Paragon

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Paragons are defined by their relentless pursuit of a chosen art or ideal. They will accept nothing less than perfection and are willing to go to great lengths to achieve their goals.

A Paragon is deeply devoted to championing a particular talent, ideal, philosophy, quest or faith. They seek to pursue it with undaunted determination and an eagerness for more.

Because of their pride and boasting, Paragons can be prone to arrogance. They may also take reckless risks in pursuit of their goals or legends, not fearing death if it results in a great story.



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.

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.

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.
 
When creating your paragon, you should ask yourself two A paragon's devotion to their art is a special thing, and rarely
questions above all others. What does your paragon seek to emerges without a catalyst; a defining experience that sparks
champion, and why? How was your paragon introduced to the their obsessive fervor and begins their journey as a paragon.
art they chose? Did they come upon it by chance, or were they How much does your paragon's catalyst mean to them?
raised to pursue it? If you were taught, who taught you? What Does it hang over their head, always pushing them forward,
kind of relationship do you have with your teachers? Have you or was it just the first stepping stone on their journey? Does it
made any decisions you regret in pursuit of your goals? Will haunt them, or does it give them strength when they need it?
you make those decisions again, if you have to? At your option, you can roll on the Catalysts table to help
What led you to becoming an adventurer? If your aims are inspire a catalyst for your paragon.
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, ///1///
Your home needed a hero, and no-one came. You
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. 3
Your mentor promised to teach you everything
they knew, but died before they could. Now, you
 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 You were inspired by another's love for the art that
weapons or two light weapons (or a rapier). You should make 5
you would go on to make your own
Charisma your next highest ability score. Second, choose the
folk hero background. 6
You never needed a catalyst. You were born for
your art—there has never been anything else.

Paragons universally seek recognition, and many choose to 
identify themselves with a quirk, eccentricity, or calling card. 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
inspire a weakness for your paragon.
Paragon's Marks
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. Hubris. You always think you're the best person for
You hope they'll grow stronger and fight you again. 3
the job, no matter who might be most skilled.
You leave a personal token on the bodies of your Wrath. You can't forgive, and you can't forget. Your
4 4
defeated foes, such as a small effigy or a coin. 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 2 2
Ability Score
4th +2 2 3
Improvement
Extra Attack,
5th +3 3 3
Precise Strike
6th +3 Virtue feature 3 4
7th +3 Evasion 4 4
Ability Score
8th +3 4 5
Improvement
9th +4 Blitz 5 5
10th +4 Heroic Spirit 5 6
11th +4 Nascent Legend 5 6
Ability Score
12th +4 6 7
Imrovement
13th +5 Virtue feature 6 7
14th +5 Dauntless Resolve 6 8
15th +5 Blitz improvement 7 8
Ability Score
16th +5 7 9
Improvement
17th +6 True Legend 7 9
18th +6 Cheat Death 8 10 
Ability Score Prerequisites. The prerequisite for multiclassing
19th +6 8 10 as a paragon is a Strength or Dexterity score of 13
Improvement
and a Charisma score of 13.
20th +6 Virtue feature 8 12
Proficiencies. When you multiclass into paragon,
you gain proficiency in light armor, medium armor,
simple weapons, martial weapons, and one skill
from the class' skill list.

As a paragon, you gain the following class features
 
Hit Dice: 1d8 per paragon level You start with the following equipment, in addition to the
Hit Points at 1st Level: 8 + your Constitution modifier equipment granted by your background:
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution (a) a martial weapon or (b) two scimitars
modifier per paragon level after 1st (a) a hand crossbow and 20 bolts or (b) three daggers
 (a) leather armour or (b) scale mail armour
Armor: Light armour, medium armour (a) an explorer's pack or (b) an entertainer's pack
Weapons: Simple weapons, martial weapons Alternatively, you can start with 4d4 x 10 gp and spend it
Tools: One set of artisan's tools, one gaming set, or one on items from Chapter 5 of the Player's Handbook.
musical instrument of your choice
Saving Throws: Dexterity, Charisma 
Skills: Choose three from Acrobatics, Athletics, History, You laugh in the face of any threat, your bravado pushing you
Intimidation, Insight, Deception, Perception, Performance, to act with impossible speed. You can add your Charisma
Persuasion, Sleight of Hand modifier to your initiative rolls.

