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Deakin Bennett; The Noble.json
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Deakin Bennett; The Noble.json
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{
"$schema": "../schema.json",
"_meta": {
"sources": [
{
"json": "Noble",
"abbreviation": "Noble",
"full": "The Noble (Princess) Class",
"authors": [
"Deakin Bennett"
],
"url": "https://drive.google.com/file/d/0B_fO9drMhlUealJLdFBXTHp2OG8/view?usp=sharing",
"version": "2017.08.17"
}
],
"dateAdded": 1546081374,
"dateLastModified": 1546081374
},
"class": [
{
"name": "Noble",
"source": "Noble",
"hd": {
"number": 1,
"faces": 6
},
"proficiency": [
"wis",
"cha"
],
"startingProficiencies": {
"weapons": [
"One simple weapon of your choice"
],
"tools": [
"Two instruments of your choice"
],
"skills": [
{
"choose": {
"from": [
"acrobatics",
"animal handling",
"history",
"insight",
"intimidation",
"investigation",
"medicine",
"nature",
"perception",
"performance",
"persuasion",
"religion"
],
"count": 3
}
}
]
},
"startingEquipment": {
"additionalFromBackground": true,
"default": [
"(a) any simple melee weapon or (b) any simple ranged weapon and 20 pieces of ammunition",
"(a) a {@filter musical instrument|items|rarity=none|type=instrument} of your choice or (b) a book of lore",
"(a) a {@item riding horse|PHB}, {@item riding saddle|PHB}, and {@item bit and bridle|PHB} or (b) a {@item donkey|PHB}, {@item pack saddle|PHB}, and {@item cart|PHB} or (c) a {@item mastiff|PHB|pair of mastiffs}",
"(a) a {@item diplomat's pack|PHB} or (b) a {@item scholar's pack|PHB}",
"a set of {@item fine clothes|PHB} and a {@item signet ring|PHB}."
],
"defaultData": [
{
"a": [],
"b": []
},
{
"a": [
{
"equipmentType": "instrumentMusical"
}
],
"b": []
},
{
"a": [
"riding horse|PHB",
"riding saddle|PHB"
],
"b": [
"donkey|PHB",
"pack saddle|PHB",
"cart|PHB"
],
"c": [
"mastiff|PHB"
]
},
{
"a": [
"diplomat's pack|PHB"
],
"b": [
"scholar's pack|PHB"
]
},
{
"_": [
"fine clothes|PHB",
"signet ring|PHB"
]
}
]
},
"classFeatures": [
"Attendant|Noble|Noble|1",
"Encouraging Words|Noble|Noble|1",
{
"classFeature": "Noble Lineage|Noble|Noble|1",
"gainSubclassFeature": true
},
"Charismatic Armor|Noble|Noble|2",
"Majesty Score|Noble|Noble|2",
{
"classFeature": "Noble Lineage Feature|Noble|Noble|3",
"gainSubclassFeature": true
},
"Ability Score Improvement|Noble|Noble|4",
{
"classFeature": "Noble Lineage Feature|Noble|Noble|5",
"gainSubclassFeature": true
},
"Ability Score Improvement|Noble|Noble|6",
{
"classFeature": "Noble Lineage Feature|Noble|Noble|7",
"gainSubclassFeature": true
},
"Ability Score Improvement|Noble|Noble|8",
"Sublime Majesty|Noble|Noble|9",
"Majesty Score (minimum 10)|Noble|Noble|10",
{
"classFeature": "Noble Lineage Feature|Noble|Noble|11",
"gainSubclassFeature": true
},
"Ability Score Improvement|Noble|Noble|12",
"Majesty Score (minimum 14)|Noble|Noble|13",
{
"classFeature": "Noble Lineage Feature|Noble|Noble|14",
"gainSubclassFeature": true
},
"Charisma Score Increase|Noble|Noble|15",
"Ability Score Improvement|Noble|Noble|16",
"Majesty Score (minimum 16)|Noble|Noble|17",
{
"classFeature": "Noble Lineage Feature|Noble|Noble|18",
"gainSubclassFeature": true
},
"Ability Score Improvement|Noble|Noble|19",
"Charisma Score Increase|Noble|Noble|20"
],
"subclassTitle": "Noble Lineage",
"fluff": [
{
"entries": [
"The prince of the land, picking up his sword to defend his future kingdom from turmoil. The battered princess who decides it is her time to take up adventure. The king, who has done nothing but hone his talents as a leader and as a noble. Nobles come in all shapes and sizes, but nobility can be more than a background. Characters who wish to fully devote themselves to their noble background, utilizing the majesty of their royal blood and aristocratic lineage can be true leaders and aids in a group. In short, nobles epitimoze their role and put their energy into developing their status and power as a noble. Thus, the noble class born.",
{
"name": "House of a Noble",
"entries": [
