Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

The Paragon

Download as pdf or txt
Download as pdf or txt
You are on page 1of 15

Paragon

A tiefling leaps atop the back of a red dragon, slashing their


twin swords in a flurry as they dance across its spine. Every
strike only strengthens their resolve, a new majesty radiating
from their movements and attacks. The dragon turns its head
to incinerate the pest, but the tiefling only matches its red-hot
breath with another leap, and their own scream of delight.
A pair of elves fight side by side, slowly advancing towards
a lone troll. The elder takes the lead, carefully slipping under
and around the brute's claws while their apprentice waits for
an opening. The elder whistles sharply, and the younger falls
on the troll in an instant, sending it reeling backwards. As a
pair, master and apprentice move in for the kill.
A human fights to their last, kicking and screaming as the
fires of their passion burn brighter and brighter in their blood.
Static licks at their fingers as they blur across the battlefield,
a living tempest of fury and excitement, before a great pair of
gold-crimson wings erupt from their back and they take to the
sky in a brilliant cascade of light and fire.
Paragons are as varied as can be, but are united in their
irrepressible daring, flair for dramatics, and a willingness to
go beyond any limits in pursuit of their goals. Their incredible
determination leads them down paths few dare follow, and no
threat, no danger, will break their limitless conviction.

Striving for Perfection


A paragon is utterly defined by what they believe in. Anyone
can attempt to master a skill or further a cause, but a paragon
will accept nothing less than perfection with their chosen art.
What sparks this devotion varies from paragon to paragon, be
it a talent, ideal, philosophy, quest, or faith, but no matter the
source, they will pursue it undaunted and eager for more.
Perhaps because of their devotion, paragons can be prone
to pride or boasting. Plenty feel the need to take their turn in
the limelight, showing off their talent for all the world to see,
and all paragons find satisfaction in the fruit of their labour,
and take joy in displaying it when they have the chance—the
products of years of practice do make an excellent show.

Ancient Fables
Paragons are storybooks waiting to happen. Their relentless
nature in pursuit of their art leads them towards the kinds of
acts that forever immortalise them in myth and legend. For a
paragon, a life of adventure is only a natural consequence of
their devotion, and goes hand in hand with their own quest.
For paragons, the call to adventure is second only to the
call of glory. To be sung of over the din of a rowdy tavern; to
be the wondrous hero of a children's bedtime story; to live on
as a hero of folklore; all these things are far more attractive to
many paragons than something as simple as gold or treasure.
For that reason, many of those same paragons aren't afraid of
death, so long as their demise makes an excellent story. After
all, they live as long as their legacies, and legends never die.
Whatever their goals, a paragon makes for an excellent
member of any adventuring party, offering their martial skill
and irrepressible spirit, and always holding to the bottomless
well of determination that drives them forwards.
Creating a Paragon Catalyst
A paragon's devotion to their art is a special thing, and rarely
When creating your paragon, you should ask yourself two emerges without a catalyst; a defining experience that sparks
questions above all others. What does your paragon seek to
their obsessive fervor and begins their journey as a paragon.
champion, and why? How was your paragon introduced to the
How much does your paragon's catalyst mean to them?
art they chose? Did they come upon it by chance, or were they
Does it hang over their head, always pushing them forward,
raised to pursue it? If you were taught, who taught you? What
or was it just the first stepping stone on their journey? Does it
kind of relationship do you have with your teachers? Have you
haunt them, or does it give them strength when they need it?
made any decisions you regret in pursuit of your goals? Will
At your option, you can roll on the Catalysts table to help
you make those decisions again, if you have to?
inspire a catalyst for your paragon.
What led you to becoming an adventurer? If your aims are
artistic or intellectual, you might seek to unearth lost lore, or Catalysts
to find the perfect inspiration for your work. If you seek glory
d6 Catalyst
and nothing else, you might search for great beasts to slay or
forgotten relics to discover, or perhaps you wander the land, Your home needed a hero, and no-one came. You
///1///
looking to right any wrongs you can find. won't let that happen to anyone ever again.
Consider why you have such passion for what drives you. The fables your parents told you as a child are your
The dauntless nature of a paragon is rare, and is often forged 2
fondest memory, and inspire you even now.
in exceptional circumstances. The origins of your fiery spirit
can have a profound affect on your future. Your mentor promised to teach you everything
3 they knew, but died before they could. Now, you
Quick Build journey to learn what they might have taught you.
You can make a paragon quickly by following these Your family groomed you for one art, but entirely
suggestions. First, make Strength or Dexterity your highest 4
by accident, you found the one you chose instead.
ability score, depending on whether you want to wield heavy
weapons or two light weapons (or a rapier). You should make You were inspired by another's love for the art that
5
Charisma your next highest ability score. Second, choose the you would go on to make your own
folk hero background. You never needed a catalyst. You were born for
6
your art—there has never been anything else.
Paragon's Mark
Paragons universally seek recognition, and many choose to
identify themselves with a quirk, eccentricity, or calling card.
Weakness
Paragons strive for perfection, but by definition, that goal
Because of this, many paragons possess an uncanny ability to
means that they aren't perfect. Many even display behaviour
recognise other paragons by their marks.
directly in contrast with their own goals and ideals
Did your paragon choose their mark, or did they inherit it?
Does your paragon hide their weaknesses, ashamed that
Are there others who use it? What does it mean to them? Do
others might discover their imperfection? Do they wear them
they want it to inspire awe, terror, or something else entirely?
proudly, or do they simply view them as one more obstacle to
At your option, you can roll on the Paragon's Marks table to
overcome? Maybe they aren't even aware of their weaknesses.
help inspire a mark for your paragon.
At your option, you can roll on the Weaknesses table to help
Paragon's Marks inspire a weakness for your paragon.

d6 Mark Weaknesses
You dress flamboyantly, in bright colours, and wear d6 Weakness
///1///
the pattern of an exotic animal or monster.
Recklessness. You don't recognise danger, and run
///1///
You constantly taunt your opponents, challenging, headfirst towards it without any caution.
2
mocking, and baiting them at every opportunity.
Loyalty. You'd doom the world to save a friend, and
2
You take a body part from enemies you spare—an risk your life for an enemy you empathise with.
3 eye, finger, or ear—to make sure they don't forget.
You hope they'll grow stronger and fight you again. Hubris. You always think you're the best person for
3
the job, no matter who might be most skilled.
You leave a personal token on the bodies of your
4 Wrath. You can't forgive, and you can't forget. Your
defeated foes, such as a small effigy or a coin. 4
anger blinds you to your own bad decisions.
5 You never stop smiling, even in the face of death.
Pride. You take every insult personally, and you
5
Whenever you enter a fight, you cry out your can't turn down a challenge you're given.
6
signature motto, maxim, or catchphrase.
Ambition. You hunger for power, even when you
6
don't need it or it has dangerous side-effects.

