Paragon Path: Difference between revisions
Listing all the PHB2 paths. |
|||
Line 9: | Line 9: | ||
==Avenger== | ==Avenger== | ||
===Hammer of Judgment=== | |||
===Oathsworn=== | |||
===Unveiled Visage=== | |||
===Zealous Assassin=== | |||
==Barbarian== | ==Barbarian== | ||
===Bear Warrior=== | |||
===Fearbringer Thane=== | |||
===Frenzied Berserker=== | |||
===Wildrunner=== | |||
==Bard== | ==Bard== | ||
===Student of the Seven=== | |||
===Summer Rhymer=== | |||
===Voice of Thunder=== | |||
===War Chanter=== | |||
==Battlemind== | ==Battlemind== | ||
Line 30: | Line 52: | ||
==Druid== | ==Druid== | ||
===Blood Moon Stalker=== | |||
===Guardian of the Living Gate=== | |||
===Keeper of the Hidden Flame=== | |||
===Sky Hunter=== | |||
==Fighter== | ==Fighter== | ||
Line 45: | Line 75: | ||
==Invoker== | ==Invoker== | ||
===Angelic Aspect=== | |||
===Blightspeaker=== | |||
===Flame of Hope=== | |||
===Hammer of Vengeance=== | |||
==Monk== | ==Monk== | ||
Line 94: | Line 132: | ||
==Shaman== | ==Shaman== | ||
===Disciple of the World Serpent=== | |||
===Ghost Panther=== | |||
===Great Bear Shaman=== | |||
===Spirit Tempest=== | |||
==Sorcerer== | ==Sorcerer== | ||
===Arcane Wellspring=== | |||
===Demonskin Adept=== | |||
===Dragonsoul Heir=== | |||
===Wild Mage=== | |||
==Swordmage== | ==Swordmage== | ||
Line 110: | Line 164: | ||
===Life-Stealer=== | ===Life-Stealer=== | ||
The core's Infernal Pact exclusive path, the Doomsayer is a [[necromancer]]-leaning path, as it's all about capturing and exploiting your enemies' souls. For features, you get Infernal Action (action point-fuelled bonus attacks do ongoing 5 fire damage), Collect Life Spark (when a cursed creature dies, you steal a spark of life, and can expend it as a minor action to gain a bonus determined by the original creature's type) and Sustain Life Spark (regain hit points as per a healing surge if you end a battle with more collected Life Sparks than healing surges). For powers, you get Soul Scorch (projectile of fire + necrotic damage and you can spend a life spark of the same creature type to boost the damage), Life Spark Summons (once per day, revive a collected life spark as a zombie/ghost like controllable minion), and Soultheft (blast 1-3 creatures for necrotic damage and collect the life spark of any that you kill with this attack). | The core's Infernal Pact exclusive path, the Doomsayer is a [[necromancer]]-leaning path, as it's all about capturing and exploiting your enemies' souls. For features, you get Infernal Action (action point-fuelled bonus attacks do ongoing 5 fire damage), Collect Life Spark (when a cursed creature dies, you steal a spark of life, and can expend it as a minor action to gain a bonus determined by the original creature's type) and Sustain Life Spark (regain hit points as per a healing surge if you end a battle with more collected Life Sparks than healing surges). For powers, you get Soul Scorch (projectile of fire + necrotic damage and you can spend a life spark of the same creature type to boost the damage), Life Spark Summons (once per day, revive a collected life spark as a zombie/ghost like controllable minion), and Soultheft (blast 1-3 creatures for necrotic damage and collect the life spark of any that you kill with this attack). | ||
==Warden== | |||
===Bloodwrath Guardian=== | |||
===Horned Champion=== | |||
===Storm Sentinel=== | |||
===Verdant Lord=== | |||
==Warlord== | ==Warlord== | ||
Line 126: | Line 189: | ||
==Wizard== | ==Wizard== | ||
===Battle Mage=== | ===Battle Mage=== | ||
