Paragon of Light/Darkness (3.5e Prestige Class)

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Paragon of Light/Darkness[edit]

Much as the dragon disciples, learning of their draconic heritage, combine their magical power and their magical heritage to return their forms to resemble those of their ancestors, others with the blood of outsiders may learn to do the same. A paragon of light is distantly descended from celestials, while a paragon of darkness comes from fiendish stock. Both have learned to unlock their supernatural abilities, and seek to emulate, and eventually become, like their extraplanar forebears.


To qualify to become a paragon of light or paragon of darkness, a character must fulfill all of the following criteria.

Race: Any nonoutsider (Planetouched are acceptable).

Alignment: Any. However, if the paragon is of an alignment different from that of her ancestors, she must resist the urge to become as they were on a regular, and increasingly difficult, basis.

Skills: Knowledge(the planes) 8 ranks and Knowledge(religion) 8 ranks.

Special: Must have the consent of an Outsider with either the Good or Evil subtype.

Special: Any one of the following:

  • Ability to cast arcane spells without preparation.
  • Ability to cast divine spells without worshipping a particular deity.
  • Ability to use Spell-like abilities.
  • At least two exalted or vile feats.

Class Skills[edit]

Hit Die: d10
Table: The Paragon of Light/Darkness
Level Base
Attack Bonus
Special Spell Like Abilities
1st +0 +2 +0 +2 Ability boost (good Cha +2, evil Int +2), Alternate form 1/day, Armor bonus +4, drift 1 0
2nd +1 +3 +0 +3 Ability boost (good Wis +2, evil Dex +2), Smite Evil/Good 1/day, Drift 1 1
3rd +2 +3 +1 +3 Ability boost (good Con +2, evil Str +2), Armor bonus +5, Drift 1 1
4th +3 +4 +1 +4 Ability boost (good Int +2, evil Cha +2), Alternate Form 2/day, Energy resistance 5, Drift 2 0
5th +3 +4 +1 +4 Ability boost (good Dex +2, evil Wis +2), Armor bonus +6, Drift 2 1
6th +4 +5 +2 +5 Ability boost (good Str +2, evil Con +2), Light/Darkness, Drift 2 1
7th +5 +5 +2 +5 Ability boost (good Cha +2, evil Int +2), Alternate Form 3/day, Armor bonus +7, Drift 3 0
8th +6 +6 +2 +6 Ability boost (good Wis +2, evil Dex +2), Energy resistance 10, Drift 3 1
9th +6 +6 +3 +6 Ability boost (good Con +2, evil Str +2), Armor bonus +8, Drift 3 1
10th +7 +7 +3 +7 Signature weapon, Celestial/Fiendish Apotheosis, Alternate Form Perfected 0

Class Skills (4 + Int modifier per level)
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Tumble (Dex) and Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the paragon of light/darkness prestige class.

Weapon and Armor Proficiency (Ex): The paragon of light/darkness gains no additional weapon or armor proficiencies, *although she will gain Weapon Specialization once her favored weapon is chosen, this pick of weapon can not change.

Spell-like Abilities (Sp): Paragons of light/darkness gain spell-like abilities as they gain levels in this prestige class, as shown on Table: The Paragon of Light/Darkness. A spell-like ability can be of any spell from any level of spells the Paragon already has the ability to cast (so, for instance, a paragon who was previously a level 8 sorcerer could choose any sorcerer/wizards spell of level 4 or below). Once a spell-like ability has been chosen, it cannot be changed. If the character has no current spellcasting ability, any level 0 spells may be chosen. Each ability can be used once per day, although the same spell can be selected more than once to get multiple uses per day. Unlike normal spell-like abilities, for spells that normally have an expensive material component, she must pay 1 XP for every 5 gp of value. Inexpensive material components, as well as verbal or somatic components, are not required. Caster level is the Paragon's HD, and the save is Charisma-based.

Alternate Form (Su): The paragon of light/darkness gains the ability to change into an alternate form. This ability is as the alternate form ability, except as follows. She does not change into her natural form if this power is dispelled or suppressed, or if she is killed. A true seeing spell reveals both forms at once. Clothing and armor worn in one form can be melded into the other upon changing forms (so that each form can have its own set of armor or clothing), but other equipment may not be melded (but see the unique weapon ability, below).

The alternate form is exactly like her normal form, except as follows. As she gains levels in the paragon of light/darkness class, her alternate form acquires various characteristics of her extraplanar ancestors, called “drift.” At each paragon of light/darkness level, she acquires a certain number of drift points, which are exchanged for characteristics on the following list. For example, at level 9, the paragon of light/darkness gains drift 3, which means she may choose either one three point drift, three one point drifts, or one one point drift and one two point drift. Drift point must be spent when acquired; they may not be saved. You must spend at least 1 drift point per level.

If a type of drift has multiple levels, points may be spent to “upgrade” the change. However, you may not add a 2 or 3 point drift unless you get at least 2 or 3 drift points at your current level. For example, if a paragon of darkness has a 1-point horns drift, she may upgrade it to 2-point horns for one point, as long as she is at least level 4.

