Fourth edition D&D has been divided into three levels of play; the Heroic level from level one to ten, the Paragon level from level eleven to twenty and the epic level from level twenty-one to thirty. Stepping into a new level meant making a big choice about a character’s future. At level one, it was their class. At age eleven, each character was able to choose a paragon path, essentially a more focused archetype with a particular flavor and set of abilities.
At the start of the Fourth Edition, Paragon Paths were class-based, but as the game progressed more were added to expand achievements, races, or skills, offering a wide variety of options. ‘options to set characters to higher levels. Some paragon paths have amazingly unique and fun abilities. It would be great to see them transformed into Fifth Edition subclasses or alternate class options.
8 Face unveiled lets divine figures channel the face of their god
This vengeful paragon path, included in Player 2’s Manual, allowed the character to attain a divine face that he could use to harm his enemies and enhance his divine powers. The Avenger were a class of Holy Fourth Edition warriors who focused on one enemy at a time, fighting with large weapons and without armor to fulfill their god’s wishes. The powers of the Unveiled Visage path are all bursts and explosions, as the character’s divine nature seeps into the natural world. It’s similar to Aasimar’s abilities in the Fifth Edition, but it would be great to see this available to more races via a class choice.
7 Student Of The Seven was the ultimate in multiclassing
Bards have always had a link with multiclassification in D&D. In Advanced Dungeons and Dragons, the bard was a special class unlocked by having five levels of fighter, five levels of thief, and at least one level of druid. In the Fourth Edition – where multiclassing was handled via grants – the bards had the distinction of being able to take as many multiclass grants from different classes as they wanted, rather than what most characters were limited to. The Student Path of Seven is built around multiclassing and versatility, enabling the exchange of power and granting the wonderfully named “Anyspell”. It would be great to see the Fifth Edition Bard do something with this long tradition.
6 Divine characters have darker options with the Blightspeaker
The Blightspeaker is a paragon path for the Summoner, a fourth edition divine spellcasting class. The Summoners were a direct conduit for their god’s power, and the Blightspeaker manifests it by annihilating their enemies with necrotic energy. Necrotic damage is often limited to areas such as death or undeath, but as this path notes, “Even good deities can resort to extreme methods to purge the world of corruption.” Priests of the Fifth Edition, regardless of their domain, are largely limited to using radiant damage and fire in their attacks, and it would be nice to have other options without having to be entirely on the spot. death theme.
5 Psions could become dream walkers
Introduced in Player 3’s Handbook, the psion was the psionic alternative to the sorcerer in the Fourth Edition. They had a wide variety of interesting gadgets, but one of the coolest was the Paragon Dreamwalker path. By becoming a Dreamwalker, a psion has acquired the ability to ward off a misty double of themselves; their dream form.
They could use their powers through the dreamform, see through her eyes, or even teleport to swap places with her. The idea of ââa character so in tune with his own dreams that he could make them a reality would be a great fit for any number of magical or psionic classes and subclasses in 5th Edition.
4 The Basil Fury Adept gave the monks a very cool niche
The Fourth Edition Monk was similar to the history of the class in many ways, but certainly had its own interesting twist. Being a psionic character meant there was almost no limit to the different types of abilities they could unlock. One of the most unique was the Basilisk’s Fury Adept, who channeled the Basilisk’s petrifying gaze to slow, immobilize, and ultimately petrify their enemies. Their synthesis power, Stone-Shatter Strike, allowed them to petrify an enemy from a distance, move around, and strike the petrified enemy for a devastating amount of damage.
3 A humble weapon received a huge boost with the Daring Slinger
Fourth Edition Thieves had some of the most options added throughout the game, and could operate in melee or ranged and use strength, charisma, intelligence, or wisdom for their secondary abilities depending on the construction. One of the funnier options was building the slingshot, which has a lot of powers that required the use of a slingshot.
The Daring Slinger was the paragon path designed for this build allowing the thief to pump damage from their slingshots and use them to knock down enemies and even stun or immobilize them. The Slinger is such an interesting archetype, and the Fifth Edition could really do with a character build that supports this humble weapon.
2 Martial characters could channel the divine with the Raven’s Herald
The Raven’s Herald lane was for thieves only, but its concept is one that could easily be carried to any number of martial classes in the Fifth Edition. Taking this path required worshiping the Raven Queen, the God of Death, Fate, and Winter in the Fourth Edition. The powers granted, with one small exception, were largely non-magical while still related to the themes depicted by the Raven Queen.
Their attacks worked best against undead or enemies with low health, and they had access to rituals which, in the Fourth Edition, were magical effects unrelated to combat. It is very easy for martial classes to acquire spellcasting abilities, but the Raven’s Herald represents interesting common ground with a character of divine alignment whose abilities are still all martial. This is a design space that the Fifth Edition has yet to explore and it would be very interesting to add it to the game.
1 The battlefield has become dangerous with the hermetic saboteur
This wizarding paragon path was all about turning one of the MD’s tricks against them: the traps. The Hermetic Saboteur spells all focused on setting traps on the battlefield to hurt or confuse enemies, and even redirect the effects of traps or teleport enemies to them. The only small problem is that all the traps of the Saboteur are illusory. Their magic was so powerful that illusions could deal damage and trap enemies in place. The Fifth Edition has a handful of abilities that involve creating dangerous effects to be triggered later, but an entire subclass based on that would be a valuable addition to the game.
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