Paragon Path
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
Cunning Prevaricator
Cunning Prevaricators seek to emulate the distinctive bardic traditions of fey creatures, combining esoteric lore from the Feywild with the willingness to lie with shameless abandon. Masters of deception, illusion and trickery, these bards relish playing with the minds of their foes, giving them a dash of the Controller. Virtue of Deceit allows an ally within 5 squares to gain combat advantage on their next attack when this bard uses their Bardic Virtue. Shrouding Action allows the bard (and an ally within 5 squares) to become invisible until the end of their next turn after spending an action point. Trickster's Mercy means that when the bard employs their innate healing power, Majestic Word, to a bloodied ally, that ally gains a turn of invisibility in addition to healing. For powers, they have Lying Lights (radiant damage and allies can gain temporary invisibility by attacking that target), the encounter Utility of Trickery's Reward (boost an ally's defenses and potentially grant them some healing), and Nimbus of Falsehood (psychic damage, you can redirect the target's missed melee attacks against other targets of your choice).
Euphonic Bow
These bards seek to combine their musical talent with a flair for archery, turning the string of their bow into a musical instrument and sending arrows charged with melodious magic hurtling through the air, singing a literal song of death through the attacks of themselves and their allies. Bow Implement lets a Euphonic Bow use a bow as an implement for their bard powers. Harmonic Action allows an ally within 10 squars to gain a basic attack for free when you spend an action point. Volley Fire lets you make a free basic attack with a bow if you score a critical hit with your bard powers.... speaking of which: Arrow of Cacophony does Thunder damage, dazes and deafens the target. Song of Sonic Striking is a Stance that lets your bow shots ignore cover and concealment. Finally, the Anthem of Antagonism is a Thunder damage attack that causes the victim to be surrounded by an aura of flesh-ripping music, which harms its nearby allies and makes your own shots more likely to hit.
Grave Caller
Despite what you might think, these aren't bardic necromancers... they're bardic assassins, seeking to purify the world by removing "undesirables". The central feature of these Strike-subbers is their Dirge of Inescapable Doom, which lets them place a "deathmark" on a single victim within 10 squares. Until the rest of the encounter, that victim takes damage even from missed attacks by the Grave Caller, and becomes a viable target for the path's three powers; Visions of Doom (psychic damage, an ally gains a temporary bonus to attacking the target), Cloak of Sound (become invisible to the deathmarked target) and Inevitability of the Grave (strong damage + ongoing damage, even on a miss). Its Gravecall Action lets the Grave Caller gain a +4 to damage rolls by spending an action point, and its Path to the Grave lets it roll 2 D20s when using Encounter or Daily attacks against a deathmarked victim and keep the higher result.
Karmic Shaper
Available only to bards who follow the Virtue of Prescience, Karmic Shapers, as their name implies, immerse themselves in the great stream of destiny, seeking to guide the inevitable flow of action and consequence to aid their allies and punish their enemies.Karmic Action lets you gain a free D20 reroll if you spend an action point. Karmic Virtue means an ally under your Virtue of Prescience can spend a healing surge for free if they get hit. Karmic Strike allows the target of your Virtue of Prescience to make a free basic attack as part of its benefits. For powers, it has Karmic Wound (attack that causes the target to take more damage if they successfully attack somebody before the end of your next turn), Warp Karma (1/day, when an ally misses, roll 2D20; the ally can replace its attack roll with your choice from the two results, and the second result can replace the attacked enemy's next attack roll), and End of Luck (psychic damage, target treats either all its attack rolls until it makes a save or just its next one as automatic 1s).
Life Singer
A tradition born out of the Feywild, the Life Singers are an order of bards who favor pacifism and healing, having learned to harness gentleness and non-hostility through their magic in order to counter the fury of the Scourge Wind, an evil, sentient ice-storm that comes roaring out of the Scourge Mountains once every 20 years. Whilst they will get violent if they must, they prefer to avoid a fight first, and to help somebody else do the fighting second. Their Find Another Way feature grants allies a +2 bonus to skill and ability checks. Peaceful Action means that allies within 5 squares gain some free healing when they spend an action point for any reason other than to make an attack. Finally, Serene Will increases the Life Singer's ability to hit with attacks that target Will. Their powers are Pacifying Voice (1/encounter, inflict dazing & weakness on a target as well as an attack roll penalty until the end of your next turn), Inspired Solutions (grant yourself and all allies within close burst 5 an extra standard action 1/day) and Soothing Song (1/day, target a close burst 3; enemies are rendered unconscious (though not vulnerable to coup de grace) and allies can spend a healing surge).
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, like a fighter, but this guy's doing it FOR THE LAWD. 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
Blizzard Mage
As the name suggests, these sorcerers focus on ice elementalism, conjuring personalized blizzards to shatter their foes with icy gale-force winds and utter cold. This gives them a certain Controllery slant. Icy Action empowers any Action Point-fueled attack so that it automatically slows all target. The feature Walk Through Winter means a Blizzard Mage can shift 1 square when immobilized and their speed is reduced to 3 when slowed, instead of the normal 2. Finally, Chill Winds let them slide a single creature within 10 squares of them for a distance of 1 square whenever they score a critical hit with a sorcerer spell. For powers, they get Winter's Clutch (1/encounter, one target within 20 squares takes cold damage, is slide 1 square and is immobilized until the end of your next turn, whilst all allies within 20 squares can shift 2 squares), Cloak of Freezing Wind (1/day, until the encounter ends, any creature that hits you with a melee attack takes cold damage and is pushed back), and Blizzard (drop a close burst 10 of cold damage that knocks its victims cold on foes and grants allies Cold Resistance 10 for the rest of the encounter, as well as granting you a personal blizzard for the same, which chills and pushes all enemies within 10 squares).
Celestial Scholar
These master Cosmic Magic sorcerers have taken to studying the powers of the heavens with almost wizard-like diligence, honing their powers to a greater level and developing both a particularly strong affinity for one celestial object and a greater ability to manipulate which celestial object they are attuned to.
Dragon Guardian
These Dragon Magic sorcerers seek to harness the raw vitality and physical potency of the dragons they feel a connection to, granting them far greater durability and offensive capabilities than others of their ilk.
