Punti Ferita
Competenze
Caratteristiche di Classe
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Competenze
One simple weapon of your choice
Equipaggiamento Iniziale
Caratteristiche di Classe
Attendant (Level 1)
At 1st level, you are always accompanied by an attendant to take care of all tasks you desire him or her to take care of. Your attendant's role in your life could vary. Based on your chosen noble lineage, your attendant may alter or perform certain actions. Your attendant is always with you, obeys your commands to the best of their ability, but will only put themselves at risk when it is directly related to your wellbeing. Should your attendant ever die, you recieve another within one month's time from your noble house or from some other source, assuming you take to the proper channels to request, recruit, or demand one.
Your attendant is of your race, a gender of your choice, but lack any exceptionalities that befit them racial traits. They are proficient in light armor and daggers. Attendants take their turn on your initiative, though they don't take an action unless you command them to. On your turn, you can verbally command them where to move (no action required by you). You can use an action to verbally command them to take the Attack, Dash, Disengage, Dodge, or Help action.
Encouraging Words (Level 1)
Also at 1st level, you may use your words to bolster morale in your allies. You gain a pool of hit points that you can use to impart temporary hit points to an ally, equal to your levels in noble x 5. As an action, you encourage an ally within 10 feet of yourself and instill a portion of the temporary hit points or all of it, at your choice. You must be within 10 feet of an ally, due to the intimacy of these encouraging words. You cannot give an ally temporary hit points in this way if they do not already have at least 1 hit point. You cannot use your encouraging words on yourself. Your pool of hit points for encouraging words fully replenish after a long rest.
Noble Lineage (Level 1)
And finally, at 1st level, choose a noble lineage that decides your area of noble upbringing, specialty focus, or traditions that were passed down on you. Your noble lineage is, essentially, that which makes you a unique type of noble. The Lineage of Warfare, for example, focuses on combat, weapons, and leadership in warfare. You may choose between: Lineage of Diplomacy, Lineage of Myth, or Lineage of Warfare. You gain class features based on your noble lineage at 1st, 3rd, 5th, 7th, 11th, 14th, and 18th level.
Charismatic Armor (Level 2)
At 2nd level, your mere presence exudes a charismatic aura that is difficult to strike to most creatures. You always have an armor class that is at least equal to 10 + your Dexterity Modifier + your Charisma modifier, even if you currently have another armor class from other means. Your charismatic armor cannot increase in value by wearing shields or armor, but can from wearing magical items. Creatures who are immune to being charmed or who have advantage against the charmed condition have advantange to attack rolls against you when using this armor class.
Majesty Score (Level 2)
At 2nd level, you gain a majesty score that you use to express your influence on others. When you finish a short or long rest, roll 1d4 per your Charisma modifier. Use this result, applying bonuses or penalties based on the Majesty Score Table below, to formulate your majesty score. At certain levels (see the Noble class table), no matter what you roll for your majesty score, it cannot be less than a certain amount. Any saving throw to resist a class feature using your majesty score uses your Charisma modifier.
Majesty
| Bonus/Penalty | Curcumstance |
|---|---|
+4 | You are in a region where your noble house or title is considered influential. |
+2 | You are in a region where noble houses or aristocratic titles are considered influential. |
+1 | You are travelling with individuals (other than your attendants) who consider your title or nobility as influential or worthy of respect. |
-3 | You are in a region where noble houses or titles are not respected, valued, or honored. |
-2 | You are travelling with individuals (other than your attendants) who consider your title or nobility as something that is not very influential or worthy of respect. |
+/- | Your DM may vary bonuses or penalties based on various circumstances they deem necessary similar to the above situations. |
You may use your majesty score to do the following:
Noble Lineage Feature (Level 3)
At the 3rd level, you gain another feature from your Noble Lineage
Ability Score Improvement (Level 4)
At the 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Noble Lineage Feature (Level 5)
At the 5th level, you gain another feature from your Noble Lineage
Ability Score Improvement (Level 6)
At the 6th 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.
If your DM allows the use of feats, you may instead take a feat.
Noble Lineage Feature (Level 7)
At the 7th level, you gain another feature from your Noble Lineage
Ability Score Improvement (Level 8)
At the 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Sublime Majesty (Level 9)
At 9th level, you may reassert your noble self if you feel your influence wavering. If your majesty score is below your Charisma score, you may use a bonus action to roll 1d4 to add to your majesty score. You may do so once before you must take a short or long rest to do so again.
Majesty Score (minimum 10) (Level 10)
At the 10th level, when you roll for your Majesty Score, you have a minimum of 10.
Noble Lineage Feature (Level 11)
At the 11th level, you gain another feature from your Noble Lineage
Ability Score Improvement (Level 12)
At the 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Majesty Score (minimum 14) (Level 13)
At the 13th level, when you roll for your Majesty Score, you have a minimum of 14.