The closest that early 4e wizard had to the old Evoker specialization, a Battle Mage focuses on blowing shit up. For features, you get Arcane Riposte (you can hit a foe with an opportunity attack that deals cold, fire, force or lightning damage) and Battle Mage Action (huge bonus to attack rolls when you burn an action point) at level 11, and Battle Edge (the first time you get bloodied, you can use an At-Will power as an immediate reaction) at level 16. | The closest that early 4e wizard had to the old Evoker specialization, a Battle Mage focuses on blowing shit up. For features, you get Arcane Riposte (you can hit a foe with an opportunity attack that deals cold, fire, force or lightning damage) and Battle Mage Action (huge bonus to attack rolls when you burn an action point) at level 11, and Battle Edge (the first time you get bloodied, you can use an At-Will power as an immediate reaction) at level 16. For powers, you get Forceful Retort (burst of damage that knocks your enemies back and to the ground), Arcane Rejuvenation (heal yourself the first time you get dropped to zero HP) and Closing Spell (blast a sizable area for cold, fire, lightning or thunder damage; vanilla damage is 3D10, but it increases to ''8D10'' if this is the last daily spell you can cast). | ||
===Blood Mage=== | ===Blood Mage=== | ||
Line 138: | Line 201: | ||
=Racial Paragon Paths= | =Racial Paragon Paths= | ||
===Adroit Explorer=== | |||
Restricted to [[human]]s, this path focuses on promoting a human's natural traits; ambition, courage, and sheer bloody-minded determination. | |||
===Ancestral Incarnate=== | |||
Restricted to [[deva]]s, this path focuses on tapping into and enhancing the deva's connection to its many past incarnations. | |||
===Bloodfury Savage=== | |||
Restricted to [[half-orc]]s, this path allows them to truly master and hone the savage fury and bloodlust they inherit from their [[orc]]ish progenitors. | |||
===Fey Beguiler=== | |||
Restricted to [[gnome]]s, this path builds on their natural talents for illusion and misdirection, combined with their intelligence, for a truly sneaky and deceptive being. | |||
===Firstborn of Moradin=== | |||
Restricted to [[dwarf|dwarves]], this path builds on the legendary durability and determination of their kind. | |||
===Halfling Scoundrel=== | |||
Restricted to [[halfling]]s, this path enhances a halfling's ability to charm, swindle and sneak their way out of danger. | |||
===Moonstalker=== | |||
Restricted to [[shifter]]s, this path focuses on tapping into their primordial ancestry, allowing them increased powers of shapeshifting. | |||
===Scion of Arkhosia=== | |||
Restricted to [[dragonborn]], this power taps into their draconic might, making them increasingly dragon-like. Its Versatile Breath feature lets a dragonborn do two kinds of damage with its breath weapon, with both of its attack powers likewise augmenting the versatility of said weapon (Dragon's Wrath allowing it to spit a fireball-like ranged burst of breath weapon once per encounter, Clinging Breath allowing its breath weapon to do ongoing damage once per day) and with its action point feature, Draconic Overburst, causing all adjacent foes to take breath weapon damage when a dragonborn uses an action point to make an extra attack. Meanwhile, the Blood of Io feature gives a dragonborn an Overland Flight speed of 12, building on from its Dragon Wings (at-will short-ranged flight) utility power. | |||
===Shiere Knight=== | |||
Restricted to [[eladrin]], this path increases their inherent fae powers, and commonly signifies nobility amongst their kind. | |||
===Stoneblessed=== | |||
Restricted to [[goliath]]s, this path strengthens their connection to the earth, making them more like living stone. | |||
===Turathi Highborn=== | |||
Restricted to [[tiefling]]s, this path allows them to tap both the arrogant determination of Bael Turath and their infernal taint for greater power. | |||
===Twilight Guardian=== | |||
Restricted to [[Elf|elves]], this path strengthens an elf's connection to the wilderness, building into their lore as mysterious and magical defenders of the woods. | |||
=Other Paragon Paths= | =Other Paragon Paths= |
Revision as of 18:55, 16 December 2015
Paragon Paths were a game mechanic introduced into the fourth edition of Dungeons & Dragons, replacing the concept of Prestige classes used in the previous edition. Whereas PrCs were optional sub-classes that you could take to make your character more powerful, Paragon Paths are effectively mandatory. You take a Paragon path at level 11, and it bolsters you from there to level 20 -- its next tier equivalent is the Epic Destiny.
