Paragon Traits

This page contains a comprehensive list of all existing paragon traits so that they can be easily edited if needed without editing every single ancestry that uses them.

Angelic Blood

The blood of angels runs through your veins. You gain the following benefits:

  • You have Advantage on Death saving throws and saving throws against poisons, diseases, and curses.
  • You have resistance to poison damage.
  • Your hit point maximum cannot be reduced.

Aquatic Predator

Your swim speed increases by 10 feet, and you gain Darkvision out to 120 feet while underwater. If you already have Darkvision, it instead extends by 90 feet while underwater. Additionally, while underwater, you have Advantage on attack rolls against creatures that don't have a swim speed, and creatures that don't have a swim speed have Disadvantage on saving throws against spells and abilities you use.

Big Ears

Your massive ears are not just for show. You gain the following benefits:

  • You gain proficiency in the Perception skill. If you are already proficient, you gain expertise.
  • You have Advantage on Perception checks that rely on hearing and Advantage against spells and abilities that inflict the Deafened condition.

Blood Courage

Your people draw strength from devouring the hearts of your foes. You gain the following benefits:

  • Your Bite attack counts as magical for the purpose of bypassing damage resistance and immunity, and when you reduce a creature to 0 hit points with your Bite attack, you gain temporary hit points equal to your proficiency bonus.
  • While you have temporary hit points, you can't be Charmed or Frightened.

Blood Frenzy

When you make a melee attack roll against a creature that doesn't have all its hit points, you can give yourself Advantage on the attack rolls.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a Short or Long Rest. Using this feature against a creature that is missing over half of its maximum hit point total does not count against this number.

Cavern Leaper

You can climb and leap across chasms and trees. You gain the following benefits:

  • You gain a climb speed equal to your walking speed.
  • Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as usual.

Celestial Constitution

Celestial blood runs strong in you, unlocking a resilience akin to that possessed by some angels. You have resistance to two more damage types from the Celestial Resistance trait. If you are already resistant to these damage types, you may choose from the following options:

  • You are immune to necrotic damage.
  • You are immune to poison damage and the Poisoned condition.

Closet Goblin

You can fit in surprisingly small places. You gain the following benefits:

  • You count as one size smaller when moving through or stopping in spaces, mounting or climbing on creatures, and for the purposes of this trait.
  • You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Collateral Damage

Like a hippopotamus in a crystalware shop, you are naturally adept at damaging things. When you roll a 1 on a damage die for a melee attack, you can reroll the die and use the new roll.

Creator's Blessing

Crafting is as refreshing for you as rest is for others. You can craft items with artisan tools instead of sleeping and still receive the full benefits of the Long Rest.

Critter Friend

Your friendship with animals mystically deepens. You learn the speak with animals spell and can cast it at will, without spending mana. You also learn your choice of two of the following spells: animal friendship, animal messenger, beast bond, beast sense, conjure animals, or summon beast. You can cast these spells once each without spending mana and without material components. Once you do, you can't do so again until you finish a Long Rest. You can also cast these spells using mana if you can cast spells of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this trait).

Day Walker

You are adapted to surface life better than most of your ancestry. You gain the following benefits:

  • You ignore the penalties of the Sunlight Sensitivity trait.
  • You have Advantage on saving throws you make to avoid or end the Blinded condition on yourself.

Diehard Survivor

You've either died once, or your existence has made you inured to death. You have the following traits:

  • When you suffer a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a Long Rest.
  • You only die after failing 4 death saving throws instead of 3.

Dwarven Fortitude

As in the from from Xanathar's Guide to Everything, but ability score increase has been removed and the following trait has also been added:

Dwarven Stability

You have advantage on saving throws against being knocked prone or moved against your will. Additionally, unarmed strikes to shove or grapple you are made with disadvantage, and when a creature is grappling you against your will, they must spend an extra foot of movement for every foot they move while dragging you.

Eat Anything

You have an iron stomach. You gain the following benefits:

  • You have Advantage on saving throws you make to avoid or end the Poisoned condition on yourself. You also have resistance to poison damage.
  • You are immune to disease.
  • Your body can digest most materials–grass, metal, stone, or just about anything on hand. You can eat a pound of any material instead of a pound of food. If the material is wet, it can count as a gallon of water instead.