THE PARAGON | NotTheSmoooze


2
The Paragon
Proficiency Flairs Nerve
Level Bonus Features Known Points
1st +2 Bravado, Quickstep — —
2nd +2 Audacious Flair, Nerve 2 2
3rd +2 Virtue 3 2
Ability Score
4th +2 3 3
Improvement
Extra Attack,
5th +3 4 3
Precise Strike
6th +3 Virtue feature 4 4
7th +3 Evasion 5 4
Ability Score
8th +3 5 5
Improvement
9th +4 Blitz 6 5
10th +4 Heroic Spirit 6 6
11th +4 Nascent Legend 7 6
Ability Score
12th +4 8 7
Imrovement
13th +5 Virtue feature 8 7
14th +5 Dauntless Resolve 8 8
15th +5 Blitz improvement 9 8
Ability Score
16th +5 9 9
Improvement
17th +6 True Legend 9 9
Multiclassing
Prerequisites. The prerequisite for multiclassing
18th +6 Cheat Death 10 10 as a paragon is a Strength or Dexterity score of 13
and a Charisma score of 13.
Ability Score Proficiencies. When you multiclass into paragon,
19th +6 10 10
Improvement you gain proficiency in light armor, medium armor,
20th +6 Virtue feature 10 12 simple weapons, martial weapons, and one skill
from the class' skill list.

Class Features
Equipment
As a paragon, you gain the following class features
You start with the following equipment, in addition to the
equipment granted by your background:
Hit Points
Hit Dice: 1d8 per paragon level (a) a martial weapon or (b) two scimitars
Hit Points at 1st Level: 8 + your Constitution modifier (a) a hand crossbow and 20 bolts or (b) three daggers
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution (a) leather armour or (b) scale mail armour
modifier per paragon level after 1st (a) an explorer's pack or (b) an entertainer's pack
Proficiencies Alternatively, you can start with 4d4 x 10 gp and spend it
Armor: Light armour, medium armour on items from Chapter 5 of the Player's Handbook.
Weapons: Simple weapons, martial weapons
Tools: One set of artisan's tools, one gaming set, or one Bravado
musical instrument of your choice
You laugh in the face of danger, your bravado pushing you
Saving Throws: Dexterity, Charisma ever-forward. You can add your Charisma modifier to your
Skills: Choose three from Acrobatics, Athletics, History, initiative rolls.
Intimidation, Insight, Deception, Perception, Performance,
Persuasion, Sleight of Hand

THE PARAGON | NotTheSmoooze


3
Quickstep
You flow with the rhythm of combat. Immediately after you Optional Rule - Daring Act
make an attack with a melee weapon on your turn, you can Your Dungeon Master might feel that your paragon
move up to 5 feet without provoking opportunity attacks. You character should be rewarded for acting recklessly.
can't use this feature if your speed is 0. If so, the following optional rule presents a method
of encouraging daring, risky behaviour.
Nerve Daring Act. Whenever you perform a daring act,
you can regain nerve. A daring act should be risky
Beginning when you reach 2nd level, your sheer nerve allows and dramatic; it should take a great deal of bravery,
you to perform great feats of skill. Your nerve is represented and if it fails, should have a high chance of disaster.
by a number of nerve points. Your paragon level determines If you succeed, you regain 1 nerve point
the maximum number of points you have, as shown in the Ask your Dungeon Master if an act counts
Nerve Points column of the Paragon table. before you attempt it. Your Dungeon Master
You can spend these points to fuel various nerve features. decides what counts as a daring act, and can cause
You start knowing the features listed below, and gain more you to regain nerve even if you didn't ask
nerve features as you gain levels in this class. beforehand.
You regain all your nerve points when you finish a short or
long rest. You regain 1 nerve point the first time on any turn
that you reduce a hostile creature to 0 hit points or you score
a critical hit with a weapon attack against a hostile creature. Ability Score Improvement
Some of your nerve features require your target to make a
saving throw to resist the feature’s effects. The saving throw When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
DC is calculated as follows:
by 2, or you can increase two ability scores of your choice by
Nerve save DC = 8 + your proficiency bonus + 1. As normal, you can’t increase an ability score above 20
your Charisma modifier using this feature.

Clever Retort
When a creature that you can see hits you with an attack, you
can use your reaction and expend 1 nerve point to add your
Charisma modifier to your AC until the start of your next
turn, including against the triggering attack. You can't
use this feature if you're wielding a shield.

Daring Rush
You can use a bonus action and spend 1 nerve point to take
the Dash action. If you do, you can move along vertical
surfaces without falling until the end of your turn.

Swift Riposte
When a creature misses you with an attack, you can
use your reaction and expend 1 nerve point to make an
attack with a melee weapon against that creature.

Audacious Flair
At 2nd level, your irrepressible spirit and personal style begin
to manifest through displays of finesse and flair. You gain two
flairs of your choice. Your flair options are detailed at the end
of the class description. As you gain paragon levels, you gain
additional flairs of your choice, as shown in the Flairs Known
column of the Paragon table.
Additionally, when you gain a level in this class, you can
choose one of the flairs you know and replace it with another
flair that you could learn at that level.