THE PARAGON | NotTheSmoooze


3

You flow with the rhythm of combat. Immediately after you 
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.
 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 before
Nerve Points column of the Paragon table. you attempt it. Your Dungeon Master decides what
You can spend these points to fuel various nerve features. counts as a daring act, and can cause you to regain
You start knowing the features listed below, and gain more nerve even if you didn't ask beforehand.
nerve features as you gain levels in this class.
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. When you reach 4th level, and again at 8th, 12th, 16th, and
Some of your nerve features require your target to make a 19th level, you can increase one ability score of your choice
saving throw to resist the feature’s effects. The saving throw by 2, or you can increase two ability scores of your choice by
DC is calculated as follows: 1. As normal, you can’t increase an ability score above 20
Nerve save DC = 8 + your proficiency bonus + using this feature.
your Charisma modifier

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.

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.

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.

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.

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

 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 score a critical hit on a roll of 19 or 20, and
whenever you take the Attack action on your turn. you gain a bonus to the damage rolls of your weapon attacks
equal to your Charisma modifier (minimum of 1).
 When you gain this feature, your appearance might change
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.


Starting at 14th level, your spirit never gives in. If you have at
Starting at 7th level, you can escape certain area effects by least 1 hit point, you gain temporary hit points equal to half
the skin of your teeth, such as a black dragon's acidic breath your paragon level at the start of each of your turns.
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 
damage, you instead take no damage if you succeed on the
saving throw, and only half damage if you fail. By 17th level, you are a true legend from fable. Your weapon
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
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, 
and you can move up to 15 feet when you use Quickstep.
Starting at 18th level, even death can't catch you. When you
 are reduced to 0 hit points, you can expend 2 nerve points to
drop to 1 hit point instead. You can use this feature even if the
Beginning at 10th level, your determination raises your will damage would otherwise kill you.
beyond manipulation. You can't be charmed or frightened.

THE PARAGON | NotTheSmoooze


5

 When you reach 13th level, your body evolves. Your creature
A paragon's virtue is their reason to be. Without it, they would type becomes the type you chose at 3rd level, instead of your
be nothing. In pursuit of it, they would do anything. When the original type, and your appearance changes to reflect it. You
paragon reaches 3rd level, their effort is rewarded. might sprout vestigial wings or manifest a halo, grow claws
For some paragons, committing to their virtue is easy; and shimmering scales, or develop horns and or a tail
knowing who they were meant to be for as long as they can Additionally, when you fail a saving throw, you can choose
remember. For others, the decision is more complicated. Your to succeed instead. Once you choose to succeed, you can't do
paragon character might view their virtue as a representation so again until you finish a long rest.
of their true desire—the Virtue of Passion, for example, might
represent their unflinching devotion to their personal drives. 
At 20th level, you can use your action to briefly transform,
 ascending into a creature of incredible power. The type you
chose at 3rd level determines the creature you become.
You have witnessed a legendary being firsthand and been While transformed, your game statistics are replaced by
inspired. The sheer awe evoked by these beings is enough to the creature's statistics, but your personality doesn't change.
spark reverence, but not all who behold their power turn to You retain your senses, speeds, and proficiencies, in addition
worship. Paragons of this virtue don't study these beings to to gaining those of the creature, as well as any of your ability
imitate what they do, but instead to imitate what they are. scores that are higher than the creature's. You also retain any
 features from your class, race, or other source.
Beginning at 3rd level, when you spend a nerve point, you You decide if your equipment grows with you, merges into
gain one Majesty die, a d4, which lasts until the end of your your new form, or is unchanged. You also decide if your new
next turn. You can only have one Majesty die at a time. When form is physically capable of using your equipment.
you reach 10th level, your Majesty die becomes a d6. Your transformation lasts for 1 hour, or until you are
You can roll the die and add the result to one ability check, reduced to 0 hit points. You can revert to your normal form
attack roll, or saving throw you make. You can wait until after early using your action. Once you use this feature, you can't
rolling the d20 before deciding to use the Majesty die, but you use it again until you finish a long rest.
must decide before the DM says whether the roll succeeds or
fails. Once the Majesty die is rolled, it is lost.