"Nobles are inherently dependent upon their title and bloodline of being nobles. That being said, it is very important to understand the house that you belong to. What are your traditions? What is your house's reputation? Work with your DM to construct not only your own character's nobility, but that of your house. Consider, also, if you are a stereotype of your house or if you contrast against its traditions.",
"It is important to understand what you are a noble of as well. A castle? A vast land? Who is the king? Queen? Who governs it? Are you the ruler, yet too young and a regent governs in your stead? Consider developing storyline archs that force you out of your land or castle towards adventure and intrigue, so that you can function within a party. This class, perhaps more so than others, require extra consideration by the DM. The world setting must value, in some ways and in some areas, the concept of a fuedal or aristocratic society, otherwise who would care that someone calls themselve a noble? "
]
},
{
"name": "Majesty and Magic",
"entries": [
"Majesty is the key power of a noble. It is the sum of their charisma, influence, social power, and prowess with their presence. Many of the effects of majesty function like magic. A noble can command a creature to kneel and, like magical compulsion, should the creature fail their saving throw they must obey the command. However, it is not magical compulsion that forces the creature to kneel: it is the presence of nobility and the awesome power of potent charisma.",
"But what of an orc who cares nothing for the nobility or fuedal societies of humans or elves? Generally, some chaotic creatures who are the epitome of chaos, such as orcs, goblins, etc., may not care about a noble's majesty. Your DM may decide that some creatures may have advantage against any non-magical effects, such as all noble's ability to use suggestion with their majesty score. The DM should consider thoughtfully whether or not a creature adheres to chaotic philosophies and has no form of hierarchy within their own cultural or ethnic background to grant them this resistance to noble abilities. This advantage would only apply to effects that are drawn directly from spells."
]
}
],
"name": "Noble",
"type": "section"
}
]
}
],
"item": [
{
"name": "Bola",
"source": "Noble",
"rarity": "none",
"type": "M",
"weapon": true,
"weaponCategory": "exotic",
"value": 100,
"dmg1": "1d4",
"dmgType": "B",
"weight": 0.25,
"property": [
"S",
"F",
"T"
],
"range": "20/60",
"entries": [
"A weapon consisting of a number of balls connected by strong cord",
{
"name": "Special",
"entries": [
"A large or smaller creature hit by a bola is {@condition restrained} until it is freed. A creature that is formless is unaffected. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature on a sucess."
]
}
]
},
{
"name": "Chakram",
"source": "Noble",
"rarity": "none",
"type": "M",
"weapon": true,
"weaponCategory": "exotic",
"value": 5000,
"dmg1": "1d6",
"dmgType": "S",
"weight": 1,
"property": [
"S",
"F",
"T"
],
"range": "15/30",
"entries": [
{
"name": "Special",
"entries": [
"The chakram is a special weapon that, if thrown correctly, can return to its thrower. Whenever you throw the chakram you may have the weapon ricohet off a creature and strike another within 10 feet of said creature, up to a number of creatures equal to your Dexterity modifier, but you must roll a separate attack for each creature.",
"After attacking, roll a Dexterity ability check DC equal to 10 + every 10 feet the chakram was thrown + each creature hit by the chakram. You must be able to hit a creature or ricochet the chakram from some hard object in order to have it return to you. If you suceed on the DC, you may expend your reaction on after your turn to catch the chakram at the beginning of your turn, so long as you have a free hand. If you fail the chakram falls at a random location within 30 feet of throwing it. "
]
}
],
"fluff": {
"entries": [
"The chakram is a throwing weapon from the Indian subcontinent. It is circular in shape with a sharpened outer edge and a size range of approximately 12\u201330 centimetres in diameter. It is also known as chalikar meaning \"circle\", and was sometimes referred to in English writings as a \"war-quoit\". The chakram is primarily a throwing weapon but can also be used hand-to-hand."