Essence Mage
All sorcerers draw their power from an innate wellspring, but the Essence Mage seeks to truly become one with its magic, drawing forth greater power than any normal sorcerer can hope to wield.
Lightning Fury
The epitome of the Storm Magic Sorcerer, these destructive mages focus on mastering their innate affinity for lightning, enhancing their ability to bring foes to their knees with cascades of crackling electrical energy.
Primordial Channeler
These Wild Magic Sorcerers look beyond the mere randomness of Wild Magic and tease out its connection to the Elemental Chaos, imbuing them with an affinity for a unique form of chaotic elementalism that may or may not be connected to the ancient Primordials.
Swordmage
Arcane Hunter
These swordmages seek to master the Aegis of Ensnarement, honing their ability to strike precise blows at vulnerable targets that quickly slay their foes - as well as their ability to set victims up for telling blows in the first place.
Ghost Blade
The closest thing amongst the ranks of the swordmage to a Conjurer, the Ghost Blades are masters of the arts of teleportation, using their combination of swordplay and spellcraft to literally cut through the planes, allowing them to strike foes normally protected by being out of phase with reality, and to imbue themselves with that same ethereal resilience.
Sage of Fate's Bonds
Through their studies of the Aegis of Ensnarement, these swordmages have learned how to master the unseen bonds connecting creatures to the things around them. By strengthening or weakening these bonds, the Sages can make other creatures dance like puppets on a string - and punish those who have the temerity to try and think for themselves.
Sigil Carver
Heirs to an eladrin tradition called bereg-arnadh, these swordmages have learned to combine the art of blade calligraphy and the warding sigils mastered by those who practice the Aegis of Shielding to literally write enchanted glyphs with their blades, magical sigils which conjure, focus and enhance their protective spells to new heights of durability and potency.
Sword of Assault
The Aegis of Assault is sometimes regarded as a simple branch of the swordmage's art. The Sword of Assault style does not dispel these preconceptions, focusing on combining aggression, brute strength and raw magical force to savagely winnow down whatever foe catches their attention.
Ward Guardian
All swordmages rely upon their magical wards to shield themselves from harm and free themselves of the need for mundane armor. But the Ward Guardian is a true mastery of warding, allowing them to hone their defenses and to share their ephemeral protection with allies in need.
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 (replaces 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).
Dark Reckoner
All warlocks of the Dark Pact have a certain affinity for spite and vengeance, but none are as dedicated to the magical arts of delivering punitive corrections and retribution as the Dark Reckoners.
Entrancing Mystic
Eerily charming and possessed of a sinister magnetism, the Entrancing Mystic is a warlock dedicated to total domination over the power of the minds of others.
God Fragment
These Vestige Pact warlocks have claimed the ultimate prize; the ability to draw upon the power of a dead god, harnessing the titanic forces of decay and despair that emanate from such corpses
Hellbringer
Some Infernal Pact warlocks employ the sinister, subtle magics of their diabolic patrons, weaving webs of deceit and black magic. Then there are the Hellbringers, who embrace Hell's blunter, destructive side and wash away their foes with cascades of hellfire.
Hexer
On the lips of a warlock, a curse can be deadly. But none are as dedicated to the mastery of curses and their debilitating touch as the Hexer.
Master of the Starry Night
Whilst some Star Pact warlocks may be slaves to horrible entities from the Far Realm, others take a more rational, naturalistic approach. These warlocks call upon the quieter powers of more mundane stars, imbuing them with cosmic magics and an affinity for the powers of fate. Whilst less destructive than their raving kin, they are also masters of their own destinies.
Sea Tyrant Oracle
Those Vestige Pact warlocks who make contact with the enigmatic vestige of the Sea Tyrant are gifted - or perhaps cursed - with prophetic powers, and a vision of an apocalyptic future in which the aquatic Primordial shall wake to flood the very heavens themselves.
Storm Scourge
Many and varied are the Archfey that can serve as a warlock's patron. The Storm Scourge has sworn themselves to the service of Zebechial, Lord of Lightning, a faerie king of storms who imbues them with the power to command lightning in a way no other warlock can match.
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).
Arcane Wayfarer
Heir to the lost arts of the Dimensionalist, the Arcane Wayfer forgoes the normal focus of the Conjurer to become a planar explorer, specializing in the ability to freely roam the multiverse. Of course, even spells like this can be weaponized, as the Wayfarer is more than ready to demonstrate to those who earn its wrath.
Bonded Summoner
The 4th edition equivalent to the Conjurer of old, this is a wizard specialized in the arts of summoning, mastering esoterica which imbues their summoned creatures with far greater might than normal.
Hermetic Saboteur
The wizard's arts as an Arcane Controller take many forms. Hermetic Saboteurs are most interested in the form of using magic to create deadly traps whenever needed, wielding a lethal combination of illusion and evocation to create deadly killing fields just waiting for some unlucky sap to stumble into them.
Rimetongue Caller
A strange combination of a frost elementalist and a conjurer, the Rimetongue Caller seeks to improve its summons by imbuing them with elemental cold, as well as enhancing itself in the same way.
Unseen Mage
The 4th edition equivalent to the Illusionist of old, this is a wizard specialized in the arts of invisibility, capable of launching deadly ambushes and then vanishing before its foes can retaliate.
Weaver of Chance
Whilst sorcerers are the most naturally adept at wielding Wild Magic, some wizards also see things to admire in the chaotic flux of magic in its rawest form. The Weavers of Chance are those who embrace magic, worshipping a philosophy of chaos and chance which their powers seem perfectly suited to embody.
Racial Paragon Paths
Changeling
Chameleon
Restricted to changelings, boosts the changeling's natural talent for shapeshifting and makes even their abilities take on a new form by copying abilities from allies. Coordinating Action permits the Chameleon to spend an AP as an immediate reaction after an ally spends their own AP for a spare action. Shifting Skill allows the Chameleon to have training in a skill an ally is trained in after an extended rest, while Power Focus allows them to swap out their Imitating Strike (Their level 11 action that imitates an ally's encounter power of level 11 or lower) with another ally's Level 11 power. Imitating Strike also uses Cha for the attack/damage stat, while Perfect Mimicry has them copy a Utility power of level 12 or lower and Deadly Duplication copies a daily power of level 20 or lower. All said, this is a very strange path to pick, as there's nothing unique to it, but instead the ability to copy other powers. Especially for Implement powers (which can be an issue when the Chameleon lacks implement proficiency), it can potentially become an issue if these powers can't be used.