Virtue
Starting when you reach 3rd level, you commit yourself to a
virtue, a goal or ideal that you strive to embody: the Virtue of
Ascension, the Virtue of Inspiration, the Virtue of Passion, or
the Virtue of Pride. Your choice grants you features when you
choose it at 3rd level, and again at 6th, 13th, and 20th level.

THE PARAGON | NotTheSmoooze


4
Nascent legend
Extra Attack
At 11th level, you grow closer to the heroes of legend. Your
Beginning at 5th level, you can attack twice, instead of once, weapon attacks deal 1d6 extra damage on a hit, and score a
whenever you take the Attack action on your turn. critical hit on a roll of 19 or 20.
When you gain this feature, your appearance might change
Precise Strike in subtle ways. You might seem taller, more athletic, or more
Starting at 5th level, you can seize opportunities that others visibly graceful, and any distinguishing characteristics you
wouldn't dare to take. When you make a weapon attack, you have might seem more prominent or eye-catching.
can spend 1 nerve point to gain advantage on the attack roll.
Dauntless Resolve
Evasion Starting at 14th level, you gain temporary hit points equal to
Starting at 7th level, you can escape certain area effects by half your paragon level when you start your turn with at least
the skin of your teeth, such as a black dragon's acidic breath 1 hit point.
or a tidal wave spell. When you are subjected to an effect that
allows you to make a Dexterity saving throw to take only half True Legend
damage, you instead take no damage if you succeed on the
By 17th level, you are a true legend from fable. Your weapon
saving throw, and only half damage if you fail.
attacks score a critical hit on a roll of 18 to 20, and when you
score a critical hit with a weapon attack or reduce a creature
Blitz to 0 hit points, you regain 2 nerve points, instead of 1.
Starting at 9th level, when you roll for initiative, you can move When you gain this feature, your appearance might change
up to your speed if you aren't surprised (no action required). in more extreme ways. Your body might never scar, your voice
This movement doesn't provoke opportunity attacks. might rumble or echo to reflect your mood, or your hair might
Additionally, your speed increases by 10 feet, and you can seem to trail behind you, as if blown by an unseen wind.
move up to 10 feet when you use your Quickstep. Beginning
at 15th level, your speed increases by an additional 10 feet, Cheat Death
and you can move up to 15 feet when you use Quickstep.
Starting at 18th level, when you are reduced to 0 hit points,
you can expend 2 nerve points to drop to 1 hit point instead.
Heroic Spirit You can use this feature even if the damage would otherwise
Beginning at 10th level, your determination raises your will kill you.
beyond manipulation. You can't be charmed or frightened.

THE PARAGON | NotTheSmoooze


5
Apotheosis
Virtue At 20th level, you can use your action to briefly transform,
A paragon's virtue is their reason to be. Without it, they would ascending into a creature of incredible power. The type you
be nothing. In pursuit of it, they would do anything. When the chose at 3rd level determines the creature you become.
paragon reaches 3rd level, their effort is rewarded. While transformed, your game statistics are replaced by
the creature's statistics, but your personality doesn't change.
Virtue of Ascension You retain your senses, speeds, and proficiencies, in addition
to gaining those of the creature, as well as any of your ability
You have witnessed a legendary being firsthand and been
scores that are higher than the creature's. You also retain any
inspired. The sheer awe evoked by these beings is enough to
features from your class, race, or other source.
spark reverence, but not all who behold their power turn to
You decide if your equipment grows with you, merges into
worship. Paragons of this virtue don't study these beings to
your new form, or is unchanged. You also decide if your new
imitate what they do, but instead to imitate what they are.
form is physically capable of using your equipment.
Your transformation lasts for 1 hour, or until you are
Ascendant Majesty
reduced to 0 hit points. You can revert to your normal form
Beginning at 3rd level, when you spend a nerve point, you
early using your action. Once you use this feature, you can't
gain one Majesty die, a d4, which lasts until the end of your
use it again until you finish a long rest.
next turn. You can only have one Majesty die at a time. When
you reach 10th level, your Majesty die becomes a d6.
You can roll the die and add the result to one ability check,
attack roll, or saving throw you make. You can wait until after
rolling the d20 before deciding to use the Majesty die, but you
must decide before the DM says whether the roll succeeds or
Ascended Celestial
Large celestial, your alignment
fails. Once the Majesty die is rolled, it is lost.

The First Step Armor Class 18 (natural armour)


When you select this virtue at 3rd level, choose one of the Hit Points 100 (five times your level in this class)
following creature types: Celestial, Dragon, or Fiend. You gain Speed 30 ft, fly 90 ft.
one of the following features, based on the type you chose.
Celestial. You learn one cantrip of your choice from the STR DEX CON INT WIS CHA
cleric spell list. Your spellcasting ability for it is Charisma.
You also learn to speak, read, and write Celestial. 20 (+5) 20 (+5) 18 (+4) 17 (+3) 18 (+4) 22 (+6)
Dragon. You gain darkvision out to a range of 60 feet. If
you already have darkvision, its range increases by 30 feet. Skills Insight +10, Perception +10
You also learn to speak, read, and write Draconic. Damage Resistances radiant
Fiend. You gain proficiency in one of the following skills: Condition Immunities exhaustion
Deception, Intimidation, or Persuasion. You add double your Senses truesight 120 ft.
proficiency bonus to checks you make with that skill. You also Languages all, telepathy 120 ft.
learn to speak, read, and write Abyssal and Infernal.
Angelic Weapons. Your weapon attacks are magical,
Bear Witness and when you hit with a weapon attack, the weapon
Starting at 6th level, when you hit a creature with a weapon deals an extra 5 radiant damage.
attack, you can deal an additional 1d6 damage to the target,
which can take this damage only once per turn. The damage Actions
is radiant if you chose Celestial at 3rd level, fire if you chose Healing Touch (1/day). You touch another creature.
Fiend, and your choice of acid, cold, fire, lightning, or poison The target magically regains 12d8+6 hit points and
if you chose dragon (you choose each time). is healed from any curse, disease, poison, blindness,
or deafness.
Life Imitates Art
When you reach 13th level, your body evolves. Your creature
type becomes the type you chose at 3rd level, instead of your
original type, and your appearance changes to reflect it. You
might sprout vestigial wings or manifest a halo, grow claws
and shimmering scales, or develop horns and or a tail.
Additionally, when you fail a saving throw, you can choose
to succeed instead. Once you choose to succeed, you can't do
so again until you finish a long rest.

