The Paragon Class

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The Paragon

Paragon

When the fortress walls cracked and the enemy surged through, the defenders had all but broken. Then she came. With a single step into the fray her presence shifted the battlefield, arrows seemed to miss, blades grew heavy in hostile hands, and courage flooded the weary. Where she strode, the tide turned; where their will fell, the battle bent. By the time the sun rose, the world whispered a single word in reverence: Paragon.

Living Legends

Paragons are not trained in schools or forged in orders, they arise. Born from trials of will and the refusal to bow, they are touched by destiny in ways few mortals understand. Their strength is not in technique or arcane power, but in an indomitable spirit that makes the impossible inevitable.

The Measure of Heroes

Kingdoms record their names in stone, tyrants curse them in secret, and common folk speak of them as proof that one person can change the world. To stand beside a Paragon is to glimpse what mortals might become; to stand against one is to feel the crushing weight of inevitability.

Quick Build

You can make a Paragon quickly by following these suggestions. First, put your highest ability score in Strength or Dexterity, followed by Charisma. Second, choose the soldier 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 Paragon 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 Paragon.

Proficiencies Gained. If Paragon isn't your initial class, you gain two skill proficiencies from the Paragon list when you take your first level in this class.

The Paragon
Level Proficiency Bonus Features Willpower Die
1st +2 Willpower, Humble Origins 1d4
2nd +2 Fighting Style, Actions Speak Louder 1d4
3rd +2 Heroic Title 1d4
4th +2 Ability Score Increase 1d4
5th +3 Extra Attack, Advanced Willpower 1d6
6th +3 Heroic Title Feature 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, A Hero's Renown 1d6
11th +4 Tag Team Maneuver 1d8
12th +4 Ability Score Increase 1d8
13th +5 Heroic Title Feature 1d8
14th +5 Determined Mind 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

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: Light armor, medium armor, heavy 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.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain shirt or (b) scale mail
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a Longbow and quiver of 20 arrows or (b) four javelins
  • (a) a dungeoneer's pack or (b) an explorer's pack

Willpower

At 1st level, you can draw from your immense will which imbues your attacks with emotional power. This ability is represented by a pool of dice called Willpower Dice. You have a number of Willpower Die equal to your proficiency bonus and recover all dice when you finish a short or long rest.

Some of your paragon features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Willpower Save DC = 8 + your proficiency bonus +

your Charisma modifier

Forceful Blade. You imbue your weapon with an intimidating aura. When you hit a target with a weapon attack, you can expend 1 Willpower Die to imbue an intimidating aura. The attack deals extra damage equal to a roll of your Willpower Die and you push the target up to 10 feet away from you.

Graceful Blade. Your weapon radiates a benevolent energy as your strike. As a bonus action or as a part of taking the Help action, you can expend and roll 1 Willpower Die. Before you finish a short or long rest, you can add the Willpower Die result to one saving throw made by a creature you can see within 30 feet of you. You can add the result after the creature has rolled but before it learns the results of the roll.

Humble Origins

Also at 1st level, like all heroes you have come from humble beginnings, grounded and stoic you better understand the motivations others.

When a Charisma ability check is made against you that check has a penalty equal to your Charisma modifier.

Fighting Style

At 2nd 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, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

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 for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Actions Speak Louder

Also at 2nd level, when you take the attack action on your turn you can use the Help action as a bonus action. Additionally, if your Help action aids an ally in attacking a creature successfully, you can add your Willpower Die to the attack's damage roll.

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 6th, 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.

Advanced Willpower

Also at 5th level, as you gain power your will also grows in step. You gain access to the following features;

Feinting Blade. You obscure your weapon, surprising your foe and cutting down their defences. When you hit a creature with a weapon attack, you can expend and roll 1 Willpower Die, reducing the targets armor class by the result until the start of its next turn.

Taunting Blade. As you strike your opponent you also strike at their insecurities. When you hit a creature with a weapon attack you can expend 1 Willpower Die to force that creature to make a Wisdom saving throw. On a failed save, that creature must use its next turn to attack you and cannot make reactions until the start of your next turn.

Those who Help Others

At 7th level, those who help others must also learn to help themselves. When you are hit by an attack or when you and only you are forced to make a saving throw, you can add a roll of your Willpower Die to your AC against that attack or to your saving throw, potentially turning a hit into a miss or a failure into a success. You can use this feature once per turn.