When you select this virtue at 3rd level, choose one of the 
following creature types: Celestial, Dragon, or Fiend. You gain Large celestial, your alignment
one of the following features, based on the type you chose.
Celestial. You learn one cantrip of your choice from the Armor Class 18 (natural armour)
cleric spell list. Your spellcasting ability for it is Charisma. Hit Points 100 (five times your level in this class)
You also learn to speak, read, and write Celestial. Speed 30 ft, fly 90 ft.
Dragon. You gain darkvision out to a range of 60 feet. If
you already have darkvision, its range increases by 30 feet.
You also learn to speak, read, and write Draconic. STR DEX CON INT WIS CHA
Fiend. You gain proficiency in one of the following skills: 20 (+5) 20 (+5) 18 (+4) 17 (+3) 18 (+4) 22 (+6)
Deception, Intimidation, or Persuasion. You add double your
proficiency bonus to checks you make with that skill. You also Skills Insight +10, Perception +10
learn to speak, read, and write Abyssal and Infernal. Damage Resistances radiant
Condition Immunities exhaustion
 Senses truesight 120 ft., passive Perception 13
At 6th level, your burgeoning nature grants you additional Languages all, telepathy 120 ft.
abilities based on the type you chose at 3rd level.
Celestial. Once per turn, when you hit a creature with a Angelic Weapons. Your weapon attacks are magical,
weapon attack, you can have your weapon flare with radiant and when you hit with a weapon attack, the weapon
light. If you do so, the creature you hit has disadvantage on deals an extra 1d8 radiant damage.
the next attack roll it makes within the next minute.
Dragon. Once per turn, when you hit a creature with a Actions
weapon attack, you can instill an unsteadying fear within it. If Healing Touch (1/day). You touch another creature.
you do, you have advantage on the next attack roll you make The target magically regains 12d8+6 hit points and
against that creature within the next minute. is healed from any curse, disease, poison, blindness,
Fiend. When you hit a creature with a weapon attack, you or deafness.
can cause that attack to deal extra fire damage equal to your
Charisma modifier. If you do, you can't use this feature to deal
fire damage to that creature until the start of your next turn.

THE PARAGON | NotTheSmoooze


6

 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 a 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 bother fearing 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: 1d8+6 slashing damage plus 1d8
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
area must succeed a DC 19 Dexterity saving throw You watched as a dragon brought down its prey,
///1///
or take 10d6 acid, cold, fire, lightning, or poison and were enraptured by the sight of it.
damage, or half as much damage on a success. You believe that ingesting enough dragon's blood
2
will transform you into one.
3 You hoard wealth, no matter how much you have.
You respect age; elders should be heeded, and a
4
treasure is only as valuable as it is old.
 You decorate yourself and your armour with horns
Large fiend, your alignment 5
and scales taken from the animals you slay.
In battle, you scream at your enemies in Draconic,
Armor Class 18 (natural armour) 6
as if you were breathing elements at them.
Hit Points 100 (five times your level in this class)
Speed 30 ft., fly 90 ft.
Fiendish Quirks
d6 Quirk
STR DEX CON INT WIS CHA
You were nearly killed by a rampaging fiend, and
20 (+5) 20 (+5) 18 (+4) 18 (+4) 17 (+3) 22 (+6) ///1///
you vowed to make that strength your own.

Damage Resistances cold, fire, lightning, poison Your mouth can't pronounce certain words of
2
Senses truesight 120 ft., passive Perception 13 Abyssal or Infernal, and it infuriates you.
Languages your languages, telepathy 120 ft. 'Demon lords' this, 'devil princes' that. You'll
3
become greater than any of them.
Fiendish Tempest. Your weapon attacks are magical,
and you can attack three times, instead of twice, 4 You don't make deals without a contract.
when you take the attack action on your turn. You admire fiends for their power, not their evil.
5
You're determined to hold onto your morality.
Actions You believe you're damned already; you might as
Wave of Terror (1/day). Each creature of your choice 6
well get something out of it.
within 30 feet of you that can see you must succeed
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

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.