THE PARAGON | NotTheSmoooze


6
Ascension Quirks
Ascended Dragon Paragons of this virtue invariably strive to emulate the type of
Huge dragon, your alignment creatures they venerate. At your option, you can pick from or
roll on one of the following quirk tables when you choose this
Armor Class 18 (natural armour) virtue to create a quirk for your virtue of ascension character.
Hit Points 100 (five times your level in this class)
Speed 50 ft., fly 90 ft. Celestial Quirks
d6 Quirk
STR DEX CON INT WIS CHA You speak Celestial whenever you can, and leap at
///1///
the chance for conversation in the language.
22 (+6) 10 (+0) 18 (+4) 14 (+2) 16 (+3) 20 (+5)
You feel a deep empathy for all things, and can't
2
Skills Perception +15 abide unnecessary suffering.
Damage Immunities acid, cold, fire, lightning, or Your soul will ascend to the Upper Planes when
poison (your choice when you transform) 3
you die; why fear death?
Senses blindsight 60 ft., darkvision 120 ft.
Languages your languages 4 Scripture is tattooed all across your body.
5 There is evil in the world, and you will burn it out.
Actions You briefly experienced a celestial's magic. You
6
Rend. Melee weapon attack: +12 to hit, reach 5 ft, would give anything to feel it again.
one target. Hit: 2d6+6 slashing damage plus 1d6
acid, cold, fire, lightning, or poison damage. Draconic Quirks
Dragonbreath (1/day). You exhale destruction in an d6 Quirk
30-foot cone or a 60-foot-line. Each creature in the
A dragon destroyed your home—and instead of
area must succeed a DC 19 Dexterity saving throw ///1///
fear, you felt awe.
or take 10d6 acid, cold, fire, lightning, or poison
damage, or half as much damage on a success. You believe that drinking enough dragon's blood
2
will change you into one.
3 No wealth is enough.

Ascended Fiend 4
You respect age; elders should be heeded, and a
treasure is only as valuable as it is old.
Large fiend, your alignment
You decorate yourself and your armour with horns
5
and scales taken from the animals you slay.
Armor Class 18 (natural armour)
Hit Points 100 (five times your level in this class) In battle, you scream in Draconic as though you
6
Speed 30 ft., fly 90 ft. were breathing flame.

Fiendish Quirks
STR DEX CON INT WIS CHA
d6 Quirk
20 (+5) 20 (+5) 18 (+4) 18 (+4) 17 (+3) 22 (+6)
When a fiend could have killed you, it hesitated.
///1///
You believe it was a kindred spirit.
Damage Resistances cold, fire, lightning, poison
Senses truesight 120 ft. Your mouth can't pronounce certain words of
2
Languages your languages, telepathy 120 ft. Abyssal or Infernal, and it infuriates you.
'Demon lords' this, 'devil princes' that. You'll rise
Fiendish Tempest. Your weapon attacks are magical, 3
above them all.
and you can attack three times, instead of twice,
when you take the attack action on your turn. 4 You don't make deals without a contract.
You admire fiends for their power, not their evil.
Actions 5
You're determined to hold onto your morality.
Wave of Terror (1/day). Each creature of your choice
You believe you're damned already; you might as
within 30 feet of you that can see you must succeed 6
well get something out of it.
on a DC 20 Wisdom saving throw or be frightened
of you for 1 minute. At the end of each of its turns,
a frightened creature can repeat the saving throw,
ending the effect on itself on a success.

THE PARAGON | NotTheSmoooze


7
Virtue of Inspiration
Your heroism has inspired an aspirant to join your journey—a
squire, servant, or sidekick—seeking to grow and find glory at
your side. To paragons of this virtue, courage and bravery are
only as important as enkindling those same things in others,
whether they see you as savior, teacher, or friend.

Aspirant Companion
At 3rd level, you take an aspirant under your wing. Choose
your aspirant's stat block—Agile Aspirant, Mighty Aspirant, or
Mystical Aspirant (see the next page). Your aspirant is friendly
to you and your companions, and it obeys your commands.
In combat, the aspirant acts on your turn. It can move and
use its reaction on its own, but the only action it takes is the
Dodge action unless you use your bonus action to command
it to take some other action. When you do, you can spend 1
nerve point to have it use the inspired action in its stat block.
If you are incapacitated or absent, the aspirant can take any
action except its inspired action, not just Dodge.
Your aspirant has proficiency two skills of your choice. It
also has proficiency with simple and martial weapons, light
armour, and the saving throws in its stat block. Your aspirant
always uses your proficiency bonus instead of its own.
For each paragon level after 3rd, your aspirant gains hit
points equal to 5 + its Constitution modifier, and gains one
additional hit die. If your aspirant is reduced to 0 hit points,
it makes death saving throws as a player character would.
You can spend 8 hours in any populated area attracting
another aspirant, which can be the same type of aspirant or Additional Ability Score Improvement
a different one. The DM determines what might convince a At 6th level, you can increase one ability score of your choice
new aspirant to join you; a small favour or proof of your skill by 2, or two ability scores of your choice by 1. As normal, you
or achievements would be appropriate. You can't have more can’t increase an ability score above 20 using this feature.
than one aspirant companion at a time. Additionally, when you gain this feature and again when
you reach 8th, 12th, 16th, and 19th level in this class, you can
Aspirant Quirks increase one of your aspirant's ability scores by 2 or two of its
Your aspirant is a character with its own personality traits, ability scores by 1. If you gain a new aspirant at a higher level,
ideals, and flaws. At your option, you can pick from or roll on you increase its ability scores the same way.
the Aspirant Quirks table when you choose this virtue at 3rd
level, or when you take a new aspirant, to establish quirks for Rallying Cry
your aspirant and define your relationship with it. Starting at 13th level, when a friendly creature that can see or
hear you rolls for initiative, you can give that creature a bonus
Aspirant Quirks to its initiative roll equal to your Charisma modifier.
d6 Quirk Additionally, when you make a Charisma check to inspire
bravery in a creature, you can treat a roll of 9 or lower on the
You talk to yourself constantly. Thanks to your d20 as an 10.
///1///
aspirant, no-one seems to have noticed.
Your aspirant wears a mismatched, hodge-podge Mantle of Command
2 At 20th level, you can use your action to take up the mantle of
collection of your hand-me-down loot.
command, gaining the following benefits:
You see yourself as a knight-errant, and seek to
3
train your aspirant as your squire. When you use this feature, and once when you Attack
You believe your aspirant is destined to succeed each turn thereafter, you can call for a creature that can
4 see or hear you to strike. That creature can immediately
you and weave a story even greater than yours.
use its reaction to make one weapon attack.
After every battle, you (or your aspirant) spends Once per turn, when you hit a creature with a weapon
5
twenty minutes fussing over the other's injuries. attack, choose a friendly creature that can see or hear you.
6 You never, ever, get your aspirant's name right. It gains temporary hit points equal to the damage dealt.
Your aspirant can use its inspired action without you
spending nerve points.