]
}
},
{
"name": "Warfan",
"source": "Noble",
"rarity": "none",
"type": "M",
"weapon": true,
"weaponCategory": "exotic",
"value": 10000,
"dmg1": "1d6",
"dmgType": "S",
"weight": 2,
"property": [
"S",
"F"
],
"entries": [
{
"name": "Special",
"entries": [
"As a bonus action, you can roll a contest Deception (Charisma) roll against a target's Insight (Wisdom). If you succeed you have advantage on your next attack with the warfan within one round. Future attempts at using this special property on the same target gives the target creature advantage on their Insight check."
]
}
]
},
{
"name": "Scourge",
"source": "Noble",
"rarity": "none",
"type": "M",
"weapon": true,
"weaponCategory": "exotic",
"value": 500,
"dmg1": "1d6",
"dmgType": "S",
"weight": 2,
"property": [
"F"
],
"fluff": {
"entries": [
"A scourge is a whip or lash, especially a multi-thong type, used to inflict severe corporal punishment or self-mortification. It is usually made of leather."
]
}
}
],
"classFeature": [
{
"name": "Attendant",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"level": 1,
"entries": [
"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 {@action Attack}, {@action Dash}, {@action Disengage}, {@action Dodge}, or {@action Help} action.",
{
"type": "dataCreature",
"dataCreature": {
"name": "Attendant",
"source": "Noble",
"size": "M",
"type": {
"type": "humanoid",
"tags": [
"any race"
]
},
"alignment": [
"A"
],
"ac": [
{
"ac": 14,
"from": [
"{@item Studded Leather Armor|PHB|leather}"
]
}
],
"hp": {
"average": 12,
"formula": "2d8 + 2"
},
"speed": {
"walk": 30
},
"cr": "0",
"str": 10,
"dex": 15,
"con": 12,
"int": 12,
"wis": 13,
"cha": 14,
"skill": {
"perception": "+2"
},
"passive": 13,
"languages": "Common and one language that you can speak",
"action": [
{
"name": "Dagger",
"entries": [
"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. Hit: 5 ({@damage 1d4 + 2}) piercing damage."
]
}
]
}
}
]
},
{
"name": "Encouraging Words",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"level": 1,
"entries": [
"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 {@homebrew 10|5} 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."
]
},
{
"name": "Noble Lineage",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"level": 1,
"entries": [
"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, {@homebrew 11th,} 14th, and {@homebrew 18th|17th} level."
]
},
{
"name": "Charismatic Armor",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"level": 2,
"entries": [
"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."
]
},
{
"name": "Majesty Score",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"level": 2,
"entries": [
"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 {@homebrew uses|is equal to 8 + your Proficiency bonus +} your Charisma modifier.",
{
"type": "abilityDc",
"name": "Majesty",
"attributes": [
"cha"
]
},
{
"type": "table",
"caption": "Majesty Score Table",
"colLabels": [
"Bonus/Penalty",
"Curcumstance"
],
"colStyles": [
"col-2 text-center",
"col-10"
],
"rows": [
[
"+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."
]
]
},
{
"entries": [
"You may use your majesty score to do the following:",
{
"type": "options",
"entries": [
{
"name": "Affecting Persona",
"entries": [
"You may reduce your majesty score to affect others in a fashion similiar to any of the following spells, except the effect is non-magical: {@spell calm emotions|PHB} (1 point), {@spell command} (1 point), and {@spell suggestion} (2 points). Thus if you had a majesty score of 12 and you used calm emotions you would have a majesty score of 10 until you could reroll your majesty score. The only components required is a verbal component. Otherwise, treat the spell as normal except it is a non-magical effect and requiring no concentration."