Words of Affirmation

At 10th level, you have an inspiring presence, allowing your allies to better understand you and your tactics. When you use Actions Speak Louder, the range of your Help action increases to 30 feet and the creature you're helping can immediately move up to 15 feet.

A Hero's Renown

Also at 10th level, your feats and adventures have sculpted you into a proud warrior, granting you an idolised presence. You can add a roll of your Willpower Die to any Charisma ability check you make.

Tag Team Maneuver

At 11th level, you understand that sometimes the best offense is more offense. When you use your Actions Speak Louder feature the creature you helped can make a single weapon attack against a creature within range in addition to moving.

Determined Mind

At 14th level, your will in unshakeable and protects your mind from those who would seek to compromise it. You can add a roll of your Willpower Die to any saving throw you make to resist being charmed or frightened.

Legendary Resistance

At 15th level, your willpower has become so unfathomable you can overcome almost anything. If you fail a saving throw, you can choose to succeed instead. Once you use this feature, you can’t use it again until you finish a long rest.

Beyond All Limits

At 18th level, as a bonus action, you can remove all you inner limiters to achieve a state beyond what is normally possible. You gain the following boons while in this state;

  • You can attack three times when you take the attack action.
  • Your walking speed is doubled.
  • You regain any spent Willpower Dice.

This superhuman state lasts for 1 minute, and ends early if 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.

Legendary Action

Beginning at 20th level, your battle talent has reached legendary status.

You can take a special action called a legendary action, outside of your turn by using your reaction. Only one action can be used and only at the end of another creature's turn. You can't use this feature while incapacitated or otherwise unable to take actions. If surprised, you can't use this feature until after your first turn in the combat.

Once you have used this feature you cannot use it again until you have finished a long rest.

Heroic Title

The Prodigy

Gifted beyond measure, Prodigies burn bright with natural talent, bending willpower into feats others could only dream of mastering. They are driven not just by skill, but by the hunger to prove destiny correct.

Natural Talent

At 3rd level, born a natural prodigy, you have the prowess to pick up a hobby and excel with little to no practice. You gain proficiency with one artisans tools of your choice.

Competitive Streak

Also at 3rd level, when a creature you can see rolls a 20 on an attack roll or saving throw, you regain one Willpower Die.

Sheer Will

Additionally at 3rd level, as a bonus action, you can expend and roll a Willpower die to gain temporary hit points equal to the roll plus your Charisma modifier.

Brilliance

At 6th level, your willpower shines out inspiring others. When you use your Sheer Will feature you can grant a willing creature within 10 feet an equal amount of temporary hit points.

Willful Blade

At 9th level, you elevate your skill in combat with sheer willpower. The first time you hit a creature on your turn with a weapon attack, you can add a roll of your Willpower Die to the damage roll.

Training from Hell

At 13th level, you have shed blood, sweat and tears, undergoing training that has refined your body. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.

Echo of the Soul

At 17th level, putting on a flashy display, you perform your ultimate attack. You break the earth beneath your foe as masses of light gather around you, creating an colossal ethereal weapon. A truly frightening demonstration for all those who oppose you.

As an action, you can force a creature within range to make a Dexterity saving throw. On a failed save that creature takes 6d10 radiant damage or half as much on a successful save. A number of allies up to your Charisma modifier can lend your their strength, allowing them to roll 1d10 and add it to the damage of this attack.

Additionally, hostile creatures within 30 feet that saw this attack must make a Wisdom saving throw. On a failed save, 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.

The Mentalist

Masters of thought and perception, Mentalists bend minds with sheer will, unraveling enemies or bolstering allies with psychic force. They wield clarity as a weapon, piercing lies, illusions, and defenses of the mind.

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.

Thought Reader

At 6th level, your training grants you no only the insight to understand the minds inner workings but even to peer into the very thoughts of creatures around you. You can cast the detect thoughts spell without material components once per short rest.

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 intervene 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 successful 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 successful save they shake off the influence of your will but take psychic damage equal to 3 rolls of you Willpower Die.

The Lionheart

Both commanders of legions and captains of mercenary bands these soldires, paragons of courage and command, Lionhearts inspire allies to stand firm against all odds, their presence a shield against despair.

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.

