The damsel in distress, with her long flowing hair and immaculate attire, awaits to be rescued. Her seeming passivity and apparent victim-hood is really her strategy, although undecided, as the fates orchestrate her destiny to be inevitably rescued, protected, and supported.
In the forest, a woman dwells with her three aunts. Her lips of rose, her hair of gold, and her voice of the gods highlight the majesty within... though it is unspoiled by seclusion. Her aunts, at the age of eighteen, reveal to her her fate: she is a princess, a ward of the land, and it is her time to meet her fate.
The warrior princess sits atop her horse, armed with the regalia of warfare and grace. Dignified and the epitome of gentility, this battle hardened royal refuses to let her land be threatened by her foes. She draws her sword and emits her war cry before charging into the field of soon-to-be clashing steel.
Princesses are a unique class. Seemingly little more than a background, a princess is an empowered title bestowed by circumstance. Not all "princesses" are this class, however. This class is more than a background. This class is the harnessing, developing, and empowering of the archetypal roles, features, and skills of a princess. Thus, through the majesty that comes with princesshood, this class is forged.
Princesses are inherently dependent upon their title of being princesses. Should she lose her title, she has fallen. Should she become a queen, she has ascended. Play particular attention to these variant rules later on should she ever fall or ascend. While many of her features depend upon her possessing the title of a princess, a creature need not know she is one to be affected by her abilities.
Creating a Princess
It is important to understand what you are a princess of. A castle? A vast land? Who is the king? Queen? Who governs it? Is she the ruler, yet she is too young and has a regent? Consider developing storyline archs that force the princess out of her land or castle towards adventure and intrigue, so that she can function with a party. She could be hid away due to a cruel witch who wants to kill her for vengeance against the king.
As a princess, you gain the following class features
- Hit Dice: 1d6 per princess level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per princess level after 1st
- Armor: None
- Weapons: None
- Tools: Four instruments of your choice
- Saving Throws: Charisma, Wisdom
- Skills: You are proficient in Animal Handling and any three of your choice from the following: History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, or Religion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a dagger or (b) a family trinket worth 20gp
- (a) a musical instrument of your choice or (b) a book of lore
- (a) a riding horse, riding saddle, and bit and bridle or (b) a donkey, pack saddle, and cart or (c) a pair of mastiffs
- (a) a diplomat's pack and a set of fine clothes
Starting at 1st level, you can condemn a creature for others to handle for you. Once per turn at the beginning of your turn, you can roll 2d6. The result is your condemnation damage. If you do so, as an action, you can choose one creature that you can see within 30 feet of you and condemn them. After your turn but before the beginning of your next turn, the first time a condemned creature takes damage, add your condemnation damage as bonus damage. Your condemnation damage is the damage type that triggers the bonus damage.
Starting at 3rd level in this class, your condemnation roll increases to 3d6 and again at 5th level (4d6), 11th level (5d6), and 17th level (6d6).
At 1st level, you may choose a princess lineage that decides your area of noble upbringing or traditions that were passed down to you. Your lineage is what makes you a unique type of princess: Fairy Tail Princess, Warrior Princess, or the Noble Princess. You gain class features based on your princess lineage as a 1st level princess anda again at 3rd, 7th, 10th, 15th, and 18th level.
|Level||Proficiency Bonus||Features||Majesty Die|
|1st||+2||Condemn, Princess Lineage||—|
|4th||+2||Ability Score Improvement||d4|
|5th||+3||Armor of Allies||d6|
|8th||+3||Ability Score Improvement||d6|
|12th||+4||Ability Score Improvement||d8|
|13th||+5||Charisma Score Increase||d8|
|14th||+5||Ability Score Improvement||d8|
|16th||+5||Ability Score Improvement||d8|
|17th||+6||Charisma Score Increase||d10|
|19th||+6||Ability Score Improvement||d10|
Starting at 2nd level, you acquire a benefit which befits how much you are destined for greatness. Choose one from below or one from your princess lineage, if they provide additional options.
Eminent Destiny. Your choices are beholden to fate itself, whether you realize it or not. Whenever you would be hurt, affected by something adverse, or fail -- you instead are unharmed, unaffected, or succeed.