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, your aspirant shares your initiative count, but
it takes its turn immediately after yours. Your aspirant has a
special action—called an inspired action—that it can't take
unless you use your bonus action on your turn and spend 1
nerve point to inspire it to. Your aspirant can move and use
other actions and reactions without your command.
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
a different one. The DM determines what might convince a 
new aspirant to join you; a small favour or proof of your skill When you reach 6th level, and again at 13th level, you can
or achievements would be appropriate. You can't have more increase one of your aspirant's ability scores of your choice by
than one aspirant companion at a time. 2. You can't use this feature to raise an ability score above 20.

Additionally, while your aspirant companion can see you, it
has advantage on all saving throws.
Your aspirant is a character with its own personality traits,
ideals, and flaws. At your option, you can pick from or roll on 
the Aspirant Quirks table when you choose this virtue at 3rd Starting at 13th level, when a friendly creature that can see or
level, or when you take a new aspirant, to establish quirks for hear you rolls for initiative, you can give that creature a bonus
your aspirant and define your relationship with it. to its initiative roll equal to your Charisma modifier.
Aspirant Quirks
Additionally, when you make a Charisma check to inspire
or encourage bravery or daring in a creature, you can treat a
d6 Quirk roll of 9 or lower on the d20 as an 10.
You talk to yourself constantly. Thanks to your
///1///
aspirant, no-one seems to have noticed. 
At 20th level, you can use your action to take on the mantle of
2
Your aspirant wears a mismatched, hodge-podge
collection of your hand-me-down loot.
command, gaining the following benefits:
You see yourself as a knight-errant, and seek to When you use this feature, and as a bonus action on each
3
train your aspirant as your squire. of your turns thereafter, you can call for one creature that
can see or hear you to strike. The creature you choose can
4
You believe your aspirant is destined to succeed immediately use its reaction to make one weapon attack.
you and weave a story even greater than yours. Once per turn, when you hit a creature with a weapon
After every battle, you (or your aspirant) spends attack, one creature of your choice that can see or hear
5
twenty minutes fussing over the other's injuries. you gains temporary hit points equal to the damage dealt.
Your aspirant can use its inspired action without your
6 You never, ever, get your aspirant's name right.
command, and without spending nerve points.
This effect lasts for 10 minutes. After using this feature,
you must finish a long rest before you can use it again.

THE PARAGON | NotTheSmoooze


8

Medium humanoid, your alignment

Armor Class 13 (leather armour)


Hit Points 18 (3d8+3)
Speed 30 ft. 
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
Saving Throws Dex +4, Int +3 the elf's Darkvision and Trance traits, and a halfling
Senses passive Perception 12 companion might be Small instead of Medium. You
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.

Medium humanoid, your alignment

 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)

STR DEX CON INT WIS CHA Saving Throws Wis +4, Cha +3
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 each allied
Bullrush (Inspired Action). The aspirant moves up to
creature within 5 feet of it gain temporary hit points
its speed towards a creature it can see and makes a
equal to 1d8 + the aspirant's Intelligence modifier.
melee weapon attack against it. On a hit, the target
These temporary hit points last for 1 minute.
is pushed 10 feet away from the aspirant.