Starting at level 1, a Paragon may change into her alternate form once per day for an amount of time, in hours, equal to half her Paragon level rounded up. Upon changing back the Paragon suffers a -2 fatigue penalty to all physical based rolls (ie: Reflex, strength, tumble, climb, etc). This penalty decreases to -1 after a half nights rest and the fatigue is recovered from after a full nights rest. At level 4 the number of times increases to twice per day. This increases again at level 7 to three times. At level 10 the Paragon has mastered her alternate form and may change any number of times per day and suffer no fatigue.

Damage for natural attacks is for medium-sized characters. Scale up or down for other sizes.

Armor Bonus (Ex): The paragon of light/darkness benefits from an enhanced armor class when in her alternate form. This bonus provides an armor bonus to AC that starts at +4 at level 1, and increases by +1 every other level thereafter. This is either a profane or exalted bonus depending on the heritage the paragon chooses. This bonus does not apply to touch attacks and does not hinder incorporeal touch attacks. Brilliant energy weapons, however, do not ignore this bonus.

Temptation (Ex): On obtaining a new level, the paragon of light/darkness must succeed at a Will save or have their alignment shift one step in the direction of good or evil (depending on the character’s heritage). The DC of this Will save is 15 + the character’s new paragon of light/darkness class level. Furthermore, good or evil acts will be interpreted by the DM more harshly when determining voluntary alignment change.

Ability Boost (Ex): At the indicated levels, the paragon of light/darkness’s stats improve while in their alternate form.

Spell Casting (Sp): On obtaining a new level, if the previous class the Paragon of Light/Darkness had allowed her to cast spells, she continues to gain spells as if she took a level in that class.

Smite Evil/Good (Su): At level 2, once per day a paragon of light/darkness can make a normal melee attack to deal extra damage equal to her class level against a foe whose alignment is opposite her ancestors’.

Energy Resistance (Su): At level 4, a paragon of light gains acid, cold, and electricity resistance 5, and a paragon of darkness gains cold, electricity, and fire resistance 5. At level 8, these improve to 10.

Light/Darkness (Sp): At level 6, a paragon of light gains daylight usable three times per day as a spell-like ability. A paragon of darkness gains deeper darkness 3/day instead.

Signature Weapon (Ex): At level 10, the paragon of light/darkness may build a customized, personal weapon. This process is just like creating a magic weapon with the Craft Magic Arms and Armor feat, except that the paragon of light/darkness may add any abilities she desires to the weapon, without prerequisites, but must name the weapon. In the hands of its creator, or someone whom she has willingly given the weapon, it weighs nothing. Its maximum bonus is still 5. If this weapon is in the hands of anyone other than herself, or if she is not in her celestial/fiendish form, the weapon has no magical properties. If she changes into her normal form, it melds into her own body. **The weapon starts as a +1 weapon and Soul Returning (Returning but returns to the soul instead of the hand), and on a fumble she may instead summon it back to within her body by calling its name, either out loud or within her own mind.** She may also meld it into or out of her celestial/fiendish form as if she were drawing or sheathing a weapon. This weapon can not be destroyed, except by the Paragon that created it, a Chosen's silver fire, a Deity, Primordial, an Archangel/Archdemon, or an Ancient Red/Black/Mithril/Prismatic/Silver/Gold Dragon. Upon destruction the Paragon must make a Fortitude save (DC 25) or pass out for two days. Upon waking, she must reforge her weapon. A new one can be created to replace it, incurring full gold and experience point costs all over again, but new abilities can be added to an existing weapon at half standard cost.

Celestial/Fiendish Apotheosis (Ex): At level 10, the paragon of light/darkness gains the celestial or fiendish template.In addition the paragon of light/darkness becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the paragon’s creature type was) for the purpose of spells and magical effects. Additionally, the paragon gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the paragon can still be brought back from the dead as if she were a member of her previous creature type. Her alternate form becomes her primary (Celestial/Fiendish) form, and if her original form is dispelled or suppressed, or if she is killed, she transforms into her celestial or fiendish form. True seeing reveals only her celestial/fiendish form (including her unique weapon, if any).

Paragon of Light/Darkness Drift:[edit]

Hair: (good, 1) color becomes gold or silver, or completely bald; (evil, 1) color becomes pure, unnaturally black or red, or piebald; (evil, 2) consists of fire, ice, or lightning (+1 energy damage to headbutt or gore attack).

Eyes: (good, 1) color becomes gold, silver, violet, green, or sparkling blue (pupils optional), *low-light vision 60 feet; (evil, 1) color becomes red, orange, yellow, green, or black (pupils optional), *low-light vision 60 feet; (good/evil, 2); contain burning flames, as swift action, can fire a burning ray every 1d4 rounds (1d6 fire, ranged touch 60 feet) and +10 to will saves vs. compulsions/dominate. Intimidate +2.

Horns: (evil, 1) small, nonfunctional stubs; (evil, 2) 3-5 inches long, gore attack 1d3; (evil, 3) 9-15 inches long or curled, gore attack 1d6.

