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: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Intimidation, History, Perception, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a longsword (b) a battleaxe or (c) a warhammer
(a) shortsword or (b) two simple weapons
(a) chain shirt (b) leather armor, or (c) chain mail
(a) a light crossbow and 20 bolts or (b) four javelins
A diplomat’s pack and a shield
Steel Skin
You may use Constitution instead of Dexterity when determining your Armor Class when wearing light armor, medium armor, or wearing no armor. You may use Constitution instead of Strength when determining whether your speed is slowedwhile wearing heavy armor.
Sharp Sense
You have trained one of your senses to be keener than a normal member of your race
- Excellent Balance: You have advantage on Dexterity (Acrobatics) checks that rely on balance. You also have advantage on Dexterity (Stealth) checks when not moving.
- Excellent Hearing: You have advantage on Wisdom (Perception) checks that rely on hearing. Also if you are able to hear, you have Blindsight an number of feet of you equal to your Constitution score.
-Excellent Sight: You have advantage on Wisdom (Perception) checks that rely on sight. You also have darkvision 60ft. If you already have darkvision, its range increases by 30ft.
-Excellent Smell: You have advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on smell.
- Excellent Touch: You have advantage on Dexterity (Sleight of Hand) checks that rely on touch. Also if you are able to touch a surface, you have Tremorsense an number of feet of you equal to your Constitution score.
Cultural Weapons
At the 2nd level, you gain mastery of the weapons of your culture. You may choose 3 martial weapons to be cultural weapons for you.
You may choose to have 2 simple weapons to be cultural weapons in place of 1 martial weapon choice.
You may choose unarmed strikes to be a cultural weapon as a martial weapon choice. If you do, your unarmed attack deals 1d4 damage and you can use Constitution instead of Strength for the attack and damage rolls of your unarmed strikes.
Familiar Swing
Starting at 2nd level, when you hit a creature with a cultural weapon attack, you can roll 2d4. You add to the weapon's damage and gain temporary hit points equal to the number rolled.
Once you use this feature, you must finish a short or long rest before you can use it again.
Path to Perfection
At 3rd level, you choose a path that you use to perfect yourself. You can choose Stone Warrior, Fey Knight, Lycan Trooper, or Arcane Soldier. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th levels.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn
Familiar Thrust
Starting at 6th level, when you hit a creature with a cultural weapon attack, you can choose to shove the creature as a bonus action. After you roll for Strength (Athletics) check, you may choose use your Constitution score in place of your roll.
Once you use this feature, you must finish a short or long rest before you can use it again.
Steel Jaw
At the 6th level, you are no longer incapacitated while shunned