This effect lasts for 1 hour. After using this feature, you
must finish a long rest before you can use it again.

THE PARAGON | NotTheSmoooze


8
Agile Aspirant
Medium humanoid, your alignment

Armor Class 13 (leather armour)


Hit Points 18 (3d8+3)
Speed 30 ft. More Than Just a Statblock
The aspirant companion stat blocks present the
aspirant as human. If you'd rather your companion
STR DEX CON INT WIS CHA be another race, your Dungeon Master might allow
10 (+0) 15 (+2) 12 (+1) 12 (+1) 14 (+2) 10 (+0) you to slightly adjust your aspirant's statistics.
For example, an elven companion might have
the elf's Darkvision and Trance traits, and a halfling
Saving Throws Dex +4, Int +3
companion might be Small instead of Medium. You
Senses passive Perception 12
Languages Common, one of your choice shouldn't adjust the aspirant's ability scores, or add
features such as Savage Attacks or any feature with
a limited number of uses between rests.
Actions
Burst (Inspired Action). The aspirant makes a weapon
attack against two creatures, both of which must be
within 5 feet of the aspirant or each other.
Mystical Aspirant
Medium humanoid, your alignment

Mighty Aspirant Armor Class 13 (leather armour)


Hit Points 18 (3d8+3)
Medium humanoid, your alignment Speed 30 ft.

Armor Class 14 (scale mail)


Hit Points 18 (3d8+3) STR DEX CON INT WIS CHA
Speed 30 ft. 10 (+0) 10 (+0) 12 (+1) 15 (+2) 14 (+2) 12 (+1)

Saving Throws Wis +4, Cha +3


STR DEX CON INT WIS CHA
Senses passive Perception 12
15 (+2) 10 (+0) 12 (+1) 10 (+0) 12 (+1) 14 (+2) Languages Common, one of your choice

Saving Throws Str +4, Con +3 Magic Ward. While wearing light or no armour, the
Senses passive Perception 11 aspirant's AC includes its Intelligence modifier.
Languages Common, one of your choice
Actions
Martial Talent. The aspirant has proficiency with Magic Dart. Ranged spell attack: +4 to hit, range 60
medium armour. ft., one target. Hit: 1d8+2 force damage. This attack
uses your aspirant's Intelligence modifier.
Actions
Barrier (Inspired Action). The aspirant and friendly
Bullrush (Inspired Action). The aspirant moves up to
creatures within 10 feet of it gain temporary hit
its speed towards a creature it can see and makes a
points equal to 1d8 + the aspirant's Intelligence
melee weapon attack against it. On a hit, the target
modifier, which last for 1 minute.
is pushed 10 feet away from the aspirant.