Feet: (evil, 2) goat-like hooves, slam attack 1d4; (good/evil, 3) birdlike claws, rake attack 2d4.

Hands: (evil, 1) six fingers on each hand, plus six toes on each foot.

Claws: (evil, 1) long, hard fingernails, claw attack 1d2; (evil, 2) short claws, claw attack 1d4; (evil, 3) massive, vicious claws, claw attack 1d6.

Teeth: (evil, 1) long canines; (evil, 3) distended, dislocatable jaw, bite attack 1d6.

Skin: (good, 1) light silver, gold, blue, violet, or green tint, or white sheen; (evil, 1) light red, yellow, sickly green, or orange tint, or dusky color; (good, 2) solid color from the above or opalescent, +2 Charisma ; (evil, 2) solid color from the above, or black with horned scales, +3 natural armor bonus.

Body: (good, 2) perfect body, with well-formed muscles, +2 Con, +2 circumstance bonus to Diplomacy checks, *Fast Healing 1; (evil, 2) hideously obese, +2 Con, -2 Dex, +2 circumstance bonus to Intimidate and saves versus poison; hideously gaunt, +2 Dex, -2 Con, +2 circumstance bonus to Intimidate and Escape Artist.

Wings: (good, 2) vestigial, white feathered wings; (evil, 2) vestigial, batlike or black feathered wings; (good/evil, 3) as above, but large and functional (fly speed as double base land speed and good maneuverability, regardless of armor worn). Note: If the Paragon of Light/Darkness already had a fly speed they may use that mode of flight instead of the wings but use the which ever speed is higher.

Aura: (good, 2) emit light as a candle, -4 circumstance penalty to Hide checks; (evil, 2) subtle darkness aura, visibility reduced by half when looking past the character and +4 circumstance bonus to Hide checks; (good/evil 3) emanates a permanent light/darkness spell, may be suppressed to the 2-point level as a standard action (and restored to the 3-point level as a standard action).

Temperature: (good, 1) physical touch is pleasantly warm; (evil, 1) physical touch is unpleasantly hot or cold; (good, 2) warmth extends to 15 feet, warmth within 5 feet *may be euphoric and mildly addictive, *may be suppressed to as low as the 1-point level, immune to natural cold (caves, cold water, etc.); (evil, 2) heat/cold extends to 15 feet, kills small plants and causes mild desiccation/frost to objects within 5 feet.

Smell: (good, 1) pleasant smell such as jasmine, honey, flowers, or fruit; (evil, 1) unpleasant smell such as offal or brimstone.

Appetite: (good/evil, 2) no need to eat or drink; (evil, 3) as long as only the flesh and blood of sentient beings are eaten and drunk, gain +2 enhancement bonus to Str and Con, otherwise lose -2 to each.

Tail: (evil, 2) vestigial, lizardlike tail; (evil, 3) 3-5 feet long, tail slap attack 1d6; or barbed, prehensile tail, sting attack 1d6.

Special attacks: (good, 3) Ravage (DC 10 + class level + Con modifier, primary and secondary damage 1d6 Dex, transmitted by touch); (good, 3) Affliction (Haunting Conscience, transmitted by touch); (evil, 3) Disease (red ache, transmitted by claw or bite attack); (evil, 3) Blood drain (1 Con damage per hit with claw or bite attack); Poison (DC 10 + class level + Con modifier, primary and secondary damage 1d6 Con, transmitted by bite or sting)

Size: (good/evil, 3) Increase size one category. May only take this once.

Sleep: (good/evil, 3) Only needs two hours of uninterrupted meditation a day to restore spells or HP.

Energy: (good/evil, 2) Any attacks used by the Paragon of Light/Darkness add an additional 1d6 divine or profane damage to the damage total from their natural connection to their holy/unholy nature.


At epic levels, the paragon gains one epic feat every three levels. Her special armor bonus continues to increase (+9 at 11, +10 at 13, +11 at 15, +12 at 17, and +13 at level 19), as does her smite ability and spell resistance. Her damage resistance improves to 10/evil or 10/good at level 15, and to 15/evil or 15/good at level 20. She gains one drift point per level, but now she can save drift points from level to level, and she need not spend them at all. An additional drift becomes available: Immortality: (good/evil, 4) no longer suffers aging penalties and can not be magically aged or made younger, but still dies of old age; (good/evil, 7) maximum life span multiplied by 10; (good/evil, 10) does not die of old age; this is not God-like immortality. The Size Increase drift may be taken once per ten class levels. Other types of drift may be possible to create a unique appearance; ask your DM for permission.

At level 15, a Paragon has become so attuned with her soul weapon that she gains Blade Beam (Su): By focusing your spirit you can swing your signature weapon and channel the force of the blow over a distance. With your chosen weapon you may now strike out at targets up to 30 ft. away as an attack action, just as if they were in melee. Your reach does not extend, so you cannot make attacks of opportunity at range. Attacks send ghostly ripples of energy through the air as you swing. Depending on what enchantments have been forged into your Soul Weapon, some may be ineffective over this new medium.

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