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 6th 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 can add 1 roll of your Willpower Die to the following rolls;

  • The initiative of you and your allies.
  • Saving throws you make to resist the effects of an allies' feature or spell.
  • Saving throws your allies make to end or avoid being charmed or frightened, provided that ally is within 10 feet of you.

Vanguards Charge

At 9th level, as a lionheart in combat you you lead from the front. After you end your turn on the first round of combat, attacks against you by creatures with a lower initiative than you are made at disadvantage until the start of your next turn.

Vanguards Glory

At 13th level, when a creature comes within range you can use your reaction to make a melee weapon attack against them.

Legendary Banner

At 17th level, the true potential of soldiers are revealed by their commander. As a bonus action, you can raise a Legendary banner to have an ally within 30 feet of you immediately take an action, treating it as an action it would take on its turn.

Once you use this feature, you can't use it again until you finish a long rest.

The Mentor

Guides and teachers on the battlefield, Mentors shape those who fight beside them, drawing out hidden strength and forging heroes in their wake. Their legacy is not their own power, but the power they awaken in others.

Learned

At 3rd level, those who come to teach have much to share. You learn one language and gain proficiency in one ability check of your choice.

Squire

Also at 3rd level, you have taken on a squire that is friendly to you and your companions, and obeys your commands. The squire uses the commoner's statistics, with the following changes:

  • It knows the language you chose from your Learned feature and it has proficiency with all armor and weapons you have proficiency with.
  • It uses your proficiency bonus for attack rolls and saving throws it makes.
  • It gains an additional number of hit points equal to your paragon level.
  • At the start of each of its turns, it gains a number of temporary hit points equal to your paragon level plus your Charisma modifier (minimum of 1 temporary hit point).
  • You can treat any attack it makes as if it were your own for the purposes of any features from your class, race, or other sources.
  • When it would die, it can drop to 1 hit point instead and fall unconscious until you finish a short or long rest, or you expend 1 Willpower Die as an action to restore all its hit points.

While in combat with you, it shares your initiative and acts on your turn. As a bonus action, you can give it a command which it follows to the best of its abilities until 1 minute passes or you command it again. If you are incapacitated, your Squire can take any action of its choice. At the end of a long rest, your squire can find and follow a one-way path to you or you can resurrect it.

Follow the Leader

At 6th level, your Squire's experience fighting alongside you has given them an instinctual understanding of how to take advantage of openings you create. When you use your Actions Speak Louder to help your squire, you can target one additional creature with the feature.

Together we Stand

At 9th level, When you and a creature within 5 feet of you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, both you and that creature take no damage if either of you succeed. Moreover, your squire also gains this feature.

Mentor's Pride

At 13th level, your job as a mentor is to pull out all the potential in your squire. When your squire is forced to make a saving throw you can use your reaction to add a roll of your Willpower Die to the roll.

Knighthood

At 17th level, a promise fulfilled, your squire has lived up to their potential and has graduated to being a knight. Your squire now uses the knight statblock (Basic Rules, pg. 163) retaining the additional benefits from your Squire feature.

Additionally, your knight gains 2 Willpower dice that they can use for the following features; Forceful Blade, Graceful Blade, Feinting Blade, or Taunting Blade.

The Aspect

Paragons who become Aspects are more than warriors, they are living stars, cultivating the light and weight of the heavens within their spirit. Their will burns with cosmic brilliance, shaping reality through sheer force of ephemera.

Starlit Presence

At 3rd level, the star within you subtly marks your body and spirit. You gain the following benefits:

  • You shed a faint, comforting glow in darkness, no brighter than starlight, unless you choose to suppress it.
  • You can sense the night sky instinctively. While outdoors at night, you always know the position of stars and can use them to determine the cardinal directions.

Star Within

Also at 3rd level, you have cultivated a fragment of a star within your spirit, a blazing well of cosmic willpower that radiates through your body and soul. Choose one Aspect of its ephemera: Gravity, Radiance, Heat, or Void.

  • Gravity. You gain resistance to force damage. When you deal damage with a Willpower Die, you may push or pull the target 10 feet toward or away from you.
  • Radiance. You gain resistance to raidiant damage. When you aid an ally with a Willpower Die, they shed bright light in 10 feet until your next turn. Hostile creatures starting their turn in this light take damage equal to your Charisma modifier.
  • Heat. You gain resistance to fire damage. When you deal damage with a Willpower Die, flames linger. The target takes fire damage equal to your Charisma modifier at the start of its next turn.
  • Void. You gain resistance to necrotic damage. When you expend a Willpower Die, you can teleport up to 10 feet.