Paragon Paths follow pretty standard motifs; they give two abilities at level 11, one passive and one triggered by spending an action point, and gain a third passive ability at level 16. They also gain an Encounter power at level 11, a Utility power at level 12, and a Daily power at level 20. There are exceptions, of course, but it's fairly standardized, easy-to-follow stuff.
Paragon Paths are generally sorted by class, but there are also a bevvy of racial paragon paths, and a few that are more open in membership.
Class-based Paragon Paths
Ardent
Avenger
Hammer of Judgment
Oathsworn
Unveiled Visage
Zealous Assassin
Barbarian
Bear Warrior
Fearbringer Thane
Frenzied Berserker
Wildrunner
Bard
Student of the Seven
Summer Rhymer
Voice of Thunder
War Chanter
Battlemind
Cleric
Angelic Avenger
You get to take on the aspect of angels, making you a much more deadly fighter. Angelic Action gives you a damage bonus when you spend an action point, Astral Vibrance lets you select Lightning, Radiance or Thunder at level 11 and deal that kind of damage to any bloodied enemy who gets too close, Weapon Training gives you free proficiency with a Heavy Blade type weapon, and Blood & Radiance means that any enemy that bloodies you is made easier to hit until the next turn. For powers, you get Astral Wave (a blast of damage based on your Astral Vibrance), Angelic Presence (scare the shit out of enemies for the rest of the encounter or until you get bloodied) and Angel Ascendant (smack someone for quintuple your normal weapon damage and gain the ability to fly for the rest of the fight).
Divine Oracle
Because of your divine connections, you're a prophet in the literal sense, making you capable of telling the future. In crunch, this means you can't be surprised (nor can any allies close by), you get to roll twice for your initiative, you get an extra move action when you burn an action point, and you get to roll twice when attacking against Will. For powers, you get Prophecy of Doom (bestow a free critical hit on a nearby target), Good Omens (you and any ally within 10 squares gets +5 to all D20 rolls for the next turn, but at the cost of being unable to inflict critical hits), and Hammer of Fate (big attack vs. Will, but if you miss, then you get to turn back time to before you used the power, at the cost of not being able to use this power again until the next encounter).
Radiant Servant
This is what you want if you're trying to play the Laser Cleric. You want to burn shit up with your beams of holy light, you take this fucker right here. Better chance of scoring critical hits with radiant powers, fry an enemy with ongoing radiant damage when you burn an action point, and undead & demons have a harder time shaking off your nasty mojo. For powers, you can disintegrate everybody around you with Solar Wrath, make a zone of holy light that heals your friends and fries undead & demons with Healing Sun, or shoot an enemy with a laser so strong that it then explodes into more lasers with Radiant Brilliance.
Warpriest
The blunt instrument of the PHB Cleric paths, this is for Clerics who know what they want; to get up in somebody's face, crushing skulls and ripping off balls and generally kicking ass for the lord. You deal more damage after using an action point, you can call for a reroll of a missed melee/close attack once per encounter, you get +1 to AC when wearing heavy armor, and you get a pseudo-marking ability that lets you stand in as a Defender. For powers, you get Battle Cry (smack a foe and let you & your buddies use a healing surge), Battle Favor (1/day you can regain HP as per two healing surges or recover a spent daily power by landing a critical hit) and Battle Pyres (zap all the fuckers around you, and then keep on zapping them with super-lasers until they shake off the divine target lock).
Druid
Blood Moon Stalker
Guardian of the Living Gate
Keeper of the Hidden Flame
Sky Hunter
Fighter
Iron Vanguard
You specialise in taking a beating and being the last man standing. Heal hitpoints when you drop a foe, spend an action point for boosted defense or to take an action before falling unconcious at zero HP, and damage anyone you knock prone or push back. Naturally, its powers revolve around smashing enemies back with the weight of your body.
