Legends tell of warriors that fight at the front of a legion, of the valor they display and the inspiration it gives their comrades. A Paragon before their army is a dauntless foe, and an army behind their Paragon is an unstoppable legion. A Paragon is not inherently good or evil. An evil legion can be lead by a bold and charismatic Warlord just as effectively as the forces of good.
As they tend to be those that inspire an organized force, more often than not they will be lawful, but what that personal code of laws entails can vary quite widely.
Martial Proficiency
Starting at 1st level when you take this Presence, you gain proficiency in heavy armor, shields, and martial weapons. In addition, you gain 1 hit point whenever you gain a level in this class.
Lead the Charge
Starting at 1st level, when you roll initiative, you can add your Charisma modifier to the roll, and you gain temporary hit points equal to your Charisma modifier.
Fighting Style
Starting at 3rd level, choose one of the following options.
Defensive
While you are wearing armor, you gain a +1 bonus to AC. While wielding a shield, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Heroic Strike
Additionally at 3rd level, when you take the Attack action, you can expend a Leadership Dice to apply Rallying Mark or Overwhelming Mark as part of a melee weapon attack. Whenever you expend a Leadership Dice as part of making an attack, you can add the expended Leadership Dice to the damage roll of the attack.
Stand Defiant
Starting at 7th level, when you are reduced to zero hit points, you instantly regain a number of hit points equal to your Charisma modifier (minimum 1). Additionally you can expend a number of Leadership Dice equal to the number of allies within 60 feet of you and rolling them adding the result to the health regained.
Once you use this feature, you cannot use it again until you complete a short or long rest.
Inspired Warrior
Starting at 11th level, once per turn, when one of your allies within 30 feet takes or deals damage, you add one to a pool of d4 dice. You can have a maximum number of d4 dice in this pool equal to your Charisma modifier(minimum of one). The next time you deal damage, you can expend this pool of d4s as additional damage. Any unused dice are lost at the end of your turn.
Dauntless Resolve
Starting at 15th level, when you fail a Saving Throw, you can choose to succeed instead. Once you do this, you cannot do this again until you complete a long rest.
Invincible Legion
Starting at 18th level, your allies will never fall so long as their symbol of hope remains. When an ally is reduced to zero hit points within 60 feet of you, they are instead reduced to 1 hit point so long as they can see or hear you.
Once an allied creature benefits from this effect, they cannot benefit from it again until they complete a long rest.
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