Stellar Aura

At 6th level, your inner star radiates outward in subtle, constant ways. You emanate an aura of ephemera within 10 feet of you;

  • Gravity. Hostile creatures treat the area within your aura as difficult terrain and if they end their turn within your aura they must make a strength saving throw or be knocked prone.
  • Radiance. Allies in your aura gain temporary hit points equal to your Charisma modifier when they start their turn.
  • Heat. Hostile creatures that start their turn in your aura take fire damage equal to your Charisma modifier.
  • Void. Hostile creatures in your aura cannot regain hit points and have a 1d4 penalty to attack rolls and saving throws.

Minor Celestial Phenomenon

At 9th level, you can briefly unleash the star within, warping the battlefield. As an action, you may expend 2 Willpower Dice to manifest a phenomenon tied to your Aspect for 1 minute

  • Gravity A 15-foot-radius sphere centered on you becomes a gravitational well. Ranged weapon attacks against creatures inside have disadvantage, and creatures entering for the first time must succeed on a Strength save or be pulled to the center.
  • Radiance A 20-foot-radius blazing corona surrounds you. Allies who start their turn in it regain hit points equal to one of your Willpower Dice. Hostile creatures that start in it take the same roll as radiant damage.
  • Heat You ignite in a solar flare. Once per turn, when you deal damage, you may deal an additional roll of your Willpower Die as fire damage to all creatures within 10 feet of the target.
  • Void A shadow shroud cloaks you in darkness. You are heavily obscured to creatures outside 10 feet, and hostile creatures starting their turn in the shroud must succeed on a Wisdom saving throw or be frightened of you until the start of their next turn.

Embodied Aspect

At 13th level, your inner star stabilizes into a permanent manifestation. You gain immunity to your Aspect’s damage type. You may enter your Aspect Form as a bonus action, lasting 1 minute, during which you gain a fly speed of 60 feet and one of the following benefits;

  • Gravity. When you enter this state, you cast reverse gravity centered on you without components. It lasts until this feature ends or until you dismiss it.
  • Radiance. You emit daylight in 30 feet. Once per turn when you hit a creature with a weapon attack, you irradiate a 15-foot area around that target. The struck creature and all others in the area must make a Constitution saving throw, taking radiant damage equal to 2 rolls of your Willpower Die on a failure and becoming poisoned until the start of your next turn.
  • Heat. Metal objects of your choice within 15ft. of you become under the effects of the heat metal spell as if cast at 3rd level for the duration.
  • Void. When you hit a creature with a weapon attack you deal extra necrotic damage equal to a roll of your willpower die and once per turn force the creature to make a wisdom saving throw or be bannished to the void until the start of their next turn.

You can use this feature once and regain all uses upon finishing a long rest.

Major Celestial Phenomenon

At 17th level, your Minor Celestial Phenomenon ascends into a Major Phenomenon. As an action, you expend 3 Willpower Dice to unleash a cataclysmic stellar event lasting 1 minute.

  • Gravity – Event Horizon. You create a 30-foot-radius gravity well centered on you, this area is covered in magical darkness. Hostile creatures that start their turn inside must succeed on a Strength save or be pulled 20 feet toward you and restrained until the start of their next turn. At the start of your turn, all hostile creatures in the aura take force damage equal to 2 rolls of your Willpower Die.
  • Radiance – Solar Ascension. You erupt with blinding light. Hostile creatures within 30 feet must make a Constitution saving throw or be blinded until the start of their next turn. Allies within 30 feet gain the benefits of bless and regain hit points equal to 1 roll of your Willpower Die at the start of each of their turns.
  • Heat – Supernova. At the start of each of your turns, hostile creatures of your choice within 20 feet take fire damage equal to 2 rolls of your Willpower Die plus your Charisma modifier. In addition, if you land a critial hit you can erupt in a nova, forcing all creatures in 30 feet to make a Dexterity saving throw or take 6d10 fire damage or half as much on a succsess.
  • Void – Black Star. You radiate consuming emptiness. Hostile creatures of your choice within 30 feet must succeed on a Constitution saving throw at the start of their turn or take necrotic damage equal to a roll of your willpower die, you regain hit points equal to damage dealt, and suffer disadvantage on all attack rolls until the start of their next turn. If a creature dies within this area, its body and gear are drawn into the void and annihilated, leaving no remains.

