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Become a Patron!
# Paragon In cultures where martial prowess is valued over magical ability, becoming a paragon is often the only option for those who are as intellectually gifted as they are martially gifted. While these "muscle wizards" don't have access to spells, they use their exceptional genius as well as impressive brawn to lead them to greatness on the battlefield. While similar to fighters, they are more specialized; paragons are experts in melee combat, working in close quarters to size up their enemies and outwit them on their path to victory. ### Code of the Paragons Because paragons are believed to be the ideal warriors by the cultures that produce them, paragons are often lauded as defenders of their people, and held to a code of ethics that aligns with the values and beliefs of the community in which they grew up. The ideals instilled in a paragon by their community may not always be for the greater good; a paragon dedicated to the protection of nature might very well be instantly hostile to all who encroach upon their territory. ### Creating a Paragon As you create your paragon, you should remember that paragons often come from martial cultures and communities, and that their intelligence is viewed as yet another means to success in battle. That doesn't necessarily mean your character is naturally gifted in their physical and intellectual pursuits, but it could! You might also consider the following questions: How does your character feel about being saddled with the responsibility of defending their community? Do they agree with the community's code of ethics? Did your character always want to be a paragon? Did their desire to be a great defender push them to seek out rigorous martial training alongside a strict reading regimen? Where did they complete their training? Who was their mentor? Additionally, you may want to give some consideration as to why your character is beginning their adventure. The draw of winning a fight may not always be enough to interest a paragon, especially if that fight takes them away from their people. Will succeeding on this adventure do something positive for the paragon's community? Is the paragon searching for a new community in need of their services? What about the adventure allows your paragon to fight for their ideals? Overall, consider what has to occur to make a character of your intellect, physique, and ideals exist in this adventure. #### Quick Build You can make a paragon quickly by following these suggestions. First, make Strength and Intelligence your highest ability scores. Your next-highest score should be Constitution. Second, choose the folk hero background. \columnbreak ## Class Features As a paragon, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per paragon level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per paragon level after 1st #### Proficiencies ___ - **Armor:** All armor, shields - **Weapons:** Simple and martial melee weapons - **Tools:** Choose one type of artisan's tools ___ - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose three from Athletics, History, Intimidation, Investigation, Insight, Perception, Persuasion, Religion, and Survival. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a martial melee weapon and a shield or *(b)* two martial melee weapons - *(a)* two handaxes or *(b)* any simple melee weapon - *(a)* a dungeoneer's pack or *(b)* an explorer's pack - Chain mail ### Tactical Superiority At 1st level, your abilities as a scion of both physical and mental acumen allow you to give yourself advantages over certain types of enemies: martial fighters or spellcasters. When you roll for initiative, choose one of the following benefits to receive during combat. The total number of times you can use any combination of either feature before taking a long rest is equal to your proficiency bonus. Once you have chosen an option, you cannot change it until the first time you roll for initiative after you finish a short rest: #### Brains Over Brawn Your tactical prowess allows you to outsmart martial opponents and give yourself the upper hand. On your turn, as a bonus action, you can force a creature within 5 feet to make a Wisdom saving throw vs. a DC equal to 8 + your Intelligence modifier + your proficiency bonus. If you succeed, you can cause one of the following effects:
Any attack roll you make against that creature is a critical hit on a roll of 19 or 20 on the d20.
You add your Intelligence modifier to damage rolls you make against that creature.
You gain resistance to the damage type of that creature’s weapon. This resistance only applies to the target of this feature, and not any other creatures whose weapons may deal the same type of damage.