Deva
Ancestral Incarnate
Restricted to devas, this path focuses on tapping into and enhancing the deva's connection to its many past incarnations as resources. Resurgent Action uses an AP to recover an encounter action of a lower level and then use it immediately, while Serene Countenance gives +2 to saving throws against dazing and stuns. Past-Life Acolytes gives access to several past lives as minions for any rituals, each granting a +2 to a check or pay a healing surge if the ritual demands it, making classes with Ritual Magic as a feature a preference. For powers, it has Past-Life Guardian to summon a past life to make an attack when summoned or for an opportunity attack, Past-Life Servant to recreate Unseen Servant, and Past-Life Vanguard makes a burst attack that hits nearby enemies before restoring HP for each hit. This does make it a bit of a choice as to how to proceed with proceeding into this path considering how none of the powers have any power words but do use implements. Similarly, if rituals aren't a big thing, there's a whole feature that won't see much use.
Dark Star
Restricted to devas who want to redeem themselves for a past lifetime of evil. Several abilities benefit off using the deva racial power, with some abilities granting necrotic damage. Horrifying Action uses an AP to make a free Memory of a Thousand Lifetimes power which then locks anyone from making an opportunity attack, while Maddening Delusion makes a use of that power that makes a hit inflict -2 to attack on the target and makes them grant Combat Advantage. Vile Rebirth, meanwhile, gives the Dark Star a chance to make a death save with a +10 in exchange for their radiant resistance. Excruciating Transposition forcibly teleports an enemy that hurt them, Tangled Fate gives a d6 to add or take away from a roll on the turn after using the racial power, and Soul Scourge deals both radiant and necrotic damage.
Heavenly Deceiver
Restricted to devas who want to travel the less honorable path. All the powers focus on making illusions while moving about to confuse the enemy further. Deceitful Action spends an AP to grant invisibility for a turn, Snake-Tongued Mastery gives +2 to Bluff, and Deceitful Terrain gives a free action to shift to a nearby square. This path also grants four powers: Deceitful Image to build an illusion, Illusion-Sheathed Strike to boost an at-will attack's damage and shift the victim 3 squares, Duplicate Image to grant +5 to defenses vs Opportunity Attacks and +2 vs anything else while also allowing an enemy to re-roll a successful hit with a penalty, and Illusion of Solitude to daze and block off allies on top of the extra damage granted to the triggering at-will, with a final insult of making the enemy unable to see the Deceiver. While Controllers are a very obvious choice considering how many other ways you can screw over enemies with conditions, but the ability to shove folks around and the invisibility can also make a sorta neat theme for a rogue or assassin.
Dragonborn
Adamant Instructor
Restricted to Dragonborn in any divine class, this grants them some support and leader-like abilities as taught by a legendary dragon who fought in the underdark. Thunderous Teachings makes Dragon Breath deal thunder damage on top of dealing bonus damage and pushing 1 square and Instructed Action makes everyone within 5 squares of the Instructor gain +2 to their next attack. Insightful Negotiator meanwhile gives +3 to Insight and allows it to be used in place of Diplomacy. Thunderous Blast is an AoE attack that gives combat advantage against all enemies that got hit, while Great Speech gives all nearby allies +2 to all defenses, and Demand Fealty can potentially dominate a victim on top of ongoing damage. This path is particularly handy for Clerics and Invokers in particular, who especially benefit from the Insight for Diplomacy on top of all the powers being Cha or Wis focused.
Argentum Alliance
This particular path signifies the player as an agent of a powerful silver dragon. This path does focus on more defender stuff, between Argent Action marking all nearby enemies for an AP and Argent Protection granting Cold resistance, while Argent Breath makes Dragon Breath deal cold damage and slow enemies. The powers are a mix between martial and cold: Argent Judgment is both and restrains an enemy, while Defend the Fallen is a martial power that makes the dragonborn rush over to a fallen ally and grant +2 to defenses, and Sephitherax's Breath restrains and possibly slows an enemy that gets hit by the cold. As mentioned, the chance for mass-marking like this can definitely be of use for a particular defender, though the ability to slow can give anyone a possible glance over.
Fear Walker
Restricted to dragonborn who have the Dragonfear ability and want to scare all the things. This path is rather frontloaded with Fear Mastery giving +2 to damage with Fear attacks, Fear Walker's Action forbidding any one enemy from hitting them upon spending an AP, and Understanding of Fear giving +2 to Insight and Intimidate while becoming immune to frightful presence. Walking with Terror just gives +2 to Fear attacks against nearby enemies. Wave of Terror is a burst that smacks enemies prone and forbids them from standing up while next to them, Aura of Fear is a stance that forces anyone nearby to flee or take damage, and Dragonfear Overwhelming deals damage, stuns, and penalizes any attacks afterwards. With the attacks keying off Str or Cha, the options for classes is rather diverse, from Thaneborn Barbarians and Paladins rushing in and making sure everything eats the damage and terror to Bards and Clerics who want to use the path as a means for crowd control.
Glee-born
Restricted to dragonborn of arcane classes and an uncharacteristically cheery demeanor. Joining in gives Glib Tongue for a +3 Bluff and Diplomacy bonus and Insulting Action to spend an AP to re-roll a missed attack against an enemy granting Combat Advantage while also giving a +2 bonus to hit. Captive Audience meanwhile makes anyone nearby an enemy hit by an arcane attack grant combat advantage. Flip and Blast is a move-and-shoot power that puts a penalty to the enemy's next attack. Revealing Feint just denies granting combat advantage for a turn while the Glee-born attempts to slide out of danger, and Set a Riddle is a stunning attack based on wordplay. While all the powers are keyed off Int or Cha, the Dragonborn's innate bonus to Cha makes Bard and Sorcerer ideal options that play well with it.
Honorable Blade
Restricted to dragonborn of any martial class, granting the ability to turn your weapon to dealing damage like the breath weapon and some creative uses for it. Draconic Blade turns the weapon into inflicting that damage type while Dragon Breath Action gives a free use of Dragon Breath whenever an AP is spent and Draconic Resistance boosts resistance to that damage type. Draconic Sidestep is a reaction that foils an attempt to flank and then gives them a dose of free Dragon Breath. Draconic Leap is gives a temporary fly speed, but it's more fluffed as a super-jump. Whirling Dragon is a weapon-using burst that inflicts breath-typed damage.