Noble Lineage Feature (Level 14)
At the 14th level, you gain another feature from your Noble Lineage
Charisma Score Increase (Level 15)
At 15th level, you have such experience with utilizing your charisma that you become better equiped to exploit it beyond normal creatures. You gain +2 to your Charisma score to a maximum of 22.
Ability Score Improvement (Level 16)
At the 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Majesty Score (minimum 16) (Level 17)
At the 17th level, when you roll for your Majesty Score, you have a minimum of 16.
Noble Lineage Feature (Level 18)
At the 18th level, you gain another feature from your Noble Lineage
Ability Score Improvement (Level 19)
At the 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.
If your DM allows the use of feats, you may instead take a feat.
Charisma Score Increase (Level 20)
At 20th level, your Charisma score increases +2 again to a maximum of 24.
Sottoclassi
Caratteristiche Sottoclasse
Lineage of Diplomacy
Lineage of Diplomacy (Level 1)
In a house of diplomats, a noble is instructed on how to utilize their majestic presence to be a leader, to create bonds that tie, and to use others to do their bidding. They are known for their prowess with words and immense persuasive talents. Additionally, nobles who are famed for their skill in diplomacy are known for their ability to gain insights and truths from others in subtle fashion. They are almost always accompanied by a guardian for martial protection.
Noble Guardian
At 1st level, you gain an additional attendant that acts as a guardian for you. This may be an individual assigned to protect you or someone you or your family hired. Regardless, they are loyal to you and seek to help you in anyway they can. They will even risk their life to protect your well-being. Treat your guardian exactly as a normal attendant, except they are proficient in light and medium armor and simple and martial weapons. You may add your Proficiency bonus to your guardian's attacks, damage rolls, and saving throws so long as you are within 120 feet of them and they are aware of your presence.
At 5th level, your guardian gains Extra Attack.
At 11th level, you may now command your guardian to perform actions as a bonus action instead of an action.
Demand Action (Level 3)
At 3rd level, you can exert your presence in a situation to force an ally to act. As an action, you may force an ally to use their reaction to take an action. Using this ability reduces your majesty score by 1.
Diplomatic Persona (Level 5)
At 5th level, you gain the following abilities to utilize with your majesty score:
Guardian Extra Attack (Level 5)
Also at the 5th level, your Guardian can attack twice, instead of once, whenever they take the Attack action.
Contrive Defense (Level 7)
At 7th level, you have the ability to cause your allies or enemies to react in a way that benefits them or exploits their weaknesses. As a reaction to a creature making a saving throw, or as a bonus action on your turn, you may have them trade their physical saving throws for a different physical saving throw and mental saving throws for a different mental saving throw.
For purposes of this feature, physical saving throws are Strength, Dexterity, and Consitution and mental saving throws are Intelligence, Wisdom, and Charisma. So if an enemy is facing a fireball and must roll a Dexterity saving throw, you may attempt to convince them to use their Constitution instead to simply stand there and withstand the flames with their sheer presence.
For a creature to resist this, have the target creature roll an Insight (Wisdom) check against your Persuasion (Charisma) or Deception (Charisma), your choice. If you win the contested roll, they must use a different physical or mental saving throw of your choice. You cannot replace a physical saving throw with a mental saving throw, however, or vice versa. Once you use this feature, you cannot do so again until you finish a short or long rest.
Masterful Diplomacy (Level 11)
At 11th level, you gain the following abilities to utilize with your majesty score:
Improved Guardian (Level 11)
At 11th level, you may now command your guardian to perform actions as a bonus action instead of an action.
Shatter Persona (Level 14)
At 14th level, you may verbally assault a creature to the point where they may find it impossible to recover. As an action, a creature within 60 feet of you that can see and hear you must succeed on a successful Charisma saving throw as you berate them with words or remind them of your majesty in some way or suffer debilitating consequences. As a result of failure, the creature takes 14d6 damage (this damage cannot reduce them below 1 hit point), has their maximum hit points reduced by half (rounded down), has disadvantage on Charisma and Wisdom based skill checks for 24 hours, and is stunned until the end of their next turn.
Creatures who have advantage against charmed conditions may roll the saving throw with advantage. Creatures who are immune to being charmed are immune to this effect.
Once you use this feature you cannot do so again until you finish a long rest.
Supernal Majesty (Level 18)
At 18th level, your ability to manipluate others with your majesty becomes nearly supernatural. Creatures cannot ignore or take advantage against your abilities due to being resistant or immune to the charmed condition or effects, unless they overcome your sheer presence. They must make a Wisdom saving throw when they might ignore or gain advantage against your armor class or some ability and if they suceed their immunity or resistance stays in effect. If they fail, they treat your abilities normally as though they did not have immunity or resistance to charmed effects or conditions. Once a creature fails this saving throw they cannot make another one until after 24 hours have passed. After 24 hours, they may try to overcome your presence and gain the benefits of their immunities or resistances.