As a reaction to taking damage, failing a saving throw, or failing an ability check, you can instead take no damage, succeed your saving throw, or succeed your ability check. Destiny intervenes and allows your eminence to shine.
Once you use your eminent destiny feature, you cannot do so again until you finish a long rest.
Pure of Heart. You are blessed with the virtue of purity, and because of this you are protected by a sanctuary spell. The DC of this spell is 8 + your proficiency bonus + your Charisma modifier. The strength of this protection is based on your purity. If you have taken a vow of chastity (no sex), abstinence (no alcohol), and nonviolence (you do not harm others) and you have not broken these vows, creatures have disadvantage on their saving throw. If you willingly break a vow, you must recommit to the vows and gain another level in princess for creatures to have disadvantage again.
If you break a vow or willingly try to harm a creature, your sanctuary effect is suppressed until you finish a long rest.
Variant: Reflavor Princess
Much of this class is designed around the literal concept of a princess, but need that be true? If you some other heavy social character that uses their raw personality as a persuasive talent, then go ahead! This class is easily flavored a prince, a diplomat, a simple aristocrat!
Also at 2nd level, you learn how to utilize your majestic presence and authority to create various effects in the form of majesty dice. Your majesty die is a d4 and increases in die size as you gain levels in this class, as found on the Majesty Die column of the princess class table. You have a number of majesty dice equal to your half levels in princess, rounded up.
You start knowing three ways of using your majesty dice: Cheer, Rally, and Rouse described below. When you get this feature, you can spend one majesty die per turn.
Starting at 6th level, you can spend two majesty die per turn. The number you can expend increases at 11th level (to three dice), and again at 17th level (to four dice).
A majesty die is expended when you use it. You regain all of your expended majesty dice when you finish a short or long rest.
Some abilities that require expending a majesty die may require a creature make a saving throw. When a saving throw against your majesty is required, the DC is equal to 8 + your proficiency bonus + your Charisma modifier.
As a bonus action, you can spend one majesty die to take the Help action to aid an ally that can see and hear you in attacking a creature. The target of this attack can be within 30 feet of you, rather than within 5 feet of you. Your ally adds your majesty die to their first attack roll and damage roll for the attack that has advantage.
As a bonus action, you can expend a number of majesty dice (up to your per turn limit) to designate an area within 30 feet of you as a 30-foot cube as a place to rally that you fill with your morale boosting inspiration. Add the majesty dice spent together to get a pool of rally points. On a friendly creature's turn that is within the area and that can see and hear you, they can reduce the rally points up to a number equal to their proficiency bonus and add that to an attack roll, damage roll, or saving throw. They cannot reduce the pool of rally points below 0. Allies can reduce these points to gain a bonus more than once, but not more than their proficiency bonus on a single roll.
As a bonus action on subsequent turns, if you are within the designated area, you can refresh the pool of rally points by rolling the authority dice again. After 1 minute, this effect ends along with any unused rally points.
As a bonus action, you can expend a number of majesty dice (up to your per turn limit) to heal a creature within 30 feet that can see and hear you by an amount equal to the majesty dice expended + your Charisma modifier. Additionally, if the creature is prone, they can use their reaction to stand up without expending movement. If the target of this feature has maximum hit points, they gain temporary hit points equal to the result that would normally be healed.
Creatures at 0 hit points cannot be healed using this feature.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 18th 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.
Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
Armor of Allies
Starting at 5th level, allies near you can serve as extra protection from danger. When you are targeted by an attack, a willing creature within 5 feet of you is instead the target.
You can use this feature a number of times equal to your Charisma modifier, regaining all expended uses after finishing a long rest.
Starting at 6th level, when you condemn a creature as an action, you can instead condemn that same creature twice or choose two separate creatures to condemn at the same time.
When a creature is condemned twice, the condemnation damage is applied the first time a condemned creature takes damage and the second time they take damage before the beginning of your next turn. For example, if you condemn a creature twice and an ally uses their Attack action and hits the condemn creature twice, both attacks gain condemnation damage as bonus damage.
Starting at 9th level, you become as assured of yourself as you make those around you. You have advantage on saving throws to resist the charmed and frightened conditions. Additionally, you have resistance to psychic damage.