Inner Dragon
Restricted to dragonborn fighters who want to merge all the bloodied boons of dragonborn with the tankiness of fighters. Breath Action makes an AP spent while bloodied grant a free action breath weapon, while Improved Dragonborn Fury makes all attacks gain a +2 bonus rather than the race's +1 while bloodied. Eternal Breath, meanwhile, makes anyone hit by Dragon Breath take ongoing damage, which is kickass. Dragon Blast makes anyone nearby the chump who hurt the Dragon eat boiling blood. Ancestral Manifestation drops HP to bloodied, but whatever HP was lost returns as THP and while that THP exists, the Dragon gains Resist All equal to Con Mod. Battleragers would probably just take this to cheese off the THP and Invigoration while still enjoying the boons of being bloodied.
Mercurial Assassin
Restricted to dragonborn who are trained in Bluff or Stealth, making them prime agents to become freaky liquid-metal dragon-men. Mercurial Action lets an AP give a free move action while Quicksilver Speed gives +1 to speed and +3 to stealth. Fluid Shape forces anyone making an opportunity attack reroll the hit and take the lowest. Fluid Counterattack is an interrupt that shifts the liquid-dragon around to make a counter. Mercurial Disguise is a classic T-1000 type "Turn into someone else" trick and Streaking Mercury coats a weapon in poison to hurt one guy while blinding another guy within range. Both these attacks key off Dex, so a very obvious route is to be a rogue, who fits both without much effort, as could a bard.
Mithral Arm
Resticted to dragonborn who serve the Pentad of Five, a cabal of mithral dragons who seek to slay their evil kin. Astral Knowledge grants a bonus Encounter Power from a lesser level, while Astral Luck makes a nat 20 to attack heal the dragon-man, and Prophetic Insight makes spending an AP grant a +2 to attack. Astral Step grants a teleport speed of 2 while Commune with the Pentad gives a test with a chance to ask some questions of your bosses. Prophetic Defenses gives an interrupting boost to all defenses and the chance to teleport if the attack now misses, and Dimension Strikegives teleportation and a free use of any Encounter power. This whole path if pretty generalized in focus, with the real focus being on having teleporting everywhere.
Ninefold Champion
Restricted to dragonborn of any arcane class with the Draconic Spellcasting feat (scaling bonus to damage on any spells that share damage type with breath weapon). Rather than focusing on raw strength, this path focuses on merging magic with the breath weapon. Breath Expertise turns Dragon Breath into an Arcane Implement power, while Dragon Breath Action recharges the racial with an AP. Draconic Resistance gives the Ninefold a boost to the resistance to the breath weapon's type. Dragon Weapon makes the breath weapon as an AoE burst, Countering Blast nullifies an attack that shares the damage type the breath weapon deals, and Dragon Tempest makes the breath weapon become an ongoing hot-zone.
Platinum Templar
Restricted to dragonborn of any divine class that worships Bahamut. This path taps into their unique bond with the Platinum Dragon and slowly molds them further into Bahamut's image. Bahamut's Warning grants +2 to defenses whenever the Templar uses Channel Divinity andFocused Action uses an AP to give an immediate Saving Throw with a Cha bonus. Polar Breath is unlike other breath-altering PP's as this makes Dragon Breath do only cold damage and slow enemies when hit. This does hurt its viability considering how other PPs give multi-typing damage. Platinum Wings also grants a temporary fly speed and an attack that pushes and Misty Breath slams an enemy with penalties and turns them immaterial while turning the blast zone into a danger zone. The only iffy power is Bahamut's Voice, which grants proficiency in Supernal and a boost in Diplomacy once per day, so...it's not going to see much use.
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.
Steelsky Liberator
Restricted to dragonborn, genasi, half-orcs, and humans, who all want to slay evil dragons. Draconic Enemy gives +2 to defenses when attacked by dragons, while Steelsky Heritage gives an AP-fueled recharge of a racial ability (or +1 to the next attack for a human with a bonus At-Will) and Liberator's Resolve gives +5 to saves vs. charmed and fear effects. Liberator's Blow is a basic ranged attack that permits an ally near a large target to shift around. Steelsky Stance weakens any dragon or elemental that gets hit, while Break the Chains is a big attack that allows a save vs a charm or fear effect immediately. While it does give some decent effects, it's kind of hard to recommend this to any particular build, especially considering how many races have access to this and how one attack does melee and the other is ranged.
Storm Dragon
Restricted to dragonborn of any primal class with lightning breath and a desire to become the storm. Storm Spirit grants immediate resistance 10 to thunder and lightning damage while Thundering Action makes an AP-spent attack push an enemy back by Cha squares and knock them prone (While always nice, the only class with a need for Cha would be a Thaneborn Barbarian). Soul of the Storm Dragon gives a much-needed ignoring of any resistances to thunder or lightning while Storm Dragon Wings gives a permanent overland flight speed of 8. Storm's Rebuke is a burst power that clears an escape route to fly off from. Storm Wings gives a mass flight speed to the whole part, which is awesome. Dragon Storm is the big AoE capstone with a big thunderstorm zone that can push things around. This path offers plenty to any of the primal classes (with exception to the poor seeker, and even then Spiritbond has Str as a worthwhile secondary or tertiary), with most classes wanting to exploit that speed.
Drow
Curseborn
Restricted to drow that find themselves in Lolth's service. Clinging Shadows amplifies Cloud of Darkness by making anyone in the area count as in difficult terrain and Darkfire Conflagration boosts Darkfire by making it hit multiple people, while Curseborn Action is the basic AP to recharge a racial power. Accursed Flames is also an amped-up Darkfire that dazes a target, denies them concealment, and makes them grant Combat Advantage. Drow Shadow Stride gives a shift and concealment. Alluring Lights is a trap-sort of power that makes anyone nearby immobilized so they can be dragged about. Controllers would probably benefit the most from these abilities, with Wizards, Sorcerers, and Devoted Clerics benefiting heavily from it.