Lineage of Myth
Lineage of Myth (Level 1)
The wicked queen who has mysterious powers. The fairy tale princess who has animals that flock to her as she effortless befriends the wild critters. The prince charming who gallantly defends the weak and seeks to save the damsel. All of these archetypes fit the nobles of the province of myth. They are the nobles of legend and fairy tale; they are the fabled and magical. When one's nobility hails in the lineage of myth, they are often accompanied by either a woeful event that exists in their past or a destined fate that cannot be escaped... or both.
Mythic Woe
At 1st level, a mythic woe is something in your past that defines you of your magical or mythic background. Perhaps you were cursed by a witch or simply had a strange woe afflict you and you are oblivious to its origin. Regardless, you may struggle with your woe defining you, battle to overcome it, or embrace it. Choose at least one Mythic Woe from below.
Cursed
You are under one of the effects of the bestow curse spell, except its effect is permanent and cannot be removed except by a wish spell or by the death of the creature who cursed you.
Exiled
You don't even know of your own nobility. For some reason, you were exiled from the land that is rightfully yours. While you may be extraordinarily charismatic and have a potent personality, you do not know where it hails from. Your majesty comes from an inherent form of entitlement, something that tells you that you are meant for great things, even if you know not what.
Exiled nobles are always under the watchful eye of at least one creature, which the noble may or may not know of. Choose one creature from this list that is or has watched over you during your exile: a deva, a cambion, a centaur, a dryad, a faerie dragon, a night hag, a pixie, a satyr, or a sprite.
The creature may watch you from afar, or may be under some guise and raising you as their own or some other method of keeping an eye on you. Because of your charisma, your attendant is actually a friend of yours or a loyal companion, instead of an attendant who respects you from just your authority. Additionally, you cannot gain the +4 circumstance on the Majesty Score Table when you roll your majesty score until you become aware of your nobility in some way.
Forever Sleepy
You are subject to sleep spells and effects, even if you have immunities from other features or abilities. Whenever you are the target of a sleep spell, count yourself as having half your current hit points as you currently have.
Additionally, choose one creature. That creature is your soulmate or savior. Whenever you are the subject of magical sleep, you fall asleep permanently and may not awaken until your soulmate or savior kisses you on your forehead or lips. Should your soulmate or savior ever die, you awaken by the next creature that kisses you on your forehead or lips.
Once you are permanently under the effects of a sleep spell or effect, you cannot be so again in a permanent way after you are awakened. You are still vulnerable to the effects, however, as described above.
Feyline
At some point, your ancestors mixed your lineage with fey-blood and this is your fuel of majesty. Fey creatures regard you with curiosity, inherently sensing the feyline within you or feeling a nascent sense of familiarity when in your presence. This may lead to you being some destined noble of fey or of some fey court or kingdom.
Honesty
You are magically compelled to always tell the truth when you are asked a question. This truth is relative to your own understanding of truth and reality, but you cannot willfully lie or be dishonest.
Midnight Form
At dusk, so long as you are within 1 mile of being able to see the night sky, you transform into one of the following creatures[...]: an orc of your gender[...], a frog[...], or a swan[...].
You lose all your class features and capabilities and act only with the stats provided of your chosen form. When dawn comes, you revert to your normal form and you act as though you had a long rest, whether you rested or not.
This woe is dependent upon some factor, creed, doctrine, or curse, usually of the poetic type. Discuss this with your DM to see if you may ever break the curse or how you must follow some doctrine to avoid the midnight form, should you wish to.
You may also choose a different creature of CR 1/2 or lower.
If you die in your midnight form your revert back to your normal form.
Prince/Princess Charming
You are the prince or princess of a kingdom, destined to soley inheret the kingdom and bear the burden of the monarchy. You are inherently good, a pureborn noble who sees only justice, truth, honesty, and charity. You are likely lawful good, possibly neutral good, but not chaotic good or any other non-good alignment. All of these traits and privileges come with a cost, however. Whenever you perform any action that is a betrayal, goes against your conscious or moral code, leaves the innocent in danger, or some other reason that the DM percieves going against justice, truth, honesty, love, and charity, you incur one point on the toll of goodness, which weighs against your conscience, affecting how you function. All tolls are cumilitive, thus if you have 4 toll points, you incur 1, 2, 3, and 4 tolls. After a long rest or a significant gesture of goodwill, you lose 1 toll point. You cannot lose more than 2 toll points within 24 hours of losing a point. If you have no toll points, you may call upon your family and kingdom for assistance in some way once per month, so long as you are aware of them.