Starting at 11th level, you get better at using your intuition to look like you know what you're doing for the sake of maintaining a certain level of reputation. Because of this, before rolling an ability check you are proficient in, you can use your intuitive competency instead of rolling, choosing for the result of the check to be equal to your princess level + your Wisdom modifier.
Once you use this feature, you cannot do this until you complete a long rest.
Charisma Score Increase
Starting at 13th level, you have such experience with utilizing your charisma that you become better equipped to exploit it beyond normal creatures. You gain +2 to your Charisma score to a maximum of 22.
At 17th level, you gain +2 to your Charisma score to a maximum of 24.
Starting at 20th level, you are at the height of your regal graces, sublime and magnetic. You can roll d4s and use them instead of expending majesty dice for your Cheer, Rally, and Rouse features.
Three types of princess lineages exist: Fairy Tale, Warrior, and Noble. These lineages help demonstrate how it is possible to vary in how princesses come to embody what it means to be a princess.
Fairy Tale Princess
Daughter of the wicked queen who has mysterious powers. The princess who keeps to the woods and has animals that flock to her as she effortlessly befriends the wild critters. The princess who gallantly defends the weak who uses her supernatural fairy tale presence to do so. All of these archetypes fit the princesses of myth, and perhaps are the rarest of all. They are the nobles of legend and fairy tale; they are the fabled and magical. When one's nobility hails in the lineage of a fairy tale, they are often accompanied by either a woeful event that exists in their past or a destined fate that cannot be escaped... or both.
Fairy Tale Princess Features
|1st||Mythic Wow, Body of Majesty|
|3rd||Mythic Mark (2)|
|7th||Mythic Mark (3)|
|10th||Mythic Mark (4)|
|15th||Mythic Mark (5)|
|18th||Mythic Mark (6)|
At 1st level, a mythic woe is something in your past that defines you of your mythic or fairy tale 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 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 princesses 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.
Forever Sleepy. You are subject to sleep spells and effects, even if you have immunities from other features or traits. 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, stop aging, 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 from the Monsters Manual (see their corresponding page number): an orc of your gender (page 246), a frog (page 322), or a swan (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 be able to. You may also choose a different creature from the Monsters Manual but the chosen creature should not 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 at 0 hit points.
Virtuous Noble You are the 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 perceives 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 cumulative, 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 before you must finish a long rest to do so again. When you do so, roll d100. If your result is your levels in princess or below, your kingdom will help you if it is within their means. Their aid comes to you, as though they have been observing your actions and are aware you needed help. Whenever you succeed, you cannot use this feature again for a one week.
Toll of Goodness
|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 conscience. 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. Whenever you roll a majesty die, reduce your result by 2.|
|4||Your deeds have gained the attention of religious or noble individuals who wish to intervene in what is perceived 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. If you do so, you lose this feature and its benefits, possibly being exiled from your family and kingdom.|
Unique. Consider making up a unique woe that defines you as a fairy tale princess. 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.
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. Knowing this about yourself, you've acquired a certain skill set. You gain proficiency in either Deception, Intimidation, or Persuasion.
Additionally, at 2nd level, when you roll a majesty die, you can choose to reroll when your result is a 1, but you must take the second roll.
Destiny of a Fairy Tale Princess
When you choose your Destined feature as a 2nd level princess, you have additional choices to choose from below.
Animal Companion. You gain an animal companion, or a swarm of animals, that you consider your best friend(s). Choose a beast that is no larger than Large and that has a challenge rating of 1 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your princess level, whichever is higher.
The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. At 6th level in the princess class, you only need a bonus action to verbally command your animal companion to take the Attack, Dash, Disengage, Dodge, or Help action.
If the beast dies, you can obtain another one by spending 8 hours bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.