Kensei
Your basic samurai-inspired weapon master, with features revolving around getting suped-up benefits from a single specialty weapon of yours. You can strike for double damage with a Masterstroke, decrease incoming damage with Ultimate Parry, or zip across the battlefield hacking down up to three foes at once with Weaponsoul Dance.
Pit Fighter
Specializing in surviving no matter the odds, a Pit Fighter is a blunt and brutal opponent. For features, you get increased AC bonus, super-charge your damage when you burn an action point, and a general boost to damage. For powers, you get All Bets Are Off (hit the same target twice in a row), Deadly Payback (gain a temporary bonus to attack and damage against the last person to damage you), and Lion of Battle (quadruple damage and, if you drop your target, you can potentially spook all enemies nearby).
Swordmaster
Your basic Swashbuckler type paragon path. Quick, agile, and an expert with light or heavy blades. You get a bonus to AC and Reflex when you spend an action point, you can use the Containing Strike and Reaping Strike powers when you charge, and a critical hit with a light/heavy blade restores a depleted fighter encounter power. Precision Cut lets you strike for triple damage, Fantastic Flourish lets you mark a nearby enemy after you strike one, and Crescendo Sword lets you strike all the enemies next to you; hitting even one restores a depleted daily power, whilst missing still gives you back an encounter power.
Invoker
Angelic Aspect
Blightspeaker
Flame of Hope
Hammer of Vengeance
Monk
Paladin
Astral Weapon
You swear yourself totally to your god, becoming their avatar of wrath and vengeance upon the battlefield. Astral Judgment makes your mark more effective by penalizing defenses, Astral Rejuvenation Action lets you burn an action point to restore a paladin encounter power, and Courage From On High gives you a +2 bonus to saving throws against fear. For powers, you get Carving A Path Of Light (double damage melee strike, enemies adjacent to you give combat advantage for a turn), Pray For More (you can reroll the damage of one of your attacks once per encounter), and Astral Whirlwind (slash every enemy around you for double damage and penalized defenses, 50% chance you don't expend the power if you succeed in killing someone with it).
Champion of Order
Attempting to emphasize the Lawful Good tradition of paladins without, you know, being a lawful stupid twat, your Champion's Action means you inflict a penalty on enemy defenses if you spend an action point, In Defense of Order lets you get opportunity attacks against marked targets that don't attack you and also means you do +2D6 radiant damage against demons and elementals, and Champion's Hammer lets you ignore the resistances of demons and elementals. For powers, you get Certain Justice (smack a target and, if it was marked, you make them weak and dazed until the mark is removed), None Shall Pass (once per day, you can mark 2 enemies with Divine Challenge until the encounter ends) and Rule of Order (quadruple damage, push and weaken the target on a hit, normal damage and weaken on a miss, +2 to attack roll and +2D10 radiant damage if target has dealt a critical hit to you or an ally during this encounter).
Hospitaler
Dabbling in the Leader role, the Hospitaler is a paladin who develops a knack for healing. Hospitaler's Blessing means that marked enemies actually heal your allies if they try to attack them, Hospitaler's Action means that you heal allies close by whenever you burn an action point, and Hospitaler's Care boosts the health restored by your Lay On Hands ability. For powers, you get Warding Blow (attack a marked enemy for double damage and let your allies make a saving throw), Healing Font (once per day, bolster yourself for the encounter so that you can freely heal an ally whenever you hit an enemy), and Life-Giving Smite (strike a foe for quadruple your weapon's damage in radiant damage, then let an ally spend a healing surge).
Justicar
Trying to live up to the "knight who crusades for justice" part of the paladin theme, the Justicar gets Just Action (weaken adjacent enemies when you spend an action point), Just Spirit (adjacent allies get a free saving throw reroll each turn), and Just Shelter (adjacent allies are immune to fear, immune to charm, and get +1 to saving throws). For attacks, they can use Just Radiance (sear all marked enemies in a close burst for radiant damage and lock them into attacking you), Strike Me Instead (you can force an enemy's attack to miss a nearby ally, at the cost of being hit by it yourself, once per day) and Challenge The Unjust (huge burst of radiant damage and temporarily marking).