THE PARAGON | NotTheSmoooze


9
 Virtue of Passion Spellcasting
—Spell Slots per Spell Level—
You believe in passion for its own sake, throwing yourself into 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, 3rd 4 3 2 — — —
destructive magic, all fuelled by the fire in their soul. — — —
Because their magic comes from extreme emotion, these 4th 4 4 3
paragons can be prone to mood swings, overconfidence, and 5th 4 4 3 — — —
strange habits. You might believe your dreams to portend the 6th 4 4 3 — — —
future, or be easily hypnotised by works of destruction. Your
attitudes and interests might shift from moment to moment, 7th 4 5 4 2 — —
or you might feel almost incapable of sitting still. 8th 4 6 4 2 — —
 9th 4 6 4 2 — —
Beginning when you reach 3rd level, your emotion manifests 10th 5 7 4 3 — —
in bursts of untamed magic. See chapter 10 of the Player's
Handbook for the general rules of spellcasting, and the next 11th 5 8 4 3 — —
page for the virtue of passion spell list. 12th 5 8 4 3 — —
Cantrips. You learn four cantrips of your choice from the
virtue of passion spell list. You learn an additional virtue of 13th 5 9 4 3 2 —
passion cantrip of your choice at 10th level. 14th 5 10 4 3 2 —
Spell Slots. The Virtue of Passion Spellcasting table
shows how many spell slots you have to cast your spells of 1st 15th 5 10 4 3 2 —
level and higher. To cast one of these spells, you must expend 16th 5 11 4 3 3 —
a slot of the spell's level or higher. You regain all expended —
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 18th 5 11 4 3 3 —
and have a 1st-level and a 2nd-level spell slot available, you 19th 5 12 4 3 3 1
can cast burning hands using either slot.
Spells Known of 1st Level and Higher. You know three 20th 5 13 4 3 3 1
1st-level virtue of passion spells of your choice
The Spells Known column of the Virtue of Passion 
Spellcasting table shows when you learn more virtue of Starting at 6th level, you flit across the battlefield, a tempest
passion spells of 1st level or higher. Each spell must be of a of heat and passion. When you use your Quickstep to move,
level for which you have spell slots. For example, when you you can teleport the same distance instead of moving. You
reach 7th level in this class, you can learn one new virtue of can use Quickstep to teleport even if your speed is 0.
passion spell of 1st or 2nd level.
Whenever you gain a level in this class, you can choose one 
of the virtue of passion spells you know and replace it with Starting at 13th level, you can manifest a vortex of swirling
another spell from the virtue of passion spell list, which also power around your body, gaining a flying speed equal to your
must be of a level for which you have spell slots. current speed. The vortex reflects your emotional state, such
Spellcasting Ability. Charisma is your spellcasting ability as burning wings for fury or a black miasma for despair.
for your virtue of passion spells, since your magic is fueled by You can manifest or dispel the vortex at any time (no action
the power of your emotion. You use your Charisma whenever required). It fades early if you fall unconscious or if you die.
a spell refers to your spellcasting ability. In addition, you use
your Charisma modifier whenever you set the saving throw 
DC for a virtue of passion spell you cast and whenever you At 20th level, you can use your action to channel your most
make an attack roll with one. powerful emotions, gaining the following benefits:
Spell save DC = 8 + your proficiency bonus + Your speed is doubled and can't be reduced.
your Charisma modifier You aren't affected by difficult terrain, and you can't be
incapacitated, paralysed, petrified, restrained or stunned.
Spell attack modifier = your proficiency bonus + Your movement doesn't provoke opportunity attacks, and
your Charisma modifier you can move through other creatures' spaces. When you
move through a creature's space, it takes 10 fire, lightning,
 necrotic, psychic, radiant, or thunder damage (you choose
Starting at 3rd level, you can shape your magic with passion which type), and you can't use this feature to deal damage
alone. You can ignore the material components of virtue of to that creature until the start of your next turn.
passion spells, unless those components have a specific cost.
This effect lasts for 10 minutes. After using this feature,
you must finish a long rest before you can use it again.

THE PARAGON | NotTheSmoooze


10

The following spell list is presented in alphabetical order.
Spells marked with XGtE can be found in Xanathar's Guide
to Everything, and spells marked with TCoE can be found in
Tasha's Cauldron of Everything.
Cantrips 2nd Level
TCoE Aganazzar's
Booming Blade
Chill Touch ScorcherXGtE
Control FlamesXGtE Darkness
Create BonfireXGtE Detect Thoughts
Dancing Lights Enhance Ability
Fire Bolt Enthrall
Friends Flaming Sphere
GustXGtE Gust of Wind
Green-Flame BladeTCoE Hold Person
Light Mind SpikeXGtE
Prestidigitation Misty Step
Produce Flame PyrotechnicsXGtE
Shocking Grasp Scorching Ray
Thaumaturgy Shadow BladeXGtE
ThunderclapXGtE Shatter
Vicious Mockery Suggestion
Word of RadianceXGtE Tasha's Mind WhipTCoE
Warding WindXGtE
1st Level
Absorb ElementsXGtE 3rd Level
Bane Blinding Smite
Burning Hands Blink
Cause FearXGtE Call Lightning
Charm Person Daylight
Colour Spray Fear
Command Fireball
Dissonant Whispers Haste
Expeditious Retreat Lightning Bolt
Feather Fall Melf's Minute
Guiding Bolt MeteorsXGtE
Hellish Rebuke Vampiric Touch
Heroism Thunder StepXGtE
Inflict Wounds Wind Wall
Jump
Longstrider 4th Level
Searing Smite Blight
Thunderous Smite Charm MonsterXGtE
Thunderwave Dimension Door
Witch Bolt Fire Shield
Freedom of Movement
Shadow of MoilXGtE
Sickening RadianceXGtE
Staggering Smite
Storm SphereXGtE
Wall of Fire

THE PARAGON | NotTheSmoooze


11
 
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.
 
