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The Paragon

Paragon
Flavor Text Quick Build
Flavour 1 You can make a Trader quickly by following these
suggestions. First, put your highest ability score in
Flavour 2 Intelligence, followed by Constitution. Second, choose the
Sage background from the Player's Handbook.
Optional Rule: Multiclassing
If your group uses the optional rule on multiclassing in the
Player's Handbook, here's what you need to know if you
choose the Trader as one of your classes.
Ability Score Minimum. In order to multiclass, you must
have at least a 13 in Intelligence to take a level in this class,
or to take a level in another class if you are already an Trader.
Proficiencies Gained. If Trader isn't your initial class, you
gain two skill proficiencies from the Trader list when you take
your first level in this class.

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The Paragon
Proficiency Willpower
Level Bonus Features Die
Willpower, Humble
1st +2 Origins, Gallant 1d4
Swordsmanship
Fighting Style, Actions
2nd +2 1d4
Speak Louder
3rd +2 Heroic Title 1d4
4th +2 Ability Score Increase 1d4
5th +3 Extra Attack 1d6
6th +3 Advanced Willpower 1d6
7th +3 Those who Help Others 1d6
8th +3 Ability Score Increase 1d6
9th +4 Heroic Title Feature 1d6
10th +4 Words of Affirmation 1d6
11th +4 A Hero's Renown 1d8
12th +4 Ability Score Increase 1d8
13th +5 Heroic Title Feature 1d8
14th +5 Tag Team Maneuver 1d8
15th +5 Legendary Resistance 1d8
16th +5 Ability Score Increase 1d8
17th +6 Heroic Title Feature 1d10
18th +6 Beyond All Limits 1d10
19th +6 Ability Score Increase 1d10
20th +6 Legendary Action 1d10

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 (a) chain shirt or (b) scale mail
Hit Dice: 1d10 per paragon level (a) a martial weapon and a shield or (b) two martial
Hit Points at 1st Level: 10 + your Constitution modifier weapons
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution (a) a Longbow and quiver of 20 arrows or (b) four javelins
modifier per paragon level after 1st (a) a dungeoneer's pack or (b) an explorer's pack
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: none
Saving Throws: Constitution, Charisma
Skills: Choose two from skills Athletics, Investigation,
History, Medicine, Survival, Perception, Intimidation,
Persuasion.