Fairy Tale Ward. You have a celestial, fey, or fiend creature who watches over you, such as a fairy god mother, an angel, or a devil who feeds off your purity. This creature is of your alignment and appears to you in an unoccupied space within 15 feet of you when you call for it as an action. It appears within 1d6 rounds. Its actions are tied to its alignment and it will help you in the form of advice and a spell. When your ward appears to you, it can cast one spell from any class list that is of a spell level equal to half your levels in princess rounded up, maximum spell level 8th-level. This spell cannot deal damage directly, such as a fireball or wall of fire spell, and any saving throw to resist its effects is 8 + your proficiency bonus + your Charisma modifier. The spell does not require any material component. Once the spell is cast, your ward departs, unless your DM says otherwise. Other than the spell, it can only talk and move and is immune to all damage.
Your ward can only be called once before you must finish a number of long rests equal to the spell level last cast to do so again.
At 3rd level, you begin to define the mythology of yourself. Choose two of the following abilities. At 7th, 10th, 15th, and 18th level you may choose another from this list.
Allure. You are the epitome of a blinding, stunning individual. By expending 1 majesty die, as an action, you can force all eyes on you by unveiling yourself or doing some dramatic act, such as singing, playing an instrument, or some other form of displaying yourself. Roll one majesty die. That number of humanoid creatures of your choice that can see you within 30 feet must make a Wisdom saving throw against your majesty or be charmed by you until the beginning of your next turn. While they are charmed they are incredibly distracted. Attacks against them have advantage and their attacks against others have disadvantage. Creatures who roll a 1 on their saving throw are stunned for 1 minute and can repeat the saving throw at the end of their turn to end the stunned effect. Creatures who save against this effect are immune to it for 24 hours.
Eyes as the Ocean. Your eyes are that of a soft blue, so soft it looks like the rolling waves of a distant ocean. By expending 1 majesty die, as an action, you may look at a humanoid creature that can see you within 30 feet, flashing those stunning eyes, and they must make a Wisdom saving throw against your majesty. If they fail the saving throw, they are charmed by you for 1 minute and can take no actions or move so long as you are within their line of sight. An affected creature may reroll their saving throw at the end of each of their turns for the duration.
Hair of Gold. Your hair turns into a shimmering, beautiful blonde as it is interwoven with speckles of golden flakes. Your hair grows at an exceptional rate of 1 foot per week. Once per week you may cut a piece of your hair that is equal to 500gp so long as you cut at least a foot length off. Your hair also radiates magical energies that is desired by many. Each week your hair is not cut, you continue to grow that amount in golden hair, thus after four weeks cutting all your hair to shoulder length is worth 2,000gp. After one month of not cutting your hair, it continues to grow beyond that but has no gold value past 2,000gp, as the speckles are of a shimmering color, not literally gold. When at least one month has fully grown, however, it acts as though you are wearing a shield you are proficient in. You gain +2 to your AC. Word may spread of your enchanted hair and it may be coveted by creatures of both banditry and wicked magic alike.
Knowing Ward. Your ward‘s knowledge becomes unlocked to you. It can answer questions and respond to your inquiries when you call upon it and before it casts its spell (if any). The power of this feature is dependent upon your level in this class. Act as though you had cast augury (3rd level), commune (5th level), or the legend lore (7th level) spell (your choice) to address any questions you may have and limit the knowledge your ward provides or can know. It could, however, cast a spell, as per the feature, to gain additional knowledge.
You must have chosen the Fairy Tale Ward option for your Destined feature in order to choose this Mythic Mark.
Lips of Rose Red. Your lips are constantly a deep rose red. This coloring cannot blemish or smear. By expending a majesty die, as an action, you may kiss a creature within 5 feet who then acts as though you casted haste on them. Roll your majesty die. This effect lasts that number of rounds, which does not require your concentration.
Magical Companion. Your animal companion becomes infused with the spirit of a celestial, fey, or fiend (your choice). In a moment of dire need or emotional turmoil, your animal companion emerges in its true form, as your DM decides. Choose a creature with a CR equal to or less than half your levels in princess, rounded down. This creature must be of your chosen type and match your alignment between being good, evil, or neutral (chaos and lawful does not matter). When you gain a level in princess, you can choose a new creature that matches these prerequisites and change your companion’s true form. Your companion’s true form cannot have any legendary or lair actions or traits.
When your companion turns into its true form, it remains that way for as long as you need to address the dire situation or to address the subject of your emotional turmoil. Afterwards, it returns to its animal form and it cannot turn into its true form until you finish a number of long rests equal to your level in princess.