When you choose this virtue at 3rd level, you gain proficiency You're no stranger to dangerous environments. On your turn,
with any combination of three skills or tools of your choice. you can spend 1 nerve point to gain a climbing speed and a
swimming speed equal to your speed for 10 minutes.
 
Starting at 3rd level, when you use Quickstep immediately Who needs weapons? Your time spent sparring with your
after you hit a creature with an attack, you can deal damage unarmed strikes grants you the following benefits.
equal to your Charisma modifier to one creature you can see
within 5 feet of you. This damage is a type dealt by a weapon You can use Dexterity, instead of Strength, for the attack
you're wielding or bludgeoning damage (your choice). and damage rolls of your unarmed strikes.
You can decide to deal this damage before or after you use You can roll a d6 in place of the normal damage of your
your Quickstep, but you can't use this feature to deal damage unarmed strike.
to the same creature more than once each turn. When you use the Attack action with an unarmed strike on
your turn, you can make one unarmed strike as a bonus
 action.
Starting at 6th level, you gain additional benefits when you
use your Clever Retort, Daring Rush, or Swift Riposte. 
Clever Retort. If the triggering attack still hits you after You gain proficiency in the Perception and Survival skills.
you use Clever Retort, you can halve its damage against you. Additionally, you gain advantage on any Wisdom
Daring Rush. Until the end of the turn, the distance you (Perception) or Wisdom (Survival) check made to find a
can move whenever you use your Quickstep is doubled. creature that doesn't have all its hit points.
Swift Riposte. If you hit with your Swift Riposte, you deal
extra damage to the target equal to half your paragon level. 
Armour only slows you down. While you are wearing no
 armor and not wielding a shield, your AC equals 10 + your
Starting at 13th level, when you use Steel Step, you can deal Dexterity modifier + your Charisma modifier.
the damage to each creature you choose within 5 feet of you,
instead of one. You still can't deal Steel Step's damage to the 
same creature more than once on each turn. You can gain the benefits of a long rest after only 4 hours of
Additionally, you can use Steel Step even when you miss a sleep. In addition, during a short or long rest, you can choose
creature with an attack, as though you hit the creature. to stand guard. While you are conscious and standing guard,
you cannot be surprised, and you gain a +5 bonus to Wisdom
 (Perception) checks.
When you reach 20th level, all of your ability scores increase
by 2. Your maximum for those scores also increases by 2. 
You also no longer suffer the frailty of old age, and you are You always keep a trick up your sleeve. You gain proficiency
immune to disease. Your health and beauty are unfading. with all gaming sets, and can add double your proficiency
bonus to any check you make with them.
Additionally, your practiced hand turns even playing cards
into weapons. When you attack with a playing card, it counts
as a simple ranged weapon with which you are proficient. It
deals 1d4 piercing damage on a hit and has the light and
thrown properties (range 20/60).

12
 
When you take the Attack action and make a melee weapon You can use your Dexterity score, instead of Strength, to
attack with a light weapon that you're holding in one hand, determine your jump distance for both long jumps and high
you can use a bonus action to make a ranged weapon attack jumps. In addition, you always have a running start when
with a light weapon that you're holding in the other hand. jumping, and you take half as much damage from falling.
 
