The Paragon
The Paragon
The Paragon
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
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the pattern of an exotic animal or monster.
Recklessness. You don't recognise danger, and run
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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.
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
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.
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.
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.
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.
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.
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