Echolocation

You gain the exceptionally keen senses like a bat. You gain the following benefits:

  • Keen Hearing. You have Advantage on Wisdom (Perception) checks that rely on hearing.
  • Echolocation. As an Action, you can let out a subsonic sound. For the next minute, you have blindsight of 60 feet, which you can't use while Deafened. This Action makes a loud sound that can be heard by creatures within 300 feet, but only if they have the Keen Hearing trait. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest.

Effortless Trickery

When you cast an illusion spell with a concentration duration while already maintaining concentration on another spell, you may choose to combine the concentration of the two spells together. If you do this, the duration of each spell becomes 1 minute if it was longer than that, unless both spells are illusion spells. If you lose concentration on one of these spells, you lose concentration on both spells.

Once you use this ability, you can’t use it again until you finish a long rest.

Elfsight

Nature cannot block the legendary accuracy of your people. You gain the following benefits:

  • An area being lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena does not impose Disadvantage on your ability checks relying on sight.
  • Attacking at long range doesn't impose Disadvantage on your ranged weapon attack rolls.

Elven Accuracy

Whenever you have Advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Equine Gallop

Your walking speed increases by 10 feet, and when you Dash, you gain additional movement speed equal to twice your walking speed instead.

Escapist

You are practiced at getting out of tight situations. You gain the following abilities:

Evasion

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You don't benefit from this feature if you are Incapacitated.

Fade Away

As in the feat from Xanathar's Guide to Everything but can also be triggered as a bonus action and you can use it a number of times equal to your proficiency bonus per long rest.

Flight

You sprout wings. You have a flying speed equal to your walking speed.

Flyby

You don't provoke opportunity attacks when you fly out of an enemy's reach.

Frolic

You are practiced at bounding through fields, forests, and meadows. You gain the following abilities:

  • You can take the Dash, Disengage, or Hide action as a Bonus Action on each of your turns. If you already can, your movement speed increases by 10 feet.
  • When you take the Dash, Disengage, Hide, or Tumble action, you can take a second of these actions as a part of the same Bonus Action.

Titanic Legacy

Choose a second option from the Giant Legacy trait. You gain the benefits from it.

Headfirst Charge

You are adept at using your bulk to make people hit the ground hard. If you move at least 20 feet straight toward a target, you can take the Shove action as a Bonus Action on your turn. Additionally, you knock a creature Prone with the Shove action or with a flourish or combat maneuver with a melee attack, the creature takes bludgeoning damage. The damage equals a number of d6s equal to half your proficiency bonus (rounded down).

Immutable Soul

Your experience makes you physically and mentally unflappable. You gain the following benefits:

Increased Wing Strength

Your fly speed increases by 10 feet, and you can now use this flying speed if you're wearing medium or heavy armor.

Ingenious Focus

Your keen focus is able to persist through even the most extreme circumstances. When you make a fail a Constitution saving throw to maintain concentration, you can use your reaction to gain bonus on the saving throw equal to your spellcasting ability modifier, possibly turning the saving throw into a success. You keep this bonus until the end of your next turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Land Legs

You are well-adapted to walking on land. Your walking speed increases by 10 feet, and you have Advantage on saving throws against being knocked Prone or moved against your will.

Lizard Regeneration

You gain the ability to recover from great injuries–even the loss of limbs. You gain the following abilities:

Luring Song

As an Action, you can sing a magical melody. Every humanoid and giant within 150 feet of you that can hear the song must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be Charmed until the song ends. You must take a Bonus Action on subsequent turns to continue singing. You can stop singing at any time. The song ends if you are Incapacitated.

While Charmed by you, a target is Incapacitated and ignores other luring songs. If the Charmed target is more than 5 feet away from you, the target must move on its turn toward you by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than you, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.

A target that successfully saves is immune to this ability for the next 24 hours.

Magic Resistance

You have Advantage on saving throws against spells and other magical effects.

Martial Advantage

Once per turn, you can deal extra damage to a creature you hit with a weapon attack if that creature is within 5 feet of one of your allies that isn’t incapacitated. The damage is a number of d6s equal equal to half your proficiency bonus (rounded down).

