D&D New Edition: Prestige Paths

As the name implies, prestige paths are a mixture of D&D 3.5's prestige classes and 4E's paragon paths and epic destinies. They also share some similarities to AD&D's "kits". Prestige paths are the second major aspect of character specialization in D&D NE (the first being feats). Like feats, prestige paths focus on allowing characters to do new and interesting things with existing abilities. This is different from the 3.5 model, where prestige classes often granted many new abilities, some of which became the defining aspect of the character. By and large, prestige paths will supplement rather than replace the core abilities of a class.

A single character may have up to two prestige paths. At 5th level, and any level thereafter, you may pick one prestige path. You may pick a second one at 15th level or later. No character is required to choose a prestige path, but given that they are generally more beneficial than not, the vast majority of PCs are expected to select prestige paths. With this in mind, some prestige paths will be oriented toward more generalist characters (but provide only minor benefits), while the more specialized paths will grant stronger bonuses (but have compensating disadvantages as well).

All prestige paths have some sort of requirement that must be met to take the path. These requirements will commonly include class, power source, skill ranks, and feats. Other role-play focused requirements may be added by the DM at any time; the rules will suggest them, but not mandate them. The class and power source requirements are particularly important to note. All prestige paths are designed to be used by no more than a few different classes. The Bard path, for instance, requires the Arcane power source and can thus only be chosen by Adepts, Mageblades, and Wizards. Other characters might become highly competent minstrels, but only an Arcane character can master the unique magical abilities of a true Bard. Similarly, the Assassin prestige path can only be mastered by Rogues, Adepts, Avengers, and Monks. This is done to help preserve the uniqueness of the power sources, and to help ensure that each path is genuinely intriguing without having to be balanced around unintended consequences from, say, a Fighter learning to be an Assassin.