Paragon

Excellence in all Things

Version 1.0

Paragon
Level Proficiency Bonus Features Cantrips Known
1st +2 Spellcasting, Paragon Order 2
2nd +2 Channel Arcana, Paragon Order Feature 2
3rd +2 Arcane Vision 3
4th +2 Ability Score Improvement 3
5th +3 Paragon Order Feature 3
6th +3 Channel Arcana (2/rest) 3
7th +3 Iron Fortitude 4
8th +3 Ability Score Improvement 4
9th +4 Arcane Vision Improvement 4
10th +4 Paragon Order Feature 4
11th +4 Battle Magic 4
12th +4 Ability Score Improvement 4
13th +5 Arcane Vision Improvement 5
14th +5 Impervious Mind 5
15th +5 Paragon Order Feature 5
16th +5 Ability Score Improvement 5
17th +6 Supreme Strike 5
18th +6 Channel Arcana (3/rest) 5
19th +6 Ability Score Improvement 6
20th +6 Paragon Order Feature 6

Creating a Paragon

As you create a paragon, consider why your character chose to become one instead of literally anything else? How did you first discover magic? How did you realize you had an aptitude for it? Did you travel to Narnia and study under the watchful eye of the White Witch? Did you venture to middle earth and accidentally get stabbed by an orc, leading you to a life of revenge against the powers of darkness? Did you travel to a strange, uncharted plane and get assaulted by a butter imp, leading to a life of training and study so that you might one day get your revenge on what was essentially a sentient stick of butter?

Quick Build

You can make a paragon quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength or Dexterity. Second, choose the sage or soldier background. Third, choose the booming blade and green-flame blade cantrips.


Class Features

As a paragon, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per Paragon level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per paragon level after 1st

Proficiencies


  • Armor: Light armor, shields
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Charisma, Intelligence
  • Skills: Choose two from Athletics, Arcana, Persuasion, Perception, History, Sleight of Hand, Stealth

Equipment

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

  • (a) any simple weapon or (b) any martial weapon (if proficient)
  • (a) leather armor, (b) scale mail (if proficient), or (c) chain mail (if proficient)
  • (a) two daggers or (b) a shortbow and 20 arrows
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack

Paragon Order

At 1st level, you choose a paragon order, shaping your practice of combat and magic through one of five orders: the elementalist, primordic warrior, dreadknight, warden, maledictor, or sylvanar, all detailed at the end of the class description.

Your choice grants you additional proficiencies and other features when you choose it at 1st level. It also grants you features at 2nd, 5th, 10th, 15th, and 20th levels.

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips

At 1st level, you know two cantrips of your choice from the paragon spell list. You learn additional paragon cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Paragon table.

Spellbook

At 1st level, you have a spellbook containing four 1st-level Order spells of your choice.

Preparing and Casting Spells

The Paragon tables shows how many spell slots you have to cast your Order spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paragon spells that are available for you to cast. To do so, choose a number of paragon spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level elementalist paragon, you have four 1st-1evel and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell ice knife, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paragon spells requires time spent studying your spellbook and memorizing the incantiations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your paragon spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability.

In addition, you use your Intelligence modifier when setting the saving throw DC for a paragon spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your intelligence modifier

Ritual Casting

You can cast a paragon spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your paragon spells.


Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Paragon Full Spellcasting
Spell Slots per Spell Level
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2
2nd 3
3rd 4 2
4th 4 3
5th 4 3 2
6th 4 3 3
7th 4 3 3 1
8th 4 3 3 2
9th 4 3 3 3 1
10th 4 3 3 3 2
11th 4 3 3 3 2 1
12th 4 3 3 3 2 1
13th 4 3 3 3 2 1 1
14th 4 3 3 3 2 1 1
15th 4 3 3 3 2 1 1 1
16th 4 3 3 3 2 1 1 1
17th 4 3 3 3 2 1 1 1 1
18th 4 3 3 3 3 1 1 1 1
19th 4 3 3 3 3 2 1 1 1
20th 4 3 3 3 3 2 2 1 1

Paragon Half Spellcasting
Spell Slots per Spell Level
Level 1st 2nd 3rd 4th 5th
1st
2nd 2
3rd 3
4th 3
5th 4 2
6th 4 3
7th 4 3
8th 4 3
9th 4 3 2
10th 4 3 2
11th 4 3 3
12th 4 3 3
13th 4 3 3 1
14th 4 3 3 1
15th 4 3 3 2
16th 4 3 3 2
17th 4 3 3 3 1
18th 4 3 3 3 1
19th 4 3 3 3 2
20th 4 3 3 3 2

Channel Arcana

At 2nd level, you gain the ability to channel arcane energy directly, using that energy to fuel magical effects. You start with an effect determined by your order. Some orders grant you additional effects as you advance in levels, as noted in the order description. When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again.