| Toll Points | Toll |
|---|---|
1 | You realize that you have done something wrong and you await some form of punishment. After every long rest you have at least 1 toll point, your first saving throw is made with disadvantage. |
2 | The weight of further bad deeds weighs on your consience. You refuse to eat, feast, be merry, or enjoy the delights of the world. |
3 | At this point, you consider yourseful truly sinful and deserving of harsh punishment. For every day you retain at least 3 toll points, word gets back to your family of your deeds and your reputation suffers. You lose 1 majesty point after rolling your majesty score. |
4 | Your deeds have gained the attention of religious or noble indivdiuals who wish to intervene in what is percieved to be "your fall of grace". |
5 | Your deeds have gained the attention of evil religious, noble, and magical creatures who wish to take advantage of your state. Your alignment is in danger of shifting away from good and you may be propositioned some scenario in which you trade something for wealth, knowledge, and/or power from a powerful creature. |
Unique
Consider making up a unique myth that defines you as a noble of myth. This should have very little, if at all, mechanical effect, but should build up lore. Consider existing fairy tales and folk lores that exist concerning nobles, princes, kings, and queens. Your DM should approve any Mythic Woe that you compose.
Body of Majesty
Also at 1st level, you are inherently and extraordinarily attractive as a member of your race and gender. You often stand out in crowds and even members of other races find you appeasing to look upon. You find it particularly easy to stay fit and rarely find yourself dirty or smudged unless you willfully intend to be in such a state. You also have perfect symmetry in your physical features. When you roll your majesty score, add your Charisma modifier to the result. Additionally, you gain proficiency in either Deception, Intimidation, or Persuasion.
At 2nd level, you gain expertise in one of those three skills that you are proficient in.
Mythic Mark (2) (Level 3)
At 3rd level, you begin to define the mythology of yourself. Choose two of the following abilities. At 5th, 7th and 14th level you may choose another from this list.
Mythic Mark (3) (Level 5)
At the 5th level, you may choose a third Mythic Mark.
Mythic Mark (4) (Level 7)
At the 7th level, you may choose a fourth Mythic Mark.
Mythic Mark (5) (Level 14)
At the 14th level, you may choose a fifth Mythic Mark.
Lineage of Warfare
Lineage of Warfare (Level 1)
Some nobles focus their energies on combat and warfare. The warrior princess who picked up a sword to defend her house from enemies. The young boy of a lord secretly taught how to wield a sword and be a leader in war by his father. Both of these nobles epitomize a noble warrior, one of both majestic presence and fierce combat skills.
Bonus Proficiencies
At 1st level, you gain bonus proficiencies. You are proficient in light and medium armor and your choice of four weapon that can be simple or martial. Additionally, you are proficient in one exotic weapon.
War Cry (Level 3)
At 3rd level, you can turn the tides of battle by emitting your presence in the form of a wary cry. As a bonus action, you may emit a signature war cry. When you do so, roll a 1d6. You must then use your action on the same turn to attack an enemy, with the result of the die as a bonus to your attack. If your strike succeeds, you gain half that number (a minimum of 1) as a bonus to both attack and damage rolls for 1 minute. Additionally, if your initial strike succeeds, all allies within 60 feet that can see you hit your oponnent have a bonus on their next attack roll equal to the result of the 1d6 roll, so long as their attack is made within a number of rounds equal to your levels in noble. You may not apply this bonus to more allies than you have levels in the noble class.
You can only use this feature once each time you roll initiative.
Extra Attack (Level 5)
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Uncanny Grace (Level 7)
Majestic Strike (Level 11)
At 11th level, you may now inspire yourself with your own majestic strikes. Whenever you hit a target creature, you may reduce your majesty score by 2 to deal an additional 2d6 damage to that target with the same damage type as the weapon you struck with. You may further reduce your majesty score by 2 to increase this by 1d6, to a maximum of 5d6 extra damage and by reducing your majesty score by 8.
Legendary Acrobatics (Level 14)
At 14th level, you may inspire yourself to new feats of acrobatics. As a bonus action and by reducing your majesty score by 4, you enter into a state of exceptional combat prowess. Your movement speed increases by 10, you may now take a second extra attack whenever you take the Attack action on your turn (to a total of 3), and you have advantage to Dexterity saving throws and Dexterity skill checks.
This lasts for 1 minute or until you dismiss it. When the state is over you must reduce your majesty score by another 4 (if you can) or you gain one level of exhaustion.
Unrelenting (Level 18)
At 18th level, your own will and presence becomes so self-inspiring that you can withstand continuous combat. Whenever your hit points are above half of your maximum hit points, you may, as a bonus action and by reducing your majesty score by 1, use the healing pool of your Encouraing Words to reinvigorate your morale and heal yourself normally.