Prerequisite: Virtue of Passion If you fall at least 10 feet towards a creature, you can use
You can use your action to sense the emotional state of one your reaction and expend 1 nerve point to make a melee
creature you can see within 30 feet of you. Alternatively, you weapon attack against it. On a hit, you take no damage from
can force that creature to make a Charisma saving throw. On the fall, and the creature must succeed on a Strength saving
a failed save, the creature feels your emotional state, if it can throw or be knocked prone.
feel emotion. The creature knows that the emotions aren't its 
own, but feels them as if they were. You learn two languages of your choice. In addition, you can
 communicate simple ideas with any creature that can see and
Prerequisite: Virtue of Ascension hear you. The creature doesn't need to share a language with
you, but it must be able to understand at least one language.
You have advantage on Intelligence checks you make to recall
information about creatures of the type you chose at 3rd level. 
You also have advantage on Charisma checks you make when You gain proficiency with any three tools of your choice, and
you're interacting with those creatures. you can add half your proficiency bonus, rounded down, to
any ability check you make using a tool that doesn't already
 include your proficiency bonus.
You develop a facade, an alternate persona. You decide your
facade's name, appearance, and personality, but it should be 
distinctive, and have some signature feature (such as a mask). You can use Quickstep to move immediately after you make
You can adopt or discard your facade as an action. Other an opportunity attack or use your Swift Riposte, even if it isn't
creatures have disadvantage on ability checks to identify you your turn. You still can't use Quickstep if your speed is 0.
and your facade as the same person. In addition, you also
gain proficiency with the disguise kit. 
While you can see the night sky, you have advantage on
 Wisdom (Survival) checks you make to navigate, and you
Prerequisite: Virtue of Inspiration, Mystical Aspirant always know which way is north. You also gain proficiency
Your aspirant learns one 1st-level spell of your choice from with navigator's tools, and can add double your proficiency
any spell list, which must have a casting time of 1 action. Your bonus to checks you make with them.
aspirant can cast that spell once at its lowest level, using your 
Charisma as its spellcasting ability. It can't do so again until it When you use your Quickstep, you can create an opening for
finishes a long rest. another instead of moving. If you do so, one creature of your
 choice within 5 feet of the creature you hit can immediately
When you select this flair, choose one of your skill or tool move up to 5 feet without provoking opportunity attacks (no
proficiencies. Your proficiency bonus is doubled for any action required), provided its speed isn't 0.
ability check you make that uses that proficiency. Beginning at 9th level, the creature can move up to 10 feet
You can select this flair multiple times, choosing another when you use this feature, and beginning at 15th level, it can
skill or tool proficiency each time you do. move up to 15 feet when you use this feature.

Prerequisite: Virtue of Passion
When you reduce a creature to 0 hit points and it would die,
 you can instead choose to reduce it and any of its nonmagical
Each flair is an expression of a paragon's signature possessions of your choice to a small pile of ashes.
style. At your option, certain flairs might affect your Whenever you reduce a hostile creature to ash using this
character from a roleplaying perspective. A paragon feature, you can regain a number of hit points equal to 2d4 +
with the Caped Crusader flair might always dress in your Charisma modifier. You can't do so again until you finish
a long, elegant cape, and a paragon with the Grand
Performance flair might be prone to telling lengthy
a short or long rest or until you roll for initiative.
tales of their adventures and exploits.