Some Channel Arcana effects require saving throws. When you use such an effect from this class, the DC equals your paragon spell save DC.

Beginning at 6th level, you can use your Channel Arcana twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Perfect Vision

At 3rd level, you learn how to use magic to enahnce your vision. You can see normally in darkness, both magical and nonmagical, to a distance of 30 ft.

At 9th level, the distance you can see is increased to 60 ft, and at 13th level the distance is increased to 90 ft.

Iron Fortitude

At 7th level, you become immune to disease and poison.

Mastery of War

At 11th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action

Impervious Mind

At 14th level, you cannot be put to sleep magically and have advantage on saving throws against being charmed or frightened.

Supreme Strike

At 17th level, when you use your action to cast a cantrip, you can use your reaction to deal maximum damage instead of rolling. You must finish a long rest before you can use this feature again.

Arcane Orders

Across the world, paragons come together to establish orders—associations whose members share a similar outlook on how best to wield magic in the fires of war.

SORCEROUS ORIGINS

At 1st level, a sorcerer gains the Sorcerous Origin feature. The following option is available to a sorcerer, in addition to those offered in the Player's Handbook: the elementalist.

Elementalist

Elementalists are bound by blood to the all four elements, focusing their magic on enhancing themselves and their allies instead of weakening their enemies, and often confused for paladins or clerics of war. The difference between them is slim, as wardens are all practicing theurgists, combining their arcane studies with religious devotion to deities of magic.

Oath of the Warden Features
Paladin Level Feature
1st Elemental Savant, Extra Cantrips
6th Wild Gate
14th Elemental Avatar
18th Devatate

Order of the Elementalist

Charismatic and boisterous spellcasters, elementalists are offensively focused, using the elements of the four planes to destroy their foes.

Elemental Savant

Starting at 1st level, you have advantage on any skill check made regarding the four elemental planes, and you can speak Primordial.

Elemental Spells

Also at 1st level, you learn control flames, gust, mold earth, and shape water. These cantrips do not count against the maximum number of cantrips known.


Wild Gate

Starting at 6th level, you can use your action to open a portal to the most tempestuous parts of one of the planes, unleashing its power on your enemies. When you use this feature, choose a point within 30 feet of you. All effects eminate from that point in a direction of your choosing. The portal you create has a diameter equal to your proficiency bonus and lasts until the end of your turn. Once you use this feature, you can’t use it again until you finish a short or long rest.


  • Earth. You open a portal within a pocket of corrosive gas deep in the plane of earth, releasing a cloud of acidic air. Each creature in a 15 foot cone must make a Constitution saving throw. A creature takes acid damage equal to twice your level and is poisoned on a failed save, or half as much damage and isn't poisoned on a successful one.
  • Air. Your portal opens in a raging storm in the plane of air. Gusts of wind and bolts of lightning lash out in a line 30 feet long and 5 feet wide. Each creature in the line must make a dexterity saving throw, taking lightning damage equal to twice your level and pushing them back 15 feet on a failed save, or half as much damage on a successful one and aren't pushed.
  • Fire. You open a portal over an ocean of roiling magma in the plane of fire, letting loose a wave of searing heat. Each creature in a 15 foot cone must make a Dexterity saving throw. A creature takes fire damage equal to twice your level and is blinded on a failed save, or takes half as much damage and is not blinded on a successful one. The fire ignites any flammable materials in the area that aren't being worn or carried.
  • Water. The portal opens in the frigid depths of the plane of water, unleashing a torrent of ice cold water, forming a line 30 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking cold damage equal to twice your level and knocking them prone on a failed save, or half as much damage on a successful one and aren't knocked prone. Non-magical fire in the affected area is doused immediately.

Elemental Avatar

At 14th level, your command over the elements grows much stronger. Whenever you cast control flames, gust, mold earth, or shape water, the range and any effect created by the cantrip is doubled.

In addition, you are able to cast either Investiture of Flame, Investiture of Ice, Investiture of Stone, or Investiture of Wind once without spending a spell slot. You regain this ability after a short or long rest.

Devastate

At 18th level, when you deal damage with a spell or class feature, you can use your reaction to double the damage dealt. Once you use this feature, you can’t use it again until you finish a long rest.

Paladin

Oath of the Prismatic Knight Features
Paladin Level Feature
3rd Channel Divinity
7th Aura of the Elements
15th Empowered Strikes
20th Prismatic Knight

Oath of the Prismatic Knight

Primordic warriors are similar to elementalists; offensively focused and utilizing the elements of the four planes in combat. These warriors are also adept at protecting themselves from the elements, reducing their attackers power and redirecting it back.