The Nighthawk

Nighthawks strike from unseen angles, their willpower sharpened into lethal precision. Champions who shine brightest in the face of evil, wielding their will as a fire against the endless dark.

Superior Darkvision

Beginning at 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. Additionally, creature you use the help action on gain darkvision equal to your own until the end of their next turn.

Supernatural Slayer

Also at 3rd level, the nightwatch hunts those who call darkness there home. You gain the following benefits;

  • You can cast the protection from evil and good spell without expending a spell slot. You can do so once, and you regain the ability to do so after finishing a long rest.
  • When you attack a creature with a weapon attack you can expend a Willpower Die to deal additional fire damage equal to the result and force the creature to make a Constitution saving throw. On a failed save, the creature losses all damage resistances they have for 1 minute.
  • You have advantage on Wisdom (Survival) checks to track, locate, or identify the presence of Fey, Undead, and Lycanthropes.

Supernatural Dampening

At 6th level, your ability to weaken your quarry improves. When a creature has their resistances removed by your Supernatural Slayer feature gain the following effects;

  • The creature is always treated as if they are in daylight.
  • The creature has disadvantage on spell attack rolls.
  • The creature cannot regain hit points.

Iron Filings

At 9th level, the iron in your own blood has been activated. When you deal fire damage to a creature that creature takes the damage again at the start of their turn as your blood burns them. Additionally, when you are hit with a melee weapon attack you can use your reaction to deal fire damage to the attack equal to your Charisma modifier.

Bird Cage

At 13th level, when you deal fire damage a creature they must make a charisma saving throw. On a failed save, for the next minute the creature must remain within 15 feet of you or they will take 1d10 fire damage at the start and end of each of their turns while outside this radius.

Strike out against the Night

At 17th level, those who inhabit the dark tremble at the glint of your blades steel. As an action, you make a weapon attack against a creature within range, on a hit this attack deals an additional 10d10 fire damage. If the Creature has their resistances removed by your Supernatural Slayer feature this counts as a critical hit.

You can use this feature once and regain all uses upon finishing a long rest.

The Virtuous

Power is nothing without principle. You are the sword, the shield, and the shining example of what others strive to be. Saintly champions who bind themselves to higher ideals, the Virtuous live and die by moral law. Their willpower manifests not only as might, but as luminous proof of their unshakable virtue.

Code of Virtue

At 3rd level, you swear yourself to uphold a guiding Code that defines your path. When you choose this Heroic Title, select one Virtue: Honor, Temperance, Justice, Diligence, Kindness, Patience, or Humility.

  • Honor. When you roll initiative, you can grant yourself and one ally within 30 feet temporary hit points equal to your Charisma modifier.
  • Temperance. When you roll damage with a Willpower Die, you may instead heal yourself or an ally within 30 feet for that amount. You can use this feature a number of times equal to your charisma modifier and regain all uses upon finnishing a short or long rest.
  • Justice. When a hostile creature within 30 feet deals damage to an ally, you may use your reaction to expend a Willpower Die, dealing the roll in radiant damage back to that creature.
  • Diligence. If you fail an attack roll or ability check, you may reroll the die and must use the second result. You can do this once per short or long rest.
  • Kindness. When you spend a Willpower Die to heal or grant temporary hit points, add your Charisma modifier to the result.
  • Patience. If you ready an action, you gain advantage on the attack roll, saving throw, or ability check tied to that readied action.
  • Humility. You may forego an attack as part of the attack action use the Help action.

If you willingly betray the principles of your chosen Virtue, you lose this passive boon until you complete a long rest and perform an act of atonement.

Radiant Armament

Also at 3rd level, your willpower manifests as a radiant force. When you deal damage with a Willpower Die, you can choose to convert the damage to radiant. If you do, the target sheds bright light in a 10-foot radius until the start of your next turn. Additionally, you are considered to within 5ft. of a creature within light your emiting or who are emitting light from a paragon feature.

Light of Virtue

At 6th level, your devotion extends outward as a subtle blessing. Allies within within light your emiting or who are emitting light from a paragon feature gain a bonus to saving throws equal to your Charisma modifier against effects that would charm, frighten, or corrupt them.