Psion
Ranger
Battlefield Archer
The natural tie-in for archery style rangers, this paragon path is all about enhancing your ability to deal death from afar. Your Archer's Action feature lets you spend an action point to reroll a ranged attack's attack roll or damage roll, Battlefield Experience feature lets you mark multiple creatures as a quarry (and get an attack roll bonus against your quarry), and your Battle Surge feature means that taking an extra action or Arc her's Action gives you +5 AC against opportunity attacks. For powers, you get Combined Fire (freely shoot a target that an ally just attacked for triple damage), Archer's Glory (gain a bonus action point once per encounter by shooting an enemy dead) and Quarry's Bane (get to make a triple-damage on hit, knock prone if miss attack against all marked enemies in range).
Beast Stalker
Another archery style exclusive path, these rangers specialize in killing beasts and magical beasts. Beast Stalker's Action means you get a +4 bonus to attack rolls vs. quarry when you spend an action point, Chosen Prey lets you select either Beast or Magical Beasts and get +2 damage to all attacks against them, and Action Shift means that after you spend an action point, you get to shift across the battlefield as a minor action for the rest of the encounter. For powers, you get Pinpointing Arrow (a double-damage ranged attack that ignores cover, concealment, total concealment and invisibility), Hunter's Grace (you can use the result of a Stealth check instead of an Initiative roll once per day) and Beast Stalker's Target (quadruple damage and mark the target).
Pathfinder
Restricted to two-weapon style rangers, this paragon path is kind of a muddle about what it's supposed to be, with the fluff talking about how it's a scout, but not really supporting that in crunch.For features, you get Battlehoned (+2 healing surges), Pathfinder's Action (gain an extra move action when you burn an action point), and Cruel Recovery (gain temporary hit points when you hit a marked enemy). For powers, you get Wrong Step (punish an adjacent enemy for moving/shifting with an attack that damages + immobilizes), Act Together (gain a temporary action point if an ally burns one), and Slasher's Mark (you can spend a healing surge and then chop down two enemies, marking them both).
Stormwarden
Restricted to two-weapon style rangers, this paragon path is simple and elegant: chop shit to pieces. Enjoy. Stormwarden requires you have a melee weapon and be capable of making an opportunity attack, but if you are, then you can automatically cut an adjacent enemy. Stormstep Action lets you teleport a short distance after you spend an action point. Twin-Blade Storm is basically the same as Stormwarden, but lets you zap two adjacent enemies for lightning damage instead. For powers, you get Clearing the Ground (close burst of damage and push all enemies), Throw Caution To The Wind (once per encounter, enter a stance that trades -2 Defences for +2 to attack rolls) and Cold Steel Hurricane (shift, deal two attacks to all enemies in a close burst, regain a spent second wind).
Rogue
Cat Burglar
This is your basic acrobatics-focused rogue, excelling at moving and dodging hits. Naturally, it specializes in light blades, so focus on wielding them. For features, you get Acrobatic Action (gain a bonus move action after you burn an action point), Body Control (you can reduce the distance you are moved when you get targeted by a push, pull or slide by -1 square) and Athletic Master (when you make an Athletics check, roll twice and keep the result you prefer). For powers, you got Cat Burglar's Gambit (shift to a target, strike for triple damage, then shift to any square adjacent to target), Instant Escape (once per encounter, automatically end immobilized, restrained or slowed effect and then shift 2 squares) and Redirected Death (if an enemy hits you, but there's another enemy in its reach, make that attack hit the second enemy instead and shift 1 square).