You must have chosen the Animal Companion option for your Destined feature in order to choose this Mythic Mark.
Magical Girl. You are imbued with various magical abilities from some source, power, or entity. For these spells, you use Charisma as your spellcasting ability and they only have a somatic or verbal component (your choice). Choose three cantrips from any class list. You now know these cantrips. Additionally, choose spells from any spell list up to 5th-level spells. These spells are considered princess spells for you. You can only know a number of princess spells equal to half your levels in princess, rounded up, at any one time. When you gain a level in princess, you may gain additional spells to know and replace one that you already know for another. To cast your princes spells, you must expend a number of majesty die equal to the spell's level.
Princess Underestimated. You are the epitome of heroic valor in combat. By expending a majesty die, as a bonus action, you may initiate your valiant form. When you do so, you and all allies within 60 feet of you that can see you may use their reaction to be inspired and gain 2 temporary hit points per your levels in the princess class. Additionally, your AC changes to 18 (which can gain bonuses, such as your Hair of Gold), you gain a bonus to attack and damage rolls with weapons equal to your Charisma modifier, and you select one creature within 60 feet of you that you create a bond with. If your bonded creature is ever targeted by an attack, magical or otherwise, you may use your reaction to move up to your movement towards the bonded creature or who is targeting them (your choice). Your valiant form lasts for 1 minute.
Once you use your valiant form, you cannot do so again until after you finish a short or long rest.
Voice of Enchantment. When you sing or speak, it is like enchantment is woven into your voice. You can expend one majesty die to cast the following spells with Charisma as the spellcasting ability: calm emotions, charm person, dissonant whispers, and enthrall. Additionally, you can cast vicious mockery as a cantrip using Charisma as the spellcasting ability. These spells only have a verbal component.
Woodland Majesty. You gain power over creatures and woodland beasts. Your power grows as you level. You have all previous aspects of this mythic mark if you are of a higher level when you choose it. You gain the following spells to cast by expending a number of majesty die, using Charisma as the spellcasting ability for them: animal friendship (1 die), speak with animals (1 die), and conjure animals (2 die).
Warrior Princess Lineage
Some princesses focus their energies on combat and warfare. The warrior princess is one who does not shy away from martial combat and warfare, seeing it as their place to be on the frontlines of a battlefield. Warrior princesses often have strong followers and allies who aid them in battle, galvanized by the presence of their fierce warrior princess guiding them to victory.
Warrior Princess Features
|1st||Bonus Proficiencies, Battle Ready|
|18th||No One Left Behind|
Starting at 1st level when you choose this princess lineage, you are proficient in light and medium armor and both simple and martial weapons.
Also at 1st level, you are better prepared to be in the front line of combat than other princesses. You gain the following benefits:
- You increase your maximum hit points by 2. Each time you gain a level in this class, you increase your maximum hit points by 2.
- When you use your Condemn class feature on a creature that is within the range of a weapon attack roll, you can immediately make a weapon attack roll as a bonus action targeting the creature you condemned using Charisma as the attack modifier for this attack. If you hit you deal your condemnation damage to them instead of the weapon's normal damage, and the creature is still considered condemned by you.
- When you would take damage, you can use your reaction to immediately expend a princess hit die and roll 1d6 + your Constitution modifier. You reduce the damage by that amount.
Starting at 3rd level, you can quickly galvanize a group of troops or allies with an inspiring war cry. When you roll initiative and are not surprised, you gain advantage on that roll, and any number of friendly creatures within 30 feet of you that can see or hear you can move up to a number of feet equal to five times your Charisma modifier (minimum 5 feet).
Beginning at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 10th level, you can coordinate a series of strikes to quickly eliminate a target. The first creature you hit that has taken condemnation damage since the end of your last turn suffers an additional 1d12 damage.
Additionally, you can take the Cheer bonus action without expending a majesty die if you are within 5 feet of the creature you are taking the Help action against. If you do, you do not add your majesty die to the attack or damage roll.
Starting at 15th level, when you and your allies must make a saving throw against the same effect, you make your roll first. If you succeed on your saving throw, your allies gain advantage on theirs.