Dread Fang
Restricted to drow rogues, it's pretty recommended that the rogue specialize in light blades and crossbows (Proficiencies granted to all drow). Dread Sneak Action makes spending an AP for an attack against an enemy granting Combat Advantage also inflict Sneak Attack damage with no regard to prior usage, while Spider Assassin gives another Sneak die to use on a Sneak Attack made against an enemy that couldn't see the attacker. Sinister Presence is for keeping the momentum, as it grants Combat Advantage against a second enemy once the first dies. Fang and Web Strike is a double attack that can be used with either crossbow or light blade (and it requires wielding both) that can split the attacks. What makes this more special is how it doesn't provoke, meaning you can point-blank unload a bolt through the head on someone. Spider Feint is meant for any point-blank fire or escape ploys by giving +5 AC against opportunity attacks from a single enemy. Venomous Sting is rather handy between being Reliable, usable with either blade or crossbow, and inflicting 2[W] damage while also giving a second attack that can deal ongoing poisonous damage.
Drow Wanderer
Restricted to drow (DUH) who are trained in Dungeoneering. This path focuses more on survival and gaining advantages over the opposition, though without any real ties to any class. Ambusher Action makes spending an AP to attack an enemy while invisible gain a +2 to hit while Stone Sense only grants +2 to Initiative, Perception, and Dungeoneering when underground. Firemotes gives +5 against enemies hit by Darkfire, meaning anyone taking Cloud of Darkness are SOL. From Out of Nowhere is a decent starting power, being not only dependent on either Str, Dex, or Con, but also stunning the target if they're granting Combat Advantage. Strength in Darkness is mega-situational (like most of this Path), granting a bonus to a Healing Surge equal to Con Mod. Darkblade as a power not only inflicts an absurd 5[W] damage, but also puts a Cloud of Darkness on the enemy, slowing them down. It's tough to really pin an ideal class to enter from, since no one class would benefit any more from this than any other. Rangers might benefit the best from this, as might Druids or Barbarians. However, there are features that require both racial powers, and it requires that the campaign spend lots of time underground to be useful. Honestly, don't pick this unless you're really dedicated to it.
Dwarf
Dwarven Defender
Restricted to dwarf fighters, building upon the theme of the stalwart protector, though with less focus on stones and more upon toughness. Defensive Action grants +2 to AC and Fort if an AP is spent on a bonus action, Stalwart Defender give adjacent allies +1 AC and the ability to reduce any forced movement by 1, and Roots of the Earth boosts the dwarf's natural resistance to forced movement to resist moves by 5. Press Forward is a burst that knocks anyone back and then opens them to a follow-through, with the rather simple damage boosted by Con Mod if the fighter has a hammer, pick, or axe. Forge Fire Heart grants a big boost to all defenses, with allies picking off a bit of that boost. Keystone Collapse is a tough power with big damage, a shove, AND knocking them prone, with bonus damage for using certain weapons.
Earthheart Defender
Restricted to dwarf fighters and paladins, granting the dwarf the strength and durability of stone. Earthheart Determination kicks things off by making an AP spent on an action grant saves vs two effects, while Heart of Earth makes using a Second Wind while bloodied grant +2 to attack for the rest of the turn and Great Heart makes any nearby allies gain +1 to hit. Gain Heart is not only a beefy attack but it also heals on hit (though only 1/2 level+Con Mod). Earthsight grants a turn-long +5 to Perception to see invisible things while on solid ground, which sounds a bit less than Tremorsense but at least this is an Encounter and not a Daily Utility. Earthsurge is a fierce capstone power that not only slams all enemies around the Defender, but also makes an aura that slows enemies that start a turn within it.
Firstborn of Moradin
Restricted to dwarves, this path builds on the legendary durability and determination of their kind. Stonebones gives a chance to shrug off crits like they were ordinary hits, while Strength of the Earth spares some AP economy by allowing an AP to grant both a heal and an extra action. Dwarven Resilience furthers the power of heals by making a Second Wind action also permit rolling a save vs all conditions. Receive the Charge is a pretty neat defensive move by moving around an advancing enemy before decking them. Earthsense grants Tremorsense, which is neat. Mountain Stance Stike is a big tanky hit that not only floors the target but also makes standing up provoke Opportunity Attacks and granting the dorf +2 to AC and immunity to forced movement until they change stances. The obvious choices for this path are Wardens, Paladins, and Fighters, who all have some fierce defensive abilities and benefit from the simplified action economy, as do Barbarians.
Stone Keeper
Restricted to dwarf clerics trained in History, it's probably a good idea to say that this path sort of reminds people of of another sort of dwarf known for writing down grudges. Difference here is that the grudges are written in stone with the rest of the history, and these guys are more magical. Memorable Action makes spending an AP for an action grant +1[W] to all attacks during the turn, None So Great prones any enemies that the Keeper crits if they're bigger, and Unfailing Fortune boosts Divine Fortune's boost to +3 and grants a spare use if the attack misses. Rancorous Smite is a late-battle strike that has a better chance to hit if allies are bloodied. Scrape the Sky not only boosts reach and speed, but it also boosts melee damage. Every Wrong Righted is a terrifying attack that not only deals major damage, but also allows everyone adjacent to heal up.
Eladrin
Azure Guard
Restricted to elves or eladrin who worship Corellon to fight off the enemies of all pointy ears. There's a blend of arcane and divine present, and a lot of the powers focus on teleporting. Thankfully, you also gain a boost to Initiative as part of the shindig.
Blade Banshee
Restricted to eladrin rangers, though this path prefers those who dual-wield. All the powers require use of a longsword and another weapon (though only one of them really has a chance of using those weapons), with all the features granting more damage whenever you use both weapons.
Blade of Cendriane
Restricted to eladrin rangers, serving as the last members of a lost kingdom. Though this path has less preference for what style is used, one power requires use dual wielding. This path instead focuses on teleportation, with each power either teleporting the ranger or his enemies, while spending an AP grants a teleport of its own.
Bralani Wintersoul
Restricted to eladrin with a wintry mix. Everything this path does has cold damage and other penalties to enemies. Even standing near the Wintersoul can be dangerous as enemies get slower when nearby. Combine with Frost cheese for maximum evil.