THE PARAGON | NotTheSmoooze


13
 
When you engage in two-weapon fighting, you can add your Prerequisite: 5th level
ability modifier to the damage of the second attack. You also When you make an attack against a creature, you can spend 1
gain the ability to draw or stow up to two weapons whenever nerve point to taunt, trick, or infuriate it into following you. A
you roll for initiative and whenever you use the Attack action. creature that can't be charmed is immune to this feature.
 Until the end of the turn, whenever you use Quickstep to
When you speak, you can have the sound seem to originate move, that creature immediately moves the same distance
from any location within 30 feet of you that you can see. If a towards you if its speed allows (no action required), but not
creature uses its action to examine the sound, it can discern into obviously dangerous terrain, such as into a spell's area.
it to be a trick with a successful Intelligence (Investigation) This movement doesn't provoke opportunity attacks.
check against your nerve save DC. 
 Prerequisite: 9th level, Virtue of Inspiration
Prerequisite: 5th level While your aspirant is within 5 feet of you, you can use your
You have a talent for irritation. When a creature that you can Clever Retort when another creature hits it with an attack. In
see rolls a 1 on an ability check, attack roll, or saving throw, addition, if your aspirant is within 5 feet of you when you use
you can use a reaction to force it to make a Wisdom saving your Clever Retort, you can add your Charisma modifier to its
throw against your nerve save DC, provided the creature can AC until the start of your next turn, in addition to your own.
see or hear you. On a failed save, the creature takes psychic 
damage equal to 1d10 + your paragon level. Prerequisite: 9th level, Virtue of Ascension
 When you use your Daring Rush, you can spend 1 additional
Prerequisite: 5th level nerve point to gain a flying speed equal to your current speed
You can spend 10 minutes enlivening your allies. When you until the end of your turn.
do, up to six creatures of your choice (which can include you) 
gain a Performance die, a d6, which lasts for 1 hour. Prerequisite: 9th level, Virtue of Pride
A creature can roll the die and add the result to one ability
check, attack roll, or saving throw it makes. The creature can When you spend a Hit Die to heal during a short rest, you can
wait until after rolling the d20 before deciding to use the die, use the maximum value for each die, instead of rolling.
but it must decide before the DM says whether or not the roll Additionally, whenever you finish a long rest, you regain all
succeeds or fails. Once a creature rolls a Performance die, it of your paragon Hit Die, instead of only half.
is lost, and the creature can't benefit from this flair again until
it has finished a short or long rest. 
Prerequisite: 9th level, Virtue of Passion
 When you use your Swift Riposte, you can teleport up to your
Prerequisite: 5th level speed to an unoccupied space within 5 feet of the creature
When you reduce a creature to 0 hit points, you can spare its that missed you before making the attack.
life and brand it. Your brand is a symbol people have come to
associate with you (such as a mark etched into the creature's 
clothes or body) or a missing body part (such as a finger). Prerequisite: 9th level
If you do, you have advantage on Charisma (Intimidation As an action, you can spend 3 nerve points to threaten any
and Persuasion) checks against the branded creature for one number of creatures within 15 feet of you that can hear you.
hour after it regains consciousness, and the creature spreads Each creature you choose must succeed on a Wisdom saving
rumours of your strength or mercy (your choice) wherever it throw against your nerve save DC or become frightened of
goes for the next 7 days, intentionally or otherwise. you for 1 minute or until you are incapacitated. At the end of

each of its turns, a target can make another Wisdom saving
throw. On a success, the effect ends on the target.
Prerequisite: 5th level, Virtue of Inspiration
The first time your companion reduces a hostile creature to 0 
hit points or scores a critical hit with a weapon attack against Prerequisite: 12th level
a hostile creature on its turn, you regain 1 nerve point as long The first time on any turn that you reduce a hostile creature
as you can see or hear your companion and you didn't regain to 0 hit points or you score a critical hit with a weapon attack
any nerve points during your last turn. against a hostile creature, you can rally any friendly creatures
within 30 feet of you that can see or hear you, ending any one
effect on each creature causing it to be charmed or frightened

THE PARAGON | NotTheSmoooze


14
 
Prerequisite: 15th level, Virtue of Passion Prerequisite: 15th level
When you use your action to cast a virtue of passion spell of When you make a death saving throw, you gain a bonus to the
1st level or higher, you can make one weapon attack as part roll equal to your Charisma modifier. If you roll a 20 or higher
of the same action. on the save, you regain 1 hit point, even if you didn't roll a 20
on the d20, and you can stand up if you were prone

Prerequisite: 15th level, Virtue of Ascension 
You can use your action to sense the presence of creatures Prerequisite: 15th level, Virtue of Pride
of the type you chose at 3rd level. You learn if any creatures of You gain expertise with the skills or tools you chose for your
that type are within 500 feet of you and their location. At the Raw Talent at 3rd level, which means your proficiency bonus
same time, you also learn if there are any powerful celestials, is doubled for any ability checks that you make with them. If
dragons, fey, fiends, elementals, or undead in the same area, you already had expertise with one or more of those skills or
but not how many or their location. tools, you instead gain expertise with another skill or tool of
your choice for each expertise you already had.

Prerequisite: 15th level, Virtue of Inspiration
If your aspirant can see you when you roll for initiative, it can
move up to its speed if it isn't surprised (no action required). 
This movement doesn't provoke opportunity attacks. Created By: u/NotTheSmoooze. You can find more
Additionally, your determination inspires your companion. of my work here, and support me here
Your aspirant can't be charmed or frightened as long as it can Special Thanks to: AurThEx, Barrett, Bunnygeon
see or hear you. Master, u/Cometdance, Izzy | Inkfore, Leuku, Onin,
PMGD, SgtBriar, as well as my loving boyfriend,
who refused to be credited as anything but.
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

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