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The Paragon Class 5e

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Introducing the Paragon, a unique alternative to other religious spellcasters with thematic depth, versatility and various sub-class options available.

Religion in Dungeons and Dragons is an ever-present theme, with Gods and deities requiring mortal puppets to impose their will upon the realms. This is the origin of the paragon, a chosen champion of a God or higher power, chosen to safeguard the realms against evil or plunge them into darkness.

When playing the paragon, it is important to remember that Angels and demons can be identical beings, yet perceived as binary opposites. These interchangeable archetypes are subject to the polarity of one's perceptions.


"The guardian angel who conquered your enemy in battle was perceived by your enemy as some sort of demonic destroyer."


What is the Paragon?

The paragon builds upon the paladin as a base, I sought to expand dramatically on the paladin's aura abilities, creating a whole new type of divine class that is less reliant on spells, relying more on passive aura options and manuever based combat abilities.

The paragon class is an aura and area of effect based class, capable of buffing allies and hindering enemies within the radius of either their unique battle standard or via their divine vocal abilities. Additionally, the paragon has a set of sacred weapon skills they can use when their words fail them, and combat seems to be the only solution to the situation at hand.

The paragon is based on the class of the same name from the game 'guild wars', and incorporates some similarities in terms of aesthetics and abilities throughout. However, the paragon was also in part inspired by characters from history such as 'Joan of Arc,' the famous standard-bearer and French saint. As a result of this inspiration, the paragon also has a unique piece of equipment called the battle standard, a weapon and tool that acts as a focus for their spells and radial abilities, as well as granting the paragon passive aura-like abilities.

Included in the price of this document are two separate versions of the same class:

Spellcasting Version:
The spellcasting version of the paragon includes a variety of abilities, features and sub-classes, as well as the ability to cast spells similarly to the paladin. This version is recommended for newer players who are still getting to grips with some aspects of the game and are not ready to be introduced to homebrew features and rules.

Non-Spellcasting Version:
This non-spellcasting version of the paragon incorporates a unique system of abilities known as vocal abilities, allowing you to spend divine energy to use echoes, shouts and chants to assist your allies or hinder your enemies, these vocal abilities have various aura effects similar to the battle standard, however, they can be combined and used tactically in order to control the battlefield and those upon it.

Sub-Classes:
The paragon has a total of six sub-classes known as Heraldic Paths, these paths are listed as follows:

Heraldic Path of Calamity:
The Heraldic path of calamity acknowledges that chaos rules infinitely and eternally throughout the mortal realms, this path accepts that oblivion, destruction and death are but a few of the random forces that govern the universe, and that fearing these inevitabilities only leads to stagnation and suffering.

Heraldic Path of Civilization:
Those who follow the heraldic path of civilization embody spirit and zeitgeist of a nation, these paragons swear fealty and take vows to uphold the laws of the land as set by its ruler. Paragons who follow this path are often members of a knightly order in service to a nation or sovereign power and are usually given titles or ranks as part of their admission into the order.

Heraldic Path of Darkness:
These profane warriors are only loyal to a deity or demon as long as they receive power. Many of these paragons pay homage to demon lords, especially Grazz’t and Orcus. However, even the Lords of Hell are loath to ally with these champions of darkness, but sometimes Baalzebul and Glasya find a kindred spirit in this paragon’s penchant for dirty dealings, darkness and treachery.

Heraldic Path of Gaia:
As old as the elves and the first druids, the heraldic path of gaia promotes a peaceful coexistence alongside nature. Paragons who walk this path work to protect natures balance, and understand that equilibrium among organisms and their environments is part brutality, and part beauty. Paragons who follow the path of gaia usually adorn their armour and clothing with images of growing things, such as leaves, antlers, or flowers to reflect their commitment to preserving life and light in the world. Some even go as far as to unburden themselves from their metal armour and weaponry, instead choosing to craft their weaponry from wood, stone, sinew and bone, as their ancestors once did.

Heraldic Path of Light:
The Heraldic Path of Light is a path only those of a pure heart and soul can walk. Cast away all doubt and darkness around you and you shall be one step closer to the divine. Let your actions guide others towards the light.

Heraldic Path of Vengeance:
Those who follow the heraldic path of vengeance are usually oath-bound to seek justice or death against an individual or group responsible for some horrific deed. Perhaps your paragon seeks vengeance because they lost someone dear to them at the hands of a sinister cult leader, or watched their village burn in dragon fire, or their family starve in famine whilst the king held feasts in his hall. Whatever the story, those who follow the path of vengeance, have a long road ahead of them, filled with blood, pain and sacrifice.

48 Unique Battle Standards
The Paragon class document features a total of 48 battle standards for you to choose from, granting you the ability to build your character in a variety of ways, meaning that no two paragons are the same, as one might focus on stealth-based standards such as the standard of the veil, whilst others might invoke the wrath of calamity, and choose to wield the standard of tremors. Each standard has a unique ability, allowing you to find a comfortable niche and role within your party.

26 Unique Sacred Weapon Skills
The Paragon class document also features 26 unique weapon skills for you to choose from, allowing you to wield and channel the power of the divine into both your ranged and melee strikes, through a number of fun and unique damage and effect options.