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##### The Paragon | Level | Proficiency Bonus | Features | |:---:|:---:|:---| | 1st | +2 | Tactical Superiority, Fighting Style | | 2nd | +2 | Knowledge is Power, Mental Mastery | | 3rd | +2 | Paragon Ethic, Expertise | | 4th | +2 | Ability Score Improvement, Martial Versatility | | 5th | +3 | Extra Attack | | 6th | +3 | Lifelong Learner | | 7th | +3 | Paragon Ethic feature | | 8th | +3 | Ability Score Improvement, Martial Versatility | | 9th | +4 | Proper Calibration | | 10th | +4 | Expertise, Tactical Superiority | | 11th | +4 | Extra Attack, Additional Fighting Style | | 12th | +4 | Ability Score Improvement, Martial Versatility | | 13th | +5 | Knowledge is Power | | 14th | +5 | Mental Mastery | | 15th | +5 | Paragon Ethic feature | | 16th | +5 | Ability Score Improvement, Martial Versatility | | 17th | +6 | Peak Performance, Tactical Superiority | | 18th | +6 | Paragon Ethic feature | | 19th | +6 | Ability Score Improvement, Martial Versatility | | 20th | +6 | Unparalleled Body and Mind |
The chosen effect ends after 1 minute. If the targeted creature dies before the effect ends, you may immediately choose another target within 10 feet of you and begin applying the chosen effect to that creature. You may only change targets in this way once during each use. The effect ends early if you die, or you are incapacitated. You can also end the effect early by dismissing it as a bonus action, or by targeting another creature with this feature before your first target dies. At 10th level, you can cause two effects to happen simultaneously, and at 17th level, you can cause all three effects to happen simultaneously. \columnbreak #### Brawn Over Brains Your tactical prowess allows you to outsmart spellcasting opponents and give yourself the upper hand. On your turn, as a bonus action, you can force a creature within 5 feet that can cast spells to make a Constitution saving throw vs. a DC equal to 8 + your Strength modifier + your proficiency bonus. On a failed save, you can cause one of the following effects:
You inflict disadvantage on the enemy’s ability to maintain concentration on spells.
You gain a bonus on saving throws against that enemy’s spells, features, attacks, or abilities equal to your Strength modifier.
You gain resistance to the damage type of each of the spells the creature uses against you for the duration of the feature. This resistance only applies to the target of this feature, and not any other creatures whose spells may deal the same type of damage.
The chosen effect ends after 1 minute. If the targeted creature dies before the effect ends, you may immediately choose another target within 10 feet of you and begin applying the chosen effect to that creature. You may only change targets in this way once during each use. The effect ends early if you die, or you are incapacitated. You can also end the effect early by dismissing it as a bonus action, or by targeting another creature with this feature before your first target dies. At 10th level, you can cause two effects to happen simultaneously, and at 17th level, you can cause all three effects to happen simultaneously. ### Fighting Style At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once. #### Blind Fighting You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. #### Defense While you are wearing armor, you gain a +1 bonus to AC. #### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. #### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property 1. for you to gain this benefit. \pagebreakNum #### Interception When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. #### Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. #### Tunnel Fighter As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. ### Knowledge is Power At 2nd level, when you spend 10 minutes investigating or researching a creature, you can learn two of the following about the target of your research: - Armor class - Highest ability score and the associated ability - Resistances and immunities, if any - Saving throw proficiencies, if any - Total class levels, if any - Whether or not it knows any languages, and which - Whether or not it knows any spells You can learn two additional pieces of information about a creature at 13th level. ### Mental Mastery At 2nd level, choose from Animal Handling, Deception, Insight, Medicine, Persuasion, Sleight of Hand, and Survival. When making an ability check using the chosen skill, you may use your Intelligence modifier instead of its usual modifier. At level 14, you may choose a second skill from this list. ### Paragon Ethic When you reach 3rd level, you choose an ethic that reflects the ideals of the community to which you are a paragon. Your ethic choice grants you features at 3rd level and then again at 7th, 15th, and 18th level. ### Expertise At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit. ### Ability Score Improvement 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. ### Martial Versatility Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paragons. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class. ### Lifelong Learner At 6th level, you gain an additional skill or tool proficiency from the class list. ### Proper Calibration At 9th level, when you or a creature within 30 feet of you fails an ability check or saving throw, you can use your reaction to allow a reroll, adding your Intelligence modifier to the new result. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. ### Additional Fighting Style At 11th level, as a reflection of your desire to constantly learn, adapt, and grow as a combatant, you gain an additional Fighting Style from those listed above. You cannot take the same Fighting Style that you chose at 1st level. ### Peak Performance Starting at 17th level, both your physique and intellect are nigh impenetrable. You become immune to the poisoned, charmed, and frightened conditions. Additionally, you cannot be aged magically. ### Unparalleled Body and Mind Beginning at 20th level, your physical and mental strength has reached unthinkable heights. You gain the following benefits:
You gain an additional skill or tool proficiency from the class list.