Seladrine Dedicate
Restricted to eladrin and elf clerics who can shoot bows, because now all of Arvandor can be of use. The bow can now be used as an implement. The attacks all inflict something on the enemy.
Shiere Knight
Restricted to eladrin, this path increases their inherent fae powers, and commonly signifies nobility amongst their kind. This translates into an AP-fueled teleport, a daily power that teleports the Knight out of danger as it arrives, and two attacks that mess with the opponent's head.
Spiral Tactician
Restricted to eladrin warlords with the Tactical Presence ability. Each power involved teleporting everyone where they need to be while also giving some hefty boosts to Initiative for allies. Tactical Presence also grants a bonus equal to the Tactician's Intelligence Bonus, which is neat.
Watcher of the Night
Restricted to eladrin rogues who want to strike from hiding and a preference (though not fully mandatory) for light blades. Of particular interest is the daily power that grants vulnerabilty to fire, cold, or lightning damage, which can open up some new strategies for allies or so they can exploit it later with their Encounter power which deals elemental damage.
Elf
Darkening Blade
Restricted to those with the Dusk Elf Stealth feat, (thus meaning you need either an elf, half-elf, or possibly even a revenant elf) now with some extra tricks to use all underhandedly and sneakily. The powers grant either invisibility or concealment, and one ability grants insubstantial when running or charging.
Keeper of the Past
Restricted to elf bards, shamans, or warlords who worship the Spirits of the Past for their guidance. This furthers their Leader abilities with ways to grant allies advantages while also having a way to boost themselves.
Sylvan Archer
Restricted to elf rangers who focus mostly on archery. One power or AP can ignore all cover against an attack, while two of the powers also make the target the Archer's quarry. To top this all off, the Quarry takes damage equal to Wis whenever it's hit.
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. The attacks restrain enemies by means of using the forest, while
Genasi
Concordant Leader
Restricted to genasi warlords, this path focuses on the elemental chaos prevalent in the genasi. The Leader now has an additional elemental manifestation and can focus on messing with the elemental resistances of others. An ally can even benefit from a manifestation and power for a battle in order to bolster a certain type of damage.
Desert's Voice
Restricted to genasi, though this path grants a new manifestation like the Concordant Leader, this one grants only a limited choice of powers and actually grants a boost based on which one you chose. The Voice also gains proficiency with Totems, which a lot of their powers use, so enjoy some good ol' AOE.
Element Unchained
Restricted to genasi who want to avoid being locked down anywhere. Each power and several abilities all focus on either teleporting, vanishing from the field, or removing effects that would hamper movement. The only real elemental abilities are level 11 attack and the ability to make all encounter and daily attacks inflict the damage type the Element resists.
Elemental Tempest
Restricted to genasi with the Extra Manifestation feat (so they can choose one of two types of damage to resist). Well, now they can resist both damage types and use either racial power, while spending an AP can turn them into yet another type. The powers granted by this path also grant a specific damage type based on the present manifestation.
Enemy of the Abyss
Restricted to genasi with corrupted manifestations (so caustic, cinder, plague, and voidsouls) who seek revenge on the abyss that corrupted them. This path gives a little bit of everything with each ability, and can hurt demons even harder by ignoring resistances.
Scion of Absence
Restricted to voidsoul genasi touching at the principle of nothingness. Enemies that miss it get hurt, Scions of Absence can banish enemies if they don't want to make the damage they inflict null and void, and they can even force those foes into a lose-lose situation.
Soul of Erosion
Restricted to genasi with watersoul and causticsoul that wish to merge the two powers together. Two of the powers involve inflicting ongoing acid damage (and one is via literally jumping into a person), while the level 16 ability grants insubstantial whenever they move.
Whirlwind Genasi
Restricted to windsoul genasi who want more wind power. There are two ways to grant fly speeds (both being encounters and one being the racial power), while the rest involves forcing enemies to move wherever by the force of a gust.
Wildfire Genasi
Restricted to firesoul genasi who want to go full pyromania. Allies can gain the firesoul's resistance via the racial power, while enemies will find themselves getting burned no matter what they do.
Githzerai
Rrathmal
Restricted to githzerai who learn the skills of legendary warriors. Their skills are rather choice for a frontliner, between re-rolling initiative, an at-will that makes the Rrathmal catch up to a fleeing enemy, and a special zone to help out an ally.
Storvakal
Restricted to githzerai with a focus on enforcing order on themselves and the world around them. All penalties to rolls are dropped by 2, two powers focus on teleporting things, and the capstone power removes all resistances while ignoring insubstantial.
Gnome
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. They gain a few tricks from the Rogue and Wizard, one ability allows them to vanish, and the other recharges their racial power, so all they need is to be annoying more than threatening...though that would certainly help too.
Gnome Nightcloak
Restricted to gnome paladins trained in stealth (weird combo). This path strikes a curious balance between being sneaky like a gnome is wont to do with the defensive power a paladin offers. What results is the ability to teleport around to strike enemies or make allies invisible.
Goliath
Goliath Juggernaut
Restricted to goliaths who have a massive hankering for chaos. These brutes gain extra HP and defenses while also learning how to knock enemies down for the count.
Goliath Thug
Restricted to goliaths who want to be more sturdy. They are prone to gaining resistances and finding ways to make enemies scared to take the Thug on. Rogues might find good uses from these abilities.
Stoneblessed
Restricted to goliaths, this path strengthens their connection to the earth, making them more like living stone.
Half-Elf
Half-Elf Emissary
Restricted to half-elf bards, this path works a lot with making an advantage out of every situation. Their group diplomacy trait gains a ramp up, healing gets a boost, and an AP can grant allies a bonus to all defenses as well a bonus use of the dilettante ability.
Half-Elf Polymath
Restricted to half-elves who make a lot of use from their dilettante ability. This path is but an extension of that, with new skills, a free at-will from any class, and a daily that hijacks at-wills from other allies.
Soaring Rake
Restricted to half-elf warlocks with the fey pact, whether main class or multiclassed. That said though, this path focuses a lot on being more of a swashbuckler with a flying speed available with both powers and as an at-will.
Half-Orc
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. This translates to resist all while using the racial power and powers that all intend to ramp up the pain train. Honestly, a Barbarian can feel right at home with this path.
