TheCosmicKid
Hero
Inspired by some discussion in the "Fixing Fighters" thread. The elevator pitch is that this class is for characters who are defined by sheer superhuman strength and size: your Heracleses, your Samsons, your Fezziks, your Gregor Cleganes.
Obviously Muscle Mass breaks certain rules of D&D design, but it's kind of essential to the fantasy here. The penalty in Heroic Stature is there to offset the bonus from Muscle Mass and pay at least lip service to bounded accuracy in a way that I hope is thematic. It's not actually necessary to do this for numeric balance: by my math the paragon's Strength could behave "normally" and we'd still get an expected DPR on par with a vanilla fighter just by moving around the Heavy Hit bonuses a bit. But by high levels they'd be hitting at least AC 18 on a natural 2, which might not be desirable. Blame it on the system using the same score for accuracy and damage...
The big question for me is the strain effects. I'm frankly just guessing on the proper numbers to balance them. I deliberately tried to avoid using strain as a regular combat resource and reserve it for "emergency" type abilities.
Anyway, this is obviously all just a rough draft and proof of concept. What do you think? Is there something there?
THE PARAGON
Class Features
As a paragon, you gain the following class features.
Hit Points
Hit Dice: 1d12 per paragon level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per paragon level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons, improvised weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Intimidation, Religion, and Survival
Heroic Stature
Your prodigious size and strength make your blows powerful, but imprecise. Whenever you make an attack roll using Strength, add only half your Strength bonus, rounded down, to the roll. But whenever you make a damage roll using Strength, you can add double your Strength bonus to the roll. If you double your Strength bonus this way, you can't add your Strength to any other damage rolls you make this turn.
You also count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift (doubling those values).
Brawler
You are a fearsome fighter with your bare hands or with any object that comes to hand. You can roll a d6 for your unarmed strike damage and a d8 for improvised weapon damage.
Unarmored Defense
While you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Muscle Mass
Starting at 2nd level, your physical power begins to grow without limit. Your Strength score increases by an amount equal to half your paragon level, rounded down, as shown in the Muscle Mass column of the Paragon table. Your maximum Strength is 20 + this amount.
Straining Sinews
Also starting at 2nd level, you can push yourself beyond your already extraordinary capabilities. Whenever you fail a Strength check, you can roll 2d6 and add the higher of the two dice to the result of the roll. However, you take strain damage equal to the total of the two dice. Strain damage is psychic damage, but it cannot be resisted or prevented, and it also reduces your hit point maximum by the amount rolled until you finish a long rest. If the result of the Strength check is still a failure, you can strain yourself futher, repeating this process. On a single check, you can strain a total number of times equal to your Constitution modifier (minimum of once).
When you attempt to push, drag, or lift an object, you can use your reaction to take 2d6 strain damage. If you do, for the next minute you count as two size categories larger, rather than the one provided by your Heroic Stature feature (doubling your capacity again).
Paragon Archetype
At 3rd level, you choose an archetype which shapes how you seek to exercise your power. Choose Challenger, Gentle Giant, or Master Smith, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 20th level.
Ability Score Improvement
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, except for your Strength, the maximum of which is increased by your Muscle Mass feature.
Heavy Hit
Whether you wield oversized weapons or simply swing them with tremendous force, your blows do massive damage. Starting at 5th level, whenever you deal damage with a weapon or unarmed strike using your Strength, roll one additional damage die (or two additional dice if your weapon normally has two damage dice, like a greatsword).
This increases to two additional dice at 11th level and three additional dice at 17th level (or four and six with a two-dice weapon).
Mighty Throw
Starting at 6th level, you can accurately hurl objects immense distances. When you make a thrown weapon attack, triple the weapon's normal and long range values.
Great Cleave
Starting at 9th level, you can use your action to make a melee weapon attack against two creatures within 5 feet of each other and within your reach. Make a separate attack roll and damage roll for each target.
Starting at 18th level, you can attack every creature of your choice within your reach this way, rather than just two.
Demolish
Starting at 10th level, you have advantage on Strength checks to break objects and structures, and deal double damage to them with attacks using your Strength.
Tireless
Also starting at 10th level, whenever you would gain a level of exhaustion, you can choose to take 2d6 strain damage instead.
Mythic Stature
At 14th level, your reach increases by 5 feet. You now count as two sizes larger when determing your carrying capacity and the weight you can push, drag, or lift. When using your Straining Sinews to increase your effective size, you count as three sizes larger rather than two.