Prismatic Knight Spells
Paladin level Spells
3rd absorb elements, zephyr strike
5th maximilian's earthen grasp, warding wind
9th elemental weapon, thunder step
13th elemental bane, fire shield
17th conjure elemental

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Flaming Charge. If you move at least 10 feet in a straight line, you can use your channel divinity to move through hostile creature spaces and through difficult terrain without spending any extra movement. If you move through a space occupied by a hostile creature, the creature must make a strength or dexterity saving throw (their choice). A creature takes 2d6 bludgeoning and 2d6 fire damage and falls prone on a failed save, or half as much damage and does not fall prone on a successful save. Creatures that are more than one size larger than you make this save with advantage.

Water Adept. You connect to the elemental plane of water. You have a swimming speed equal to your walking speed, and you can breathe underwater.


Aura of the Elements

Beginning at 7th level, your ties to the elements have become strong that you have become suffused with power. You can use your bonus action to focus on one of the following elements. The effect associated with that element lasts until you are incapacitated or you complete a long rest.


  • Earth. You and friendly creatures within 10 feet of you have advantage on Strength (Athletics) checks and Strength saving throws.
  • Air. You and friendly creatures within 10 feet of you have advantage on Dexterity (Acrobatics) checks and Dexterity saving throws.
  • Fire. You and friendly creatures within 10 feet of you gain advantage on Charisma (Persuasion) checks and Charisma saving throws.
  • Water. You and friendly creatures within 10 feet of you increase their walking speed by 10 feet.

At 18th level, the range of this aura increases to 30 feet.

Empowered Strikes

At 15th level, when you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can use your reaction to deal the maximum damage instead of rolling.

Prismatic Knight

At 20th level, you learn how to bind the elements to you to enhance your abilities. As a bonus action, you can focus on one of the following, which lasts until you are incapacitated or you use another bonus action to choose a different element to focus on.


  • Earth. You gain immunity to acid damage, a +1 AC bonus, advantage on Strength saving throws, and can move through solid earth or stone as if it were air.
  • Air. You gain a fly speed equal to your walking speed, you gain immunity to lightning or thunder damage (your choice), and have advantage on Dexterity saving throws.
  • Fire. Your walking speed is doubled, you gain immunity to fire damage, advantage on Charisma saving throws and Charisma (Intimidation) checks, and you cannot be frightened or charmed.
  • Water. You gain immunity to cold damage, advantage on Constitution saving throws, you can move across difficult terrain created by ice or snow without expending extra movement, and your swimming speed is twice your walking speed.

Paladin

Oath of the Dreadknight

Those who take the oath of the dreadknight focus their magic on necromancy and controlling darkness. Though generally not evil, and perhaps due to the esoteric nature of the paragon orders, dreadknights often find themselves in difficult situations when a town guard or nobleman accuses them of being an evil cleric, oathbreaker, or at worst, a death knight. Dreadknights learn to deal with these accusations, and when entering new towns or villages usually make it a point to be as unassuming as possible.

Oath of the Dreadknight Features
Paladin Level Feature
3rd Channel Divinity
7th Aura of the Elements
15th Stygian Armor
20th Wraithlord
Dreadknight Spells
Paragon level Spells
1st cause fear, wrathful smite
5th shadow blade, darkness
9th fear, vampiric touch
13th shadow of moil, staggering smite
17th enervation

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Extinguish. Starting at 3rd level, you can use your channel divinity to plunge the area around you in darkness. As an action, you can extinguish out all nonmagical light within 60 feet of you. Any magical light that isn't sunlight has its radius of light reduced by half. When you extinguish light in this way, you can see normally in nonmagical darkness out to 60 feet for the next minute.

**

Aura of Darkness

At 7th level, while you and friendly creatures within 10 feet of you are in an area of dim light or darkness, you advantage on Dexterity (Stealth) checks and your movement speed is increased by 20 feet.

At 18th level, the range of this aura increases to 30 feet.

Stygian Armor

At 15th level, you gain resistance to necrotic damage. In addition, the first time after completing a long rest that you enter an area of dim light or darkness, you gain 20 temporary hit points.

Path of the Sylvanar

Druidic warriors gain their power from their connection with nature, similar to druids, barbarians, or nature domain clerics. These warriors

Druid Warrior Man Features
Cleric Level Feature
3rd Naturecraft, Primal Surge
7nd Bestial Attacks
10th Spirit Animal
15th Torment
18th Primeval Champion

Naturecraft

When you choose this archetype at 3rd level, you learn the druidcraft cantrip.

Primal Surge

Starting at 3rd level, you can channel the primal spirits of nature to increase your physical abilities beyond their limits.

As a bonus action, you gain the following abilities for one minute:

  • You can see normally in lightly obscured areas.
  • Your movement speed increases by 15 feet.
  • You gain a +1 bonus to your AC.

Bestial Attacks

Beginning at 5th level, you can cast alter self without expending a spell slot, but can only choose the natural weapons option.