]
},
{
"name": "Bolstered Spirits",
"entries": [
"You may use your Encouraging Words class feature to heal your allies, instead of instilling temporary hit points. You can only do so when your majesty score equals 14 or greater. You cannot heal a creature in this way unless they have at least 1 hit point."
]
},
{
"name": "Persuasive Aristocrat",
"entries": [
"Whenever you roll a {@skill persuasion} or {@skill deception} check, your result can never be lower than your majesty score so long as your majesty score equals 6 or higher."
]
},
{
"name": "Uncanny Presence",
"entries": [
"As a bonus action or reaction to being targetted by an attack, you may reduce your majesty score by 4 to have an armor class equal to your Charisma score + 1d4. This armor class lasts until the end of your next turn. Creatures immune to or who have advantage to resisting the charmed condition roll attacks against this armor class with advantage."
]
}
]
}
]
}
]
},
{
"name": "Noble Lineage Feature",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"level": 3,
"entries": [
"At the 3rd level, you gain another feature from your Noble Lineage"
]
},
{
"name": "Ability Score Improvement",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"level": 4,
"entries": [
"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 {@5etools feat|feats.html}."
]
},
{
"name": "Noble Lineage Feature",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"level": 5,
"entries": [
"At the 5th level, you gain another feature from your Noble Lineage"
]
},
{
"name": "Ability Score Improvement",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"level": 6,
"entries": [
"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 {@5etools feat|feats.html}."
]
},
{
"name": "Noble Lineage Feature",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"level": 7,
"entries": [
"At the 7th level, you gain another feature from your Noble Lineage"
]
},
{
"name": "Ability Score Improvement",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"level": 8,
"entries": [
"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 {@5etools feat|feats.html}."
]
},
{
"name": "Sublime Majesty",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"level": 9,
"entries": [
"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."
]
},
{
"name": "Majesty Score (minimum 10)",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"level": 10,
"entries": [
"At the 10th level, when you roll for your Majesty Score, you have a minimum of 10."
]
},
{
"name": "Noble Lineage Feature",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"level": 11,
"entries": [
"At the 11th level, you gain another feature from your Noble Lineage"
]
},
{
"name": "Ability Score Improvement",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"level": 12,
"entries": [
"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 {@5etools feat|feats.html}."
]
},
{
"name": "Majesty Score (minimum 14)",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"level": 13,
"entries": [
"At the 13th level, when you roll for your Majesty Score, you have a minimum of 14."
]
},
{
"name": "Noble Lineage Feature",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"level": 14,
"entries": [
"At the 14th level, you gain another feature from your Noble Lineage"
]
},
{
"name": "Charisma Score Increase",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"level": 15,
"entries": [
"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."
]
},
{
"name": "Ability Score Improvement",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"level": 16,
"entries": [
"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 {@5etools feat|feats.html}."
]
},
{
"name": "Majesty Score (minimum 16)",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"level": 17,
"entries": [
"At the 17th level, when you roll for your Majesty Score, you have a minimum of 16."
]
},
{
"name": "Noble Lineage Feature",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"level": 18,
"entries": [
"At the 18th level, you gain another feature from your Noble Lineage"
]
},
{
"name": "Ability Score Improvement",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"level": 19,
"entries": [
"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 {@5etools feat|feats.html}."
]
},
{
"name": "Charisma Score Increase",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"level": 20,
"entries": [
"At 20th level, your Charisma score increases +2 again to a maximum of 24."
]
}
],
"subclassFeature": [
{
"name": "Lineage of Diplomacy",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"subclassShortName": "Diplomacy",
"subclassSource": "Noble",
"level": 1,
"entries": [
"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.",
{
"type": "refSubclassFeature",
"subclassFeature": "Noble Guardian|Noble|Noble|Diplomacy|Noble|1"
}
]
},
{
"name": "Noble Guardian",
"entries": [
"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 {@homebrew 5th|6th} 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.",
{
"type": "dataCreature",
"dataCreature": {
"name": "Guardian",
"source": "Noble",
"size": "M",
"type": {
"type": "humanoid",
"tags": [
"any race"
]
},
"alignment": "A",
"ac": [
{
"ac": 16,
"from": [
"{@item breastplate|PHB}"
]
}
],
"hp": {
"average": 31,
"formula": "4d10 + 7"
},
"speed": {
"walk": 30
},
"cr": "0",
"str": 15,
"dex": 14,
"con": 16,
"int": 10,
"wis": 10,
"cha": 10,
"passive": 10,
"languages": "Common",
"traits": [
{
"name": "Noble Synergy",
"entries": [
"Whenever a guardian finishes a long rest in the presence of the noble they serve, they gain temporary hit points equal to the noble's Charisma modifier X their levels in the noble class."