Straining Resolve
Starting at 15th level, when you fail a saving throw, you can strain to succeed instead. Roll 3d6, add the highest die to your saving throw result, and take the total as strain damage. On a single save, you can strain a total number of times equal to your Constitution modifier (minimum of once).
Paragon Archetypes
A paragon is by definition an exceptional person, and the feats they set out to accomplish are unique to them. However, over the ages, certain recurring archetypes can be discerned among these singular heroes.
Challenger
Challengers are enthusiastic warriors and athletes, forever testing their strength against ever-greater trials. They may strive to prove their worthiness to a monarch or a god or some other authority figure, or they may simply find thrill in the challenge itself.
Wrestling Trial
Starting when you choose this archetype at 3rd level, you can attempt to grapple or shove a creature as a bonus action. You count as one size larger for the purpose of grappling. You can use your Straining Sinews feature to increase your effective size as a reaction when you grab a creature, and this size increase also counts for the purpose of grappling.
When you successfully grapple or shove a creature, you deal bludgeoning damage to the creature equal to your unarmed strike damage. You don't add your ability modifier to this damage, but do roll any additional damage dice you gain from your Heavy Hit feature.
Athletic Conditioning
Also starting at 3rd level, you become proficient in the Athletics skill. If you were already proficient, you can choose a proficiency in another skill instead. In addition, climbing and swimming no longer cost you extra movement.
Racing Trial
Starting at 7th level, when you take the Dash action, triple your movement instead of doubling it, and also double your jump distance for the turn. You can choose to take 2d6 strain damage to quadruple your movement instead of tripling it, and triple your jump distance instead of doubling it.
Endurance Trial
Starting at 13th level, as a bonus action, you can take 1d6 strain damage a number of times of your choice up to your Constitution modifier. You gain 10 temporary hit points for each die of strain damage you rolled.
Apotheosis
At 20th level, you have surmounted every challenge the mortal world could offer you and earned the reward of immortality. You no longer age and cannot die of old age. You have advantage on all saving throws, and your hit point maximum and ability scores cannot be reduced.
Gentle Giant
Some paragons have an amiable nature that belies their imposing physique. They use their strength not for their own benefit but to protect and aid those weaker than them---which is to say, everybody. The friendship of such gentle giants is truer and more valuable than diamonds.
Warding Arms
Starting when you choose this archetype at 3rd level, you can interpose your great arms and hands to defend your companions from danger. When a creature you can see attacks a target other than you that is within your reach, you can use your reaction to impose disadvantage on the attack roll.
Giant's Shoulders
Your friends can accomplish more standing on your shoulders, figuratively and sometimes literally. Starting at 3rd level, when you take the Help action, the creature you are helping can roll an additional 1d6 and add it to the result of its attack or check.
Calming Hug
Starting at 7th level, you have advantage on saving throws against being charmed or frightened. You can use your action to attempt to grapple another creature that is charmed or frightened. If you succeed, the effect ends on that creature.
Go Away
Starting at 13th level, when you hit a creature with a melee weapon attack using your Strength, you can push that creature 10 feet away from you. You can choose to take 3d6 strain damage to push the creature 30 feet instead.
Tall Tale Hero
At 20th level, you have grown so far beyond ordinary folk that your size category increases by one and your reach increases by 5 feet.
Master Smith
Great strength can be used to create, not merely to destroy. So when a paragon takes up a craft, the results are spoken of for generations. Master smiths can be found at almost all times in their forges, hammering at raw metal with both power and precision to shape items that are as beautiful as they are enduring.
Craft Expertise
When you choose this archetype at 3rd level, you gain proficiency with heavy armor and blacksmith's tools. When you make an ability check to craft an item with any tool proficiency, add double your proficiency bonus to the check.
As Good As One's Tools
Also starting at 3rd level, you can maintain arms and armor to improve their effectiveness. When you finish a long rest, choose a weapon, suit of armor, or shield to maintain. For the next 24 hours, the item grants a +1 bonus to AC if it's armor or a shield, or a +1 bonus to attack and damage rolls if it's a weapon.
You can maintain two items each long rest instead of one if you crafted both items yourself.
Fire in the Blood
At 7th level, you gain resistance to fire damage. You can use your action and take 3d6 strain damage to become immune to fire damage for 1 minute.
Masterpiece
At 13th level, you complete a great work, crafting a magic item of your choice. You can choose an item of very rare rarity or less, or work with your DM to create a unique item of comparable power. If this item is lost or destroyed, you can reforge it by spending a month at work and using 1,000 gp worth of materials.