THE PARAGON | NotTheSmoooze


9
Virtue of Passion Virtue of Passion Spellcasting
You believe in passion for its own sake, throwing yourself into —Spell Slots per Spell Level—
Paragon Cantrips Spells
every impulse and instinct with white hot intensity. Paragons
Level Known Known ///1st/// ///2nd/// ///3rd/// ///4th///
of this virtue harness their emotions to create displays of raw,
destructive magic, all fuelled by the fire in their soul. 3rd 4 3 2 — — —
Because their magic comes from extreme emotion, these 4th 4 4 3 — — —
paragons can be prone to mood swings, overconfidence, and
strange habits. You might believe your dreams to portend the 5th 4 4 3 — — —
future, or be easily hypnotised by works of destruction. Your 6th 4 4 3 — — —
attitudes and interests might shift from moment to moment,
or you might feel almost incapable of sitting still. 7th 4 5 4 2 — —
8th 4 6 4 2 — —
Spellcasting
Beginning when you reach 3rd level, your emotion manifests 9th 4 6 4 2 — —
in bursts of untamed magic. See chapter 10 of the Player's 10th 5 7 4 3 — —
Handbook for the general rules of spellcasting, and the next
page for the virtue of passion spell list. 11th 5 8 4 3 — —
Cantrips. You learn four cantrips of your choice from the 12th 5 8 4 3 — —
virtue of passion spell list. You learn an additional virtue of
passion cantrip of your choice at 10th level. 13th 5 9 4 3 2 —
Spell Slots. The Virtue of Passion Spellcasting table 14th 5 10 4 3 2 —
shows how many spell slots you have to cast your spells of 1st
level and higher. To cast one of these spells, you must expend
15th 5 10 4 3 2 —
a slot of the spell's level or higher. You regain all expended 16th 5 11 4 3 3 —
spell slots when you finish a long rest.
17th 5 11 4 3 3 —
For example, if you know the 1st-level spell burning hands
and have a 1st-level and a 2nd-level spell slot available, you 18th 5 11 4 3 3 —
can cast burning hands using either slot.
19th 5 12 4 3 3 1
Spells Known of 1st Level and Higher. You know three
1st-level virtue of passion spells of your choice 20th 5 13 4 3 3 1
The Spells Known column of the Virtue of Passion
Spellcasting table shows when you learn more virtue of Dance Without Steps
passion spells of 1st level or higher. Each spell must be of a
Starting at 6th level, you flit across the battlefield, a tempest
level for which you have spell slots. For example, when you
of heat and passion. When you use your Quickstep to move,
reach 7th level in this class, you can learn one new virtue of
you can teleport the same distance instead of moving. You
passion spell of 1st or 2nd level.
can use Quickstep to teleport even if your speed is 0.
Whenever you gain a level in this class, you can choose one
of the virtue of passion spells you know and replace it with Soul Without Limits
another spell from the virtue of passion spell list, which also Starting at 13th level, you can manifest a vortex of swirling
must be of a level for which you have spell slots. power around your body, gaining a flying speed equal to your
Spellcasting Ability. Charisma is your spellcasting ability current speed. The vortex reflects your emotional state, such
for your virtue of passion spells, since your magic is fueled by as burning wings for fury or a black miasma for despair.
the power of your emotion. You use your Charisma whenever You can manifest or dispel the vortex at any time (no action
a spell refers to your spellcasting ability. In addition, you use required). It fades early if you fall unconscious or if you die.
your Charisma modifier whenever you set the saving throw
DC for a virtue of passion spell you cast and whenever you Heart Without Chains
make an attack roll with one. At 20th level, you can use your action to channel your most
powerful emotions, gaining the following benefits:
Spell save DC = 8 + your proficiency bonus +
your Charisma modifier Your speed is doubled and can't be reduced.
You aren't affected by difficult terrain, and you can't be
Spell attack modifier = your proficiency bonus + incapacitated, paralysed, petrified, restrained or stunned.
your Charisma modifier Your movement doesn't provoke opportunity attacks, and
you can move through other creatures' spaces. When you
Focus Without Focus do, you can deal 10 damage of any type you choose to that
Starting at 3rd level, you shape your magic with passion creature, which can take this damage only once each turn.
alone. You can ignore the material components of virtue of
passion spells. This effect lasts for 1 hour. After using this feature, you
must finish a long rest before you can use it again.

THE PARAGON | NotTheSmoooze


10
Virtue of Passion Spell List
The following spell list is presented in alphabetical order.

Cantrips 2nd Level


Chill Touch Darkness
Control Flames Detect Thoughts
Dancing Lights Enhance Ability
Fire Bolt Enthrall
Friends Flaming Sphere
Frostbite Gust of Wind
Gust Hold Person
Lightning Lure Kinetic Jaunt
Produce Flame Knock
Ray of Frost Mind Spike
Shocking Grasp Misty Step
Thaumaturgy Pyrotechnics
Thunderclap Scorching Ray
True Strike Shadow Blade
Vicious Mockery Shatter
Word of Radiance Spider Climb
Suggestion
1st Level Tasha's Mind Whip
Absorb Elements Warding Wind
Bane
Burning Hands 3rd Level
Cause Fear Antagonize
Chaos Bolt Ashardalon's Stride
Charm Person Blink
Colour Spray Call Lightning
Command Daylight
Dissonant Whispers Enemies Abound
Earth Tremor Fear
Expeditious Retreat Fireball
Feather Fall Haste
Hellish Rebuke Lightning Bolt
Heroism Melf's Minute Meteors
Inflict Wounds Pulse Wave
Jump Vampiric Touch
Longstrider Thunder Step
Searing Smite
Thunderous Smite 4th Level
Thunderwave Blight
Wrathful Smite Charm Monster
Confusion
Dimension Door
Fire Shield
Freedom of Movement
Shadow of Moil
Sickening Radiance
Staggering Smite
Storm Sphere
Wall of Fire

THE PARAGON | NotTheSmoooze


11
Virtue of Pride Flairs
You strive for nothing less than the perfection of the self; the
If a flair has any prerequisites, you must meet them to learn
honing and tempering of your mind, body, and soul. Paragons
that flair. You can learn the flair at the same time you meet its
of this virtue are often loud, bombastic, and arrogant, but just
prerequisites. A level prerequisite in a flair refers to your level
as often, that arrogance is earned by the kind of strength and
in this class.
skill that lets them compete with—and exceed—great heroes.

Raw Talent Balancing Act


You can spend 1 nerve point at any time (no action required)
When you choose this virtue at 3rd level, you gain proficiency
to gain a climbing speed and a swimming speed equal to your
with any combination of three skills or tools of your choice.
speed for 10 minutes.
Steel Step Bare-Knuckle Brawler
Also at 3rd level, immediately before or after you Quickstep,
Your limbs are natural weapons. Each counts as a simple
you can deal damage equal to your Charisma modifier to one
melee weapon with which you are proficient. They deal 1d6
creature that you can see within 5 feet of you, which can take
bludgeoning damage on a hit and have the finesse and light
this damage only once each turn. The damage is a type dealt
properties, and you can engage in two-weapon fighting with
by a weapon you're wielding or bludgeoning damage (your
them. When you do, you can add your ability modifier to the
choice).
damage of the second attack.
Superior Nerve Caped Crusader
Starting at 6th level, you gain additional benefits when you
Armour would only slow you down. While wearing no armor
use your Clever Retort, Daring Rush, and Swift Riposte.
and not wielding a shield, your AC equals 10 + your Dexterity
Clever Retort. If the triggering attack still hits you after
modifier + your Charisma modifier.
you use Clever Retort, you can halve its damage against you.
Daring Rush. You can use Daring Rush without spending Duelist's Flourish
nerve. When you take the Attack action and attack with a melee
Swift Riposte. If you hit with your Swift Riposte, you deal weapon you're holding in one hand, you can use a bonus
extra damage to the target equal to half your paragon level. action to make a ranged attack with a light weapon that
you're holding in the other hand.
Steel Storm
Starting at 13th level, when you use Steel Step, you can deal Expertise
the damage to any number of creatures you choose within 5 Choose one skill or tool with which you have proficiency. You
feet of you. A creature still can't take the damage more than gain expertise with that, which means your proficiency bonus
once per turn. is doubled for any ability check you make with it.
You can select this flair multiple times, choosing another
Perfection skill or tool each time you do.
When you reach 20th level, all of your ability scores increase
by 2. Your maximum for those scores also increases by 2. Fox's Wit
You also no longer suffer the frailty of old age, and you are When a hostile creature you can see rolls a 1 on a d20, you
immune to disease. Your health and beauty are unfading. can mock it as a reaction to regain 1 nerve point.