Daggermaster
In case you didn't figure it out, this path is all about being the best rogue you can be with the humble stabbing implement. So if you're not wielding a dagger, you're not much good at this path. Daggermaster's Action lets you spend an action point to reroll a dagger's damage roll, Dagger Precision lets you crit with daggers on an 18+, and Dagger Advantage means a dagger critical hit gives you combat advantage against the mook you stabbed for a turn. For powers, you get Critical Opportunity (stab the same mook you just scored a critical hit against a second time, this time dealing triple damage), Meditation of the Blade (once per day, make your dagger's damage die increase by +1 size - so from D4 to D6, D6 to D8, etc) and Deep Dagger Wound (quadruple damage and ongoing 10 (20 on a crit) damage on a hit, double damage on a miss).
Master Infiltrator
Specializing in sneaking around, rogues on this path gain the benefits of Infiltrator's Action (free move action after spending an action point), Skillful Infiltrator (+2 to all Acrobatics, Athletics and Stealth checks) and Invisible Infiltrator (invisibility for a turn after killing or critical hitting a target of equal or higher level). For powers, they get Distracting Wound (target an enemy granting combat advantage for double damage and to extend that advantage to all allies for a turn), Impossible To Catch (become invisible for a turn once per encounter) and Painful Puncture (triple damage and ongoing 10 damage). Both of its attacks only work for a crossbow, light blade or sling, since these are fairly "stealthy" weapons.
Shadow Assassin
This paragon path is all about killing people quickly and efficiently, as only a rogue can. Like the Master Infiltrator, its path attack powers only work for a wielder using a crossbow, light blade or sling. For features, it grants Shadow Assassin's Action (gain +4 to attack rolls after spending an action point), Shadow Assassin's Riposte (inflict damage on an adjacent enemy that misses an attack against you) and Bloody Evisceration (increase Sneak Attack damage by +1d6 when attacking a Bloodied target). For powers, you got Killer's Eye (a double-damage attack that increases to triple damage if the target hasn't made any actions this encounter yet), Bad Idea, Friend (once per day, if an adjacent foe makes a melee attack against you, increase all defenses against that attack by +10, and double the damage of Shadow Assassin's Riposte) and Final Blow (target a Bloodied enemy for quintuple damage and shift towards it).
Runepriest
Seeker
Shaman
Disciple of the World Serpent
Ghost Panther
Great Bear Shaman
Spirit Tempest
Sorcerer
Arcane Wellspring
Demonskin Adept
Dragonsoul Heir
Wild Mage
Swordmage
Warden
Warlock
Doomsayer
The core's Star Pact exclusive path, the Doomsayer is a creepy SOB with a focus on ill-fortune and evil fate. For features, it grants Doomsayer's Action (all enemies cursed by you take damage when you spend an action point), Doomsayer's Proclamation (enemies within 10 squares roll twice and take the lower result when making saving throws vs. fear effects) and Doomsayer's Oath (+2 to attack rolls with Fear spells when Bloodied). On the powers scale, it gives you Fates Entwined (psychic damage, and until your next turn ends, target takes damage when you get hurt), Accursed Shroud (once per day you can curse a target and force them to reroll successful attacks), and Long Fall Into Darkness (psychic damage and stun + knock prone on a hit, or daze on a miss).
Feytouched
The core's Fey Pact exclusive path, the Feytouched apparently represents a warlock driven delightfully mad by exposure to the fey and capable of sharing their madness with others. For features, it grants Feytouched Action (+4 to attack rolls after spending an action point), Slashing Wake (damage adjacent enemies when you teleport) and Patron's Favor (replace's Misty Step feature; roll a D6 when you drop a cursed enemy and randomly gain Misty Step, a free saving throw, a long-range teleport, +2 Speed for the next turn, or do D8s with Warlock's Curse for the next turn). Powers consist of Will of the Feywild (psychic damage, teleport the target, target makes a melee attack against a second target of your choice, target is dazed), Twilight Teleport (once per day, when a cursed creature dies, you can teleport yourself or another creature within a huge distance to the spot it occupied) and Whispers of the Fey (burst of maddening whispers; all enemies either melee attack their nearest ally or take psychic damage if that's impossible, then get dazed).