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Willpower Fighting Style
At 1st level, you can draw from your immense will which At 2nd level, you adopt a particular style of fighting as your
imbues your attacks with emotional power. This ability is specialty. Choose one of the following options. You can't take
represented by a pool of dice called Willpower Dice. You have a Fighting Style option more than once, even if you later get
a number of Willpower Die equal to your proficiency bonus to choose again.
and recover all dice when you finish a short or long rest.
Some of your paragon features require your target to make a Archery
saving throw to resist the feature's effects. The saving throw You gain a +2 bonus to attack rolls you make with ranged
DC is calculated as follows: weapons.
Willpower Save DC = 8 + your proficiency bonus +
Dueling
your Charisma modifier
When you are wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to damage rolls with that
Forceful Blade. You imbue your weapon with an intimidating weapon.
aura. When you hit a creature with a weapon attack you can Great Weapon Fighting
expend and roll 1 Willpower Die to deal additional force When you roll a 1 or 2 on a damage die for an attack you
damage equal to the roll and force that creature to make a make with a melee weapon that you are wielding with two
Strength saving throw. On a failed save, the creature is hands, you can reroll the die and must use the new roll, even
pushed 10 feet away from you. if the new roll is a 1 or a 2. The weapon must have the two-
Graceful Blade. Your weapon radiates a benevolent energy handed or versatile property for you to gain this benefit.
as your strike. As a bonus action, you can expend and roll 1
Willpower Die and save the result. The next time a creature Two-Weapon Fighting
makes a saving throw that you can see within 30 feet of you, When you engage in two-weapon fighting, you can add your
you can add the result of the roll to their saving throw. ability modifier to the damage of the second attack.
Humble Origins Unarmed Fighting
Also at 1st level, like all heroes you have come from humble Your unarmed strikes can deal bludgeoning damage equal to
beginnings, grounded and stoic you better understand the 1d6 + your Strength modifier on a hit. If you aren't wielding
motivations others. any weapons or a shield when you make the attack roll, the
When a Charisma ability check is made against you that d6 becomes a d8. At the start of each of your turns, you can
check has a penalty equal to your Charisma modifier. deal 1d4 bludgeoning damage to one creature grappled by
you.
Gallant Swordsmanship
Finally, at 1st level, you have trained to wield weapons with Actions Speak Louder
grace and expertise. When you attack with a weapon that you Also at 2nd level, when you successfully hit a creature with a
have proficiency with, you can use your Charisma modifier, weapon attack you can use the Help action as a bonus action.
instead of Strength or Dexterity, for the attack and damage
rolls. Heroic Title
At 3rd level, you have delved into your talents, surpassing the
ordinary. A Heroic Title embodies your ideals and abilities as
a paragon. Your title choice grants you features at 3rd level
and then again at 9th, 13th, and 17th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you can't increase an ability score above 20
using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Advanced Willpower Tag Team Maneuver
At 6th level, as you gain power your will also grows in step. At 14th level, you understand that sometimes the best offense
You gain access to the following features; is more offense. When you use your Actions Speak Louder
feature the creature you helped can make a single weapon
Feinting Blade. You obscure your weapon, surprising your attack against a creature within range in addition to moving.
foe and cutting down their defences. When you hit a creature
with a weapon attack you can expend and roll 1 Willpower Legendary Resistance
Die to and force that creature to make a Wisdom saving
throw. On a failed save, the creatures amour class is reduced At 15th level, your willpower has become so unfathomable
by the result of the roll until the next time the creature is hit you can overcome almost anything. If you fail a saving throw,
by a weapon or spell attack. you can choose to succeed instead. Once you use this feature,
Taunting Blade. As you strike your opponent you also strike you can’t use it again until you finish a long rest.
at their insecurities. When you hit a creature with a weapon
attack you can expend 1 Willpower Die to force that creature Beyond All Limits
to make a Wisdom saving throw. On a failed save, that At 18th level, as a bonus action, you can remove all you inner
creature must use its next turn to attack you and cannot limiters to achieve a state beyond what is normally possible.
make reactions until the start of your next turn. You gain the following boons while in this state;
Those who Help Others You can attack three times when you take the attack
At 7th level, those who help others must also learn to help action.
themselves. When you make a weapon attack or saving throw Your walking speed is doubled.
you can grant yourself advantage on that attack roll. You regain any spent Willpower Dice.
You can use this feature once and regain all uses upon This superhuman state lasts for 1 minute, and ends early if
finishing a short or long rest. you are reduced to 0 hit points or die. Once you use this
feature, you can’t use it again until you finish a long rest.
Words of Affirmation
At 10th level, you have an inspiring presence, allowing your Legendary Action
allies to better understand you and your tactics. When you Beginning at 20th level, your battle talent has reached
use your Actions Speak Louder feature the help action has a legendary status.
range of 30 feet for you. You can take a special action called a legendary action,
Additionally, when you use this help action the creature you outside of your turn by using your reaction. Only one action
help can immediately move up to 15 feet. can be used and only at the end of another creature's turn.
You can't use this feature while incapacitated or otherwise
A Hero's Renown unable to take actions. If surprised, you can't use this feature
At 11th level, your feats and adventures have sculpted you until after your first turn in the combat.
into a proud warrior, granting you an idolised presence. Once you have used this feature you cannot use it again until
Whenever you make a Charisma ability check, you can roll a you have finished a long rest.
Willpower Die and add the result to the roll (this does not
expend the die).