When you roll for initiative and have no uses of Tactical Superiority remaining, you regain one use.
Your Strength and Intelligence scores increase by 2. Your maximum for those scores is now 22.
\pagebreakNum ## Paragon Ethics Paragons embody many ideals. Here are ethics options you can choose from at 3rd level. ### Ethic of Heroism Paragons who choose to follow the ethic of heroism are taught that protecting those who cannot protect themselves is its own reward. These paragons fight anonymously for the safety of the masses, adopting costumed alter egos and keeping their true identities hidden, thus allowing their work as defenders of the common folk to speak for itself. #### Bonus Proficiency When you choose this ethic at 3rd level, you gain proficiency with the disguise kit. #### Hero Power At 3rd level, you choose one type of damage from acid, lightning, fire, poison, and cold as your hero power. When you make a melee weapon attack, you can choose to deal either the weapon's standard damage or the damage type of your choice from this feature. #### Alter Ego Starting at 3rd level, you develop a costumed alter ego. All creatures that are not aware of your disguise believe you and your alter ego are two different people, and have disadvantage on any attempts to discern your true identity. If a creature ever discerns your true identity, you can spend 1 minute providing evidence to the contrary, forcing the target to make a Wisdom saving throw vs. your Deception check. If the target fails, they no longer believe that you and your secret identity are one and the same. #### Supernatural Strength Starting at 7th level, once per turn, when you make a melee weapon attack, you may add twice your Strength modifier to your damage roll. Additionally, once per turn, you may add twice your Strength modifier to an Athletics check. #### Power of Flight Starting at 15th level, you gain a flying speed equal to your walking speed. Additionally, as a bonus action, you can choose to have your flight also grant you the ability to hover until the beginning of your next turn, preventing you from falling if you are knocked prone, or if your flight speed is reduced to 0. \columnbreak #### Death-Defying Starting at 18th level, you can push through even the most fatal of injuries. You have advantage on death saving throws; however, on your turn before you make your first death saving throw, you can forego having advantage to remain conscious. If you forego this advantage, as an action, you can make one melee attack against a creature of your choice. You may move up to half your movement speed before making the attack. If the attack hits, the creature takes an extra 5d10 damage of your hero power’s type. You then make a death saving throw as usual at the end of your turn. On your next turn, provided you succeeded on your death saving throw, you can choose to fall unconscious and make death saving throws with advantage, or to forego the advantage to make another attack You can attack in this way on each of your turns until you succeed on three death saving throws, or until you fail one death saving throw. If you fail a death saving throw after making an attack in this way, you fall unconscious and can no longer attack, but you regain the benefit of having advantage on death saving throws. Once you use this feature, you can’t use it again until you finish a long rest. ### Ethic of the Pack Master The primary goal of paragons of this ethic is to protect nature; after all, these paragons are taught from birth that the preservation of the natural world is important above all else. Almost as important as this goal is the concept of community itself, and these paragons can draw on their bond with nature at will. Whether their task is to clean a polluted lake, plant a new grove of trees, or simply feed the birds, these paragons would do anything to protect the natural world, and the natural world protects them in kind. #### Bonus Proficiency When you choose this ethic at 3rd level, you gain proficiency in your choice of either the Nature or Animal Handling skill. #### Nature’s Athlete When you choose this ethic at 3rd level, you gain a climbing speed and a swimming speed equal to your walking speed. #### Precision of the Hunter At 3rd level, once per turn, when you use an action to make a melee weapon attack against an aberration, celestial, construct, fiend, humanoid, monstrosity, ooze, or undead, you can add an additional 1d6 to your damage roll. \pagebreakNum #### Pack Master At level 7, as an action, you summon four beasts, plants, elementals, or fey of your choice CR 1/4 or lower to join you as your pack for one hour. You must summon four of the same creature. The summoned creatures are friendly to you and your companions. The creatures, as a group, take their turn on your initiative. You can use a bonus action to issue a verbal command to your pack, which they obey. You can command your pack to take the Dash, Disengage, Dodge, Help, Hide, or Search actions, or any action that is in the creatures' stat block. You may also forego one of your attacks to command your pack to attack in your place instead. If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The creatures remain with you for eight hours, or until you summon a new pack, you die, or all four members of your pack are reduced to 0 hit points. The DM has the creatures’ statistics. You may summon a pack in this way twice per long rest. #### Stronger Together At 15th level, you can call upon the presence of your pack to bolster yourself and strengthen their attacks. As a bonus action, for each member of your pack that is within 30 feet of you, you gain 5 temporary hit points. For the next minute after you activate this ability, when your pack hits a target with an attack roll and deals damage to it, they can roll a d6 and gain a bonus to the damage equal to the number rolled. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. #### Vicious Pack Master Starting at 18th level, the beasts, plants, elementals, or fey you summon as part of your Pack Master ability can be CR 2 or lower. ### Ethic of the Battle Medic Paragons’ prowess in battle is often used to destroy enemies left and right. Battle medics instead use their knowledge of combat to aid others. They can quickly maneuver their way next to allies to keep their side in the fight, and tend to even the most grievous of wounds. #### Bonus Proficiency When you choose this ethic at 3rd level, you gain proficiency in the Medicine skill. #### First Aid At 3rd level, you can use an action to heal an ally with your touch. You have a pool of d6s equal to twice your Intelligence modifier, and you can expend any number of them to heal your ally for the amount rolled. You regain spent healing dice after a short or long rest. The healing dice increase to d8s at level 8, d10s at level 12, and d12s at level 16. #### Quick Response At 3rd level, you can Dash as a bonus action. \columnbreak #### Antidote At 7th level, when you heal a creature using your First Aid feature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned. #### Improved First Aid At 15th level, when you heal a creature using your First Aid feature, you can heal another creature as part of the same action, provided the second creature is within range. If you have any unspent movement, you may use it to get within range of the second creature. #### Resuscitation Starting at 18th level, if a creature within 30 feet of you fails a death saving throw, you can use your reaction to allow them to reroll it with advantage. Once you have used this feature, you cannot use it again until you finish a long rest. ### Ethic of Sabotage Paragons of the Ethic of Sabotage often hail from long-suffering smaller communities that have scraped by at the mercy of larger governments or corporations. As a result, these communities and their paragons have developed a grudge against such institutions. Anarchist or otherwise anti-government paragons know that combating such large entities requires a certain level of secrecy and dirty work. Paragons who follow this ethic prefer to stick to the shadows, to weaken an institution—or enemy—by striking its most vital points unseen, then slinking away as it collapses entirely. #### Bonus Proficiency When you choose this ethic at 3rd level, you gain proficiency in the Stealth skill. #### Sneak Away At 3rd level, you can Disengage as a bonus action. #### Backstab At 3rd level, you can attempt to trick an enemy into believing you will attack from a different direction. If you use at least 5 feet of your movement speed to approach a creature, you can use a bonus action to force an enemy to make a Perception check vs. your Stealth check. If you succeed, you gain a +2 bonus to your next attack roll against your target, and you can add an extra 1d6 + your Intelligence modifier to your damage roll. You cannot use this feature against an enemy that you begin your turn adjacent to. You can use this feature a number of times equal to your Intelligence modifier per short or long rest. \pagebreakNum #### Exploit Weakness At 7th level, if you use your action to make a melee attack, as a bonus action, you can strike a creature in a vulnerable area. The creature must succeed on a Constitution saving throw against a DC equal to 8 + your Intelligence modifier + your proficiency bonus or become stunned. The creature takes no damage from your attack, but suffers the usual effects of the stunned condition until the beginning of your next turn. #### Disappearing Act At 15th level, as a bonus action, you can perform a trick of the eyes, becoming invisible. You remain invisible for one minute, along with any equipment you are wearing or carrying. If you attack, cast a spell, or take damage within this minute, the invisibility ends early. When you are invisible in this way, if you are subjected to any 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. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest. #### Annihilating Backstab At 18th level, your melee weapon attacks score a critical hit on a roll of 18-20. When you score a critical hit, you automatically Backstab your target as well, adding additional damage equal to 1d6 + your Intelligence modifier, without expending a use of your Backstab ability. \columnbreak
## Multiclassing To multiclass into or out of the paragon class, you need a Strength score and an Intelligence score of 13. When you multiclass into the paragon class, you gain proficiency with light armor, medium armor, and simple and martial melee weapons.