Inspired Arcana
Prerequisite: Virtue of Inspiration, Mystical Aspirant
Choose one spell from any spell list. The spell must have a
casting time of 1 action, and must be of a level equal to half
your proficiency bonus (rounded up) or lower. Your aspirant
can cast that spell once using Intelligence as its spellcasting
ability. It can't do so again until it finishes a long rest.
When you gain a level in this class or a new mystical
aspirant joins you, you can replace the spell you chose with a
new spell you could choose at that level.

Inspired Menace
Prerequisite: Virtue of Inspiration, Mighty Aspirant
When you and your aspirant both attack the same creature
during your turn, you can goad it. Until your next turn, that
creature has disadvantage on any attack roll against targets
other than you and your aspirant. A creature that can't be
charmed can't be goaded.

12
Inspired Skill To Cinders
Prerequisite: Virtue of Inspiration, Agile Aspirant Prerequisite: Virtue of Passion
When you command your companion to take an action, you When you reduce a creature to 0 hit points and it would die,
can also command it to use the Disengage or Hide action as a you can instead choose to reduce it and any of its nonmagical
bonus action that turn. possessions of your choice to a small pile of ashes.
Whenever you reduce a hostile creature to ash using this
Nimble Leap feature, you can regain a number of hit points equal to 2d4 +
You can use your Dexterity score, instead of Strength, to your Charisma modifier. You can't do so again until you finish
determine your jump distance for both long jumps and high a short or long rest or until you roll for initiative.
jumps. In addition, you always have a running start when
jumping, and you take half as much damage from falling. Twin Strike
When you engage in two-weapon fighting, you can add your
Muse and Artist ability modifier to the damage of the second attack. You also
Prerequisite: Virtue of Ascension gain the ability to draw or stow up to two weapons whenever
You have advantage on Intelligence checks you make to recall you roll for initiative and whenever you use the Attack action.
information about creatures of the type you chose at 3rd level.
You also have advantage on Charisma checks you make when
Wildcard
You gain proficiency with all gaming sets, and can add double
you're interacting with those creatures.
your proficiency bonus to ability checks you make with them.
Plunging Attack Additionally, cards are weapons in your hands. When you
If you fall at least 10 feet towards a creature before hitting it attack with a card, it counts as a simple ranged weapon with
with a melee weapon attack, you can expend 1 nerve point. If which you are proficient. It deals 1d6 piercing damage on a
you do, you take no damage from the fall, and the target must hit and has the light and thrown properties (range 20/60).
succeed on a Strength saving throw or fall prone. A Large or
larger creature has advantage on this saving throw.

Polyglot D&D 2024


You learn three languages of your choice. In addition, you can
If you're using the 2024 edition of the Player's
communicate simple ideas with any creature that can see and
Handbook, you gain the Weapon Mastery feature at
hear you. The creature doesn't need to share a language with
1st level.
you, but it must be able to understand at least one language.
Weapon Mastery
Polymath Your training with weapons allows you to use the
You gain proficiency with any combination of two skills or mastery properties of two kinds of weapons of
tools of your choice. You can select this flair multiple times, your choice with which you have proficiency.
choosing new skill or tool proficiencies each time you do. Whenever you finish a long rest, you can change
You can also add half your proficiency bonus to any ability the kinds of weapons you chose.
check you make using a tool that doesn't already include your
proficiency bonus. New Flairs
Quick Pursuit You also gain access to the following flairs.
You can use Quickstep to move even if it isn't your turn. After
you make an opportunity attack, you can move with the target
Storied Life
You gain one Origin feat of your choice (see
until the end of the turn instead of using Quickstep, staying
chapter 5 of the Player's Handbook). You can
within 5 feet of it as it moves. This movement doesn't provoke
choose this flair multiple times, choosing a
opportunity attacks. If you can't follow the target (if it flies out
different feat each time.
of reach, for example), you stop moving.
Just a Scratch
Sudden Opening Prerequisite: 5th level
When you use your Quickstep, you can create an opening for
another instead of moving. If you do so, one creature of your As a bonus action, you can spend a Hit Die and 1
choice within 5 feet of the creature you hit can immediately nerve point to heal yourself. Roll the die, add your
move up to 5 feet without provoking opportunity attacks (no Constitution modifier, and regain a number of hit
action required), provided its speed isn't 0.
points equal to the result (minimum of 1).
The distance the creature can move increases when you
Burn Bright
reach 9th level (10 feet). and again at 15th level (15 feet).
Prerequisite: 9th level
Once each turn in combat, when you spend your
last remaining nerve point, you can give yourself
Heroic Inspiration if you don't have it.

THE PARAGON | NotTheSmoooze


13
Grand Performance Back to Back
Prerequisite: 5th level Prerequisite: 9th level, Virtue of Inspiration
You can spend 10 minutes enlivening your allies. When you While your aspirant is within 5 feet of you, you can use your
do, up to six creatures of your choice who can see or hear you Clever Retort when another creature hits it with an attack. In
gain a Performance die, a d6, which lasts for 1 hour. addition, if your aspirant is within 5 feet of you when you use
A creature can roll the die and add the result to one ability your Clever Retort, you can add your Charisma modifier to its
check, attack roll, or saving throw it makes. The creature can AC until the start of your next turn, in addition to your own.
wait until after rolling the d20 before deciding to use the die,
but it must decide before the DM says whether or not the roll Daring Ascent
succeeds or fails. Once a creature rolls a Performance die, it Prerequisite: 9th level, Virtue of Ascension
is lost, and the creature can't benefit from this flair again until When you use your Daring Rush, you gain a flying speed
it has finished a short or long rest. equal to your walking speed until the end of the turn.