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Heroic Title
The Prodigy
Natural Talent Training from Hell
At 3rd level, born a natural prodigy, you have the prowess to At 13th level, you have shed blood, sweat and tears,
pick up a hobby and excel with little to no practice. You gain undergoing training that has refined your body. You gain
proficiency with one artisans tools of your choice. resistance to non-magical bludgeoning, piercing, and slashing
damage.
Competitive Streak
Also at 3rd level, when a creature you can see rolls a 20 on an Echo of the Soul
attack roll or saving throw, you can deal additional force At 17th level, putting on a flashy display, you perform your
damage with your weapon attacks on your next turn equal to ultimate attack. You break the earth beneath your foe as
an additional roll of your Willpower Die. masses of light gather around you, creating an colossal
ethereal weapon. A truly frightening demonstration for all
Sheer Will those who oppose you.
Additionally at 3rd level, as a bonus action, you can expend As an action, you can force a creature within range to make a
and roll a Willpower die to gain temporary hit points equal to Dexterity saving throw. On a failed save that creature takes
the roll plus your Charisma modifier. 6d10 radiant damage or half as much on a successful save. A
number of allies up to your Charisma modifier can lend your
Brilliance their strength, allowing them to roll 1d10 and add it to the
At 9th level, your willpower shines out inspiring others. When damage of this attack.
you use your Sheer Will feature you can grant a willing Additionally, hostile creatures within 30 feet that saw this
creature within 10 feet an equal amount of temporary hit attack must make a Wisdom saving throw. On a failed save,
points. they are frightened of you until the start of your next turn. You
can use this feature once and regain all uses upon finishing a
long rest.

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Mentalist
Sixth Sense
At 3rd level, awakening your third eye you can see what most
other can't. You can see into the Ethereal plane up to 30ft.
from you.
Hypnotist
Also 3rd level, as an action, you can expend 1 Willpower Die
to hypnotise the mind of a willing creature within 10 feet of
you. As part of that same action using that creatures body,
you can make 1 action as if you where that creature as long
as the creature is willing, after you have taken this action you
lose control of that creatures mind.
Attacks made using this feature count as your own for your
Actions Speak Louder feature.
Freind of a Friend
At 9th level, mastering your own mind you can project images
of yourself into reality. As an action, you can cast the mirror
image spell using Charisma as your spellcasting modifier.
When you do this you create a number of dulicates equal to
your Charisma modifier rather than 3. The number required
to change an attack to target one of your duplicates remains
at 6 until you have less than 3 duplicates.
You can use this feature once and regain all uses upon
finishing a long rest.
Precognition
At 13th level, you can peer into the depths of the near future
and foretell whats to come. You can intervine against
misfortune, but after seeing this future it sets it in stone. As a
bonus action, you can expend a Willpower Die, to force a
creature you can see within 60 feet to make an Intelligence
saving throw. On a failed save, you learn the next action that
creature will make. If it is an attack roll or an ability that will
force a saving throw, you can roll that Willpower Die and
reduce the attack roll or increase that saving throw by the
result. On a succsessful save you only learn of that creatures
next action.
Brain Invader
At 17th level, your prowess over the mind has reached its
peak, allowing you to dominate lesser minds under the force
of your own. You can use your Hypnotist feature on unwilling
creatures. When you do so that creature can try to resist your
influence by rolling an Intelligence saving throw. On a
succsessful save they shake off the influence of your will but
take psychic damage equal to 3 rolls of you Willpower Die.

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The Lionheart
Bonus Proficiency
When you choose this heroic title at 3rd level, you gain
proficiency in one of the following skills of your choice:
Athletics, History, Insight, Performance, or Persuasion.
Alternatively, you learn one language of your choice.
Banner Lord
Also at 3rd level, your skills leading on the battlefield are
channeled through banners. You can raise a banner by
replacing one of your attacks during the attack action as long
as you have a free hand. You can raise the following banners;
Red Banner. You direct an ally within 30ft. to strike. The
target can use its reaction to make one weapon attack against
a creature in range, on a hit they add your Willpower die to
the attack's damage roll.
Blue Banner. You rally your allies to regroup. Allies within
60ft. can use their reaction to move up to their movement
speed towards you. This movement does not provoke attacks
from other creatures.
Yellow Banner. You warn an ally within 30ft. to brace. The
target adds your Charisma modifier to their AC until the start
of their next turn.
You can use this feature a number of times equal to your
Charisma modifier and regain all uses upon finishing a long
rest.
Soldiers Emblem
At 9th level, you soldiers emblem has come to represent your
skill in leading your allies and boosts their morale. Your
emblem serves as a personal display of allegiance. Choose a
design that is meaningful to your character, such as a family
crest, a national flag, or a holy symbol. As long as your
emblem is visible on your person you gain the following
benefits;
You add your Charisma modifier to your initiative roll and
allies can add half your Charisma modifier (rounded
down) to their initiatives.
You have advantage on saving throws imposed by an allies
spell or feature.
Allies within 10ft. of you have advantage on saving throws
to end the charmed or frightened conditions.
Vanguards Charge
At 13th level, as a lionheart in combat you you lead from the
front. On the first round of combat after you roll initiative
creatures who act after your turn have disadvantage on
weapon attacks against you. Legendary Banner
At 17th level, on the fields of war the true potential of soldiers
are revealed and as their commander you can bring this
potential out.
As an action, you can raise a Legendary banner to bring out
the potential of an ally within 30ft. The target can make an
additional action on their next turn.
Once you use this feature, you can't use it again until you
finish a long rest.