Exemplary Will

At 9th level, your adherence to Virtue reinforces your spirit. When you roll initiative and have no Willpower Dice remaining, you regain one die. Additionally, if you succeed on a saving throw against an effect that targets your mind (charm, fear, compulsion), you can spend a Willpower Die to immediately allow an ally within 30 feet to reroll their saving throw against the same effect.

Saintly Resolve

At 13th level, your faith cannot be shaken. When you would be reduced to 0 hit points, you can expend a Willpower Die to remain at 1 hit point instead. You also regain hit points equal to the die roll + your Charisma modifier.

Avatar of Virtue

At 17th level, you embody your chosen ideal to mythic heights. As an action, you can invoke your Avatar state for 1 minute during which you gain the following boons;

  • You emit bright light in a 30-foot radius.
  • Hostile creatures within the light have disadvantage on saving throws against your Paragon features.
  • Whenever you expend a Willpower Die, choose up to two allies within 30 feet; they gain temporary hit points equal to the result of the roll.
  • Your weapon attacks deal an additional 2d8 radiant damage.

You can use this feature once and ragin all uses upon finishing a long rest.

The Spellblade

Warriors who weave steel and sorcery as one, Spellblades turn each swing into a spell and every spell into a weapon. They thrive where others falter, dancing at the edge of arcane power and martial skill.

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 6th 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 hit for each attack in that casting.

Magic Resistance

At 9th 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.

Will over Weave

At 13th level, your will affects the weave itself granting you a form of authority over it. When a creature you can see attempts to cast a spell you can use your reaction to expend a willpower die to intervene, forcing to caster to make an Intelligence saving throw. On a failed save, the creature’s spell fails and has no effect.

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.

The Revolutionary

Icons of upheaval, Revolutionaries fight not for glory but for change, inspiring others to rise and tear down old orders. Their willpower is contagious, sparking movements as easily as battles.

Silver Tongue

Starting at 3rd level, you gain proficiency in one of the following skills of your choice: Deception, intimidation, or Persuasion. Additionally, you can double your proficiency bonus for the chosen ability check.

Mutiny

Also at 3rd level, you can brandish your silvered words against foes. You can use the Help action to help a creature hostile to you, and if you do you can expend one Willpower Die to say a one-word command and force it to make a Wisdom saving throw. On a failed save, it follows the command on its turn as if under the effects of the command spell.

Relentless Morale

At 6th level, success breeds morale. When a creature fails the saving throw from your Mutiny feature you regain the expended Willpower Die.

Additionally, when you use your Mutiny feature you may attempt to inspire rebellion in the heart of your enemy instead of giving a command. The target must succeed a Charisma saving throw or they must use their next action to make a weapon attack against the closest creature.

Voice of the People

At 9th level, you can use the Help action in place of any attack made with the Attack action.

Shake Conviction

At 13th level, your words sap the confidence and competence of others. When a creature that you can see within 60 feet of you that can hear you makes an attack roll, you can use your reaction to expend one Willpower Die and subtracting the result from the creature’s roll. If this causes the attack to miss the creature must roll a Wisdom saving throw. On a failed save it falls under the effect of your Mutiny feature.

Heart of Rebellion

At 17th level, an idea sparks a wildfire. When using your Mutiny feature you can target up to an additional a number of creatures equal to your Charisma modifier (minimum of 1).

The Sword Saint

It will seem difficult at first, but everything is difficult at first. Bows are difficult to draw, halberds are difficult to wield; when you become used to wielding the sword, you will gain the power of the Way and wield the sword well.

Disciple of Steel and Strategy

At 3rd level, in strategy it is necessary to treat training as part of normal life with your spirit unchanging. You gain proficiency with a Gaming Set of your choice and whenever you roll a 20 on an attack roll you have proficiency with you regain a willpower die.

Wisdom of Water

Also at 3rd level, water can be both still and roaring, tranquil and roiling. to apply the dichotomy of water to swordsmanship allows one to strike as a storm and ripple out their blade. you can use one of the following features on each of your turns;

Faling Rain. Blades fall like each drop of rain in a storm. When you make a weapon attack and expend a willpower die against a creature you can make an additional number of weapon attacks against that creature equal to your proficiency bonus. Each additional attacks weapon die becomes 1d4.

Ripples on the Surface. When you make a weapon attack and expend a willpower die against a creature you can have the attack ripple out dealing 1d4 slashing damage to each creature of your choice within 20 feet of you and applying any effects imposed by the expended willpower die.