Smith of Legend
At 20th level, you craft an artifact of your choice, or enhance your Masterpiece item with the power of an artifact. You are forever bound to this greatest of your works: you automatically succeed all death saving throws for as long as it exists, but die immediately if it is ever destroyed.
Class Features
As a paragon, you gain the following class features.
Hit Points
Hit Dice: 1d12 per paragon level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per paragon level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons, improvised weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Intimidation, Religion, and Survival
Heroic Stature
Your prodigious size and strength make your blows powerful, but imprecise. Whenever you make an attack roll using Strength, add only half your Strength bonus, rounded down, to the roll. But whenever you make a damage roll using Strength, you can add double your Strength bonus to the roll. If you double your Strength bonus this way, you can't add your Strength to any other damage rolls you make this turn.
You also count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift (doubling those values).
Brawler
You are a fearsome fighter with your bare hands or with any object that comes to hand. You can roll a d6 for your unarmed strike damage and a d8 for improvised weapon damage.
Unarmored Defense
While you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Muscle Mass
Starting at 2nd level, your physical power begins to grow without limit. Your Strength score increases by an amount equal to half your paragon level, rounded down, as shown in the Muscle Mass column of the Paragon table. Your maximum Strength is 20 + this amount.
Straining Sinews
Also starting at 2nd level, you can push yourself beyond your already extraordinary capabilities. Whenever you fail a Strength check, you can roll 2d6 and add the higher of the two dice to the result of the roll. However, you take strain damage equal to the total of the two dice. Strain damage is psychic damage, but it cannot be resisted or prevented, and it also reduces your hit point maximum by the amount rolled until you finish a long rest. If the result of the Strength check is still a failure, you can strain yourself futher, repeating this process. On a single check, you can strain a total number of times equal to your Constitution modifier (minimum of once).
When you attempt to push, drag, or lift an object, you can use your reaction to take 2d6 strain damage. If you do, for the next minute you count as two size categories larger, rather than the one provided by your Heroic Stature feature (doubling your capacity again).
Paragon Archetype
At 3rd level, you choose an archetype which shapes how you seek to exercise your power. Choose Challenger, Gentle Giant, or Master Smith, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 20th level.
Ability Score Improvement
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, except for your Strength, the maximum of which is increased by your Muscle Mass feature.
Heavy Hit
Whether you wield oversized weapons or simply swing them with tremendous force, your blows do massive damage. Starting at 5th level, whenever you deal damage with a weapon or unarmed strike using your Strength, roll one additional damage die (or two additional dice if your weapon normally has two damage dice, like a greatsword).
This increases to two additional dice at 11th level and three additional dice at 17th level (or four and six with a two-dice weapon).
Mighty Throw
Starting at 6th level, you can accurately hurl objects immense distances. When you make a thrown weapon attack, triple the weapon's normal and long range values.
Great Cleave
Starting at 9th level, you can use your action to make a melee weapon attack against two creatures within 5 feet of each other and within your reach. Make a separate attack roll and damage roll for each target.
Starting at 18th level, you can attack every creature of your choice within your reach this way, rather than just two.
Demolish
Starting at 10th level, you have advantage on Strength checks to break objects and structures, and deal double damage to them with attacks using your Strength.
Tireless
Also starting at 10th level, whenever you would gain a level of exhaustion, you can choose to take 2d6 strain damage instead.
Mythic Stature
At 14th level, your reach increases by 5 feet. You now count as two sizes larger when determing your carrying capacity and the weight you can push, drag, or lift. When using your Straining Sinews to increase your effective size, you count as three sizes larger rather than two.
Straining Resolve
Starting at 15th level, when you fail a saving throw, you can strain to succeed instead. Roll 3d6, add the highest die to your saving throw result, and take the total as strain damage. On a single save, you can strain a total number of times equal to your Constitution modifier (minimum of once).
Paragon Archetypes
A paragon is by definition an exceptional person, and the feats they set out to accomplish are unique to them. However, over the ages, certain recurring archetypes can be discerned among these singular heroes.
Challenger
Challengers are enthusiastic warriors and athletes, forever testing their strength against ever-greater trials. They may strive to prove their worthiness to a monarch or a god or some other authority figure, or they may simply find thrill in the challenge itself.
Wrestling Trial
Starting when you choose this archetype at 3rd level, you can attempt to grapple or shove a creature as a bonus action. You count as one size larger for the purpose of grappling. You can use your Straining Sinews feature to increase your effective size as a reaction when you grab a creature, and this size increase also counts for the purpose of grappling.
When you successfully grapple or shove a creature, you deal bludgeoning damage to the creature equal to your unarmed strike damage. You don't add your ability modifier to this damage, but do roll any additional damage dice you gain from your Heavy Hit feature.