14 Echoes, 21 Shouts, 21 Chants
The Paragon class document also features (in the non-spellcasting version) a series of echoes, shouts and chants, as part of the paragon's voice of the divine feature. These vocal abilities can be chosen, mixed, matched and combined in battle in order to create some truly amazing combinations and effects, such as aiding or healing your allies, hindering or harming your enemies, altering the terrain itself or mimicking certain spell or condition effects.

Beautiful artwork by Yue Qing and Gordon Napier.
All of the artwork contained within this document is all sourced legally via shutterstock, adobe stockart, creative commons as well as a few wonderful pieces by artists such as YueQing and Gordon Napier, who have each given me permission to use their work in this document.

Vocal Ability Round Tracker
To aid in the tracking of these vocal abilities that are similar to concentration spell effects, I have created and included a round tracker that can assist in marking which allies or enemies you have affected by specific abilities, for a number of rounds up to your charisma modifier.

Enjoy this faith-based class with a lesser focus on spellcasting, and a greater focus on aura based abilities.

Now, go forth unto the world, either as its saviour, or its destroyer!

Update Log:

Updated the spellcasting version to include Heraldic Path spells (similar to oath spells from paladin) for each heraldic path in the spellcasting version of this class.

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Reviews (4)
Discussions (2)
Customer avatar
JONATHON B December 01, 2019 6:10 am UTC
PURCHASER
I do have one interesting bit of commentary towards the spell-casting version of the Class. Specifically, i have concerns about how divine energy works there and what it means for some class features.

On one hand, i do mechanically like the idea of a pool of resources that charges up each turn in combat, from a game design perspective, that is both interesting and cool. But as a Roleplaying game it makes me worry, as it means there are features and abilities that can only be used in initiative specifically. Its not something you ever see in official content, and i don't think i have actually seen any other examples of initiative specific features in other things on the DMs Guild either (i could be wrong about that though) and i think there is a reason for this.

It feels a little immersion breaking to me, as initiative as a concept does not exist within the worlds and stories a DnD campaign takes place in, it is simply a mechanical device for the sake of the Players and the Games rulesets...See more
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Customer avatar
JONATHON B December 01, 2019 6:52 am UTC
PURCHASER
Replying to my own comment because my edit didn't make it in time >:(

Upon further consideration, i have actually come around to the idea of the charging divine energy. If we break it down a bit, the only 2 features it effects are "Sacred Weapon Skills" and "Flight of the Valkyries"

In the Case of "sacred weapon skills" i think it could actually work well, Its a cool way to represent a divine beacon of hope/inspiration/motivation/destruction/divine will that continues fighting even as those around them falter, thus motivating those around them to not falter themselves, plus, the idea of a Divine being who's fervour and power only escalates over the course of a Drawn out fight, resulting in a series of increasingly powerful and furious smites is rather appealing and feels like it makes sense for the thematic's and flavour of the class (at from my perspective) , i would still look over it though, just in case it could actually be better just switching to...See more
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Customer avatar
Campaign & C December 04, 2019 2:41 am UTC
CREATOR
Thank you for all your comments, I have spoken to a couple of my paragon playtesters from two of my games. Both they and I understand where you are coming from in regards to the initiative limitation for the flight of the valkyrie wings. However, all of my playtesters have said that is shouldn't be buffed because it grants an incredibly useful flying speed.

In regards to my thematic reasoning for several of the abilities, this class was loosely based on the 'guild wars 1' game which featured a playable class of the same name. It incorporated stances, shouts and spear abilities that I have tried my best to manage and balance in a class. This is far more recognizable in the non-spellcasting version as it incorporates heavily the echoes, shouts, and chants. This was also the major design thought in crafting the 'divine energy' element of this class, as the paragon from the original game featured something known as adrenaline, which slowly generated overtime during battle to allow the player to trigger...See more
Customer avatar
JONATHON B November 24, 2019 8:30 am UTC
PURCHASER
Hey, Just here to say that this Class looks *really* cool to play right now (there is a lot in here for sure) but the non-spellcasting version has a pretty dramatic omission, there is no feature that specifies the mechanics of your divine energy pool, the numbers suggest its a finite resource that recharges on a long rest, which is how i am interpreting it, but the spellcasting version has completely different mechanics for Divine energy (1+ per turn in battle) and i have no idea what specifically you are getting at with it, sure there are plenty of ways to *spend* the energy, but how is it gained and stored, is the divine energy column a max that is charged up to like the spellcasting version? or is more akin to ki points? do they recover on a short or long rest? I'm confused.

This seems to be a simple moment of forgetfulness, so no hard feelings, the class is awesome, but this does need to be cleared up, as i'm confused about the non-spellcasting version.

The Spellcasting version seems...See more
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Customer avatar
Campaign & C November 25, 2019 4:07 pm UTC
CREATOR
Thank you for letting me know. I will get started on a fix ASAP. Apologies for leaving it out.
Reply
Customer avatar
Campaign & C November 25, 2019 4:27 pm UTC
CREATOR
It has now been updated, located on the bottom left of page 8. I have also updated the page annotations and table of contents to match this slight change. Thank you again for letting me know. Stay tuned for more class content coming soon from me, as I am in the late stages of playtesting 3 new classes :)
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This title was added to our catalog on August 23, 2019.