]
}
],
"action": [
{
"name": "Longsword",
"entries": [
"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. Hit: 5 ({@damage 1d10 + 2}) slashing damage."
]
}
]
}
}
],
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"subclassShortName": "Diplomacy",
"subclassSource": "Noble",
"level": 1,
"header": 1
},
{
"name": "Demand Action",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"subclassShortName": "Diplomacy",
"subclassSource": "Noble",
"level": 3,
"header": 2,
"entries": [
"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."
]
},
{
"name": "Diplomatic Persona",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"subclassShortName": "Diplomacy",
"subclassSource": "Noble",
"level": 5,
"header": 2,
"entries": [
"At 5th level, you gain the following abilities to utilize with your majesty score:",
{
"type": "options",
"entries": [
{
"name": "Destroy Morale",
"entries": [
"You utilize the defeat of a foe to change the tide of battle by declaring you and your allies victorious, devastating the morale of your foes. As a reaction to an ally defeating a hostile creature, and by reducing your majesty score by 4 points, all other hostile creatures within 30 feet of you and the defeated creature who consider that defeated creature an ally must make a Wisdom saving throw or lose half of their current hit points (rounded down). 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. You may choose, instead, to target one creature within 30 feet of you or the defeated creature that is an ally of the defeated creature and they must make a Wisdom saving throw or suffer the same effect. If you choose only one creature for the ability, you reduce your majesty score by 2. "
]
},
{
"name": "Assess Persona",
"entries": [
"By taking a moment to assess your opponent, you discover their weaknesses and may later act to exploit it. As a bonus action, you interact with them in some way to glean their weaknesses. Roll a Persuasion (Charisma) or Deception (Charisma) check against their Insight (Wisdom) roll. If you are equal or higher than their check, you gain the following information: their saving throw bonuses, all Charisma based skill proficiencies, and whether they are friendly, neutral, or hostile towards you, as well as any general emotional state the creature is currently in. You must have a majesty score of at least 8 to use this feature. "
]
},
{
"name": "Worthy to Save",
"entries": [
"Your guardian would sacrifice their life to save you and they often prove it. As a reaction to being targetted by an attack and your guardian is within 5 feet of you, you may sacrifice their ability to move and take action on your next turn to gain +2 to your armor class as a shield bonus. If you have this bonus and are hit by an attack within 2 points of your armor class, your guardian takes the damage instead of you. For example, if you have an armor class, with this bonus, of 18 and you are hit for 18 or 19, your guardian would be hit by the attack instead of you. Using this ability reduces your majesty score by 2 points."
]
}
]
}
]
},
{
"name": "Guardian Extra Attack",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"subclassShortName": "Diplomacy",
"subclassSource": "Noble",
"level": 5,
"header": 2,
"entries": [
"Also at the 5th level, your Guardian can attack twice, instead of once, whenever they take the {@action Attack} action."
]
},
{
"name": "Contrive Defense",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"subclassShortName": "Diplomacy",
"subclassSource": "Noble",
"level": 7,
"header": 2,
"entries": [
"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."