No One Left Behind
Starting at 18th level, you can use your Rouse feature on creatures that are at 0 hit points. Additionally, when you do so, or as a separate bonus action, you can move up to your feet in movement as long as you move closer to an ally that is at 0 hit points. During this movement, you have resistance to all damage and your ally heals an additional amount of hit points equal to 1d8 per opportunity attack that hits you during this movement.
Noble Princess Lineage
Princesses with a noble lineage are the epitome of regal, 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, princesses 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.
Fairy Tale Princess Features
|1st||Charismatic Armor, Noble Guardian|
|3rd||Assess Persona, Inspiring Authority|
Starting at 1st level, you can use the raw power of your personality to ward off attacks. As a reaction to being the target of an attack roll, you can expend a princess hit die and change your armor class to 10 + your charisma modifier + 1d6. As a bonus action on subsequent turns, you can reassert your presence and reroll this 1d6 result, choosing the new roll or keeping the old one. Your charismatic armor lasts for 1 minute or until you dismiss it (no action required).
Creatures who are immune to the charmed condition ignore the armor class granted by this feature and instead use your normal armor class.
At 1st level, you gain an attendant that acts as a guardian for you. This may be an individual assigned to protect you or someone you or your family hired, or someone just utterly devoted to protecting you. 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. Your guardian is proficient in light and medium armor and simple and martial weapons. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command your guardian where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. When you give them a verbal command for a certain action, such as attacking a creature, they will repeat that command until told otherwise. You may add your Proficiency bonus to your guardian's AC, attacks, damage rolls, and saving throws so long as you are within 120 feet of them and they are aware of your presence.
Should anything happen to your bodyguard, such as they die or can no longer help you, you can spend 8 hours a day over five days replacing them, assuming you take to the proper channels to request, recruit, or demand one and are in a reasonable location to do so, such as a city or town.
At 5th level in this class, when your guardian uses the Attack action, they can attack twice instead of once.
At 7th level in this class, you may command your guardian to perform actions as a bonus action instead of an action.
Medium humanoid (any race), your alignment
- Armor Class 16 (breastplate)
- Hit Points 31 (4d10 + 7)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
- Senses passive Perception 10
- Languages Common
Noble Synergy. Whenever a guardian finishes a long rest in the presence of the princess they serve, they gain temporary hit points equal to the princess's Charisma modifier X the princess' level.
Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d10 + 3)
Destiny of a Noble Princess
When you choose your Destined feature as a 2nd level princess, you can choose the option below instead of your normal options.
Social Expertise. You have refined your ability to interact socially. Choose two skills to gain proficiency in from Deception, Insight, Intimidation, Perception, or Persuasion. If you are already proficient in one or both of the skills you choose, you instead gain expertise in them.
Starting at 3rd level, 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.
Starting at 7th level, you can assert your authority over others, charm or seduce them, easily navigating social experiences to render strangers friendly to you.
As an action and by expending one majesty die per target, a number of humanoid creatures up to the amount of majesty die you expended within 30 feet that can see you or hear you must make a Wisdom saving throw against your majesty or be charmed by you for 1 hour. A creature that is currently hostile towards you has advantage on their saving throw. If you or one of your companions harms the charmed creature, the condition immediately ends. The charmed creature regards you as a friendly acquaintance and when the effect ends they may continue to be friendly towards you, depending on how you treated them. A creature that successfully saves against this feature is immune to it for 24 hours.
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Starting at 10th level, you can 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 expending a majesty die, 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 against your majesty or lose half of their current hit points (rounded down). Creatures who succeed their saving throw still feel a sense of dread and take psychic damage equal to your majesty die + your Charisma modifier, but this damage cannot reduce a creature to 0 hit points. Creatures who have advantage against charmed conditions may roll the saving throw with advantage. Creatures who are immune to being charmed are immune to these effects.
At 15th 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 within 60 feet that you can see, 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 Constitution 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), Intimidation (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.
Starting at 18th level, you are at the height of your noble persona. Whenever you make a roll that involves a Charisma modifier, such as a saving throw or ability check, you can use your reaction to expend a majesty die. If you do so, you roll the die and add it to your result.
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