Life-Stealer
The core's Infernal Pact exclusive path, the Doomsayer is a necromancer-leaning path, as it's all about capturing and exploiting your enemies' souls. For features, you get Infernal Action (action point-fuelled bonus attacks do ongoing 5 fire damage), Collect Life Spark (when a cursed creature dies, you steal a spark of life, and can expend it as a minor action to gain a bonus determined by the original creature's type) and Sustain Life Spark (regain hit points as per a healing surge if you end a battle with more collected Life Sparks than healing surges). For powers, you get Soul Scorch (projectile of fire + necrotic damage and you can spend a life spark of the same creature type to boost the damage), Life Spark Summons (once per day, revive a collected life spark as a zombie/ghost like controllable minion), and Soultheft (blast 1-3 creatures for necrotic damage and collect the life spark of any that you kill with this attack).
Warden
Bloodwrath Guardian
Horned Champion
Storm Sentinel
Verdant Lord
Warlord
Battle Captain
Specializing in inspiring his party to get the best out of them, the Battle Captain path makes your warlord better at bolstering their allies with its features, whilst still capable of cracking skulls with its powers. Burn an action point to give all allies within sight + hearing range boosted attack rolls (Battle Action), you and your allies have a bonus to attack rolls on the first turn of combat (Cry Havoc), and your Inspiring Word power boosts attack rolls and speed when you use it (Battle Inspiration). For powers, you can either knock a group of enemies flying with Force Retreat, restore an ally's spent encounter power with Bolt of Genius, or smack the skulls of every enemy next to you with Cunning Flurry.
Combat Veteran
An experienced warrior who inspires through his talents at surviving whatever his enemies may throw at him, and the knowledge he can provide to those willing to listen. Shift an ally by burning an action point (Combat Veteran's Action), +1 healing surge and heal more when you spend one (Tough as Nails), and grant an ally a saving throw in addition to health when you use Inspiring Word (Battle Healer). You can daze a foe and knock them towards your ally with Skirmish Ploy, give all your allies combat advantage against an attacker who misses you with Miss Me Once, and smack an enemy whilst giving an ally an extra action point with Superior Tactics.
Knight Commander
Specializing in leading from the front, the Knight Commander is all about leading the charge and getting up close and personal, requiring that you have proficiency with Heavy Armor to take it. Adjacent allies get an attack roll boost (Honor and Glory), burn an action point to give higher defenses to all your allies (Knight Commander's Action), and increase the damage your allies do when making opportunity attacks whilst close to you (Press of Arms). You can use Slash and Press to hit a foe for triple damage and then knock all foes adjacent to you back, use Break Their Nerve to mark an enemy, or Control the Field to hit a foe and inflict marking + ongoing damage on all enemies close by.
Sword Marshal
Focused on carving through the ranks of enemies, this path requires proficiency with the Heavy Blade category of weapons, and all of its powers and features key off of your using one. If you get a damage boost against targets you initially missed (Disciplined Blade), you can spend an action point to regain a spent encounter power (Sword Marshal's Action), and scoring a critical hit grants you and your allies combat advantage against the enemy you hit (Skewer the Weak). For powers, you can strike at two foes with Blade Flurry, use Sword Marshal's Boon to share in a power that normally only affects allies, and by using Diamond Blade of Victory, you gain bonus damage based on how many allies you have nearby.
Wizard
Battle Mage
The closest that early 4e wizard had to the old Evoker specialization, a Battle Mage focuses on blowing shit up. For features, you get Arcane Riposte (you can hit a foe with an opportunity attack that deals cold, fire, force or lightning damage) and Battle Mage Action (huge bonus to attack rolls when you burn an action point) at level 11, and Battle Edge (the first time you get bloodied, you can use an At-Will power as an immediate reaction) at level 16. For powers, you get Forceful Retort (burst of damage that knocks your enemies back and to the ground), Arcane Rejuvenation (heal yourself the first time you get dropped to zero HP) and Closing Spell (blast a sizable area for cold, fire, lightning or thunder damage; vanilla damage is 3D10, but it increases to 8D10 if this is the last daily spell you can cast).