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Mentor
Bonus Language Follow the Leader
At 3rd level, you learn one language of your choice. At 9th level, your Squire's experience fighting alongside you
has given them an instinctual understanding of how to take
Squire advantage of openings you create. When you use your
Also at 3rd level, you have taken on an apprentice. Actions Speak Louder targeting your squire you can target
You share a ritual bond with your Squire, a promise to train one additional creature with the feature.
them to their potential. They are friendly to you and your
companions, and they obey your commands. See its game Together we Stand
statistics in the commoner stat block (Basic Rules, pg. 163), At 13th level, . While you and your Squire are within 10ft. of
uses your proficiency Bonus for attack rolls and saving each other you can withstand certain area Effects, such as a
throws, gains proficiency with your weapons and armor, red dragon's fiery breath or an Ice Storm spell. When you are
learns your Bonus Language, and has additional hit points subjected to an Effect that allows you to make a Dexterity
equal to three times your Paragon level + your Charisma saving throw to take only half damage, you instead take no
modifier. damage if you succeed on the saving throw, and only half
In combat, your Squire shares your initiative count, but it damage if you fail.
takes its turn immediately after yours. They can move and
use their reaction on their own, but the only action they takes Knighthood
on their turn is the Dodge action, unless you take an action At 17th level, a promise fulfilled, your squire has lived up to
on your turn using your one of your attack actions to their potential and has graduated to being a knight. Your
command them to take another action. That action can be squire now uses the knight statblock (Basic Rules, pg. 163)
one in their stat block or some other action and all hounds retaining the additional benefits from your Squire feature.
must make the same action on their turn. If you are Additionally, when you command your Knight to attack using
incapacitated, your Squire can take any action of their choice, your bonus action or by using your Actions Speak Louder
not just Dodge. feature your knight can expend one of your Will Power dice
At the end of a long rest, you can resurrect your Squire. Your to use one of the following features; Forceful Blade, Graceful
Squire also perishes if you die. Blade, Feinting Blade, or Taunting Blade.