Mountain Roots

You can endure the harshest of damaging effects, such as a white dragon’s icy breath or a cloudkill spell. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Natural Resilience

You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned.

One Thousand Lives

You have worn a thousand faces and have an intrinsic understanding of what it is to be. You gain the following benefits:

  • You ignore the ancestral prerequisite on items and other game mechanics.
  • When you use your Bonus Action to change your ancestry, you can gain any number of traits from the ancestry you become. You keep these traits until you change your form again. You can copy traits with a point cost equal to your proficiency bonus. Once you do, you cannot do so again until you finish a Long Rest.

Pack Tactics

You have Advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't Incapacitated.

Partitioned Mind

You can endure intense mental pressure, such as a mindflayer's psionic blast or a reality break spell. When you are subjected to an effect that allows you to make an Intelligence or Wisdom saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Perfect Darkvision

Requires: Darkvision
Your Darkvision increases by to 240 feet. You can see normally in darkness, both magical and nonmagical, in your darkvision.

Primal Instincts

Your senses are as keen as a wild predator. You gain the following benefits:

  • You gain proficiency in Perception or Investigation. If you are already proficient in the chosen skill, you gain expertise.
  • You have Advantage on ability checks that rely on smell.
  • While tracking creatures, you can always be alert to danger.

Prophetic Instincts

Your ability to detect danger is supernatural, and sometimes see divergent possibilities by seeing a few moments into the future. You gain the following benefits:

  • You can’t be Surprised except when Incapacitated by something other than nonmagical sleep.
  • When you finish a Long Rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll. Your foretelling roll can be used only once. When you finish a Long Rest, you lose your foretelling roll if it is unused.

Reincarnated Mastery

You have mastered the nature of your existence to better tap into the reservoir of the past. You gain the following benefits:

Scion of the Deep

You can telepathically communicate with any aberration, beast, elemental, or monstrosity that has an innate swimming speed, while it is within 120 feet of you. The creature can understand you and can respond telepathically. You have advantage on checks to influence these creatures.

Shadow Step

You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a Bonus Action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have Advantage on the first melee attack you make before the end of the turn.

Sojourner's Fortitude

Your people's indomitable traveler's spirit allows is one of your greatest strengths. You gain the following benefits:

Squat Nimbleness

You are uncommonly nimble for your race. You gain the following benefits:

  • Increase your walking speed by 10 feet.
  • You have Advantage on saving throws you make to avoid or end the Grappled or Restrained condition on yourself, and creatures have Disadvantage on attack rolls to Grapple you.

Surprise Attack

You have honed your skills at ambushing others. You gain the following benefits:

  • You have Advantage on initiative.
  • Once on each of your turns, when you hit a creature with an attack roll, the creature takes extra damage if it hasn't taken a turn yet in the current combat. The damage equals a number of d6s equal to your proficiency bonus.

Stout Toughness

You are immune to poison damage and the Poisoned condition.

Terror of the Battlefield

Seasoned warriors quake in fear when you step onto the battlefield. You gain the following benefits:

Tunnel Crawler

You can fit in surprisingly small places. You gain the following benefits:

Trample

You are adept at running down your foes. You gain the following benefits:

  • Your hooves now deal 2d4 + your Strength modifier bludgeoning damage.
  • If you hit a creature with your Charge trait using your hooves, the creatures must make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or be knocked Prone.
  • You can make a single melee weapon attack with your hooves against a prone target with a Bonus Action.

Troglodyte

You gain the abilities of your deep cavern-dwelling kin, the troglodytes.

After you have traveled with a creature for a number of days equal to 7- your proficiency bonus, you can allow the creature to grow accustomed to your musk. These creatures become immune to this trait until you choose otherwise.

Underwater Camouflage

You are an expert at hiding, especially underwater. You gain the following benefits:

Unsettling Visage

When a creature you can see makes an attack roll against you, you can use your Reaction to impose Disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest.

Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Any creature who sees you and didn't know you were a shapeshifter must make a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or be Frightened of you until the end of your next turn.