Wisdom of Fire

At 6th level, fire hungers, devouring the world with its warmth yet in its wake leaves fertile ground. The blade cuts yet protects, its shine both boon and bane.

Fanning the Flames. Your weapon attacks deal an additional 1d4 slashing damage each time you successfully damage a creature on your turn and at the end of your turn you gain temporary hit points equal to the number of creatures you damaged on your turn.

Wisdom of Earth

At 9th level, the earth supports all things, embracing and protecting its flock. The edge of the mind must be sharpened less its dull lead to ruin.

Eyes of the Mountain. The mountains peak grants the widest view. You have blindsight out to a 20 foot radius.

Earthen Shrine. Your mind is that of stone. You have advantage on saving throws to resist illusions and other mind warping effects.

Wisdom of Wind

At 13th level, the wind blows, churning the sea and spinning the mill. To move with the wind is to embrace freedom.

The Storm Approaches. Each time you hit a creature with a weapon attack you can move up to 10 feet without provoking reactions.

Wisdom of Void

At 17th level, void means that which has no beginning and no end. Attaining this principle means not attaining the principle. Contradiction is natural and as such to cut the uncutable is also natural.

Nirvana. As part of the attack action when you attack a creature with a weapon attack you can expend your bonus action to hone your focus beyond the realm of mortal capability. You can treat every attack roll for the rest of your turn as a 20. You can use this feature once and regain a use after finishing a long rest.

Flaying 100 Corpses. When you make a weapon attack and expend a willpower die you can hone the blade to cut conceptually. For the rest of your turn all of your weapon attacks deal 1d100 slashing damage. You can use this feature once and regain a use after finishing a long rest.

The Primal

No training, only instinct. These paragons are the pinicle of might over all else. Beasts wearing human skin, Primals channel raw, unbound instincts, tearing through foes with savage resilience.

Superior Build

At 3rd level, you hail your strength from its origin. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additonally, you gain proficiency in the Athletics skill and can double your proficiency bonus for Athletics skill checks.

Crushing Will

At 3rd level, as you gain power your will crushes lesser beings. You gain access to the following feature;

Crushing Blade. Your weapon almost bends space to its will. When you hit a target with a weapon attack, you can expend 1 Willpower Die crush that creature. The attack deals extra bludgeoning damage equal to a roll of your Willpower Die and the creature is knocked prone.

Giant Killing

At 6th level, the original world was filled with great beasts and giants. When you attack a creature larger than you, you deal additional weapon damage equal to a roll of your Willpower Die.

Additionally, you gain a climbing speed equal to your walking speed.

Apex Presence

At 9th level, you eyes carry the threat of inevitable ruin. As a bonus action, you can flare your presence to its maximum forcing hostile creatures to make a Wisdom saving throw. On a failed save, creatures have their movement speed reduced to 0 until the end of their next turn. If a creature fails this saving throw by 5 or more they are knocked unconscious.

You can use this feature once and ragin all uses upon finishing a long rest.

Leather Skin

At 13th level, life of the primal hardens the body to be its own armor. You gain resistance to non-magical bludgeoning, slashing, and piercing damage.

Primal Arms

At 17th level, your muscules are forged by a life of primal life, your stregnth byond words. When you are weilding a weapon it counts as 1 size larger for damage rolls.

The Black Knight

Trained under the tutalidge of witches you are the sword to their sorcery. Cursed champions bound to fate and shadow, Black Knights wield hexes and baleful steel to drag their foes into darkness.

Jinxed

At 3rd level, training under witches has given you insight into their finite control over fate. You learn a 2 Jinxes from the Witch class and gain a number of Jinx Dice equal to your Proficiency Bonus. You can use Jinxes as long as you have the required number of Jinx dice to use the feature.

Black Magic Blade

Also at 3rd level, when you expend a willpower die to impose an effect on a target that last no longer than 1 round, such as when using your Forceful Blade, you can have it last up to a number of rounds equal to your Charisma modifier (minimum of 1 additional round). At the start of each of your turns, the target falls under the effect again as if another Willpower die was spent and rolled the same result. If you target multiple targets with the the initial effect, choose one target to gain the effects of this feature.

The effect ends early if you lose concentration (as if you were concentrating on a spell) or the target is targeted by the remove curse spell or similar magic.