Blood Mage
By tapping into the power of their own blood, a blood mage becomes a source of pain for their enemies. Your level 11 featuers are Blood Action (an action point-fuelled attack does ongoing damage) and Bolstering Blood (take up to 2D10 damage whilst using a spell to inflict that much extra psychic damage on the spell's targets), whilstl at level 16 you get Burning Blood (inflict psychic damage and ongoing fire damage on any enemies within 10 squares when you use your second wind). Blood Pulse is an encounter power that splatters a burst across a distant area, causing damage and making the victims take more damage as they move. Soul Burn is a daily utility power that lets you spend a healing surge to restore a spent encounter power. Destructive Salutation is an extremely powerful ranged burst of psychic and ongoing psychic damage.
Spellstorm Mage
Trying to channel the power of raw magic, a Spellstorm Mage gets extra damage to its attacks after using an action point (Extra Damage Action), can make a Wisdom check once per day to recover a random encounter or daily spell with its Storm Spell feature, and the first time they get bloodied, they unleash their Storm Fury and zap all their enemies for lightning damage. Storm Cage is a spell that blasts an area with thunder & lightning before forming a temporary cage that electrocutes anyone who tries to escape. Sudden Storm is a sustainable utility power that lets the wizard conjure up a violent storm to create difficult terrain, and Malestrom of Chaos is a huge burst of force damage and enemy teleportation.
Wizard of the Spiral Tower
An attempt to do a gish class in PHB1, this would later be surpassed by the Swordmage class. For features, you get to use a Longsword as an implement of your choice (Corellon's Implement), Spiral Tower Action lets you burn an action point to regain a spent encounter power, and Radiant Censure makes enemies take radiant damage if they try and attack your Will. For spells, you get the One Sword (strike with your sword for double damage, and on a successful secondary attack you daze them and don't expend the spell), Shape the Dream (nullify an attack vs. Will once per day) and Corellon's Blade (strike all close-by enemies for triple sword damage and teleport them out of your way for a turn).
Racial Paragon Paths
Adroit Explorer
Restricted to humans, this path focuses on promoting a human's natural traits; ambition, courage, and sheer bloody-minded determination.
Ancestral Incarnate
Restricted to devas, this path focuses on tapping into and enhancing the deva's connection to its many past incarnations.
Bloodfury Savage
Restricted to half-orcs, this path allows them to truly master and hone the savage fury and bloodlust they inherit from their orcish progenitors.
Fey Beguiler
Restricted to gnomes, this path builds on their natural talents for illusion and misdirection, combined with their intelligence, for a truly sneaky and deceptive being.
Firstborn of Moradin
Restricted to dwarves, this path builds on the legendary durability and determination of their kind.
Halfling Scoundrel
Restricted to halflings, this path enhances a halfling's ability to charm, swindle and sneak their way out of danger.
Moonstalker
Restricted to shifters, this path focuses on tapping into their primordial ancestry, allowing them increased powers of shapeshifting.
Scion of Arkhosia
Restricted to dragonborn, this power taps into their draconic might, making them increasingly dragon-like. Its Versatile Breath feature lets a dragonborn do two kinds of damage with its breath weapon, with both of its attack powers likewise augmenting the versatility of said weapon (Dragon's Wrath allowing it to spit a fireball-like ranged burst of breath weapon once per encounter, Clinging Breath allowing its breath weapon to do ongoing damage once per day) and with its action point feature, Draconic Overburst, causing all adjacent foes to take breath weapon damage when a dragonborn uses an action point to make an extra attack. Meanwhile, the Blood of Io feature gives a dragonborn an Overland Flight speed of 12, building on from its Dragon Wings (at-will short-ranged flight) utility power.
Shiere Knight
Restricted to eladrin, this path increases their inherent fae powers, and commonly signifies nobility amongst their kind.
Stoneblessed
Restricted to goliaths, this path strengthens their connection to the earth, making them more like living stone.
Turathi Highborn
Restricted to tieflings, this path allows them to tap both the arrogant determination of Bael Turath and their infernal taint for greater power.
Twilight Guardian
Restricted to elves, this path strengthens an elf's connection to the wilderness, building into their lore as mysterious and magical defenders of the woods.