if it's above. You can increase the size of the explosion by an additional 30ft by expending some hit points but it doesn't kill units with higher hit points than 101. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target as shown on the Event Horizon Effects table. Once you use this feature, you can’t use it again until you finish a long rest.)
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