Lockstep Duck and Cover


Prerequisite: 5th level Prerequisite: 9th level
When you make an attack against a creature, you can spend When you use your Evasion to escape an area effect, you can
1 nerve point to taunt, trick, or infuriate it into following you. give the same benefit to any allies within 5 feet of you. Those
A creature that can't be charmed is immune to this feature. allies take no damage if they succeed on the Dexterity saving
Until the end of the turn, whenever you use Quickstep to throw and only half damage if they fail.
move, that creature immediately moves the same distance
towards you if its speed allows (no action required), but not Perfect Specimen
into obviously dangerous terrain, such as into a spell's area. Prerequisite: 9th level, Virtue of Pride
This movement doesn't provoke opportunity attacks.
When you spend a Hit Die to heal during a short rest, you can
Remember the Name use the maximum value for each die, instead of rolling.
Prerequisite: 5th level Additionally, whenever you finish a long rest, you regain all
of your paragon Hit Die, instead of only half.
When you reduce a creature to 0 hit points, you can spare its
life and brand it. Your brand is a symbol people have come to Swift Revenge
associate with you (such as a mark etched into the creature's Prerequisite: 9th level, Virtue of Passion
clothes or body) or a missing body part (such as a finger).
When you use your Swift Riposte, you can teleport up to your
If you do, you have advantage on Charisma (Intimidation
speed to an unoccupied space within 5 feet of the creature
and Persuasion) checks against the branded creature for one
that missed you before making the attack.
hour after it regains consciousness, and the creature spreads
rumours of your strength or mercy (your choice) wherever it
goes for the next 7 days, intentionally or otherwise.
Try Me
Prerequisite: 9th level
Shared Glory As an action, you can spend 3 nerve points to threaten any
Prerequisite: 5th level, Virtue of Inspiration number of creatures within 15 feet of you that can hear you.
Each creature you choose must succeed on a Wisdom saving
The first time your companion reduces a hostile creature to 0
throw against your nerve save DC or become frightened of
hit points or scores a critical hit with a weapon attack against
a hostile creature, you regain 1 nerve point as long as you can you for 1 minute or until you are incapacitated. At the end of
each of its turns, a target can make another Wisdom saving
see or hear your companion and you didn't regain nerve this
throw. On a success, the effect ends on the target.
during your last turn.

Soul and Steel Dig Deep


Prerequisite: 5th level, Virtue of Passion Prerequisite: 12th level
When you start your turn with no nerve points remaining, you
When you take the Attack action on your turn, you can cast a
virtue of passion cantrip in place of one of those attacks. You can regain all of your nerve points. You can't do so again until
you finish a long rest.
also gain the ability to Quickstep after you cast a cantrip.

Step Off Heroic Triumph


Prerequisite: 5th level Prerequisite: 12th level
The first time on any turn you reduce a hostile creature to 0
When you Quickstep after you hit a Large or smaller creature
hit points or score a critical hit with a weapon attack against
with an attack using a heavy weapon, you can push the target
up to 5 feet away from you instead of moving. a hostile creature, you can rally any friendly creatures within
30 feet of you that can see or hear you, ending any one effect
The distance you can push the target increases when you
on each creature causing it to be charmed or frightened.
reach 9th level (10 feet). and again at 15th level (15 feet).

THE PARAGON | NotTheSmoooze


14
Artist and Muse Perfected Talent
Prerequisite: 15th level, Virtue of Ascension Prerequisite: 15th level, Virtue of Pride
You can use your action to sense the presence of creatures You gain expertise with the skills or tools you chose for your
of the type you chose at 3rd level. You learn if any creatures of Raw Talent at 3rd level, which means your proficiency bonus
that type are within 500 feet of you and their location. At the is doubled for any ability checks that you make with them. If
same time, you also learn if there are any powerful celestials, you already had expertise with one or more of those skills or
dragons, fey, fiends, elementals, or undead in the same area, tools, you instead gain expertise with another skill or tool of
but not how many or their location. your choice for each expertise you already had.

Heroic Will Steel Soul


Prerequisite: 15th level Prerequisite: 15th level, Virtue of Passion
When you make a death saving throw, you gain a bonus to the When you take the Attack action on your turn, you can cast a
roll equal to your Charisma modifier. If you roll a 20 or higher virtue of passion spell of 1st level or higher in place of one of
on the save, you regain 1 hit point, even if you didn't roll a 20 those attacks. The spell must have a casting time of 1 action.
on the d20, and you can stand up if you were prone You also gain the ability to Quickstep after you cast a spell.

Inspired Spirit
Prerequisite: 15th level, Virtue of Inspiration
If your aspirant can see you when you roll for initiative, it can
Credits
move up to its speed if it isn't surprised (no action required).
Created By: u/NotTheSmoooze. You can find more
This movement doesn't provoke opportunity attacks.
of my work here, and support me here
Additionally, your determination inspires your companion.
Special Thanks to: AurThEx, Barrett, Bunnygeon
Your aspirant can't be charmed or frightened as long as it can
Master, u/Cometdance, Izzy | Inkfore, Kitt, Leuku,
see or hear you.
PMGD, u/Rain-Junkie, SgtBriar, and Will.
Thank you all! The Paragon is a labour of love,
and your help is a big part of what allowed it to
become the class that it is.
With Illustrations by:
Chibi-Oneechan
Samuel Michlap
Kii Weatherton
Suzanne Helmigh
Olie Boldador
Sebastian Horoszko
Oberholster Venita
Magali Villeneuve
Created Using: GM Binder
Paragon Class Symbol: Game Icons

You might also like