Lightning Blitzer
Restricted to half-orc paladins and clerics who want to go front-lining. Heavy Armor is no longer an issue, Furious Assault deals thunder damage, and several abilities make sure the enemy feels the hurt while also recharging Furious Assault if they're bloodied.
Mighty Judge
Restricted to half-orc avengers with censure of pursuit and oath of emnity. The class makes sure that the Judge can survive while also piling on enough tools to make sure that they have their racial power to exploit as boosts to their PP powers. However they do it, they make sure enemies drop into jail.
Halfling
Halfling Bounder
Restricted to halfling fighters. This path makes use of the halfling's mobility by giving ways to shift around and sticking to enemies when they least want it.
Halfling Quickblade
Restricted to halfling rogues who focus on the alpha strike. Between a Charisma boost to Initiative, a bonus to First Strike, and a power that hits two enemies, the Quickblade's goal is to soften things up early and then make themselves as annoying as possible after turn 1.
Halfling Scoundrel
Restricted to halflings, this path enhances a halfling's ability to charm, swindle and sneak their way out of danger. Their abilities can give boosts to skill checks and attacks that distract the enemy from bigger threats.
Human
Adroit Explorer
Restricted to humans, this path focuses on promoting a human's natural traits; ambition, courage, and sheer bloody-minded determination. They gain extra perks, the chance to use a single encounter power twice (or use a whole new encounter power), the prequel to Heroic Effort, and to top it all off, two Action Points whenever you take a long rest.
Kalashtar
Lightwalker
Restricted to kalashtar who worship the Path of Light and wish to vanquish evil where it lives. Since the attacks use implements, it would probably be best to arrive here from a casting class with the requisite proficiency, though divine makes the most obvious choice.
Minotaur
Beastblooded Minotaur
Restricted to minotaurs, this path has some insidious influences by Baphomet. It grants some big oomph in combat between some bonuses on the charge, a free attack when bloodied, and an eventual boost in speed and reach, but with no downsides for being bigger.
Blooded Champion
Restricted to minotaurs who want to go all-in with the horns. Spending an AP for a Second Wind can recharge the usage of Goring Charge, while spending it for an attack while blooded grants THP. The powers granted all focus on keeping in the enemy's face, while the capstone feature pretty much makes killing them harder as they'll only fall unconscious ad 0 or less HP when they fail a death save.
Champion of the Labyrinth
Restricted to minotaurs who want something less all-offense and want to follow the Greek myth of the minotaur more closely. The features all have little to do with pure combat, while the powers have ways to cut off a fleeing enemy.
Minotaur Kinspeaker
Restricted to minotaur leaders stuck between civility and animal savagery. Many of these abilities manifest in ancestral spirits who tend to assist the Kinspeaker and allies by granting benefits.
Mul
Mul Battle Slave
Restricted to muls who might be gladiators. The focus here is to fight several enemies and become durable, which is easy enough to do.
Revenant
Avenging Haunt
Restricted to revenants, this path focuses on the unnatural durability being undead grants. Anyone who hits them takes damage, reducing them to dying makes them slightly stronger, and even that will eventually fail to stop them. The other big draw this path gives is the ability to turn insubstantial, which is always spookily awesome.
Shadar-Kai
Doomspeaker
Restricted to shadar-kai, this path can be better summarized as "Rattling: The PP". No, seriously, all the features and powers either have the Rattling keyword or give benefits to those that do have it. The neatest part of this path is the level 12 utility, which rolls Intimidate vs. Will to grant Combat Advantage to the Doomspeaker, and the power's regained when a crit is scored.
Shardmind
Crystalmind
Restricted to shardminds, this path brings about a special sort of unity formed by assembling thousands of splinters of willpower into a grander being. Crystalminds gain new skills, a possible spare use of Shard Swarm, and some powers that allow the chance to strike at unexpected angles. They can even make body doubles, which is awesome.
Gatekeeper
Restricted to shardminds who have pieces of the Living Gate inside them. This path is very defender-themed, as it does everything it can to make being nearby the Living Gate irritating. The worst of it is their capstone power, where they can make enemies literally vanish - until they make a save.
Shard Disciple
Restricted to shardminds who want to be more like a swarm of crystals. This path gives more movement to the racial power while also giving it a second usage. The attacks also give some sort of AOE while also giving the Disciple an opportunity to move around their own zone.
Shifter
Bloodfury Hunter
Restricted to shifter rangers with no preference to variant or class features with a predilection towards the savage. The path grants some tricks to use while using the shifting power. The issue is that one power can take HP to deal bonus damage, while another grants Combat Advantage to all enemies while gaining Wis to all damage until the Hunter is unbloodied.
Moonstalker
Restricted to shifters, this path focuses on tapping into their primordial ancestry, allowing them increased powers of shapeshifting. Not only can this grant some extra movement, but it also gives extra damage against prone enemies.
Thri-Kreen
Thri-Kreen Predator
Restricted to thri-kreen who focus on attacking with any means necessary. One attack is a grab, the other is a poisonous bite, and there's a way to make you and any ally flank an enemy. That last one alone makes a handy use for Rogues.
Tiefling
Broken Mirror
Restricted to tieflings with the mantle of misfortune feat (an encounter power that makes enemies miss more often and get slid around for failing) and going the next step with a newfound non-demonic power. This path grants a bonus use of the feat in question, while granting either more bad luck juju or knocking the enemy on their ass.
Hell's Keeper
Restricted to tieflings of any divine class who want to lock up all the bad things in hell. A big focus of their abilities is locking up enemies with either difficult terrain or the restrained condition. Their worst power is their capstone, which banishes the enemy to hell for torment (until they save) and even if they miss, the enemy can't teleport and is immobilized.
Hellborn Shadow
Restricted to tiefling rangers with the Hunter's Quarry feature and a preference for dual-wielding. The powers grant concealment and the features focus on the quarry, so the main plan is to target a key adversary and make sure they die as soon as they can.
Infernal Eye
Restricted to tieflings of any psionic class who went all Nietzsche by staring into the abyss of hell. This path is interesting between the ability to take back a power that misses even one enemy, several skills falling under one key stat, and some boosts for allies.
Lost Soul
Restricted to tieflings of any arcane class who sold their soul to the devil. This path is an all-rounder for arcane types, with ways to boost damage and survivability. They also have the ability to summon a giant wall.