Athletic Conditioning
Also starting at 3rd level, you become proficient in the Athletics skill. If you were already proficient, you can choose a proficiency in another skill instead. In addition, climbing and swimming no longer cost you extra movement.
Racing Trial
Starting at 7th level, when you take the Dash action, triple your movement instead of doubling it, and also double your jump distance for the turn. You can choose to take 2d6 strain damage to quadruple your movement instead of tripling it, and triple your jump distance instead of doubling it.
Endurance Trial
Starting at 13th level, as a bonus action, you can take 1d6 strain damage a number of times of your choice up to your Constitution modifier. You gain 10 temporary hit points for each die of strain damage you rolled.
Apotheosis
At 20th level, you have surmounted every challenge the mortal world could offer you and earned the reward of immortality. You no longer age and cannot die of old age. You have advantage on all saving throws, and your hit point maximum and ability scores cannot be reduced.
Gentle Giant
Some paragons have an amiable nature that belies their imposing physique. They use their strength not for their own benefit but to protect and aid those weaker than them---which is to say, everybody. The friendship of such gentle giants is truer and more valuable than diamonds.
Warding Arms
Starting when you choose this archetype at 3rd level, you can interpose your great arms and hands to defend your companions from danger. When a creature you can see attacks a target other than you that is within your reach, you can use your reaction to impose disadvantage on the attack roll.
Giant's Shoulders
Your friends can accomplish more standing on your shoulders, figuratively and sometimes literally. Starting at 3rd level, when you take the Help action, the creature you are helping can roll an additional 1d6 and add it to the result of its attack or check.
Calming Hug
Starting at 7th level, you have advantage on saving throws against being charmed or frightened. You can use your action to attempt to grapple another creature that is charmed or frightened. If you succeed, the effect ends on that creature.
Go Away
Starting at 13th level, when you hit a creature with a melee weapon attack using your Strength, you can push that creature 10 feet away from you. You can choose to take 3d6 strain damage to push the creature 30 feet instead.
Tall Tale Hero
At 20th level, you have grown so far beyond ordinary folk that your size category increases by one and your reach increases by 5 feet.
Master Smith
Great strength can be used to create, not merely to destroy. So when a paragon takes up a craft, the results are spoken of for generations. Master smiths can be found at almost all times in their forges, hammering at raw metal with both power and precision to shape items that are as beautiful as they are enduring.
Craft Expertise
When you choose this archetype at 3rd level, you gain proficiency with heavy armor and blacksmith's tools. When you make an ability check to craft an item with any tool proficiency, add double your proficiency bonus to the check.
As Good As One's Tools
Also starting at 3rd level, you can maintain arms and armor to improve their effectiveness. When you finish a long rest, choose a weapon, suit of armor, or shield to maintain. For the next 24 hours, the item grants a +1 bonus to AC if it's armor or a shield, or a +1 bonus to attack and damage rolls if it's a weapon.
You can maintain two items each long rest instead of one if you crafted both items yourself.
Fire in the Blood
At 7th level, you gain resistance to fire damage. You can use your action and take 3d6 strain damage to become immune to fire damage for 1 minute.
Masterpiece
At 13th level, you complete a great work, crafting a magic item of your choice. You can choose an item of very rare rarity or less, or work with your DM to create a unique item of comparable power. If this item is lost or destroyed, you can reforge it by spending a month at work and using 1,000 gp worth of materials.
Smith of Legend
At 20th level, you craft an artifact of your choice, or enhance your Masterpiece item with the power of an artifact. You are forever bound to this greatest of your works: you automatically succeed all death saving throws for as long as it exists, but die immediately if it is ever destroyed.
Obviously Muscle Mass breaks certain rules of D&D design, but it's kind of essential to the fantasy here. The penalty in Heroic Stature is there to offset the bonus from Muscle Mass and pay at least lip service to bounded accuracy in a way that I hope is thematic. It's not actually necessary to do this for numeric balance: by my math the paragon's Strength could behave "normally" and we'd still get an expected DPR on par with a vanilla fighter just by moving around the Heavy Hit bonuses a bit. But by high levels they'd be hitting at least AC 18 on a natural 2, which might not be desirable. Blame it on the system using the same score for accuracy and damage...
The big question for me is the strain effects. I'm frankly just guessing on the proper numbers to balance them. I deliberately tried to avoid using strain as a regular combat resource and reserve it for "emergency" type abilities.
Anyway, this is obviously all just a rough draft and proof of concept. What do you think? Is there something there?