]
},
{
"name": "Masterful Diplomacy",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"subclassShortName": "Diplomacy",
"subclassSource": "Noble",
"level": 11,
"header": 2,
"entries": [
"At 11th level, you gain the following abilities to utilize with your majesty score:",
{
"type": "options",
"entries": [
{
"name": "Berating Words",
"entries": [
"You realize your inspiring presence can have the reverse effect on a foe. By reducing your majesty score by 1 and as a reaction to you or an ally being targetted by an attack roll by an enemy within 60 feet of you that you can see and that can see and hear you, you can berate the foe and cause them to miss. Your ally gains +2 to their armor class from the chosen target until the end of your next turn. You may reduce your majesty score by additional points by 1 and gain that number as a bonus to you or your ally's armor class, up to a maximum of a +5 armor class bonus and reducing your majesty score by 4. "
]
},
{
"name": "Exert the Self",
"entries": [
"By reminding yourself of who you are, you may reassert control over yourself. As an action and by reducing your majesty score by 2, you may end the effects causing you to be {@condition charmed} or {@condition frightened}. Even if you are not normally permitted an action during the effects, you may use this ability to overcome them."
]
},
{
"name": "You Know Me",
"entries": [
"You may create a bond with a number of creatures that is represented by the fact that you can near-telepathically tell them what to do simply by your body language. Choose a number of creatures equal to your Charisma modifier + half your levels in noble (rounded down) that you have spent at least one week with. Whenever those creatures can see you, they understand basic commands and your silent language simply by reading your body language. You can tell them things like \"no\", \"yes\", \"that's bad\", \"I don't like that\", \"this is a great idea\", \"do it,\" etc. You cannot reveal complex information in this way. Other creatures cannot determine your messages in this way, even if they roll impressive insight (Wisdom) skill checks."
]
}
]
}
]
},
{
"name": "Improved Guardian",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"subclassShortName": "Diplomacy",
"subclassSource": "Noble",
"level": 11,
"header": 2,
"entries": [
"At 11th level, you may now command your guardian to perform actions as a bonus action instead of an action."
]
},
{
"name": "Shatter Persona",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"subclassShortName": "Diplomacy",
"subclassSource": "Noble",
"level": 14,
"header": 2,
"entries": [
"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 {@dice 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 {@condition 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."
]
},
{
"name": "Supernal Majesty",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"subclassShortName": "Diplomacy",
"subclassSource": "Noble",
"level": 18,
"header": 2,
"entries": [
"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."
]
},
{
"name": "Lineage of Myth",
"source": "Noble",
"className": "Noble",
"classSource": "Noble",
"subclassShortName": "Myth",
"subclassSource": "Noble",
"level": 1,
"entries": [
"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.",
{
"type": "refSubclassFeature",
"subclassFeature": "Mythic Woe|Noble|Noble|Myth|Noble|1"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Body of Majesty|Noble|Noble|Myth|Noble|1"
}
]
},
{
"name": "Mythic Woe",
"entries": [
"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.",
{
"name": "Cursed",
"entries": [
"You are under one of the effects of the {@spell 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."
]
},
{
"name": "Exiled",
"entries": [
"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 {@creature deva|MM}, a {@creature cambion}, a {@creature centaur|MM}, a {@creature dryad|MM}, a {@creature faerie dragon (green)|MM|faerie dragon}, a {@creature night hag|MM}, a {@creature pixie|MM}, a {@creature satyr|MM}, or a {@creature sprite|MM}.",
"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."
]
},
{
"name": "Forever Sleepy",
"entries": [
"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."
]
},
{
"name": "Feyline",
"entries": [
"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."
]
},
{
"name": "Honesty",
"entries": [
"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. "
]
},
{
"name": "Midnight Form",
"entries": [
"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{@homebrew | from the Monsters Manual (see their corresponding page number)}: an {@creature orc|MM} of your gender{@homebrew | (page 246)}, a {@creature frog|MM}{@homebrew | (page 322)}, or a {@creature hawk|MM|swan}{@homebrew |(hawk stats, page 330)}.",
"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 {@homebrew of CR 1/2 or lower|from the Monsters Manual but the chosen creature should not be have statistics that are stronger than that of an orc (page 246)}.",
"If you die in your midnight form your revert back to your normal form. "
]
},
{
"name": "Prince/Princess Charming",
"entries": [
"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.",
{
"type": "table",
"caption": "Toll of Goodness",
"colLabels": [
"Toll Points",
"Toll"
],
"colStyles": [
"col-2 text-center",
"col-10"
],
"rows": [
[
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\"."
],
[