Cursebound Resilience

At 6th level, the weight of your cursed powers harden you. You gain resistance to necrotic damage. Additionally, when you succeed on a saving throw against a spell or magical effect, you can expend a Willpower Die to reflect the malice: one creature of your choice within 30 feet takes necrotic damage equal to the die roll + your Charisma modifier.

Aura of Misfortune

At 9th level, the shadow of your fate begins to spread. Whenever a hostile creature within 10 feet of you rolls a natural 20 you can as a reaction, force them to reroll the die, keeping the second result. Additionally, whenever a hostile creature within range fails a saving throw against one of your Jinxes, you gain temporary hit points equal to your Charisma modifier.

Thaumaturgist

At 13th level, your will has now ecypsed the mundane allowing you to bend fate when needed. You can use your willpower dice as jinx dice and vice versa. Additionally, when you roll a 1 or 2 on a Jinx or Willpower Die, you can reroll it once, taking the new result.

Knight of Ill Omen

At 17th level, you become an avatar of ruin, a walking omen of ill fate. As an action, you can invoke the eclipse, a shroud of cursed twilight that lasts for 1 minute during which you have the following boons;

  • Hostile creatures within 30 feet have disadvantage on saving throws against your Jinxes and Paragon features using your willpower dice.
  • The first time you hit a creature with a weapon attack on your turn, it suffers extra necrotic damage equal to 2 rolls of your Willpower Die.
  • If a hostile creature within 30 feet succeeds on a saving throw, you can as a reaction force them to reroll once, keeping the second result.

You can use this feature once and ragin all uses upon finishing a long rest.

The Cultist

Devotees of powers beyond mortal ken, Cultists channel forbidden rites and sacrificial will to reshape the battlefield. These paragons live within the shadows bringing them closer to the light.

Eldertongue

Starting at 3rd level, you gain access to the unearthly language of Eldertongue. Eldertongue sounds like madding gibberish to any sane creature, but a creature under the effects of a madness-inducing spell (i.e. crown of madness, etc) or cursed can understand it perfectly.

Burden

Also at 3rd level, when you use the Help action you impart forbidden knowledge and power. The creature you help has all damage they inflict is changed to either necrotic or radiant damage, are immune to the charmed and frightened condition, and can only communicate in Eldertongue until the start of your next turn.

Dark Will

At 6th level, as you gain power your will twists towards darker purposes. You gain access to the following feature;

Ritual Blade. You twist malefic energies around your weapon. When you hit a creature with a weapon attack, you can expend and roll 1 Willpower Die, turning your weapon damage to necrotic or radiant and forcing that creature to make a Charisma saving throw. On a failed save, you regain hit points equal to the amount of weapon damage dealt as you siphon their souls energy.

Additionally, you learn the animate dead spell, it counts as a Paragon Spell for you and you use Charisma as your Spellcasting modifier. The spell is altered in the following ways;

  • You can cast this spell at 2nd level once per long rest.
  • You can expend Willpower Dice to upcast this spell with each die expended raising the level by 1 to a maximum of 1/4 your Paragon level.
  • When you gain this feature Choose a creature type, instead of undead the spell creates creatures of the creature type chosen instead (using the zombie or skeleton statblock)

Reverence

At 9th level, your faith bends the mind. Creatures with the creature type you choose in your Dark Will feature can communicate with you in Eldertongue even if they do not know the language as long as they have at least 3 Intelligence.

Additionally, creatures summoned by your Dark Will feature deal additional necrotic or radiant damage equal to a roll of your Willpower Die.

Dark Bulwark

At 13th level, the cult must survive. Creatures you summon through your Dark Will feature are resistant to all damage and you can expend a Willpower die to do one of the following;

  • Increase the result of a saving throw from one of your summons.
  • Restore hit points to all summoned creatures.

Additionally, when a summoned creature is reduced to 0 hit points you regain 1 Willpower Die.

Cabal

At 17th level, the cult must thrive. Creatures you summon using your Dark Will feature gain the following benefits;

  • Creatures can understand and speak in Common and Eldertongue.
  • Creatures learn the disguise self spell and can cast it at will.
  • Creatures now have 10 Intelligence and are able to carry out more complex tasks, act as individuals, and make decisions they believe will allow them to carry out their orders.

Additionally, you can implore your deity's aid. As an action, you sacrifice all your summoned creatures loosing any Willpower Dice you would have gained, describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your paragon level plus the number of sacrifices, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

 

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