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.
The Spellblade
Arcane Knowhow
At 3rd level, you gain proficiency with the arcana skill and can
double your proficiency bonus for arcana ability checks.
Spell Sword
Also at 3rd level, you have trained to harness magic into a
formidable weapon gaining the following benefits;
You learn 2 cantrips from the wizard spell list. You use
Charisma as your spell casting modifier.
You can use a nonmagical weapon as a spell casting focus.
You learn an additional wizard cantrip each time you gain
a new feature from this class.
Additionally, when you make the attack action, while you use
a weapon as a spell casting focus, you can make a weapon
attack replacing the weapon damage with the effect of the
cantrip. If the cantrip imposes a saving throw, a hit counts as
a failed save. Cantrips cast in this way they are treated as if
you are level 1 and are weapon attacks.
Arcane Surge
At 9th level, you have learned to better channel your will
through your magic blade. When you make a cantrip weapon
attack from your Spell Sword feature you can expend 1
Willpower die to have the cantrip cast at your current
Paragon level. Cantrips that hit multiple times can only target
one creature and on a hit it counts as a hot for each attack in
that casting.
Magic Resistance
At 13th level, harnessing the power of the weave has
hardened you against its magic. You have advantage on
saving throws against spells and other magical effects.
Beloved by Mana
At 17th level, you are beloved by magic itself empowering you
further. You gain the following benefits;
Your cantrips damage die increase by one step (1d6 to
1d8 for example) to a maximum of d12.
You gain resistance to damage dealt by a spells and other
magical effects.
When you make a cantrip weapon attack from your Spell
Sword feature your attacks score a critical hit on a roll of
19 or 20.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Fortune Teller
Aura Reading
At 3rd level, you have awakened the ability to see a creatures
aura granting you insights into their character. You can as a
bonus action, hone in on a creature and learn the following
pieces of information;
You learn the creature's alignment.
You learn the creatures current mood.
You learn if the creature is suffering from the effects of a
spell or disease.
You can use this feature a number of times equal to your
Charisma modifier and regain all uses upon finishing a long
rest.
Crystal Ball
Also at 3rd level, you channel your clairvoyant abilities
through the medium of a crystal ball. You can wield a crystal
ball in your off-hand, this crystal ball can be made of any
crystal or glass and must cost at least 1gp. While wielding
your crystal ball you can replace one of your attacks during
your attack action to foretell a coming event.
A bolt from the heavens. You predict the fall of lightning.
Choose an area within 60ft. of you that you can see. At the
start of your next turn you expend 1 Willpower die and every
creature within 20ft. of that area take lightning damage equal
to triple the result of the roll. Creatures within the area feel
their hair stand on end.
A gust from the east. You predict a powerful gale. Choose an
area within 60ft. of you that you can see. At the start of your
next turn you expend 1 Willpower die and every creature
within 30ft. that area takes slashing damage equal to the
result and is push in a direction of your choice. Creatures
within the area feel the wind pick up speed dramatically.
A danger from below. You predict a rupturing quake.
Choose an area within 60ft. of you that you can see. At the
start of your next turn you expend 1 Willpower die and every
creature within 15ft. of that area takes force damage equal to
the result and are knocked prone. Creatures within the area
feel the ground become unstable.
When you foretell an event using this feature is counts as
hitting a creature to fulfil your Actions Speak Louder feature.
Forewarning
At 9th level, your predictions allow you to protect yourself and
your allies from future dangers. When you use your actions
Speak Louder Feature the target creature has resistance to a
damage type of your choice until the end of their next turn. Imminent Danger
Additionally, your allies have resistance to the damage caused At 13th level, the dangers you can see are closer than one
by your Crystal Ball feature. might expect. When a creature moves into the area of one of
your foretold events or attacks a creature while within the
area you can as a reaction, trigger the event early.
Oncoming Disaster
At 17th level, the events your capable of foreseeing have
become wild and dangerous. The range of your foretold
events from your Crystal Ball feature are doubled.

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The Noble
Royal Training Crowning
At 3rd level, you gain proficiency in the Persuasion skill if you At 9th level, your skill and joy in the game of war have birthed
do not already have so and you gain proficiency with a new insights. You can now grant the following additional
gaming set of your choice. roles;
King's Gambit Queen. The ally gains +2 AC, their walking speed is doubled,
Also at 3rd level, as a member of the nobility, you have and when they make the attack action they can attack 1
mastered the art of tactical planning and maneuvers. As an additional time.
action, you can expend Willpower dice to grant allies within King. The ally gains +2 AC and the damage and healing rolls
60ft. of you a specialised roles in combat for 1 minute. You from spells they cast are increased by a roll of your
can grant the following rolls; Willpower Die
Pawn. The ally gains an extra 5 feet of movement on their Blockade
turn and can move through difficult terrain without penalty. At 13th level, as a noble your survival is imperative to the
Bishop. The ally gains the ability to make a ranged attack success of battle. While you are within 5ft. of a creature who
against a creature within 30 feet as a reaction to a creature is benefiting from a role from your King's Gambit feature,
moving while within range. creatures have disadvantage on weapon attacks against you.
Rook. The ally gains +1 AC and the ability to use their bonus
action to shove an enemy within 5 feet of them. Checkmate
Knight. The ally gains the ability to as a reaction, when a At 17th level, your expertise allows you to back a foe onto a
creature makes a weapon attack they can move up to half corner for a finishing blow. When a creature under the effects
their speed and make a melee attack against a creature of both your King's Gambit and actions Speak Louder
within 5 feet of them at any point during their movement. features hits a creature with a weapon attack you can
empower that attack with noble authority making it deal an
You can only have one of each role active at once. additional 10d10 force damage or of that creature has less
than 100 hit points remaining they are reduced to 0 instead.
Once you use this feature, you can't use it again until you
finish a long rest.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
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