Redeemer of the Damned
Restricted to tieflings of any primal class who seeks redemption for their forefathers. These forefathers manifest as spirits, who assist the Reddeemer and their allies through several means, be it supporting or offensive.
Seer of Endings
Restricted to tieflings with the Gaze of Ruin racial power, but now with a dose of prophetic power. Powers are themed to enforce what the Seer wants (usually dead things) and have ways of weakening enemies via the weakened condition to do so.
Tiefling Hellstalker
Restricted to tiefling rogues with a need for darkness. Spending an AP gives concealment while two of the powers grant total invisibility if they hit. Infernal Wrath also grants Combat Advantage against any enemies it hits.
Tiefling Warfiend
Restricted to tiefling fighters with a need to use their unholy powers to make it hurt. All their attacks deal fire damage, opportunity and Combat Challenge attacks deal bonus fire damage, and anyone marked who doesn't attack the Warfiend takes fire damage.
Turathi Hell-Kite
Restricted to tieflings of any martial class who want to make use of their more esoteric features. Tails become tools, foreheads become weapons, and the burning power inside them can make all their attacks burn. They also gain an extra healing surge and all surges and THP from Infernal Wrath gain a bonus from Intelligence or Charisma modifiers.
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. Though not quite ideal for up-front warriors, anyone can find uses for two powers that make an enemy hit another using mind-control and an AP makes whatever attack you make with it inflict additional fire damage.
Warforged
Warforged Juggernaut
Restricted to warforged who want to be the unstoppable force that crushes all underfoot. Charging Action grants +2 to speed and defenses when the juggernaut spends an AP to charge and Charging Strike deals bonus damage on a charge and shifts both the attacker and prey, while Construct Perfection adds +2 to saves and Endurance and Unstoppable makes spending an AP also give a save. Ruinous Onslaught is a charge-friendly attack that deals damage and stuns the foe, which might be fun for classes like the Barbarian or Fighter. Inorexable Momentum ignores terrain, occupied spaces, and even opportunity attacks with a +2 AC against those hits that they provoke. Crag of Steel shifts gears from unstoppable force to immovable object with Resist 5 all (ignoring additional effects if the damage is canceled), the ability to resist forced movement, and an aura of hitting against nearby foes. Pretty clearly, classes that fare well as either assaulter or tank benefit best from this tank, be they Barbarian, Paladin, or Fighter. The key thing is that they want more to do with charging or tanking blows.
Warforged Lifeseeker
Restricted to warforged leaders with a fascination with the living. Healing Action heals the bot or one of their allies if they spend an AP on an attack while Social Savant gives +1 to Wis and Cha skill checks and Empathic Healing makes sure that the 'forged heals some damage as well if they use a healing power. Verve Strike stuns while also giving one friendly unit some 5+Wis/Cha THP. Empathic Resonance gives the lifeseeker +2 to saves while also allowing allies to save as well if the seeker is successful. Unleashed Vigor is a pretty devious capstone, not only dealing ongoing damage, but also making it so that if anyone's nearby when the target takes that ongoing damage, they heal up. Not all leaders are exactly keen to follow this path, though the Warlord will almost never go wrong here. Clerics and Ardents may require some work to fit in, but the Shaman will probably suffer the most with only Int being a possible tertiary.
Wilden
Nature's Avatar
Restricted to wilden who embody nature's transitory aspects by empowering each racial power. Adaptive Action costs an AP to immediately change the avatar's racial power (though if the last one was used, you need to wait for a short rest to gain use for it), Bloodied Aspect boosts each racial differently (Aspect of the Ancients adds Wis Mod to the heal when bloodied, Destroyer grants +1 to attacks when bloodied, and Hunter grants +1 to speed when bloodied), and Bloodied Vigor adds +2 to damage on a turn where a Second Wind was used. For attacks, it pays to remember which aspect was used, as these impact the path's powers. Freezing Blast, for example, deals bonus damage to an at-will as standard ability, but then the Aspects add to it (Ancients dazes the power, Destroyer makes more damage, and Hunter restrains). Nature's Rebirth, while not a real attack influenced by the Aspect, does grant a saving throw and the ability to change the Aspect immediately. Nature's Purging Flame is another attack keyed off an at-will (though not on whether it hit or not) and dealing fire damage to the enemy and every adjacent ally and another Aspect-specific effect. This path is similarly independent of any key stat, though it does require a certain interest in the racial powers and a burning need to make them more useful.
Treeborn
Restricted to wilden, though this one gives universal benefits to all racial abilities. Reaching for the Canopy grants all melee attacks extra reach after using the racial power, Reaching Limbs Action allows any successful melee attack made using an AP shift the target 4 squares, and Treeborn Action makes any melee attacks against enemies granting Combat Advantage crit on a 19+, which is...strange. Lashing Branches is a "shift the enemy" attack which at least is independent from a primary attack stat, though the shift distance is equal to Wis Mod. Root Sense is an epic Utility that allows the wilden to ignore most any cover or concealment (except superior cover), though it only lasts until you actually hit it. Walking Sentinel is an unimpressive capstone, only dealing big damage after shifting a bit and being a burst. Really, any melee-based class can make use of this path, as can a more offensively-minded Druid. With the powers being mostly stat-agnostic, there's no major benefit from using any class over another save for the shift distance of Lashing Branches.
Other Paragon Paths
Dungeons & Dragons 4th Edition Classes | ||
---|---|---|
Player's Handbook 1 | Cleric • Fighter • Paladin • Ranger • Rogue • Warlock • Warlord • Wizard | |
Player's Handbook 2 | Avenger • Barbarian • Bard • Druid • Invoker • Shaman • Sorcerer • Warden | |
Player's Handbook 3 | Ardent • Battlemind • Monk • Psion • Runepriest • Seeker | |
Heroes of X | Blackguard* • Binder* • Cavalier* • Elementalist* • Hexblade* • Hunter* • Mage* • Knight* • Protector* • Scout* • Sentinel* • Skald* • Slayer* • Sha'ir* • Thief* • Vampire* • Warpriest* • Witch* | |
Settings Book | Artificer • Bladesinger* • Swordmage | |
Dragon Magazine | Assassin | |
Others | Paragon Path • Epic Destiny | |
*·: Non-AEDU variant classes |