You can make two attacks, instead of one, when you take the Attack action on your turn. At 15th level, you can make three attacks.

Spirit Animal

At 10th level, you can focus on a beast spirit, gaining powerful abilities. As a bonus action, you can focus on one of the following beasts. The effect associated with that beast lasts until you are incapacitated or you use another bonus action to choose a different beast to focus on.


  • Bear. You gain a +1 AC bonus to AC.
  • Wolf. As long as a friendly character is within 10 feet of you, you cannot be frightened.
  • Eagle. You gain advantage on Wisdom (Perception) and Intelligence (Investigation) checks.
  • Elk. Your walking speed increases by 10 feet.
  • Tiger. You have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks.

Paragon Spells

Cantrips (0 Level)
  • Booming Blade
  • Green-flame blade
  • Light
  • Lightning Lure
  • Mage Hand
  • Minor Illusion
  • Mending
  • Message
  • Prestidigitation
  • Shocking Grasp
  • Sword Burst
  • Thunderclap
  • True Strike

Elementalist Spells

Cantrips (0 Level)
  • Control Flames
  • Create Bonfire
  • Fire Bolt
  • Frostbite
  • Gust
  • Mold Earth
  • Poison Spray
  • Produce Flame
  • Ray of Frost
  • Shape Water
1st Level
  • Control Flames
  • Create Bonfire
  • Fire Bolt
  • Frostbite
  • Gust
  • Mold Earth
  • Poison Spray
  • Produce Flame
  • Ray of Frost
  • Shape Water
2nd Level
  • Control Flames
  • Create Bonfire
  • Fire Bolt
  • Frostbite
  • Gust
  • Mold Earth
  • Poison Spray
  • Produce Flame
  • Ray of Frost
  • Shape Water
3rd Level
  • Control Flames
  • Create Bonfire
  • Fire Bolt
  • Frostbite
  • Gust
  • Mold Earth
  • Poison Spray
  • Produce Flame
  • Ray of Frost
  • Shape Water
4th Level
  • Control Flames
  • Create Bonfire
  • Fire Bolt
  • Frostbite
  • Gust
  • Mold Earth
  • Poison Spray
  • Produce Flame
  • Ray of Frost
  • Shape Water
5th Level
  • Control Flames
  • Create Bonfire
  • Fire Bolt
  • Frostbite
  • Gust
  • Mold Earth
  • Poison Spray
  • Produce Flame
  • Ray of Frost
  • Shape Water
6th Level
  • Control Flames
  • Create Bonfire
  • Fire Bolt
  • Frostbite
  • Gust
  • Mold Earth
  • Poison Spray
  • Produce Flame
  • Ray of Frost
  • Shape Water
7th Level
  • Control Flames
  • Create Bonfire
  • Fire Bolt
  • Frostbite
  • Gust
  • Mold Earth
  • Poison Spray
  • Produce Flame
  • Ray of Frost
  • Shape Water
8th Level
  • Control Flames
  • Create Bonfire
  • Fire Bolt
  • Frostbite
  • Gust
  • Mold Earth
  • Poison Spray
  • Produce Flame
  • Ray of Frost
  • Shape Water
9th Level
  • Control Flames
  • Create Bonfire
  • Fire Bolt
  • Frostbite
  • Gust
  • Mold Earth
  • Poison Spray
  • Produce Flame
  • Ray of Frost
  • Shape Water

Primordic Warrior Spells

Cantrips (0 Level)
  • Control Flames
  • Create Bonfire
  • Fire Bolt
  • Frostbite
  • Gust
  • Mold Earth
  • Poison Spray
  • Produce Flame
  • Ray of Frost
  • Shape Water

Dreadknight Spells

Cantrips (0 Level)
  • Control Flames
  • Create Bonfire
  • Fire Bolt
  • Frostbite
  • Gust
  • Mold Earth
  • Poison Spray
  • Produce Flame
  • Ray of Frost
  • Shape Water

Warden Spells

Cantrips (0 Level)
  • Control Flames
  • Create Bonfire
  • Fire Bolt
  • Frostbite
  • Gust
  • Mold Earth
  • Poison Spray
  • Produce Flame
  • Ray of Frost
  • Shape Water

Maledictor Spells

Cantrips (0 Level)
  • Control Flames
  • Create Bonfire
  • Fire Bolt
  • Frostbite
  • Gust
  • Mold Earth
  • Poison Spray
  • Produce Flame
  • Ray of Frost
  • Shape Water

Sylvanar Spells

Cantrips (0 Level)
  • Control Flames
  • Create Bonfire
  • Fire Bolt
  • Frostbite
  • Gust
  • Mold Earth
  • Poison Spray
  • Produce Flame
  • Ray of Frost
  • Shape Water